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Found 82 results

  1. ACD_TB - ACiDy Tanoa Bridges Version 0.2.1 for @ExileServer 0.9.8 "Kiwi" Features: Turn ON and OFF any Bridge (nothing will be built) Turn ON/OFF Extra objects added there to make bridges look better Turn ON/OFF Bridge map markers Turn ON/OFF Objects/Trees removal for any bridge Notice Follow installation instructions @GitHub: GitHub: DOWNLOAD:
  2. Thought I should give back to this community so here goes, please be gentle with criticism but I will attempt to keep updating, especially with your help. I wanted and easier way to deal with mods and items in the traders, all happened when we decided to change our server from CUP and MAS to RHS/MAS/HLC and the mission config became a nightmare. I had come across this technique before in A2 using the flat-file system and something almost identical in A3 Epoch so thought it was possible. The basic idea is to have separate trader files for each mod you use, each mod has classes unique to it, and each class has that mods items, this allows you to turn off classes quickly. I have included: CUP vehicles, CUP weapons, HLC, RHS vehicles (US and RUS 0.4.1), MAS vehicles, MAS weapons, RHS weapons (US and RUS 0.4.1), TRYK, PODS, Arma 3 base vehicles, HVP v2.1, R3F Weapons, Extended Building Mod, Apex, HAP, Jonzie, RHSGREF and NIArms - as I said we did a whole mod change on the server so I had most of the trader files already, but as always there are things I will have missed although everything seems to be working without issue on my current server (except we aren't using clothes outside of the Exile mod and no longer use CUP/TRYK + I don't use HAP or Jonzie). To keep the theme running I also made and Exile file-set so you can call those too and it keeps it all in the same structure (plus made the recent update really easy to update my files). This trader system is offered free without any guarantee or promise and users should back up their files before proceeding. All the folders and files are included in the download, I have also included full instructions and mod class list and trader list and have updated to recent update prices and structure but have mainly updated prices of mods we currently use (as I don't know when TRYK etc. will fix issues with clothes). Moved to GiTHub for easier updates Download the scripts from GiTHub - ****** Added Jonzie & HAP thanks to @XxFri3ndlyxX ****** ****** Thanks to @XxFri3ndlyxXfor fix to RHSW ****** ****** Updated for 1.0.0 ****** ****** Added external load of last trader file if people want to use it ****** ****** Tried to balance out prices and respect for items ****** ****** New Exile trader: Diving ****** ****** A3 Headgear is no longer required as it has now been put into the Exile default trader ****** ****** Apex addons done as separate file ****** v5.5c Update Fixed blank classes in Apex - thanks @C][G GhostTown™ Fixed duplicated optics and missing rifle in NIA mod plus typo in install instructions v5.5 Update Removed ExtendedBaseMod from custom to its own mod folder for ease of update (used default files inside mod including names). v5.4 Update Added NIArms mod - Thanks to @Tobias Solem for the help 5.3 release Added missing APEX vehicles thanks to @[RG] Salutesh Updated all installation and information files There is a nice web based install guide (probably better than mine!) made by @QGS which they have allowed me to share : Installation is in the text files but basically you unzip, copy the TRADERS folder into your mission PBO, then delete whatever you don't use. In your mission folder you remove all the pricing, replacing with file calls, and then remove item classes, again replacing with file calls (again its in the zip with more detailed instructions) and finally copy in the traders over the top of what's in the file (or replace with external file call) removing any unused classes or mods. There are 2 files in each folder one contains prices, the other makes items into classes (a full list of the classes I used is in the zip), this method seems pretty good at helping to change over mods on your server or controlling what parts of each mods are in the server traders (we only have guns and vehicles from any of the mods till all of them are fixed so we just leave out the clothing classes). I have tried to balance the prices but I am sure you can change it to suit (you can copy items straight out of your config file as long as the formatting remains the same) and also I have tried to add all the items from each of the mods I have included but some are harder to track down every possible item. I don't claim to have invented this script as there are many out there like it (probably), but I have compiled everything I have found or information/knowledge I have got from making games servers for 16 years so please don't shout "you ripped me off" as I am sure to have done just that in some way as we all have when we "borrowed" other servers trader prices etc but as ever I will take down anything which people say is 100% theirs (but I am pretty sure I haven't done that). I hope this just makes it easier with trader lists. cheers ****** You may not use my script on a server which takes real money for items in game ******
  3. Hello Here is a ready to Run Version of IgiLoad with all Exile Vehicles Including Taru Pods! In the Configfile are Comments to configure it like your wishes. Important : Please read all files including the init.sqf Use [] execVM "IgiLoad\IgiLoadInit.sqf" New features: Now with Taru Pod Mod (Lift , attach , drop) additional script is NOT needed!!ALL Notifications in Exile StyleSounds for Attach,Dettach,Drop the PodYou can Only Load UNLOCKED VehiclesYou can Only Load On UNLOCKED VehiclesLock and Unlock TaruPod over Custom User Key 1For this Version a big thx to @Backslash for the Help with the Lock function Next version will be with a Claim function for the Pods an a other Locking method Known Issues: Taru Pods are not in the middle of the Truck attached diddnt find a soluton yet, maybe in a later version.You can Refuel and Repair with the Pod loaded or attached. HERE ONLY ENGLISH!!! German support at:
