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Found 14 results

  1. [CP] Al Rayak

    Welcome to CommunityPro! The current features? Well here is a list: Claim Vehicles ZCP - Capture points DMS - Missions Virtual Garage Safe Hacking Door Grinding Custom Buildings Within the map Randomized Bambi Clothing 10k Starting pop-tabs within your locker Random cars around the map. ---More Soon--- You can find the server on A3 Launcher the name is: [CP] Exile Al Rayak - HighFPS|Missions|10k|CapturePoints Mod Requirements: CUP Terrains - Maps CUP Terrains - Core G.O.S AL Rayak Exile CUP Units CUP Vehicles CUP Weapons G.O.S Al Rayak TRYK [TRYK's Multi-play Uniforms]
  2. Xbrm by: oSoDirty Credits to w4rgo for original lockpicking idea. Credits to the Exile team for the badass codelock UI I use. What this does is allow players to lockpick safes, doors, and gates. It also allows players to rig their safes with persistent explosive to protect their assets from raiders. These explosives can be discovered and defused as well. As is, knives are used to lockpick and mine detectors are used to scan and defuse rigged safes. Failed attempts to lockpick consume the knife, failed attempts to defuse cause the explosive to detonate and also consume the mine detector. A successful attempt to lockpick will unlock the door or safe and you will keep the knife. The doors/safes are also set unlocked in the database and will remain unlocked until they're locked by someone with the code. A successful defusal will award the raider with the explosive used to rig the safe, make the safe, safe for lockpicking, and will not consume the mine detector. Attempting to lockpick a rigged safe will result in the explosive detonating and killing any raider within 10 - 15 meters as long as their in plain view of the safe. The explosion only harms the players, not base objects. If in game, territory owner/members are notified via toast with a message and the base's grid coords when each door/gate/safe is attempted and once again if the attempt is successful. Raiding attempts, failures, and successes are also logged in the database to help catch any fishy activity. Example - new player has 100 knifes and raiding every base in sight = duper caught... By default, wood constructions have a 5 min lockpicking time with a 50% success rate, fortified wood constructions have a 7.5 min lockpicking timer and a 40% success rate, and concrete constructions/safes have a 10 min lockpicking timer and a 30% success rate. Explosive scanning has a 100% accuracy rate and takes only a few seconds, from there you are given an option to attempt defusal. Defusal takes 1 min and has a 50% success rate. Everything from what is used, timers, success rates, and some messages given can be configured in Xbrm_config.sqf. NOTE: I don't recommend changing the lockpicking and scanning items if you don't know what you're doing, this can cause the script to not properly remove or recognize the items as some items are recognized as items, some magazines, and some as either or. Download HERE Installation is in readme. Don't mind the progress bar being off in the defusal bit of the video, this was due to being in debug to speed up timer, though a fix has been implemented to automatically adjust for any setting.
  3. hey guys can one of you tell me where i can change the destructible en indestructible base settings because i can not find it also when im checking exile_server -> config.bin thats empty greetings Maikel
  4. As much as I respect the direction of Exile mod is taking, I feel as though raiding is a step backwards. It is currently too long and tedious with almost no gain. And the system of having a chance to break is almost worth nothing. I understand that server owners can choose the time between the charges being set (although i strongly feel exile should lower the base number to 70 seconds a charge), but having to hack into virtual garage or a safe is almost impossible especially in a full 60 slot server. Raiding a standard exile base could take roughly an hour or two, without even touching the safe or the virtual garage. There will usually be an outer wall followed by a inner wall for the loot and flag room. Once you break through two to three walls to hit the loot room, you may commence hacking. Hacking itself needs to be completely reworked. Prepping almost 100k worth of explosives (again server could vary) is not worth it at all. A chance to break whilst the entire server is notified means its almost impossible to ever get anything done. This is also a concern for people who play alone or small groups. Meaning raiding is not viable at all. I do how ever respect the time it takes to steal the flag. I also like the idea behind the person and or family who owns the flag gets notified when there base is under attack via either the xm8 and or the xm8 APP. (but not the entire server) For anyone who reads this and hasn't experienced raiding first hand try it yourself and then express how you feel about this post. I would also love to hear the devs feedback on this.
  5. Tacticalfin Exile Server (ALTIS)

    $30k Start + Zombies + AI + Missions PvP server located in Texas, with players mostly from the US and latin america. Mods (not mandatory) @Ryanzombes, @RHSAFRF, @RHSGREF, @RHSUSAF, @Extended_Base_Mod, @TRYK Constantly improving the server, switching mission systems and applying latest mod updates (e.g. latest RHS 0.4.1 applied). Events with high rewards: PvP, Coop missions, PMC and Air battles, some of them with +500k$ reward. Tanks, Jets, Attack helis and Boats; makes the server hardcore and players have lots of fun!!! Multiple vehicle lifting for helicopters and ground vehicle towing. Extended base items allows you to buy and place military constructions in your base. Let an admin know you are willing to stay and we will help you with the building materials. Server admin open to suggestions for changes.
  6. Tacticalfin Exile Server (TANOA)

    $30k Start + Missions PvP server located in Texas, with players mostly from the US and latin america. Will be adding mods (not mandatory) @Ryanzombes, @RHSAFRF, @RHSGREF, @RHSUSAF, @Extended_Base_Mod, @TRYK Constantly improving the server, switching mission systems and applying latest mod updates. Events with high rewards: PvP, Coop missions, PMC and Air battles, some of them with +500k$ reward. Multiple vehicle lifting for helicopters and ground vehicle towing. Extended base items allows you to buy and place military constructions in your base. Let an admin know you are willing to stay and we will help you with the building materials. Server admin open to suggestions for changes.
  7. KnownDeadly

