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Showing content with the highest reputation on 03/30/16 in all areas

  1. 2 points
    Extended Base Mod for Exile Mod With this mod you are allowed to place some Arma 3 content in your Territory based at the Exile mod. For example: Sandbarriers, BagBunker, CamoNets, CncBarriers, Stonewall + Gate, Ladder, Watercooler some are following. Huge Container: 20.000 Metalshelf doublesided: 5.000 Icebox: 1.500 Shelf 1: 4.000 Shelf: 3.000 Land Container Green: 15.000 Hangar: 40.000 Ammobox: 7.000 Tentdome: 1.000 Land Container Sand Small: 13.500 Cargo container Small: 6500 Garbage Container: 8500 Metalshed 4 Layers: 5500 Suitcase: 1250 Ammo Box: 750 Woodenshelves: 2000 Metalcase: 2500 Fridge: 2000 Tool Trolleys: 2500 Microwave: 200 Suitcase: 1250 Ammobox rounds: 750 Plasticcase: 2000 EBM Airhook: 5000 Medikit: 5000 V 0.3.4 - new buildings: New Bed, Mechanical Cover, Crowsfeet, Oven, Woodencrate, Door with Frame - 2 new backpacks - new items: Bricks, Bucket of Mortar (made by RWG) - reworked all Brickwall-recipes from 0.3.3 V 0.3.3 - new Buildings:Metalwalls for all Brickwalls as an option to upgrade, Medikit (healing is possible), a pollard and an ATM - reworked all Buildings from 0.3.2 - half walls (brick & Metalwall) - lockability of windows added 14.06.2017 - clientside hotfix , where snapposition of floor/wall is fixed (server doesn't need to update) V -Hotfix Snappositions V 0.3.2 - new Buildings 11pcs. (selfmade): Brickwall System (compatible with Exile buildings), Helipad, Airhook, Parksign - deleted Pierbox (Land_Pier_Box_F_Kit), Big Pier (Land_nav_pier_m_F_Kit), and all camo nets ("CamoNet_OPFOR_open_F_Kit","CamoNet_INDP_open_F_Kit","CamoNet_BLUFOR_open_F_Kit") Admins have to delete them in the Database - updated Battleyefilters! V 0.3.1 - added 80 new buildables // Thank you Kurewe for providing me the codes of 64 Items!!! celebrate him guys! : TV, Plastic chair, Gaming Set, Gym Bench & Rack, Office interieur, PC set, Trophys, Sunshades, Stuff for the Garage like Engine Crane, Tool storages, Helipad lights, Tripod screens, Targets,... - Battleyefilter reworked - Recipe categories reworked - enabled Simulation on serverrestart! REMOVE THIS FIX: exileServer_object_construction_database_load = "EBM\exileServer_object_construction_database_load.sqf"; //Original fix by Eichi V 0.3.0 - Huge Lamp illmination fixed - doors fixed (original by Eichi) - certain apex buildings available V 0.2.9 - Guys i am very sorry, but i had to remove the APEX buildings. Arma fucked it up - fixed the damagetaking problem on earthquakes and explosives. (Breaching charges still work) V 0.2.8 - new Buildables: Airporthangar (Apex), Ammobox, Basaltwall 4m & 8m and Gate (Apex), Breakwater dry & wet (Apex), Huron ammo- and fuelcontainer, IR tent big & small (Apex), Petroglyphwall 1 & 2 (Apex), sandbags green long & short (Apex), Sandbagbunker big green (Apex), Sandbagtower green (Apex), Suitcase - all new walls with snap points - fixed the light of the Shabby Lamp and the Camping Lamp - fixed the height jump of the Pierbox & Airplanehangar V 0.2.7 - new Buildables: Bungalow, House Big, Plastic crate, Researchfacility big and small, Garage Shelter (Apex) - all things or Buildings can be destroyed by the Breaching Charges V 0.2.6 - new Buildables: Big Bunker, Bunker Rectangle, Bunker Hexagonal, Bagbunker small green, Bunkerwall 3m Bunkerwall 6m, Controltower, Barrier 3 green, Barrier 5 green, Sandbagtower green, Trench Forest & Grass(Apex) - lootspawn fixed!!! (BIG thanks to second_coming !!) - excluded Price and Traderlist to make them like recipes and menus (Thank you Greyfox! It made Tanoa Buildings a lot easier!) V 0.2.5 - new Buildables: ATM (working with lockers ) - Snapmode for walls (Just straight, No corners or gates yet) - added Non-Physic for Garbage Container and Metalshed 4 Layers - Exile Walls are only blowable by new charges V 