  4. What is wrong with this section of code? I is in one of the ExileZ files ( post_init.sqf ). It is causing my server not to unlock. if (UseTriggers) then { { _useThisTrigger = _x select 0; _triggerPositions = _x select 1; if (_useThisTrigger) then { //Weight Zombie Group _currentTrigger = _x; _zgroup = _currentTrigger select 13; if (Debug) then { Diag_log Format["ExileZ 2.0: Compounding Zombie Group Weight, Selected Group Trigger Index : %1",_forEachIndex]; }; _count = 0; { _count = _count + (_x select 1); if (Debug) then { Diag_log Format["ExileZ 2.0: Zombie Type Index : %1 Weight : %2 Compound Weight Value : %3",_forEachIndex,_x select 1,_count]; }; (_zgroup select _forEachIndex) set [1,_count]; }foreach (_zgroup); //Create triggers {nul = [_x,_CurrentTrigger] spawn CreateTriggers; sleep 0.01; }foreach (_triggerPositions); }; }foreach Triggers; }; It is causing the Following Error. 9:37:03 "\\\ --- Starting ExileZ 2.0 --- ///" 9:37:03 "ExileZ 2.0: Compounding Zombie Group Weight, Selected Group Trigger Index : 0" 9:37:03 Error in expression < select _forEachIndex) set [1,_count]; }foreach (_zgroup); {nul = [_x,_Current> 9:37:03 Error position: <foreach (_zgroup); {nul = [_x,_Current> 9:37:03 Error foreach: Type code, expected Array 9:37:03 File exilez\init\fn_init.sqf [exilez_fnc_init], line 1956 9:37:04 Land_PlasticCase_01_medium_F: Lid_1_rot - unknown animation source lid_source 9:37:04 Exile_Cosmetic_MG: MainTurret - unknown animation source mainturret 9:37:04 Exile_Cosmetic_MG: MainGun - unknown animation source maingun 9:37:04 Exile_Cosmetic_MG: Ammo_belt_rotation - unknown animation source reloadanim 9:37:04 Exile_Cosmetic_MG: Bolt_reload_begin - unknown animation source reloadmagazine 9:37:04 Exile_Cosmetic_MG: muzzleFlash - unknown animation source muzzle_source 9:37:04 Exile_Cosmetic_MG: zaslehROT - unknown animation source muzzle_source_rot 9:37:04 Exile_Cosmetic_MG: AddAutonomous_unhide - unknown animation source autonomous_unhide 9:37:04 Exile_Cosmetic_MG: bullet001_reload_hide - unknown animation source revolving 9:37:04 Land_PlasticCase_01_small_F: Lid_1_rot - unknown animation source lid_source 9:37:04 Land_PlasticCase_01_large_F: Lid_1_rot - unknown animation source lid_source 9:37:04 Exile_Cosmetic_UAV: RotorImpactHide - unknown animation source rotorhfullydestroyed 9:37:04 Exile_Cosmetic_UAV: TailRotorImpactHide - unknown animation source tailrotorhfullydestroyed 9:37:04 Exile_Cosmetic_UAV: propeller1_rotation - unknown animation source rotorh 9:37:04 Exile_Cosmetic_UAV: propeller2_rotation - unknown animation source rotorv 9:37:04 Exile_Cosmetic_UAV: propeller1_hide - unknown animation source rpm 9:37:04 Exile_Cosmetic_UAV: MainTurret - unknown animation source mainturret 9:37:04 Exile_Cosmetic_UAV: MainGun - unknown animation source maingun 9:37:06 Land_Box_AmmoOld_F: Ammo_hide - unknown animation source ammo_source 9:37:06 Land_Box_AmmoOld_F: AmmoOrd_hide - unknown animation source ammoord_source 9:37:06 Land_Box_AmmoOld_F: Grenades_hide - unknown animation source grenades_source 9:37:06 Land_Box_AmmoOld_F: Support_hide - unknown animation source support_source 9:37:22 "TCAGame/BIS_fnc_log: [BIS_fnc_preload] ----- Scripts initialized at 30638 ms -----"
  5. Can somebody please check my code I am not sure what i missed? Is orientation mandatory? //////////////////////////////////////////////////////////////////////////// // South East Armory Trader //////////////////////////////////////////////////////////////////////////// _trader = [ "Exile_Trader_Armory", "Exile_Trader_Armory", "WhiteHead_20", ["HubStanding_idle1", "HubStanding_idle2", "HubStanding_idle3"], [23064, 7258.45, 48.8435], ] call ExileClient_object_trader_create; //////////////////////////////////////////////////////////////////////////// // South East Equipment Trader //////////////////////////////////////////////////////////////////////////// _trader = [ "Exile_Trader_Equipment", "Exile_Trader_Equipment", "WhiteHead_04", ["HubStanding_idle1", "HubStanding_idle2", "HubStanding_idle3"], [23031.6, 7266.01, 49.4433], ] call ExileClient_object_trader_create; //////////////////////////////////////////////////////////////////////////// // South East Food Trader //////////////////////////////////////////////////////////////////////////// _trader = [ "Exile_Trader_Food", "Exile_Trader_Food", "WhiteHead_10", ["HubStanding_idle1", "HubStanding_idle2", "HubStanding_idle3"], [23057.2, 7269.09, 49.3995], ] call ExileClient_object_trader_create; //////////////////////////////////////////////////////////////////////////// // South East Hardware Trader //////////////////////////////////////////////////////////////////////////// _trader = [ "Exile_Trader_Hardware", "Exile_Trader_Hardware", "WhiteHead_11", ["HubStanding_idle1", "HubStanding_idle2", "HubStanding_idle3"], [23047.6, 7239.82, 48.789], ] call ExileClient_object_trader_create; //////////////////////////////////////////////////////////////////////////// // South East WasteDump Trader //////////////////////////////////////////////////////////////////////////// _trader = [ "Exile_Trader_WasteDump", "Exile_Trader_WasteDump", "GreekHead_A3_06", ["HubStanding_idle1", "HubStanding_idle2", "HubStanding_idle3"], [23019, 7240.2, 47.9571], ] call ExileClient_object_trader_create; //////////////////////////////////////////////////////////////////////////// // South East WasteDump Trader //////////////////////////////////////////////////////////////////////////// _trader = [ "Exile_Trader_Vehicle", "Exile_Trader_Vehicle", "GreekHead_A3_05", ["HubStanding_idle1", "HubStanding_idle2", "HubStanding_idle3"], [23031.4, 7194.76, 46.071], ] call ExileClient_object_trader_create; //////////////////////////////////////////////////////////////////////////// // South East Guard 01 Trader //////////////////////////////////////////////////////////////////////////// _trader = [ "Exile_Guard_01", "", "AfricanHead_01", ["InBaseMoves_patrolling1"], [23036.3, 7247.68, 52.675], ] call ExileClient_object_trader_create; //////////////////////////////////////////////////////////////////////////// // South East Guard 01 Trader //////////////////////////////////////////////////////////////////////////// _trader = [ "Exile_Guard_01", "", "WhiteHead_12", ["InBaseMoves_patrolling1"], [23051.1, 7199.02, 49.7716], ] call ExileClient_object_trader_create; //////////////////////////////////////////////////////////////////////////// // South East Guard 01 Trader //////////////////////////////////////////////////////////////////////////// _trader = [ "Exile_Guard_01", "", "WhiteHead_15", ["InBaseMoves_patrolling1"], [23048.9, 7282.11, 53.4854], ] call ExileClient_object_trader_create; //////////////////////////////////////////////////////////////////////////// // South East Guard 01 Trader //////////////////////////////////////////////////////////////////////////// _trader = [ "Exile_Guard_01", "", "WhiteHead_05", ["InBaseMoves_patrolling1"], [22990.3, 7257.98, 52.346], ] call