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  1. 78 points
    Hello, Inmates! This is probably the most exciting Devblog entry I have ever written and thus I will make it short: Exile development will continue! We have been thinking and discussing for quite a while now and we do not want to let Exile go down the drain. As a consequence, we have spoken to talented people from this community and came up with reinforcements, one could say. Please welcome to our team: @Psycho @eraser1 @happydayz @WolfkillArcadia @maca134 These guys will work on maintaining Exile to ensure compatibility with upcoming Arma updates. Also, they will invest some energy in finishing the hunting and (land?) fishing mentioned in our outdated preview changelog. More is yet to be defined and completely up to them, but they will stick with the direction Exile went into. Right now I am sitting here like a little kid on Christmas, clapping my hands I cannot wait for all the dank laser sharks to be added in the future! (Kappa)
  2. 69 points
    Dear players, I would like to inform all of you that my time with Arma modding has come to an end. I feel that it is just fair to make a public statement to counter all the false rumors and urban myths that are around these days. You simply deserve that. However, I cannot speak for my friends Grim and Vishpala here, but I think they feel the same. There are many reasons why I am stepping back now. Where do I begin? Exile has been my first game modification ever and I have spent all my love into it for more than one and a half year exclusively. I simply need something else now. This is like eating pasta for more than a year. Pasta sure is great, but I think we all agree that after that long time, you will want to eat something else. I also just became a father this year and this little gnome needs my love more than everything else now. I have spent weeks of my private vacation time before his birth to finish version 1.0.0 and I simply do not have the time for that anymore. This truly is a life changer, but unfortunately, that is not it: Just hours after releasing the 1.0.2 update, I have suffered a stroke and ended up in the hospital. And the first message I have received in hospital: "Hey, your website was hacked and now shows swastikas!". Great. Thank you, I guess. Doctors say I might work and sit too much. I think I do. I work in another country and travel quite a lot. And sitting for about ten hours a day is definitely too much. I have also been working on Exile while sitting at the airports waiting for planes. To quote one of my favorite movies here: "I am too old for this shit!" (For you wondering, it is Lethal Weapon). I will now invest time in what really matters: Eichi Level 1. I am a developer by heart and it will always be my hobby. I will continue developing games in the little free time that I have left after my job and family, but it will not be related to Arma modding. I am simply too tired of restarting Arma over and over again just to tune a value in a config. I also cannot look at questionable error messages like "Error Type Number, Not a Number, Expected Number, Number" anymore. And as stated above, I simply do not have the time anymore to mess with things. I also remember that I once had a problem where infantry could walk through opened gates, but vehicles could not drive through. It took me three (god-damn) days to figure out something that was not documented to solve it. It just feels too unprofessional. On top of that, these days it is less frustrating (and sometimes easier) to create a new game from scratch than to modify an existing platform. Many mods are moving away from Arma as they have grown up, leaving little behind. Battle Royale turns into Battlegrounds, Altis Life turns into Identity, Breaking Point into a stand-alone and the talented 2017 guys have announced to do something with the Unreal Engine, too. The list continues. Modding is just too limited and failing to make your dreams come true is just frustrating in the long run. I am not teasing you (am I?), but the Unreal Engine is teasing me. But no, I am not planning to do an Exile stand-alone in case you ask. There is something else in my mind. We also never know what the next Arma update includes. The long awaited 2017 Mod , my favorite map called Taunus and even Namalsk were screwed by Arma updates and ended up in the trash bin. So it can turn out that months or even years of work turn into a big waste of time by the decisions of a third party you cannot influence. Some of you might remember my t-shirt saying "And then Arma updated". I have it for a reason. Bohemia Interactive seems to consider Arma 3 "done" and will deploy stabilization updates only. Let us hope the best for that. Maybe the shrubberies will be less lethal and walls might stop you from walking through them. In case an update goes wild and breaks things again, I am willing to invest time to solve arising issues, but I will surely need help here. I have experienced update problems that took weeks to solve. Some updates went without problems, but we never know. If you would like to help out on making Exile compatible with upcoming Arma versions or maybe even continue developing it, feel free to get in touch with us. I suggest that we arrange a meeting in Teamspeak (ts.exilemod.com) and discuss the details. Maybe already this weekend? It would be great to talk to everybody again! I will keep this forum, the XM8 app and all backend servers alive, so in the end, nothing will really change. It will just stay in the current state. Everyone who needs my support with developing a Community is King project will get my support. I will be there if you need me. Overall, I believe that Exile is a great project. I have met amazing people and it was much more successful than I ever would have expected. Some of you may remember the first Wordpress website we have had. Yepp, see how bad we were prepared for the storm. You completely rekt our servers From the bottom of my heart; Thank you! You rock! /Eichi
  3. 42 points
    God damnit, I just want to retire and six days later an update breaks shit again. Will see if I can do anything...
