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Found 90 results

  1. 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:
  2. 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!
  3. 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
  4. 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.
  5. 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 ******
  6. 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:
  7. This is a script to simulate fishing. They need a burlap sack and have to sit in a boat. Basic fishing script for exile by JackFrost modify by Serveratze --------------------------------------------------------------------------------- Step 1 Copy the Folder custom to you Exile.YourMap Folder --------------------------------------------------------------------------------- Step 2 Copy the Folder overrides to you Exile.YourMap Folder in the Config.cpp in the ection CfgExileCustomCode you Add: ExileClient_gui_hud_event_onKeyUp = "overrides\ExileClient_gui_hud_event_onKeyUp.sqf"; --------------------------------------------------------------------------------- Copy the Folder overrides to you Exile.YourMap Folder or the contents of the overrides to your existsting overides folder, if you have one. Or put the override wherever you put your overrides in your Exile.YourMap Folder. Don´t forget to change the path in "overrides\ExileClient_gui_hud_event_onKeyUp.sqf" to "wherever you put your overrides\ExileClient_gui_hud_event_onKeyUp.sqf", if you don´t use the overrides folder... --------------------------------------------------------------------------------- Use shift key right for Fishing! --------------------------------------------------------------------------------- Have Fun with this Modification GitHub-Code: pic1: pic2: pic3: pic4: pic5: edit: small change new: added random chance to lose you net
  8. Hello, everyone! So to explain my situation here, I wanted to add Left Shoulder Scripted Weapon to Exile. It's a great addition, and only works via script on the server-side of things so no additional mods required by the client! I have been able to run the script package in vanilla-ish Arma servers (Nothing that overhauled the UI or anything like Exile does) so I need some help. How it works: This script seems to add a scroll menu option dependant on a couple variables but the interface is pretty simple. Scroll down and you see "Put <weapon> on back". If you already have a weapon, it will say "<weapon> in hand". Super nifty! I even have a screen shot included. Here's the raw code from the mod: I have tried to load this line at the end of init.sqf and initPlayerLocal.sqf [] execVM "aalssw.sqf" but it doesn't seem to load in Exile. I really don't have enough experience with Arma scripting to figure out what the problem is! I get some of the basic concepts, but then Exile is a different beast all together. Can anyone assist? I know that the server is finding the code to execute, and it doesn't seem to cause any errors. The script just doesn't seem to function. UPDATE: There might be something I am forgetting as well. Should I whitelist this script in BattleEye? How can I find out if it's being blocked? Should I try this instead? What are the differences between execvm and call compile? call compile preprocessFileLineNumbers "aalssw.sqf"; I have been able to look at various solutions, but none seem to use code nearly as complex as the package I'm trying to impliment. Do I need to re-write the script from the ground up? I've also found this tutorial helpful:
  9. Hi, Does anybody have the initPlayerLocal.sqf which includes the Scuba trader sat on the dock. I cant find it anywhere and wondered could anyone paste it here pretty please Thanks Aaron
  10. Moinsen liebe Kollegen der SQF-Welt da immer mehr der gleichen Threads auftauchen mache ich nu einen Sammelthread für die "Grundsachen". Werde das ganze auch versuchen so aktuell wie möglich zu halten. nutzt das hier bitte NICHT als Diskussionssthread für Sachen im ersten post hinzuzufügen könnt ihr gerne antworten hau das dann alles hier ober ein mit man nicht ewig suchen muss danach. Wenn ihr Porbleme mit irgendwas habt: Suchfunktion benutzen und nicht direkt nen Thread aufmachen (jaaahaa sowas gibt es hier )Wenn ihr Scriptausschnitte habt macht es in nen Spoiler rein (für die die nicht wissen wie das geht klickt im Textefeld oben inder Leiste auf das Auge?Versucht so ut wie es geht euer Problem zu beschreiben am besten mit vorher nachher Scriptausschnitt dann kann man auch besser helfen weil bei nem zb "fahrzeug geht nicht mehr" stehen alle erstmal ratlos da das kann von vielen sachen ausschlaggebend sein.Wenn es Battleye angeht am besten den .log mit posten (aber im Spoiler)Wenn der Server im rpt einen fehler wirft auch diesen bitte mit posten (na ihr wisst schon , richtig, im Spoiler) Das macht es uns ALLEN leichter. Exile Classnames: (Danke an @[SKS]Goliath und @K3nG9LoL ) Fahrzeuge oder Waffen einfügen im Shop: Startgeld ändern: (danke an K3nG9LoL) Den Fahrzeugspawn (random gespawnte Fahrzeuge auf der Map) / Respect bei Kill usw ändern: Respawn Time ersetzen: Territory einstellungen ändern: Schilder mit eigenem Bild hinzufügen: (Option 1 dank an @DaddelGoggi) Entschlüsselte Mission.sqm: (falls einer es nicht schafft die selbst zu entschlüsseln) Schwirigkeit ändern: NICHT ÄNDEREBARE SACHEN (Ohne custom Zusatzmod): PS: (für die die es verstehen)
  11. Hey, seitdem arma update geht das R3F logistic script nicht mehr... Wenn ich es installiere scheint es nur halb zu laufen und andere sachen auszusetzen wie zbsp das gekaufte infistar... Es geht bis hin zu Fahrzeugen wo türen aufgehen, das diese scheinbar "nicht" im spiel sind... und man fest buggt wenn man zbsp. in einen ural einsteigt... Kann mir da jemand weiterhelfen? Hab dieses problem zbsp auch wenn ich A3XAI installieren möchte dann geht es auch mit dem Buggen an LKW´s etc los bin ratlos
  12. As the title says it is about a Salvage vehicle script. Player corpse falls from destroyed vehicle. Step 1 Copy the Folder custom to you Exile.YourMap Folder Step 2 in the Config.cpp in the ection CfgInteractionMenus you Modify Change it to Step 3 Copy this code in your initPlayerLocal.sqf SV_fnc_SalvageVehicle = compileFinal preprocessFileLineNumbers "custom\SalvageVehicle\SalvageVehicle.sqf"; GitHub-Code: Have Fun with this Modification
  13. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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.
