Search the Community

Showing results for tags 'mod'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Exile
    • Changelogs
    • Feedback
  • Exile Community
    • General Discussion
    • New Feature Voting
    • Problems & Bugs
    • Cat Walk
    • Recruitment
    • Small Talk
  • Exile Mod XM8 App
    • XM8 Server Administration
    • XM8 Android App
    • XM8 Discord Bot
  • Exile Mod Server Administration
    • Ask a Game Server Provider
    • Hosting
    • Operating Systems
    • Installation
    • Database
    • Security
    • Maintenance
  • Exile Mod Customization
    • Downloads & Releases
    • Content
    • Environment
    • Gameplay
    • Look & Feel
    • Tech Talk
  • Exile Life Mod
    • Visit forum on exilelifemod.com

Categories

  • Knowledge Base
  • Items
  • Constructions
  • Traders
  • Vehicles

Categories

  • Servers

Categories

  • Devblog

Found 90 results

  1. Extended Base Mod for Exile Mod With this mod you are allowed to place some Arma 3 content in your Territory based at the Exile mod. For example: Sandbarriers, BagBunker, CamoNets, CncBarriers, Stonewall + Gate, Ladder, Watercooler some are following. Huge Container: 20.000 Metalshelf doublesided: 5.000 Icebox: 1.500 Shelf 1: 4.000 Shelf: 3.000 Land Container Green: 15.000 Hangar: 40.000 Ammobox: 7.000 Tentdome: 1.000 Land Container Sand Small: 13.500 Cargo container Small: 6500 Garbage Container: 8500 Metalshed 4 Layers: 5500 Suitcase: 1250 Ammo Box: 750 Woodenshelves: 2000 Metalcase: 2500 Fridge: 2000 Tool Trolleys: 2500 Microwave: 200 Suitcase: 1250 Ammobox rounds: 750 Plasticcase: 2000 EBM Airhook: 5000 Medikit: 5000 V 0.3.3 - new Buildings:Metalwalls for all Brickwalls as an option to upgrade, Medikit (healing is possible), a pollard and an ATM - reworked all Buildings from 0.3.2 - half walls (brick & Metalwall) - lockability of windows added 14.06.2017 - clientside hotfix , where snapposition of floor/wall is fixed (server doesn't need to update) V 0.3.2.1 -Hotfix Snappositions V 0.3.2 - new Buildings 11pcs. (selfmade): Brickwall System (compatible with Exile buildings), Helipad, Airhook, Parksign - deleted Pierbox (Land_Pier_Box_F_Kit), Big Pier (Land_nav_pier_m_F_Kit), and all camo nets ("CamoNet_OPFOR_open_F_Kit","CamoNet_INDP_open_F_Kit","CamoNet_BLUFOR_open_F_Kit") Admins have to delete them in the Database - updated Battleyefilters! V 0.3.1 - added 80 new buildables // Thank you Kurewe for providing me the codes of 64 Items!!! celebrate him guys! : TV, Plastic chair, Gaming Set, Gym Bench & Rack, Office interieur, PC set, Trophys, Sunshades, Stuff for the Garage like Engine Crane, Tool storages, Helipad lights, Tripod screens, Targets,... - Battleyefilter reworked - Recipe categories reworked - enabled Simulation on serverrestart! REMOVE THIS FIX: exileServer_object_construction_database_load = "EBM\exileServer_object_construction_database_load.sqf"; //Original fix by Eichi V 0.3.0 - Huge Lamp illmination fixed - doors fixed (original by Eichi) - certain apex buildings available V 0.2.9 - Guys i am very sorry, but i had to remove the APEX buildings. Arma fucked it up - fixed the damagetaking problem on earthquakes and explosives. (Breaching charges still work) V 0.2.8 - new Buildables: Airporthangar (Apex), Ammobox, Basaltwall 4m & 8m and Gate (Apex), Breakwater dry & wet (Apex), Huron ammo- and fuelcontainer, IR tent big & small (Apex), Petroglyphwall 1 & 2 (Apex), sandbags green long & short (Apex), Sandbagbunker big green (Apex), Sandbagtower green (Apex), Suitcase - all new walls with snap points - fixed the light of the Shabby Lamp and the Camping Lamp - fixed the height jump of the Pierbox & Airplanehangar V 0.2.7 - new Buildables: Bungalow, House Big, Plastic crate, Researchfacility big and small, Garage Shelter (Apex) - all things or Buildings can be destroyed by the Breaching Charges V 0.2.6 - new Buildables: Big Bunker, Bunker Rectangle, Bunker Hexagonal, Bagbunker small green, Bunkerwall 3m Bunkerwall 6m, Controltower, Barrier 