  4. 33 points
    Exile Addons - originally small projects developed for the ArmA Exile communities EXO and SP4R but now rewritten and collected here. The time has come when a private repo just isn't good enough, that's why I continuously will rewrite my scripts and addons from EXO, SP4R and other communities. These remarkable plugins will be collected on GitHub and if you wanna read more on the specific features I'll describe them here. Clarification - You don't need to install all plugins, they are installed individually but some are dependent on others. The Package includes: Core Halo & Parachute Virtual Garage Grinding Hacking StatsBar XM8 Vehicle Upgrade -- Coming Soon Admin Events .. Coming Soon XM8 Apps; CHVD View Distance, Journal, Server Info, Vehicle Garage, StatsBar Settings It's really important that you follow the installation instructions and if anything is ambiguous, comment below. If you have any suggestion or request write them below Since almost all code has been rewritten I can have missed some bugs, just create a new issue on Github and I'll take care of . Encouragements always keep projects alive a little longer . Please consider donating if you like my work. Latest update post New release v.0.8.2
  5. 26 points
    Welcome to the Community is King phase! It has been very quiet in here during the summer break, which is now finally coming to an end. And we are very excited to present our latest decisions and plans for the future of Exile to you! As some of you probably remember, we have set up a roadmap more than a year ago. It has been very hard to stick with that plan for such a long time since we really had no clue what to expect once we publish. The bounty system, unfortunately, did not fit well into Exile, but we have added many more features, mostly based on community wishes and polls. We released the first public version of Exile almost a year ago, on the 21st of August 2015, so we are very close to our first anniversary! After almost one year of hard work, we have managed to get out of the Alpha phase. Yep, Exile has been in Alpha so far. Now that we have reached the first Beta state with version one, we would like to continue following our roadmap - and enter the "Community is King" phase. Exile has become a solid framework for creating a cool server, but creating a mod on top of Exile was not possible so far. We wanted to at least implement all the features we had in our vision before allowing to modify it. Now that we have completed this, we would like to allow you to create your own modification using Exile as a foundation - if you stick with some guidelines. Using Exile as a foundation means you can build on top of Exile by creating an additional mod that overrides or edits current Exile code. You cannot edit and redistribute Exile itself. We will provide other benefits including things like a separate sub forum on our website, use of the Exile name and/or logo for sub-branding, and advertising on Twitch, Twitter, and Facebook. While we plan to maintain the core Exile mod, we hope this will provide our community with a more clear variety of Exile game modes. Currently, a player has to search through over 1000+ Exile servers that do not have a clear distinction in game mode. We are aware some players want hardcore experiences, some want extreme survival, some want an apocalypse, some want Roleplay, and some want PvE only. We hope this new sub-branding structure will provide a better experience for all of our players. If you would like to create your own modification on top of Exile, we require you to: Have "Exile" as the first word of your mod name Use the logo we give to you Use our corporate branding Comply with all involved licences Comply with Bohemia's monetization rules Not modify any files in @Exile Let us review your project before you publish Not mix Exile with existing mods What you will get from us: Permission to do this Your logo Personal support from us whenever needed Possible custom notifications in the Exile XM8 mobile app Your own channels in our Teamspeak, so we can work together closely A sub-forum on exilemod.com Twitch Hosts, Tweets, etc. To apply, please answer the following questions and send your appliance to howdy@exilemod.com. After review, we will arrange a Teamspeak meeting with you to kickoff your project. What is the name of your project? Please give us a short briefing of your project: Who is involved in your project? Will this project be open source? Will you publish the server files? Who is going to host this? Do you have any time plans already? Are you planning to monetize this project? Let's do this together!