ExileClient_object_trader_create; /////////////////////////////////////////////////////////////////////////// // South East Guard 02 Trader /////////////////////////////////////////////////////////////////////////// _trader = [ "Exile_Guard_02", "", "WhiteHead_19", ["InBaseMoves_patrolling2"], [11139.7, 8723.26, 183.382], ] call ExileClient_object_trader_create; /////////////////////////////////////////////////////////////////////////// // South East Guard 02 Trader /////////////////////////////////////////////////////////////////////////// _trader = [ "Exile_Guard_02", "", "WhiteHead_01", ["InBaseMoves_patrolling2"], [11192.8, 8688.03, 180.749], ] call ExileClient_object_trader_create; /////////////////////////////////////////////////////////////////////////// // South East Guard 03 Trader /////////////////////////////////////////////////////////////////////////// _trader = [ "Exile_Guard_03", "", "GreekHead_A3_08", ["InBaseMoves_patrolling1"], [11166.5, 8726.74, 179.447], ] call ExileClient_object_trader_create; /////////////////////////////////////////////////////////////////////////// // South East Guard 03 Trader /////////////////////////////////////////////////////////////////////////// _trader = [ "Exile_Guard_03", "", "AfricanHead_01", ["InBaseMoves_patrolling1"], [11211.3, 8699.78, 182.414], ] call ExileClient_object_trader_create;
  6. script

    Color Corrections Original created by: Ice9 Vanilla Mediterranean: Mediterranean with color correction: Create a init.sqf, Put the following code inside, [] execVM "effect.sqf";Create a effect.sqf, Put the following code inside for: Mediterranean corrections. "ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [0.88, 0.88, 0, [0.2, 0.29, 0.4, -0.22], [1, 1, 1, 1.3], [0.15, 0.09, 0.09, 0.0]]; "ColorCorrections" ppEffectCommit 0;Or if your hosting a Desert like world, Try the Afghan color corrections: "ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [0.9, 0.9, 0, [0, 0.1, 0.25, -0.14], [1, 1, 1, 1.26], [0.15, 0.09, 0.09, 0.0]]; "ColorCorrections" ppEffectCommit 0;Vanilla Afghan: Afghan with color correction:
  7. Simple Intro with musik DOWNLOAD GUIDE Aditional remove the content in Exile.Altis/config.cpp: class CfgExileMusic { Intro[] = {""}; }; :Fix from @digDoug
  8. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 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= '' color='#ff9900'>Steam Workshop</a> Only click on Subscribe!<br />"; _message = _message + "<a href= ',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 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.
  9. Hi, Just a quick dirty way of having the ability to disable building in some location and near some objects. This was not my original work however I have changed some things to add building and to get the messages working. I cannot remember who's work it was mildly based off so sorry for that. create a new directroy in your mission folder something like fixes then create a file called ExileClient_object_item_construct.sqf with the code from ExileClient_object_item_construct.sqf bellow once you have done this open up your config.cpp and locate the CfgExileCustomCode section and add the following to it *also now stops building in towns.. // Disables Building in locations ExileClient_object_item_construct = "fixes\ExileClient_object_item_construct.sqf"; ExileClient_object_item_construct.sqf
  10. ETG Login Reward Script by Kellojo Description: This script will add login rewards to your Exile server. It rewards the player with items added to his inventory. The script has a built in progress system with ten different tiers of rewards. Features: - easy to set up (plug and play) - 10 configurable reward tiers - performance friendly (runs only on client) Installation/Usage: 1. Add this to the init.sqf if (hasInterface) then {_nul = execVM "ETG_LoginrewardScript.sqf";}; 1. Or add this to your initPlayerLocal.sqf _nul = execVM "ETG_LoginrewardScript.sqf Notes: If you have any ideas and/or problems feel free to add me on steam (Kellojo). License/Disclaimer: You can use this script on your servers and missions and are allowed to modify it however you want. Its not necessary to give credit to me but it would be appreciated. Download: You can download the leatest version from Armaholic: Download
  11. script

    Hello, I have the rearm script of Axe Cop adapted to Exile. Before me, Halvhjearne has adapted it to Arma 3 Epoch. How to install the script: 1. Copy the custom folder in your mission folder. (Exile.Altis) 2a. Modify your init.sqf and add the following: [] execVM "custom\money\takegive_poptab_init.sqf"; if(hasInterface) then{ [] execVM "custom\service\service_point.sqf"; }; 2b. If you do not have a init.sqf, use my and paste them in your mission folder. (Exile.Altis)3. Now you can change the prices (Or whatever you want) in the service_point.sqf. (custom -> service) 4. It is better to remove the ammunition before buying and spawning vehicles. How To 5. Now just change the BattlEye filter and finished. How To I have tested the script on my server. (v0.9.35)Download Link
  12. Hi, Im new to scripting but I am looking for some advice on setting up a Script that does- When planting a territory flag a loot crate spawns within so many meters of your flag Spawns 2 ai to protect the loot is able to be picked up just like the other supply crates and used like a safe include certain loot eg can opener,cooking pot and chance of concrete panels ect im guessing its sort of a mix of loot crate drops but changing the blacklist areas to only territory zones. some how also limiting it to once per clan/family and timed from cfg flag planting? Can i write it all in one script or do i need one for every little part? then its an add on? so i would create a .pbo and put it in my @ExileServer/addons ? or can i just add it to the Exile.Altis.pbo and include the # include such and such document in the init.sqf ? Thanks
  13. Good morning, I recently stared hosting a server rented through GTX Gaming and I have successfully installed various mods on the server no problem however I am trying to make the server a high military loot spawn server with CUP, TRYK, and NI ARMS items spawning around the map of chernarus and be able to sell and buy each item at the trader however after days of testing loot tables with the loot complier provided by and trying to use pre made ones found around the interwebs I have not been able to get any successful results if someone would be willing to take the time and talk me through adding the items properly or has a pre set script I can just copy and paste with theses 3 mods that would be awesome!