3 green, Barrier 5 green, Sandbagtower green, Trench Forest & Grass(Apex) - lootspawn fixed!!! (BIG thanks to second_coming !!) - excluded Price and Traderlist to make them like recipes and menus (Thank you Greyfox! It made Tanoa Buildings a lot easier!) V 0.2.5 - new Buildables: ATM (working with lockers ) - Snapmode for walls (Just straight, No corners or gates yet) - added Non-Physic for Garbage Container and Metalshed 4 Layers - Exile Walls are only blowable by new charges V 0.2.4 - new Buildables: Concrete Mixer, Flag CSAT, Garbage Container, Metalshed 4 Layers, Watersink - fine tuned all recipes! - changed target = "Land_CargoBox_V1_F_Kit"; in menus.hpp to target = "Land_CargoBox_V1_F";. menu now working correctly. V 0.2.3 - new Buildables: Camping Chair V1 & V2, Camping Table, Camping Lamp, MapBoard Altis, Pavement straight and corner narrow and straight and corner wide. - added BRAMA categories to the recipes (Container, Walls, Flora, Misc, Buildings, Signs, Lamps) - Battleyefilter added: !"MapBoard_altis_F" V 0.2.2 - changed the way receips and menus are working, now implemented via .hpp (thank you Murgatroyd) - new Buildings: Bush, Pier, 3 kind of Stones, Sleepingbag, 2 Solarpanels - mass of the Big Dome changed to 200 - Armor of following reduced by half:CNC Wall,CNC Wall 1pc,Huge Container,Land Container Green - fixed light_1_hitpoint spam in .rpt V 0.2.1 Hotfix - removed Big Tank and Military Checkpoint. Doors not working and Errors. V 0.2.0 - new Buildings: airporttower, Barracks, Beachbooth, BigTank, Castletower, UnexplodedAmmoSign, Military Checkpoint, Transmissiontower - increased armor of military tower (100 times) - reduced weight of Airplanehangar V 0.1.9 - new Buildings: Dome (big white one), Airplanehangar, Metal Shed, Solartower, Sunchair, Sunshed, Shabby Lamp - increased armor of military tower (10 times) V 0.1.8 - new Buildings:Chair, Cncblock, ContainerSmall, Industryfence 1pt, industryfence 3pt, Lampstreet, Seawall, Tavern, Tavern middle added alternative crafting receips from MrDynamite V 0.1.7 - new Buildings:PortableFloodlight double, Radar Small, Slumplane, Table, Toilet, Pierbox Floodlight coming with next patch Sorry guys V 0.1.6 - new Buildings: CNCBarrier1, Medium CNC Barrier, Crashbarrier, Big Shed, Touristshed, Watersource, CNC Wall small 4 + 8m, Military Sign Vehicle + Base Small - bug fixed where Cargo Containers spawned a lock. -> check "addingmenutoitem.txt" - fixed the bug where containers bouncing around, now same behavior like storage crate ^^ - Tentdome can be placed outside territory - increased armor of military tower again (10 times) - slightly increased armor of all hbarriers - added alternative crafting receips in a separate .txt V 0.1.5 - new Buildings: Broken Shed, Cargo Container Sand Small, CNC Stairs, Garage, Platform, Tent, Tenthangar - added lockability to cargo containers - fixed the bug where other players can pack the container without entering the code. - Baselights now always on! fixed it hope you have fun with them. V 0.1.4 - new Buildings: CNC Shelter, CNC Wall, Fuelstation Shed, Small Shed,razorwire - Removed HalogenLights. Problem with Server restart. sorry guys - lowered Mass of all heavy items. V 0.1.3 - new Buildings: Slum Container, Cargo Container Big, Big Halogenlamp, Military Outpost Small - Hangar now lockable -Menu added - on Rusty Tank you can refuel empty Canister, not Cars. - improved armor of all Buildings - Hangar mass is set to 310 (carryall is 320) V 0.1.2 - new Buildings: Rusty Tank, Metal Shelve, Cargo Tower V2 Big, Fuelstation, BagBunker Large, Shootingpostition - Hangar now lockable - removed Helipadlights due to Memoryproblems! Players who don't have the mod are able to join again. V 0.1.1 Hotfix -new Buildings: Helipadlight Blue,White and Yellow, Wooden Pier. - added inventory to the yellow shelf and the icebox - Hatches from the outpost can be opened now - Hangar is not Lockable... sorry guys - You can build Sandbags everywhere!!! V 0.1.0 