0.2.4 - new Buildables: Concrete Mixer, Flag CSAT, Garbage Container, Metalshed 4 Layers, Watersink - fine tuned all recipes! - changed target = "Land_CargoBox_V1_F_Kit"; in menus.hpp to target = "Land_CargoBox_V1_F";. menu now working correctly. V 0.2.3 - new Buildables: Camping Chair V1 & V2, Camping Table, Camping Lamp, MapBoard Altis, Pavement straight and corner narrow and straight and corner wide. - added BRAMA categories to the recipes (Container, Walls, Flora, Misc, Buildings, Signs, Lamps) - Battleyefilter added: !"MapBoard_altis_F" V 0.2.2 - changed the way receips and menus are working, now implemented via .hpp (thank you Murgatroyd) - new Buildings: Bush, Pier, 3 kind of Stones, Sleepingbag, 2 Solarpanels - mass of the Big Dome changed to 200 - Armor of following reduced by half:CNC Wall,CNC Wall 1pc,Huge Container,Land Container Green - fixed light_1_hitpoint spam in .rpt V 0.2.1 Hotfix - removed Big Tank and Military Checkpoint. Doors not working and Errors. V 0.2.0 - new Buildings: airporttower, Barracks, Beachbooth, BigTank, Castletower, UnexplodedAmmoSign, Military Checkpoint, Transmissiontower - increased armor of military tower (100 times) - reduced weight of Airplanehangar V 0.1.9 - new Buildings: Dome (big white one), Airplanehangar, Metal Shed, Solartower, Sunchair, Sunshed, Shabby Lamp - increased armor of military tower (10 times) V 0.1.8 - new Buildings:Chair, Cncblock, ContainerSmall, Industryfence 1pt, industryfence 3pt, Lampstreet, Seawall, Tavern, Tavern middle added alternative crafting receips from MrDynamite V 0.1.7 - new Buildings:PortableFloodlight double, Radar Small, Slumplane, Table, Toilet, Pierbox Floodlight coming with next patch Sorry guys V 0.1.6 - new Buildings: CNCBarrier1, Medium CNC Barrier, Crashbarrier, Big Shed, Touristshed, Watersource, CNC Wall small 4 + 8m, Military Sign Vehicle + Base Small - bug fixed where Cargo Containers spawned a lock. -> check "addingmenutoitem.txt" - fixed the bug where containers bouncing around, now same behavior like storage crate ^^ - Tentdome can be placed outside territory - increased armor of military tower again (10 times) - slightly increased armor of all hbarriers - added alternative crafting receips in a separate .txt V 0.1.5 - new Buildings: Broken Shed, Cargo Container Sand Small, CNC Stairs, Garage, Platform, Tent, Tenthangar - added lockability to cargo containers - fixed the bug where other players can pack the container without entering the code. - Baselights now always on! fixed it hope you have fun with them. V 0.1.4 - new Buildings: CNC Shelter, CNC Wall, Fuelstation Shed, Small Shed,razorwire - Removed HalogenLights. Problem with Server restart. sorry guys - lowered Mass of all heavy items. V 0.1.3 - new Buildings: Slum Container, Cargo Container Big, Big Halogenlamp, Military Outpost Small - Hangar now lockable -Menu added - on Rusty Tank you can refuel empty Canister, not Cars. - improved armor of all Buildings - Hangar mass is set to 310 (carryall is 320) V 0.1.2 - new Buildings: Rusty Tank, Metal Shelve, Cargo Tower V2 Big, Fuelstation, BagBunker Large, Shootingpostition - Hangar now lockable - removed Helipadlights due to Memoryproblems! Players who don't have the mod are able to join again. V 0.1.1 Hotfix -new Buildings: Helipadlight Blue,White and Yellow, Wooden Pier. - added inventory to the yellow shelf and the icebox - Hatches from the outpost can be opened now - Hangar is not Lockable... sorry guys - You can build Sandbags everywhere!!! V 0.1.0 Major Patch -new Buildings: ConcreteDoor, BarGate, Helipadlights green/red, icebox, Sign Military Area, Military CncWall, Military Outpost, Steelfence, -Fixed Door Locking! now working correctly V 0.0.4 - Bugfixes - New Buildings: 3 different Types of concrete walls; Helipad; New Shelf V 0.0.3 - New Buildings: Ammobox, LandContainer, Sandbag Corner, Sandbag long, Sandbagbunker, Shelf Sandbagbunker Small, Hangar, Sandbagwall