  14. watermark

    Sorry it's late guys I had this on FTP Drive and had to find the file address again sad part is I cant find the BE filters we had from old forum. I wanted to share this because like the makers of the mod I believe in open source and support it, I don't ask or support credit request on code that should be free for all also I forgot who the main maker was as it's been used all way back from A2 and remade so much over time. This is a small mod that runs server side it's downloaded by clients when they load your exilemod server. Few things you will need to know is how to make images and then save them by using textview2 in .paa format the size of the image needs to be under 128x128 Arma BIS software supports png images Don't use normal images gif and png seem to work best for clear background text. You can get the tools needed here: I highly recommend using Notepad ++ to edit below files 1. If reading this you downloaded the mod follow steps below.. 2. Decompile Exile.Altis.pbo in MPMissions or other mission .pbo you may have 3. Add logo.hpp and logo.sqf in Exile.Altis folder with your serverlogo.paa file 4. Add code as seen below in bottom of description.ext Should like this: #include "config.cpp" #include "logo.hpp"5. Add code as seen below just under #include "initServer.sqf" Should like this: (The include part works just fine no need to call it any other way unless you have ocd and need execVM call) #include "initServer.sqf" #include "logo.sqf"6. Make your image 128x128 place it in same folder as logo.hpp and logo.sqf by default code loads image name serverlogo.paa I use png myself but you can use all formats supported with textview. To move logo position edit below in logo.sqf by default it's on bottom left of screen. safeZoneX+0.00, safeZoneY+safeZoneH-0.12, MAIN DOWNLOAD FILES: I miss placed the .paa link for test logo sorry you will have to make own logo image to test it code is looking for serverlogo.paa as logo image More info on safeZone screen position at: Battleye Filters are missing due to forum change you will have to filter it as it loads sorry I know of few for scripts.txt !="bis_fnc_dynamicText;" !="logo.sqf"
  15. 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: Desde já agradeço!
  16. Hi, look for vector building script (exile) for free not for money. No expoch vector building script!
  17. Suche das Script womit man mit einem Hammer und einem Container wenn man ihn zusammen haut metal bekommt... hab das schon ein paar mal gesehen finde aber nichts dazu.. vielleicht weiß einer mehr ?
  18. Updated EBM to latest ****************************************************** Updated for 1.0.2 Added "Exile" to start of Exile objects dropdown as some overlap with EBM. Remove "Craft " from Exile crafting list as its easier to find items which dont all begin with C. Added "EBM" to start of EBM objects dropdown. ****************************************************** Designed to be easier to update rather than having large config file - much easier for Exile updates, a collection of some of mine and a lot of other peoples posting of recipes on the Exilemod forums. This is built on my Easy Trader setup scripts to reduce the size of the main mission config and be easier to maintain on Exile updates, along with making the config easier to read and check for other mistakes. Download from: Added to GiThub to make update release easier: Installation: All 3 crafting files include dropdown classes for BRAma Cookbook ExileCrafting is standard Exile crafting CustomCrafting is extended crafting using only Arma or Exile items so you dont need any more mods ExtendedBuilding is for the Extended Base mod: 1. Copy folders into your mission PBO (if you change the file structure then change the paths below) if you use Brama Recipes, otherwise copy in the addons folder from inside the No Brama folder. 2. Open your mission config.cpp 3. Find CfgCraftingRecipes and replace the whole expression, from class CfgCraftingRecipes down to the final ); with the lines you want from below depending on what you want. class CfgCraftingRecipes { #include "addons\crafting\ExtendedBuilding.hpp" #include "addons\crafting\CustomCrafting.hpp" #include "addons\crafting\ExileCrafting.hpp" }; and save 4. Repack into your mission PBO. Its easy to make your own files, you could make files for each mod or do them by category like building, guns, ammo etc, it is just a different way to keep your config tidy as you grow your crafting recipes. You can copy and paste your own recipes into each file as this is a basic template (which I currently use on my server in the Brama files). I wrote it a few months ago but got side-tracked with real life so didn't get around to posting. Extended build will be an older version so you may need to update files relating to it as I just don't have time at the moment. cheers