Major Patch -new Buildings: ConcreteDoor, BarGate, Helipadlights green/red, icebox, Sign Military Area, Military CncWall, Military Outpost, Steelfence, -Fixed Door Locking! now working correctly V 0.0.4 - Bugfixes - New Buildings: 3 different Types of concrete walls; Helipad; New Shelf V 0.0.3 - New Buildings: Ammobox, LandContainer, Sandbag Corner, Sandbag long, Sandbagbunker, Shelf Sandbagbunker Small, Hangar, Sandbagwall Big Corner, 6m, 4m, ConcreteRamp - Ladder fixed - Stone Gate lockable V 0.0.2 - New Buildings: CNCBarrier, Stonewall, Stonegate, Ladder, Watercooler - FIXED building location was stuck! -> battleye filter!!! INSTALLATION: Please use the readme inside the mod folder Download: http://www.armaholic.com/page.php?id=30627 Or Available at A3 Launcher Or you just downloaded it from the Workshop If you guys want to support me: Support here OLD VERSION: V0.3.1: Here The Serveradministrator can add it to the craftreceips (included)
  2. The CDAH-Team is proud to present you the CDAH-Mod-Pack Version 1.3 for the latest version of Exile-Mod What the f*** is this? Now you can build your own crafting-garage in your base and craft your favorite vehicles. From small karts to heavy tanks, all your dreams come true. >> Get the Mod here << The Mod adds 13 items for crafting and 13 buildings for the garage and a lot of crafting recipes. (around 130 for items & 150 for vehicles) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Installation: - subscribe the mod in Steam Workshop - available on A3Launcher - for serverowners you'll find a "readme" in the mod ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ First steps how to build your garage: - First you have to craft a "Craftbox" (Level 1 base required) - After That you have to craft a "Terminal" (Level 2 base required) - With this you have the possibility to enter the "Workshop GUI" on the Terminal. - From here i think it's possible to find your own way --- If u have some questions: PLEASE ASK US Come to our TS: 176.57.141.148 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Update 03/05/17 Ver. 1.3 Changelog: Bugfix: - Anvil now movable and with physic - fixed major exploits New: - Added "config.sqf" in "\CDAH_crafting\logic" (mpmission)(take a look to UPDATE) - Added crafttimerscript, controllable in the config - Added craftsound, controllable in the config - Added craftprograssbar Changed: - moved the Rearmscript to the mod-code (take a look to UPDATE) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Update 12/17/16 Ver. 1.2 Changelog: new Item: - Rearmbox (added Vehicle Rearm, instructions in the "howtoinstall.txt") new Recipes: - added new advanced crafting recipes Changed: - Ammo Container - Refuel Container - Repair Container changed to cunstructions instead of containers Bugfix: Texture failure of - Ammo Mold - Piston - Crankshaft - new Key (important for serverowners) !!! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Update 11/24/16 Ver. 1.1 Changelog:- craftbox exploit removed - removed bike recipe, causing a database issue - new Key (important for serverowners) !!! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Thx @happydayz for help, our Joda
  3. Today I would like to introduce my Items Pack for Arma 3 Its a small mod that includes 4 fruit items for use in Arma 3 Mods such as Exile Mod The pack contains a Green Apple, a Red Apple, a Banana and a Pear I hope in the future the Mod will contain many many items free for anyone to use to enhance their gameplay. All Consumable Items have food / water and health defined I am no animator, but I have done my best with this, although i will re-do the apples soon as I learned a few things with the pear! I hope you guys enjoy this and find a use for it. Please feel free to request further additions. I plan to add much more as time goes on The mod is now available on the A3Launcher! Im on holiday until 7th Aug 2017 but if you have any questions I will try to check on this post Subscribe Here: http://steamcommunity.com/sharedfiles/filedetails/?id=1082756693 Information: Size: 4.3mb Items Count: 4 Signed: Yes Steam Workshop: Yes A3 Launcher: Yes Classnames: Pear: items_pack_pear Apple: items_pack_apple Red Apple: items_pack_apple_red Banana: items_pack_banana test: player addItem "items_pack_apple";