  14. 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
  15. Hi Folks, Im looking for some advice here, not so much a complete script, just a little direction. Im looking into some options on a test server for base security and one of those is locking all doors in the base radius (or unlocking). I have seen this done with certain vehicles and wondered how it would work on a base. I thought it would be simple enough but i am either blind or not working it out. So far all I have been able to do is "Bodge Lock" the doors by setting the variable "ExileIsLocked" but it doesnt hold after restart (Assume because its the physical lock not the full lock and remember) CursorTarget setVariable ["ExileIsLocked",1,true]; I am looking for more of a "Rotate Shut and Lock" / "Rotate Open and Lock" like the above mentioned vehicle script. If anyone could kindly point me in the right direction I would be grateful Regards LordRampantHump
  16. script

    ACD_PT - ACiDy Portable Trade zones Features: Place as many trading zones as you want and wherever you wantTurn ON and OFF safe zone triggerTurn ON and OFF any specified traderChangelog: Version 0.2 Added _ID to assign unique number of szUsage: [ _isSafe, // [boolean: true/false] - Turn ON/OFF safe zone trigger _pos, // [array: getPosATL _obj] - Building position _general_direction, // [number: getDir _obj] - Direction of building _Armory, // [boolean: true/false] - Turn ON/OFF Armory trader and props _Equipment, // [boolean: true/false] - Turn ON/OFF Equipment trader and props _Food, // [boolean: true/false] - Turn ON/OFF Food trader and props _Hardware, // [boolean: true/false] - Turn ON/OFF Hardware trader and props _Office, // [boolean: true/false] - Turn ON/OFF Office trader and props _SpecialOperations, // [boolean: true/false] - Turn ON/OFF Special Operations trader and props _Vehicle, // [boolean: true/false] - Turn ON/OFF Vehicle trader and props _WasteDump, // [boolean: true/false] - Turn ON/OFF Waste Dump trader and props _ID, // [number: unique] - Designated number of safe zone ] call acd_fnc_createTradingOffice;Example: [true,[15137.3,16695.4,0.00143814],300,true,true,true,true,true,true,true,true,347] call acd_fnc_createTradingOffice; GitHub: DOWNLOAD:
  17. Hallo ihr lieben Ich suche nun schon Wochen lang ein Vector build Script. Bisher habe ich eins gefunden names expoch vector building, das gefällt mir persönlich nicht.# Deshalb frage ich nun euch und bitte euch um Hilfe. Ich suche ein Vector Build Script dabei ist es egal ob es Kostenlos ist oder ob ich mir eine "Lizenz" kaufen soll. Jeder tipp ist hilfreich! Ich wünsche euch ein Schönen Tag und schon mal vielen dank für eure Tipps
  18. Hello Exile Community, Im searching since 2 days a fix for the Advanced Vehicle System. We have some Armed Cars on our Server (Kajman,Blackfoot,Gorgon...), we want to have the Vehicles without Steered Rockets like Titan, Scalpel, ASRAAM or DAGR. I took this Ammo/Weapons for the Vehicles on the Blacklist of the AVS Script. Now on the Server, you buy an Gorgon and first you have the allowed guns (Without the Titan Rockets). But if you ReArm, the Vehicle have all Ammo, with Ammo for the Black Listed Guns ? I hope anyone can help me, or know a better Script for this
  19. 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 -----"
  20. 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;
  21. 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:
  22. Simple Intro with musik DOWNLOAD GUIDE Aditional remove the content in Exile.Altis/config.cpp: class CfgExileMusic { Intro[] = {""}; }; :Fix from @digDoug
  23. 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
  24. 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
  25. 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