  19. This script is for mARMAcp > RE Editor If you don't know what mARMAcp is, check out this thread Here's a nice nifty script that will reward all the players in your server with a little bit of extra cash. You can use this to keep your server popular and get people to come back to your server They will receive 1000$ from "God" with this script ["God", 1000] spawn { _amount = _this select 1; _admin = _this select 0; ["notificationRequest",["Success", ["Money event starting :D"]]] call ExileServer_system_network_send_broadcast; uiSleep 1; ["notificationRequest",["Success", ["You guys ready???"]]] call ExileServer_system_network_send_broadcast; uiSleep 1; for "_i" from 5 to 1 step -1 do { ["systemChatRequest", [format ["Free money from %1 in %2", _admin, _i]]] call ExileServer_system_network_send_broadcast; uiSleep 1; }; { _currentAccountBalance = _x getVariable ["ExileMoney", 0]; _currentAccountBalance = _currentAccountBalance + _amount; _x setVariable ["ExileMoney", _currentAccountBalance]; format["setAccountMoney:%1:%2", _currentAccountBalance, getPlayerUID _x] call ExileServer_system_database_query_fireAndForget; [_x, "moneyReceivedRequest", [str _currentAccountBalance, _admin]] call ExileServer_system_network_send_to; } forEach allPlayers; };
  20. Hey guys, this is Phate from easy-gaming and today I want to release my edited Version from the Chop Wood Script. With this Script you can chop Wood directly inside your vehicle which is near by. Inside ExileServer_object_tree_network_chopTreeRequest.sqf in your Server Script Folder: /** * Exile Mod * * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit * Yb9IfG8VRNOOtggqvAUNp6I0hsfGvPYY/AfLZTU1Rxc= */ // Edited by Phate from private["_sessionId","_parameters","_treeNetId","_tree","_isTree","_treeModelNames","_treeHeight","_newDamage","_treePosition","_spawnRadius","_weaponHolders","_weaponHolder","_weaponHolderPosition"]; _sessionId = _this select 0; _parameters = _this select 1; _treeNetId = _parameters select 0; // Define Wood Drop Notify Text here _woodText = "Wood dropped in your Area!"; _woodVehicleText = "Wood was put inside your Vehicle!"; _woodVehicleFullText = "Wood dropped in your Area! Vehicle is Full!"; // Define Wood Drop Notify Text here _tree = objectFromNetId _treeNetId; if (!isNull _tree) then { _isTree = false; _treeModelNames = getArray(configFile >> "CfgInteractionModels" >> "WoodSource" >> "models"); { if !(((str _tree) find _x) isEqualTo -1)exitWith {_isTree = true}; } forEach _treeModelNames; if (_isTree) then { if (alive _tree) then { _treeHeight = _tree call ExileClient_util_model_getHeight; _treeHeight = _treeHeight max 1; _newDamage = ((damage _tree) + (1 / (floor _treeHeight) )) min 1; _tree setDamage _newDamage; if (_newDamage isEqualTo 1) then { _tree setDamage 999; }; _nearestTruck = (getPosATL _tree) nearEntities[["PutCar1Here", "PutCar2Here"], 10]; _weaponHolder = objNull; if ((count _nearestTruck > 0)) then { _truck = _nearestTruck select 0; if (_truck canAdd "Exile_Item_WoodLog") then { _truck addMagazineCargoGlobal ["Exile_Item_WoodLog", 1]; [_sessionID, "notificationRequest", ["Success", [_woodVehicleText]]] call ExileServer_system_network_send_to; } else { _treePosition = getPosATL _tree; _treePosition set[2, 0]; _spawnRadius = 3; _weaponHolders = nearestObjects[_treePosition, ["GroundWeaponHolder"], _spawnRadius]; _weaponHolder = objNull; if (_weaponHolders isEqualTo []) then { _weaponHolderPosition = [_treePosition, _spawnRadius] call ExileClient_util_math_getRandomPositionInCircle; _weaponHolderPosition set [2, 0]; _weaponHolder = createVehicle ["GroundWeaponHolder", _weaponHolderPosition, [], 0, "CAN_COLLIDE"]; _weaponHolder setPosATL _weaponHolderPosition; } else { _weaponHolder = _weaponHolders select 0; }; _weaponHolder addMagazineCargoGlobal ["Exile_Item_WoodLog", 1]; [_sessionID, "notificationRequest", ["Success", [_woodVehicleFullText]]] call ExileServer_system_network_send_to; }; } else { _treePosition = getPosATL _tree; _treePosition set[2, 0]; _spawnRadius = 3; _weaponHolders = nearestObjects[_treePosition, ["GroundWeaponHolder"], _spawnRadius]; _weaponHolder = objNull; if (_weaponHolders isEqualTo []) then { _weaponHolderPosition = [_treePosition, _spawnRadius] call ExileClient_util_math_getRandomPositionInCircle; _weaponHolderPosition set [2, 0]; _weaponHolder = createVehicle ["GroundWeaponHolder", _weaponHolderPosition, [], 0, "CAN_COLLIDE"]; _weaponHolder setPosATL _weaponHolderPosition; } else { _weaponHolder = _weaponHolders select 0; }; _weaponHolder addMagazineCargoGlobal ["Exile_Item_WoodLog", 1]; [_sessionID, "notificationRequest", ["Success", [_woodText]]] call