  4. Extended Items for Exile https://steamcommunity.com/sharedfiles/filedetails/?id=897168981 This mod is a small and simple addon specifically made for exile. This mod adds dozens of new items based on vanilla arma assets ranging from food and drinks, to items useable by many custom scripts, engine blocks, helicopter rotors, cereal, APSI devices, cloth, blueprints, many new medical related items can also be seen in this mod, with varying effectiveness. All items added have quirky descriptions similar to vanilla exile items and all of the consumables are balanced between vanilla exile consumables making them unnoticable as a different mod and a more seamless integration. Media This mod also comes with it a fully overhauled crafting recipe list updating every single old recipe and adding a number of new recipes all designed around the blueprint system for added progression in crafting. There are 25 blueprints within this mod for specific crafting items low and high tier which have been added to recipes accordingly, there is also a Document item which is intended to be placed into the loot table, when obtained you can research this document to gain a random blueprint which then can be used to craft the corresponding item. it is HIGHLY suggested you use this system as it has many benifits to it allowing much deeper crafting progression aswell as opens up many new gameplay aspects for players, some people will find blueprints they dont need, or find a high value blueprint for safes or explosives, they could trade them to other players who arent as lucky. Some players may be completionists and try to collect them all, some players may just try to get the ones they need to progress further. The balance has been thought through almost fully and im personally quite exited to see how it plays out on servers using this mod. An overhauled loot table may also be released with this mod but it is not guaranteed, as many people have many preferences on loot quantity/mods ect. The current list of objects is as follows; All credits in mod download / workshop page.
  5. So for the past day or two I've been trying to get this mod to work on my Exile server, but I can't even get it to work with just exile (+ CBA and ACE minus the medical stuff). Before I start messing around with the scripts myself, I thought I'd ask here if anyone has used it before and made it work with Exile.
  6. I added RHS to my Exile Tanoa server (RHSUSAF and RHSAFRF) using this guide. I downloaded the files and picked the following folders from the list: APEX, EXILE, RHSUSFW, RHSV and RHSW (I hope these were the correct choice) and followed the instructions. Now I am having the problem that there are empty rows at the trader when I want to buy something (armory-, equipment- and vehicletrader). I added a screenshot of my problem. Additionally I don't get any poptabs when I sell something at the wastedump. This is what my code looks like: class CfgExileArsenal { #include "EBM\prices.hpp" #include "TRADERS\APEX\ItemListAPEX.hpp" #include "TRADERS\EXILE\ItemListExile.hpp" #include "TRADERS\RHSUSFW\ItemListRHSUSFW.hpp" #include "TRADERS\RHSV\ItemListRHSV.hpp" #include "TRADERS\RHSW\ItemListRHSW.hpp" }; class CfgTraderCategories { #include "TRADERS\APEX\TraderCategoriesAPEX.hpp" #include "TRADERS\EXILE\TraderCategoriesExile.hpp" #include "TRADERS\RHSUSFW\TraderCategoriesRHSUSFW.hpp" #include "TRADERS\RHSV\TraderCategoriesRHSV.hpp" #include "TRADERS\RHSW\TraderCategoriesRHSW.hpp" }; class CfgTraders { #include "TRADERS\CfgTraders.hpp" }; I tried everything in the last two days, I would be very grateful if someone could help me or at least give me an idea what I am doing wrong. Thanks everyone!