Big Corner, 6m, 4m, ConcreteRamp - Ladder fixed - Stone Gate lockable V 0.0.2 - New Buildings: CNCBarrier, Stonewall, Stonegate, Ladder, Watercooler - FIXED building location was stuck! -> battleye filter!!! INSTALLATION: Please use the readme inside the mod folder Download: http://www.armaholic.com/page.php?id=30627 Or Available at A3 Launcher Or you just downloaded it from the Workshop If you guys want to support me: Support here List of Charges: V0.3.4: https://www.dropbox.com/s/08ri48accrwoac7/Destructable List_0.3.4.cpp?dl=0 The Serveradministrator can add it to the craftreceips (included)
  2. 2 points
    I have to ask , Why are Safes in Exile ? They only serve as a hording tool . If players truly want a challenge , and a game that's closer to a survival mod , I say lose the Safes . It makes base raiding worthwhile as well . Go back to hiding a car in the bush and horde that way , It might not be there when you return , just like real life .
  3. 2 points
    Learn it the hard way. If you don't have the patience to learn, you don't have the patience to run a server anyway.
  4. 2 points
    There is already 100s of empty servers with only the owner playing that cant install scripts. Your going to try and setup the exact same thing that everyone else already has going. I hate to be rude but there is just so many servers now cause everyone wants to be a server owner with no experience on how to do so. Than the forums get spammed with questions on how to set this up, how to fix this, how to install this. Almost all the mods come with clear instructions on how to set stuff up, I have been there my self.
  5. 2 points
    @MudBone Refer to "_onSuccessScripts" in fn_AddMissionToMonitor.sqf. @Stoll No, what I'm saying is that the function will return a list of the guns that it created, so let's say you want to position the first gun at 15 degrees, second at 30, and third at 65, you would do: private _staticguns = blabla call DMS_fnc_SpawnAIStaticMG; (_staticGuns select 0) setDir 15; (_staticGuns select 1) setDir 30; (_staticGuns select 2) setDir 65; Or if you want to be a bit more slick: private _staticguns = blabla call DMS_fnc_SpawnAIStaticMG; { (_staticGuns select _forEachIndex) setDir _x; } forEach [15,30,65]; I understand that spawning missions with special parameters can be a bit confusing (I tried to make everything easy to customize and allow a high degree of selection when using admin tools or external scripts). The easiest way to make a mission spawn in the same spot every time would be to just hardcode the "_pos" in the beginning of the mission file. Alternatively, if you really want to use the custom parameters, you need to follow the format: [ _missionName, [ _findSafePosParams, [ _missionPosition, _forceSpawnAtGivenPosition ], _extraParams ] ] call DMS_fnc_SpawnBanditMission; So, for example: [ "bandits", [ [], [ [500,500,0], true ], "I_MRAP_03_hmg_F" ] ] call DMS_fnc_SpawnBanditMission; Would spawn a "bandits" mission (shown on the map as "Armed Bandits") at [500,500,0], and it will be forced to spawn there. The vehicle that will spawn with them is an "I_MRAP_03_hmg_F", which, if I remember correctly, is the armed Stryder.
  6. 2 points
    In my OPINION, Exile and RP don't mix at all. I think it's a high pvp based mod, or at least that's what it's turned into. Having said that, if someone was to do it properly, I think a new map is in order. All the the current maps have been overused. We need something NEW. (I may be wrong)
  7. 2 points
    After a few tries I present you the Sebjan Mine takeoff. Take 1: the traintracks are a no-go, you bump and bump and blow up. Take 2: 2 seconds airtime but not enough speed so crashed in a ditch. take 3: Missed a tree with the HEMMIT and got stuck. Take 4: Took off but couldn't gain enough altitude so crashed into trees at the end of the road. Take 5: Don't stop believing. Just don't ask me to land.