ExileServer_system_network_send_to; }; }; }; }; true Edit the Above script at: "PutCar1Here", "PutCar2Here" with your car classnames. You can put this Exile List in there. Probably not all cars are available there. "Exile_Car_Hatchback_Beige","Exile_Car_Hatchback_Green","Exile_Car_Hatchback_Blue","Exile_Car_Hatchback_BlueCustom","Exile_Car_Hatchback_BeigeCustom","Exile_Car_Hatchback_Yellow","Exile_Car_Hatchback_Grey","Exile_Car_Hatchback_Black","Exile_Car_Hatchback_Dark","Exile_Car_Hatchback_Rusty1","Exile_Car_Hatchback_Rusty2","Exile_Car_Hatchback_Rusty3","Exile_Car_Hatchback_Sport_Red","Exile_Car_Hatchback_Sport_Blue","Exile_Car_Hatchback_Sport_Orange","Exile_Car_Hatchback_Sport_White","Exile_Car_Hatchback_Sport_Beige","Exile_Car_Hatchback_Sport_Green","Exile_Car_HEMMT","Exile_Car_Hunter","Exile_Car_Ifrit","Exile_Car_Offroad_Red","Exile_Car_Offroad_Beige","Exile_Car_Offroad_White","Exile_Car_Offroad_Blue","Exile_Car_Offroad_DarkRed","Exile_Car_Offroad_BlueCustom","Exile_Car_Offroad_Guerilla01","Exile_Car_Offroad_Guerilla02","Exile_Car_Offroad_Guerilla03","Exile_Car_Offroad_Guerilla04","Exile_Car_Offroad_Guerilla05","Exile_Car_Offroad_Guerilla06","Exile_Car_Offroad_Guerilla07","Exile_Car_Offroad_Guerilla08","Exile_Car_Offroad_Guerilla09","Exile_Car_Offroad_Guerilla10","Exile_Car_Offroad_Guerilla11","Exile_Car_Offroad_Guerilla12","Exile_Car_Offroad_Rusty1","Exile_Car_Offroad_Rusty2","Exile_Car_Offroad_Rusty3","Exile_Car_Offroad_Armed_Guerilla01","Exile_Car_Offroad_Armed_Guerilla02","Exile_Car_Offroad_Armed_Guerilla03","Exile_Car_Offroad_Armed_Guerilla04","Exile_Car_Offroad_Armed_Guerilla05","Exile_Car_Offroad_Armed_Guerilla06","Exile_Car_Offroad_Armed_Guerilla07","Exile_Car_Offroad_Armed_Guerilla08","Exile_Car_Offroad_Armed_Guerilla09","Exile_Car_Offroad_Armed_Guerilla10","Exile_Car_Offroad_Armed_Guerilla11","Exile_Car_Offroad_Armed_Guerilla12","Exile_Car_Offroad_Repair_Civillian","Exile_Car_Offroad_Repair_Red","Exile_Car_Offroad_Repair_Beige","Exile_Car_Offroad_Repair_White","Exile_Car_Offroad_Repair_Blue","Exile_Car_Offroad_Repair_DarkRed","Exile_Car_Offroad_Repair_BlueCustom","Exile_Car_Offroad_Repair_Guerilla01","Exile_Car_Offroad_Repair_Guerilla02","Exile_Car_Offroad_Repair_Guerilla03","Exile_Car_Offroad_Repair_Guerilla04","Exile_Car_Offroad_Repair_Guerilla05","Exile_Car_Offroad_Repair_Guerilla06","Exile_Car_Offroad_Repair_Guerilla07","Exile_Car_Offroad_Repair_Guerilla08","Exile_Car_Offroad_Repair_Guerilla09","Exile_Car_Offroad_Repair_Guerilla10","Exile_Car_Offroad_Repair_Guerilla11","Exile_Car_Offroad_Repair_Guerilla12","Exile_Car_Strider","Exile_Car_SUV_Red","Exile_Car_SUV_Black","Exile_Car_SUV_Grey","Exile_Car_SUV_Orange","Exile_Car_Tempest","Exile_Car_Van_Black","Exile_Car_Van_White","Exile_Car_Van_Red","Exile_Car_Van_Guerilla01","Exile_Car_Van_Guerilla02","Exile_Car_Van_Guerilla03","Exile_Car_Van_Guerilla04","Exile_Car_Van_Guerilla05","Exile_Car_Van_Guerilla06","Exile_Car_Van_Guerilla07","Exile_Car_Van_Guerilla08","Exile_Car_Van_Box_Black","Exile_Car_Van_Box_White","Exile_Car_Van_Box_Red","Exile_Car_Van_Box_Guerilla01","Exile_Car_Van_Box_Guerilla02","Exile_Car_Van_Box_Guerilla03","Exile_Car_Van_Box_Guerilla04","Exile_Car_Van_Box_Guerilla05","Exile_Car_Van_Box_Guerilla06","Exile_Car_Van_Box_Guerilla07","Exile_Car_Van_Box_Guerilla08","Exile_Car_Van_Fuel_Black","Exile_Car_Van_Fuel_White","Exile_Car_Van_Fuel_Red","Exile_Car_Van_Fuel_Guerilla01","Exile_Car_Van_Fuel_Guerilla02","Exile_Car_Van_Fuel_Guerilla03","Exile_Car_Zamak","Land_Pod_Heli_Transport_04_covered_F","Land_Pod_Heli_Transport_04_fuel_F","Land_Pod_Heli_Transport_04_box_F","Land_Pod_Heli_Transport_04_repair_F","Land_Pod_Heli_Transport_04_medevac_F","Land_Pod_Heli_Transport_04_bench_F","Exile_Bike_OldBike","Exile_Bike_MountainBike","Exile_Bike_QuadBike_Black","Exile_Bike_QuadBike_Blue","Exile_Bike_QuadBike_Red","Exile_Bike_QuadBike_White","Exile_Bike_QuadBike_Nato","Exile_Bike_QuadBike_Csat","Exile_Bike_QuadBike_Fia","Exile_Bike_QuadBike_Guerilla01","Exile_Bike_QuadBike_Guerilla02","Exile_Car_Kart_BluKing","Exile_Car_Kart_RedStone","Exile_Car_Kart_Vrana","Exile_Car_Kart_Green","Exile_Car_Kart_Blue","Exile_Car_Kart_Orange","Exile_Car_Kart_White","Exile_Car_Kart_Yellow","Exile_Car_Kart_Black","Exile_Boat_MotorBoat_Police","Exile_Boat_MotorBoat_Orange","Exile_Boat_MotorBoat_White","Exile_Boat_RubberDuck_CSAT","Exile_Boat_RubberDuck_Digital","Exile_Boat_RubberDuck_Orange","Exile_Boat_RubberDuck_Blue","Exile_Boat_RubberDuck_Black","Exile_Boat_SDV_CSAT","Exile_Boat_SDV_Digital","Exile_Boat_SDV_Grey","Exile_Chopper_Hellcat_Green","Exile_Chopper_Hellcat_FIA","Exile_Chopper_Hummingbird_Green","Exile_Chopper_Hummingbird_Civillian_Blue","Exile_Chopper_Hummingbird_Civillian_Red","Exile_Chopper_Hummingbird_Civillian_ION","Exile_Chopper_Hummingbird_Civillian_BlueLine","Exile_Chopper_Hummingbird_Civillian_Digital","Exile_Chopper_Hummingbird_Civillian_Elliptical","Exile_Chopper_Hummingbird_Civillian_Furious","Exile_Chopper_Hummingbird_Civillian_GrayWatcher","Exile_Chopper_Hummingbird_Civillian_Jeans","Exile_Chopper_Hummingbird_Civillian_Light","Exile_Chopper_Hummingbird_Civillian_Shadow","Exile_Chopper_Hummingbird_Civillian_Sheriff","Exile_Chopper_Hummingbird_Civillian_Speedy","Exile_Chopper_Hummingbird_Civillian_Sunset","Exile_Chopper_Hummingbird_Civillian_Vrana","Exile_Chopper_Hummingbird_Civillian_Wasp","Exile_Chopper_Hummingbird_Civillian_Wave","Exile_Chopper_Huron_Black","Exile_Chopper_Huron_Green","Exile_Chopper_Mohawk_FIA","Exile_Chopper_Orca_CSAT","Exile_Chopper_Orca_Black","Exile_Chopper_Orca_BlackCustom","Exile_Chopper_Taru_Transport_CSAT","Exile_Chopper_Taru_Transport_Black","Exile_Chopper_Taru_CSAT","Exile_Chopper_Taru_Black","Exile_Chopper_Taru_Covered_CSAT","Exile_Chopper_Taru_Covered_Black","Exile_Plane_Cessna","I_mas_cars_UAZ_Unarmed","I_mas_cars_UAZ_Med","O_mas_cars_UAZ_Unarmed","O_mas_cars_UAZ_Med","B_mas_cars_Hilux_Unarmed","B_mas_cars_Hilux_Med","B_mas_cars_LR_Unarmed","B_mas_cars_LR_Med","I_mas_cars_LR_soft_Unarmed","I_mas_cars_LR_soft_Med","B_mas_HMMWV_UNA","B_mas_HMMWV_MEV","B_mas_HMMWV_UNA_des","B_mas_HMMWV_MEV_des","I_mas_cars_Ural","I_mas_cars_Ural_open","I_mas_cars_Ural_ammo","I_mas_cars_Ural_repair","I_mas_cars_Ural_fuel","O_mas_cars_Ural","O_mas_cars_Ural_open","O_mas_cars_Ural_ammo","O_mas_cars_Ural_repair","O_mas_cars_Ural_fuel","I_mas_cars_UAZ_MG","I_mas_cars_UAZ_M2","O_mas_cars_UAZ_MG","B_mas_cars_Hilux_MG","B_mas_cars_Hilux_M2","I_mas_cars_LR_soft_M2","B_mas_cars_LR_M2","B_mas_HMMWV_M134","B_mas_HMMWV_SOV_M134","B_mas_HMMWV_M134_des","B_mas_HMMWV_M2","B_mas_HMMWV_SOV_M134_des","B_mas_HMMWV_M2_des","B_mas_UH60M_MEV","B_mas_UH1Y_UNA_F","B_mas_UH1Y_MEV_F","B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F","b_heli_transport_03_black_f","b_heli_transport_03_f","b_mas_uh60m","B_mas_CH_47F","B_mas_UH60M_SF","rhsusf_m1025_w","rhsusf_m1025_d","rhsusf_m1025_w_s","rhsusf_m1025_d_s","rhsusf_m1025_w_m2","rhsusf_m1025_d_m2","rhsusf_m1025_w_s_m2","rhsusf_m1025_d_s_m2","rhsusf_m998_w_2dr","rhsusf_m998_d_2dr","rhsusf_m998_w_2dr_halftop","rhsusf_m998_d_2dr_halftop","rhsusf_m998_w_2dr_fulltop","rhsusf_m998_d_2dr_fulltop","rhsusf_m998_w_4dr","rhsusf_m998_d_4dr","rhsusf_m998_w_4dr_halftop","rhsusf_m998_d_4dr_halftop","rhsusf_m998_w_4dr_fulltop","rhsusf_m998_d_4dr_fulltop","rhs_tigr_vdv","rhs_tigr_vmf","rhs_tigr_msv","rhs_tigr_vv","rhs_tigr_3camo_vdv","rhs_tigr_3camo_vmf","rhs_tigr_3camo_msv","rhs_tigr_3camo_vv","rhs_tigr_ffv_vdv","rhs_tigr_ffv_vmf","rhs_tigr_ffv_msv","rhs_tigr_ffv_vv","rhs_tigr_ffv_3camo_vdv","rhs_tigr_ffv_3camo_vmf","rhs_tigr_ffv_3camo_msv","rhs_tigr_ffv_3camo_vv","rhsusf_m977a2_usarmy_wd","rhsusf_m977a2_cpk_usarmy_wd","rhsusf_m978a2_usarmy_wd","rhsusf_m978a2_cpk_usarmy_wd","rhs_uaz_msv_01","rhs_uaz_vdv","rhs_uaz_vmf","rhs_uaz_vv","rhs_uaz_open_msv_01","rhs_uaz_open_vdv","rhs_uaz_open_vmf","rhs_uaz_open_vv","rhs_ural_msv_01","rhs_ural_vdv_01","rhs_ural_vmf_01","rhs_ural_vv_01","rhs_ural_flat_msv_01","rhs_ural_flat_vdv_01","rhs_ural_flat_vmf_01","rhs_ural_flat_vv_01","rhs_ural_open_msv_01","rhs_ural_open_vdv_01","rhs_ural_open_vmf_01","rhs_ural_open_vv_01","rhs_ural_open_flat_msv_01","rhs_ural_open_flat_vdv_01","rhs_ural_open_flat_vmf_01","rhs_ural_open_flat_vv_01","rhs_ural_fuel_msv_01","rhs_ural_fuel_vdv_01","rhs_ural_fuel_vmf_01","rhs_ural_fuel_vv_01","rhs_ural_civ_01","rhs_ural_civ_02","rhs_ural_civ_03","rhs_ural_open_civ_01","rhs_ural_open_civ_02","rhs_ural_open_civ_03","rhs_civ_truck_02_covered_f","rhs_civ_truck_02_transport_f","rhs_typhoon_vdv","rhs_gaz66_vmf","rhs_gaz66_vdv","rhs_gaz66_vv","rhs_gaz66_msv","rhs_gaz66_flat_vmf","rhs_gaz66_flat_vdv","rhs_gaz66_flat_vv","rhs_gaz66_flat_msv","rhs_gaz66o_vmf","rhs_gaz66o_vdv","rhs_gaz66o_vv","rhs_gaz66o_msv","rhs_gaz66o_flat_vmf","rhs_gaz66o_flat_vdv","rhs_gaz66o_flat_vv","rhs_gaz66o_flat_msv","rhs_gaz66_r142_vmf","rhs_gaz66_r142_vdv","rhs_gaz66_r142_msv","rhs_gaz66_r142_vv","rhs_gaz66_repair_vmf","rhs_gaz66_repair_vdv","rhs_gaz66_repair_vv","rhs_gaz66_repair_msv","rhs_gaz66_ap2_vmf","rhs_gaz66_ap2_vdv","rhs_gaz66_ap2_vv","rhs_gaz66_ap2_msv","rhs_gaz66_ammo_vmf","rhs_gaz66_ammo_vdv","rhs_gaz66_ammo_vv","rhs_gaz66_ammo_msv","rhs_uaz_chdkz","rhs_uaz_open_chdkz","rhs_ural_chdkz","rhs_ural_open_chdkz","rhs_ural_work_chdkz","rhs_ural_work_open_chdkz" The Script was originally edited by happydayz and lunatik. Now it should fully work. Original Thread: I post this Script here in Case someone missed it on the other Forum! Visit us on easy-gaming Test the Script on: If you have any Suggestions for this Script feel free to post it!