  7. Wer kann mir Helfen mein Arma 3 Exile Server einzurichten Hallo Leute ich kenne mich überhaupt nicht aus und habe hier das ganze Forum schon nach lösungsfähige Tipps Anleitungen durch geforscht aber dennoch habe ich es einfach nicht hinbekommen mein Server richtig zum laufen zu bekommen so das man Lust hat weiter drauf zuspielen. Ich hatte jemand der zwar etwas gemacht hat aber irgendwie hat er keine wirkliche Lust zu helfen Deswegen Diesen Beitrag hier von mir... Wäre jemand so gütig mir zu helfen? Gerne können wir auch was verhandeln aber das muss von Herzen kommen... Mein Steam Name: lieblingskeks Hier was ich gerne hätte... 3 Weitere Safezonen und Händler Andere Safezone Meldung wenn man eine Betritt oder verlässt Weitere Fahrzeuge, wie Luft und Wasser Fahrzeuge Lebensanzeige das man sehen kann wie viel leben man noch hat Dauer der Nacht ändern dass es länger Hell bleibt oder nicht so stark Dunkel in der Nacht ist.. Extended Base Mod Denke das war alles.. Wäre echt nett wenn jemand sich meldet.. Liebe Grüße euer Keks
  8. Hello, good evening! I decided to write this post because I needed help. I would like to use the mod exile on my dedicated server. I use TADST to start the missions and addons. I'd like to keep my original mission and add the exile mod on it, then I'd add the modules "eat" and "drink" and the modules building blocks. Could somebody explain to me how to proceed in details ? Moreover, does anyone have a blank mission of exile just to see how it works ? Thanks for reading this post and for your patience. (Map : Esseker)
  9. Hello, good evening! I decided to write this post because I needed help. I would like to use the mod exile on my dedicated server. I use TADST to start the missions and addons. I'd like to keep my original mission and add the exile mod on it, then I'd add the modules "eat" and "drink" and the modules building blocks. Could somebody explain to me how to proceed in details ? Moreover, does anyone have a blank mission of exile just to see how it works ? Thanks for reading this post and for your patience. (Map : Esseker)
  10. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - I DO NOT POST ANYMORE BECAUSE EXILE ARE FULL OF BULLSHITS. THE CODE STILLS OPEN SOURCE AND ANYONE CAN EDIT, POST AND SHARE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This script checks the mods loaded by the client. If one mod is not loaded, automate .POP UP´S let the player know about it, offering costumizable links to community guides. . You can define each mod as “required” or “doesn’t required”. If required mod is not loaded by the client, Mod Checker warns the player, and when the player closes the dialog, he is kicked from the game in a silent way. If non required mod is not loaded, Mod Checker warns the player, but the player can still on the server. If no errors are generated, Mod Checker runs in silent without popup INSTALL INSTRUCTIONS Download from github https://github.com/NRZ7/modChecker---Exile-version 1- Copy addons\modChecker folder to your mission file. 2- Copy the content of initPlayerLocal.sqf at the bottom of your initPlayerLocal.sqf 3- If you are usin infistar, whitelist display 999999 in EXILE_AHAT_CONFIG.hpp under allowedIDDS XM8 Mod Checker addon by @jmayr2000 CONFIG INSTRUCTIONS In addons\modChecker\modConfig.hpp 1.- Read carefully all addons\modChecker\modConfig.hpp and his comments 2- Moddify classes from CfgPatches. You can find under editor. ("Tools" - "Config Viewer" - "Configfile" - "CfgPatches") 3- Change mod variable names according to your mods and link to custom string depending if the mod is loaded or not. 4- Set if a mod is required (errorLevel = errorLevel + 99) or if is optional (errorlevel = errorLevel + 1) 5- Repeat steps from 2 to 4 for each mod used on your server. Modify Add your mods or delete any mod class not used. if (isClass(configFile >> "CfgPatches" >> "Exile_Client")) then { checkExile = "<t size='0.9' shadow='1' shadowColor='#000000' align='center'>Exile Mod is</t><t color='#2fd402' size='0.9' shadow='1' shadowColor='#000000' align='center'> found!</t><br/>"; } else { checkExile = "<t size='0.9' shadow='1' shadowColor='#000000' align='center'>Exile Mod is</t><t color='#ff0000' size='0.9' shadow='1' shadowColor='#000000' align='center'> NOT FOUND!</t><br/>"; errorLevel = errorLevel + 99 }; In addons\modChecker\displayConfig.hpp 1.- Read carefully all addons\modChecker\displayConfig.hpp and his comments 2- Edit, add or delete Mod variable names according to modConfig.hpp //Mod variable names _message = _message + checkExile; _message = _message + checkEsseker; _message = _message + checkRyan; _message = _message + checkWeapons; _message = _message + checkVehicles; _message = _message + checkUnits; _message = _message + checkTerrain; _message = _message + checkCBA; 3- Set custom messages to your community guides. // Custom message with community links _message = _message + "<br />"; _message = _message + "If you get any error, please, read the following links<br /><br />"; _message = _message + "Download the mods from <a href= 'http://steamcommunity.com/sharedfiles/filedetails/?id=752130537' color='#ff9900'>Steam Workshop</a> Only click on Subscribe!<br />"; _message = _message + "<a href= 'http://standarol.com/index.php/topic,674.0.html' color='#ff9900'>Guía de lanzamiento e instalación de mods [ESPAÑOL]</a> </t><br /><br />"; CREDITS The XM8 app are ported by @jmayr2000 . This project contains code from @Repentz Advanced Server Rules and is inspired with this comment in BI official forums. Thanks to Chema, from StandaRol.com to correct my english. This is my first script, please don’t blame. Apologize my english too, I know that is like a shit. If any part is wrong, please be constructive. I appreciate any feedback. If you like or use this script, please hit LIKE button. I can be more motivated to share.