    Welcome to the harsh lands of Namalsk. We are running a 40 player server on Namalsk on our own dedicated linux server, with the best hardware available so you can be sure of a very high FPS in game... Even with the Zombies! We have custom loot configurations along with custom traders. We have tried to bring back the old style of the arma survival series by reducing loot to a lower level meaning you will have to explore more of the map to get all the essential gear you will need to survive. We have updated to the latest version of Exile (0.9.8) and have implemented all the new features in our server. The blowout storm from Arma2 Namalsk returns. You can use a gasmask to avoid passing out. The gasmask can also be used to access special areas on the map. Special areas will contain rare loot but will be difficult to access due to the larger numbers of zombies. We have base raiding mods enabled. Grinders with battery will open doors and you can hack safes with laptops. All loot has been categorized so that supermarkets spawn food, military areas will spawn higher tear loot etc All the mods on the server can be downloaded from the steam workshop. Exile and Namalsk can be downloaded from here.
  8. dev help pls

    So I have been playing on the same arma 3 server now since exile came out, and ever since raiding was first introduced I loved to do it. Yesterday and just now I tried to raid two different bases with explosive charges, I use the x4 M112 Packs, from RHS I think the mod is, they do 60,000 damage per charge. Recently it has been 5 charges (300,000 Damage) to blow through a non-reinforced wall, and 17 charges (102,000 Damage) to blow through a reinforced wall. From yesterday and today we have spent 10 charges on each base, on non-reinforced walls, and nothing? We have spent 200k and have recieved nothing from them since we can't enter their bases... So all I want to know is the amount of health each type of wall has, or if exile has removed base raiding all together for this patch. I spoke to the server dev and he checked all the logs and everything and said that base raiding with explosived was still enabled, but he doesnt know how much health they have and thats why I am here. I would post this to the ask a dev section, but sadly it was disabled and I couldnt post this there. Any replies help, Thanks! (I play on ghostzgamerz by the way if anyone else is having the same problem, not trying to promote them in any way)
  9. |ATD| Exile Tanoa

    General Features Deploy/Scrap Bike Hacking safes Grinding door locks Virtual garage 3 hour restarts DMS Mission System InfiSTAR Anti hack Adult admins that are ACTIVE Lowered thirst/hunger rate NO THERMAL! View Distance menu added (activated by pressing 7) Long-standing Arma 2 community venturing in to Arma 3! Bounty System LOADS of other features!
  10. [MK] MercyKillers

    MercyKillers Arma 3 Exile Server Has Many Cool Features Such As Hacking And Grinding Making Base Raiding More Fun, You Can Also Hack Player(s) Terriary To Get One Of Their Vehicles That They Have Stored In Their Virtual Garage. The Mods You'll Need To Join Are: @CBA_A3, @HVP, @CUP Terrains-Core, @CUP Terrains-Maps, @CUP Units, @CUP Vehicles, @CUP Weapons And @Exile Mod. For More Information About The Community Or Server(s) Either Connect To Teamspeak Or The Website (
  11. Hey guys, I have noticed, while watching the players on my server, that base raiding seems to come with very little rewards. In order to compensate for that I was thinking about adding a script that would limit the number of safes a player, or group of players, could have. This would make players place more crates. In turn, making raiding someones base a little more interesting! I have been unsuccessful at finding any such script and was hoping that the forums here could point me in the right direction!! I think it would be awesome if something like this would be added to the exile config. Maybe have base level decide the amount of safes a group can have. Thanks for your time, ProdigalCB
  12. Does anyone know how to adjust the armor value of buildable items such as wood walls/doors? Id like to look into making bases a bit more accessible
  13. Hello Developers I have a question on base raiding. Now it comes to mind that you can raid bases with 6 C4 charges Do you think u can lower that and make it a challenge to people to make better bases. + it would make it fun and creative. As well I understand the concept of a thermal scanner ATM is weird and not good. Like my mates and I raided a base that had cars and loot inside and we can't get in them. By any chance do u think you will change this by adding breaking in times. For "example" hot wiring a car takes 2-3 minutes and breaking into safes needs a crowbar and takes 1-2 minutes. Because that would introduce more things to the game. Like Proper raiding, Defending, attacking, and capturing. do u think you would be adding any of them "soon"? plus capturing flags. Will that happen in the future because that makes it more of a fight? Rarity and building - Do u think u will ever add things like food will be harder to find, And water. So that means people actually need to save equipment. Or build farms. Do u think u will ever add these in? Do you think u could add mining as well? So that means u can upgrade base OR sell the metal for other things. That means people could do trade. So will mining be in? AND landable heli pads will they come in soon? If u want to further contact me add me on steam Thebgt or [TUK] Vitaliy
  14. Hello i have a very strong opinion about how base raiding should work. 1. The only parts of the base that can be breached would be doors and gates. Why? Because then it would make griefing sow easy and people can loose alot of progress and hours invested into the game in an istant. 2. Because of the statement i made above, if people could destroy the entire base, then it would make basebuilding pointless because the most logical thing would be to leave crates and safes in the midle of nowwhere very well hiden. What does everyone think about the points i made above?