  21. script

    Hiho (moved to GitHub) Attaching / Lifting is moved to Igiload Known Errors: - Actualy not saleable at the Trader
  22. Hi guys, a little script me and @1Vincent Van Goat fiddled around with and made it the welcome dialog on our server. So i thought id share it with you! I this prompts the player on startup this fancy looking welcome screen! Make a new file and call it "welcome.sqf" and edit it to your desire! Just call it in your init.sqf! [] execVM "Custom\Welcome.sqf"; If you get this error: (Thanks @Sica) variable _display does not support serialization Too fix this error, add disableSerialization; above variable _display disableSerialization; _display = findDisplay 999999; _text1 = _display displayCtrl 1100; _buttonSpoiler = _display displayctrl 2400; _textSpoiler = _display displayctrl 1101; _text2 = _display displayCtrl 1102;
  23. ZockerHill

    Unser Server ist einzigartig aufgebaut schaut mal rein
  24. Hey guys, A few people keep getting disconnecting when joining the server for script error. My script.log: -------------------------------------------------------------------------------------------------------------------------------------------------------- 11.12.2016 21:46:04: SE7EN ( 4ba8fc59db5c3c9addf14851eaf7162a - #20 ","CBA_fnc_randPosArea","CBA_fnc_getNearest","CBA_fnc_getNearestBuilding","CBA_fnc_addPerFrameHandler","CBA_fnc_removePerFrameHan" fc59db5c3c9addf14851eaf7162a - #10 "["\x\cba\addons\common\fnc_createMarker.sqf",".sqf",0,false,false,false,"CBA","Entities","createMarker"]" fc59db5c3c9addf14851eaf7162a - #10 "aredGroup","CBA_fnc_nearPlayer","CBA_fnc_getArg","CBA_fnc_createMarker","CBA_fnc_createTrigger","CBA_fnc_getGroupIndex","CBA_fnc" fc59db5c3c9addf14851eaf7162a - #0 "blishingShot_logic1 = BIS_fnc_establishingShot_logic_group createUnit ["Logic", [10,10,10], [], 0, "NONE"]; _objectName = str _object; [[_object,"createmarker",_objectName,_owner],"BIS_fnc_initRespawnBackpack",_units" 12.12.2016 14:53:37: Arnie ( e89eb52b236be7585666474a30544c59 - #2 "nimviewer};"]; _logic = createagent ["Logic",_logicPos,[],0,"none"]; _logic setpos _logicPos; " 12.12.2016 14:35:58: Arnie ( e89eb52b236be7585666474a30544c59 - #15 "_event select 1) call CBA_fnc_localEvent; }; }; } forEach allVariables cba_events_eventNamespaceJIP; 12.12.2016 17:04:02: SE7EN ( 4ba8fc59db5c3c9addf14851eaf7162a - #10 "ts = [_owner]; }; _objectName = str _object; [[_object,"createmarker",_objectName,_owner],"BIS_fnc_initRespawnBackpack",_units" can somebody help me out i dont now what to do
  25. The new Exile update is on the horizon, and despite all of the amazing features it's gonna bring, it's also gonna bring headaches for server owners who have to update their server(s) and the dozens of customizations that they made. One of the daunting tasks is updating BattlEye filters. Granted, Exile does come with filters by default that would work fine, if it weren't for the fact that most servers run custom scripts/addons that trigger the BE filters, so almost every time you add something you end up with a BattlEye kick (only one if you're lucky). I've gone through the experience many times, and let's face it: it's tedious. When you get a script restriction, you have to copy the code, replace all of the newlines with "\n"s, find the right line, and update your "scripts.txt". There are certain online tools that will automatically replace newlines for you, but wouldn't it be nice if the script exception was generated and added completely automatically as soon as it happens? Well, I think so, so I mish-mashed some code together and created the "BattlEye Automatic Exception Generator". It will automatically scan your scripts.log for script restrictions, replace newlines in the code (if they exist), and add the exception to your "scripts.txt" on the correct line. It will also prevent duplicate exceptions from being added (to the same line). ***!!!READ THE README BEFORE ASKING ANY QUESTIONS!!!*** Seriously guys (and gals). If I see any question in here that is answered by the readme, I will simply ignore it, and it may even be deleted. If you have any questions/comments/concerns/suggestions, please leave them below. I made this for "fun" in my free time, and it is not perfect by any means, so any help/suggestions are appreciated. DOWNLOAD: PS: I know people have made stuff like this before, but none of the tools were publicly available, and least of all, open source.