  11. (Just started my server to make a screenshot on-demand, and the plane that was on top of my base decided to explode for no reason... ty arma 3) Download: https://dl.dropboxusercontent.com/u/104570718/statusbar.zip installation: Install addons folder to your mission pbo in mpmissions/ Add the following line at the very end of your initPlayerLocal.sqf inside the mission pbo: [] execVM "addons\statusbar\statusbar.sqf" Add the following lines at the very end of your description.ext inside the mission pbo: class RscTitles { #include "addons\statusbar\statusbar.hpp" }; If you want a background go to addons/statusbar/statusbar.hpp and uncomment the line with colorBackground[] = { 0, 0, 0, 0.4 } and change it to whatever you want (RGBA) Hope it helps somebody, it's my custom statusbar, at least it works and tested. Enjoy.
  12. There's probabbly alot of posts about this, but this is my last resort. I bought a server today from GTXGaming, and am attempting to add a few mods to it etc, apart from before I bought the server i didnt know it would be this confusing to setup. If someone could provide assistance it would be much appreciated as I have opened various tickets with GTXGaming and just received blunt replies. I wanted to add mods (can provide names) config mission, loot, vehicle and ai. spawns. possible setup trader zones. I basically need someone with more general knowledge about setting up a server than me. Kind regards.
  13. Hi, fellas.... So i've been working extremely hard( 2+ weeks) trying to get AVS to work on my exile server and I have been having some luck but not the degree of success i am looking for. I have installed many versions ranging from 1.0.1 RC3 to 1.4.4 to 1.4.5. Now I understand 1.4.5 requires EXTDB3 even though it just says compatible. I have been so far able to get one type of vehicle, the black SUV XL, to spawn under the random vehicle spawn parameters. Any time i try to add to the class array( add a different set of vehicles to spawn) or copy the input line in the .cfg I end up with no vehicles even though my database populates. Yes, I have run the SQL Query for set ammo '[]' and even wiped the vehicle database and ensured that I have a player UID set to assign vehicle ownership to. I have tried making multiple UID's such as RandomHatch, RandomTruck to assign different vehicle types to a consistent amount and damage. I have read the mod page front to back several times and am having troubles. The mod Inits, Hooks, Connects to the database, but i still have problems. Any suggestions people? This mod is critical to the environment I want to set. I can post any relevant files upon request. Perhaps, I am using the wrong version?
  14. A few days ago I noticed the big dome attached to our base fell during an earthquake destroying several vehicles, also observed that the 8m concrete walls we have sometimes fall down during an earthquake, as well as the light poles. We were at 298 parts in our territory but noticed it has dropped to 273 indicating that the pieces are no longer a part of the territory although it will still prevent us from building/setting more pieces saying we are at the max object limit The option to Remove/Move these objects no longer appears and they are restored on next server restart The admin says everything looks normal in the database and has deleted our dome and given us a new one, the new dome does the same thing as the original dome What happened in the past few days-week that may have changed this? And how does the admin change it back? Thanks!
  15. Hello guys, as my first mod ever, I decided to recreate and expand the Mad Max universe. At the moment the mod contains: Vehicles: Weapons: Helmets: Facewear: Vests: Charakters: In case if you wonder, original stands for content, wich has been seen in the movies or in the game, I does not means, it was ripped of the game. Known buggs and errors: - plymouth rock missing .rvmat error - the wheels of the plymouth rock are not at the correct postion - the vest is not fitting, gets sucked into the body directly under the armpit and has only texture on one side - the shadows are not perfect - the shotguns can use scopes, this is not wanted, so make shure you have an empty sight slot on the shotguns (or you will see nothing and think the gun is broken) BI Forums WIP Discussion: https://forums.bistudio.com/topic/199111-mad-max-vehicle-plymouth-rock-wip/ Special Thanks: - Fled for releasing the model of the plymouth rock - I3lueVein for his models of the mad max and the inspiration - KingDom for spending his freetime, while searching with me via teamviewer for the errors - ianbanks & Pennyworth for helping me with the first person error Credits can be found in the Files. If theres interest in my mod, you can join the discord server: here! Download Links: STEAM: http://steamcommunity.com/sharedfiles/filedetails/?id=815962700 Armaholic: http://www.armaholic.com/page.php?id=32034 (Might not have the lastest update) You can use it for Exile or whatever you want, but please don't repack or reupload it anywhere else without giving credits.