  8. 1 point
    Hi there! I made this system for our customers but wish to share it with the entire community. All this is is the loot table compiler with multiple mods added to the groups file. Download the tool here: Click Here Then fill the form in here: Click Here Then copy the output of the form into the LootTables.h file, then drag the LootTables.h file and the LootItemGroups.h file into the compile.bat file, this will generate a CfgLootTables.hpp file with your loot table in it. You then extract your exile_server_config file from your server, edit the config file and delete the entire CfgLootTables class and copy the contents of the CfgLootTables.hpp file in its place.
  9. 1 point
    Hello Everyone, We've been getting a list of players with the following logs: | KeyDown eventhandler changed/added: ID 3 should be 1 or | KeyDown eventhandler changed/added: ID 4 should be 1 Are these EVER false positive? or these 100% someone opening up a hack menu or something of the sort? I've read some places it could be a player using towing or picking up containers? please advise how serious these logs are and if we should ban on sight. thanks, mIKE ps. This is the best anti-hack mod ever. definitely recommend it to all server owners.
  10. 1 point
    We Use it on our survival Server! In u a searching for something like that your Are welcome
  11. 1 point
    This has WHAT to do with Events, Missions & AI?
  12. 1 point
    I edited the thing and i think it may work better with true false instead of true; false;
  13. 1 point
    Well first i edited a bunch cause I got lost lol. Aside from that you would want to put that in any part of the script that runs on the player, preferably something from the init.sqf file. I use an execution like this: _nul = execVM "folder\file.sqf"; and the file looks like this: waitUntil {sleep 0.5;!isNull (findDisplay 46);}; null = player addAction ["<t color='#00a6eb'>Take Chemlight</t>", Path to script, Parameters to script, -10, true(to popup action when close), true(to hide action on use), "", "if (player distance chemLight < 1) then {true} else {false}"]; Now dont hold me to this as I have not tested it lol but this is the idea to get it working. I use this for my dog companion script, yup, dogs and it works only when they are around otherwise the action is gone. This is just one of many ways and honestly its a bit noob level but it works lol.
  14. 1 point
    Thank you SO much. idk how I kept missing that. lol
  15. 1 point
    Guys this mod is available at A3 launcher!!!! :))))
  16. 1 point
    Awesome sauce! Glad you got it working!
  17. 1 point
    Got it guys. Thx for your help. Turns out I had the wrong map and it was messing things up. cheers again
  18. 1 point
    Not completely true, there are just different kind of players. Make it at least configurable.
  19. 1 point
    Override ExileClient_action_execute https://gist.githubusercontent.com/anonymous/59909eb1fa985232cfb4/raw/37c389bd53d24cbdb12f86831ed105d0faafd7ac/2016-03-28_12-19-59.txt See line 25.
  20. 1 point
    Also you don't need both Joint Rails and CBA as CBA already contains JR included in it
  21. 1 point
    if they are listed in traders then you need to look at the missing prices as the trader build and the trader classes are working. try looking at check spellings along with commas and extra spaces and make sure they match the
  22. 1 point
    I usually do not want to play the police here, but if someone needs help getting their stuff removed, let me know.
  23. 1 point
    Be respectful or I will lock this thread. Also, maybe I'll stream on some of the harder survival servers people have made. They exist and seem to get no love from the community.
  24. 1 point
    Ok this is probably a silly idea but what about adding it further up the list instead of at the end. eg: loadOut[] = { "ItemCompass", "Exile_Item_XM8", "ItemMap", "ItemRadio", "Exile_Item_PlasticBottleFreshWater" }; Or try it with the GPS instead and see what happens
  25. 1 point
    As @Dawg711 said, it's a great idea, but when players are offline it becomes quite trollish and unrealistic. I think the best thing is to allow players to check dead bodies for any recent codes entered. You (the killer) won't know what they're for, but you know it was used somewhere, and it's up to the killer to try them out. In addition, "lockout" timers could be implemented. If the wrong code is entered 3 times in a row, then the door is unable to be accessed for 30 seconds.
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