  16. Hallo Liebe gemeinde, Ich bin der Gründer von deutschlandsbesterserver.de und habe folgende Eigenartigkeit entdeckt: (Bilder im Anhang) - Die Mods meines Testservers werden bei mir im Launcher nicht angezeigt. Frage: Hat jemand damit Erfahrung oder eventuel einen Lösungsvorschlag? Es ist ja nicht was sehr schlimmes, nur sehr nervig Mit freundlichen Grüßen, Der Krasseste
  17. Alright, i played exile for a quite long time without any problems. Yesterday i tried to join a Exile server, it kicks me off. I was once blacklisted, got it removed, cause i was proven to be innocent. Now the same thing is happening and i hope i'm not blacklisted again for nothing, i haven't got any signature errors or anything. I did everything that was listed in other threads, hell, i even reinstalled ArmA 3 + All mods. None helped. A wee bit help, please? @MGTDB I believe you checked if i was blacklisted earlier, and i was due to signature error et cetera, so could you check again, please? Thanks.
  18. Hey guys, i just wanted to play the Exile mod and everytime I join an Exile Server its loading till the end and then i get the message "U were kicked off the game". The problem is also on servers which just have the exile mod and not any other mods, so I believe it has something to do with Exile. What i´ve tried so far: reinstalled Arma 3 and all mods 2x times manually downloaded the exile mod from this website and copied it to the addon folder downloaded and installed the mods via a3launcher cleared the MPMissionCache folder before joining So I don´t know what to do anymore. Can anyone help me out here?
  19. Hello my cup weapons are not showing up in traders or in Loot pools do I have to add them if so where do I get The code for it thanks!
  20. Hi, i´ve got a big Problem, i use Extended base Mod on my Server and everything works fine, but i cant place any buildings. I can craft them, buy them, but cannot place them i just go into the building menu for ajusting heigh etc and when i press Spacebar nothing happens, the only way to get out is to press Esc, but whats wrong ? why i cant place the building but see the icons, can buy and craft them ? pls help me ! Thanks EDIT : ther are no Logs
  21. I just wanted to ask a general question regarding mod installation before I take the plunge. If I'm understanding this correctly, and I'm probably not, when installing mods they roughly have to be done the following way: 1) add the @<mod name> folder at the root of the server. 2) add the bikey file to the keys folder 3) modify the launch parameters to include the mod name ( ex: -mod=@Exile;@CBA_A3;@CUP_Weapons ) The thing I want to ensure I'm correct about is that #1 is correct. For example, I'm running DMS/Occupation/infistar etc inside @exileserver\addons folder. I realize that these are scripts and from what I'm gathering, the server starts up @ExileServer on restart and everything inside that gets called or initialized. Whereas with mods, having them in a separate @folder in root and then defined in the launch parameter causes them to get started along with exile (I'm also under the impression that Exile should be at the start of that mod parameter line because order matters?) So to be clear: Mods need to be done as explained in points 1-3 above and not added to @exileserver\addons folder correct?
  22. [KOB] Exile Custon |Fenix Game|

    Todos são bem vindos ao nosso servidor
  23. Hello everyone, I have the mod @ R3F_ARMES installed on my server, the problem is that I can not put weapons in the store, and I do not find how to make the weapons loot in several place.J Would like your help please.
  24. Seguinte, estamos com uma máquina com um servidor rodando, mas estamos carentes de alguém que saiba configurá-lo, temos todas as ideias formuladas, scripts que queremos adicionar, só falta colocá-las em prática, se você sabe como configurar um servidor, mexer com scripts e quer ajudar a criar um servidor de qualidade para os BR's fale comigo. Ps: Alguém sério e não curioso (amador). Steam: http://steamcommunity.com/id/Alone_BR/ Desde já agradeço!