  6. 25 points
    TDLR 8G Bullet Cam Compatibility with Arma 1.64 Bug fixes, but still not bug-free Much wow, so Exile Admin Info No database changes required Update the BE filters / scripts.txt Update the XM8.dll / XM8.so Update the exile.bikey Update exile_server/exile_server_config.pbo Be sure to add the 8G ammunition to your loot tables and traders Add the vehicle spawn settings to your mission config Changes Added: Flags of Scotland and Estonia Added: Possibility to code and send custom notifications to the Exile Mod XM8 app via SQF only (Requires whitelisting from us) Fixed: A problem where quad bikes and regular bikes would still warm you up in cold climates - thx to @John for pointing out Added: 8G Bullet Cam Added: Ammunition and fuel randomization when spawning a vehicle in the world on server boot. Check the settings below! - thx for @GamingAtDD on Twitter for the idea Fixed: Possible client crash to desktop when joining a server - Please tell us if it helped you! Added: Arma 1.64 compatibility Added: Prototypes of hunting, farming and fishing (Will be finished later!) Fixed: A very exotic glitch where one could access locked safes - thx to @John Lemon for reporting Vehicle Spawn Settings This goes into your mission config, CfgSettings / VehicleSpawn: /** * If "randmizeFuel" is set to 1, vehicles will spawn with randomized * fuel. In this case, "fuel" controls the percentage of fuel that * can be in the vehicle at a maximum. For example, if you set this to * 0.5, then vehicles will spawn with something random between 0% and 50%. * * If "randomizeFuel" is set to 0, all vehicles will spawn exactly the * fuel percentage defined in "fuel". For example, setting this to 0.5 * will spawn all vehicles with 50% fuel. Setting it to 0 would spawn * all vehicles without fuel. */ randomizeFuel = 1; fuel = 1; /** * Works exactly the same as the fuel setting ^ */ randomizeAmmo = 1; ammo = 1;
  7. 22 points
    NOTE: EXILE REBORN IS NO LONGER IN DEVELOPMENT. JOHNO HAS MOVED ON AND IS NOT WORKING ON ANYTHING ARMA 3 RELATED. ALL SUPPORT SHOULD BE CONTAINED TO THIS THREAD ONLY. -BETTERDEADTHANZED Hello all, You might have noticed that I pulled a lot of my scripts and addons off the EXILE website, now you know why Recently with the community is King phase being announced I tried to have ExileReborn made as an official mod, however it was pointed out that it is not really a mod but a huge customization of EXILE which I am ok with. So with Eichi's permission (against his better judgment)) I am releasing my package here for you all to use. This will not be an official EXILEMOD/MOD. Think of it as a bunch of custom scripts and addons compiled into one package. Before I go on, please head to my website - www.exilereborn.com , all the features of this customization are listed in detail there, and there are many. But I will outline the core features below. Credits and thanks - http://www.exilereborn.com/credits-and-thanks What is Exile Reborn ? A complete mission file / server file replacement. A highly highly detailed and customized version of EXILE that focus's on performance and bringing back that hardcore survival sandbox that everyone seems to be begging for. Current supported maps - Altis Features - Hardcore survival Persistent vehicle spawns ExileReborn spawns and maintains a defined amount of persistent vehicles, that spawn on roads / heli pads. There are no non-persistent vehicle spawns - see here for more info An in depth medical system - Players can be knocked out when shot Players can bleed to death with proper credit given to the killer Players can apply aid to other players via scroll wheel actions Infections When players are wounded, they need to treat their wounds or risk being infected Persistent infection levels that increase / decrease with effects Sickness No safe zones Completely reworked loot tables Respect levels - Themed levels Everything the player does, is affected by his level - See soft skills - here Examples - players hunger and thirst deteriorates slower the higher level you are, you have a higher chance to find intel on corpses, self healing rate is increased. Persistent world - The world in EXILE reborn is persistent with seasons - See here Wages Players earn a wage, this is a small amount but can increase with your level Dynamic Events - These do not have map markers, for info on how players find these events see here Heli crashes Town bandits Vehicle drops Head hunters Performance Everything is done with performance in mind No additional server threads High FPS Simulation manager / custom cleanup Every AI spawned, every supply drop, object or mission related event item is tied to my custom simulation manager for performance and cleanup. Usage guidelines and rules - This package is provided "as is" with the intention of being run "as is", there is no hard and fast configuration settings, the intent is for people to use it and create a following for the more survival / hardcore focused players and unify those players into hardcore servers. Sure, if you know what your doing you could butcher this to your pleasing, and I cant stop that. Below I will provide a github link where I will constantly update and maintain. It is my request that anyone who uses this package does not alter it it any way shape or form put in any additional scripts or mods and that we all name our servers accordingly - EXILE REBORN | "my community name or host" | 1PP or 3PP | "country" So for instance, my server name will be -- EXILE REBORN | www.exilereborn.com | 3PP | AUS Please link your server name here once your up and running! I have started a discord channel here http://voice.killinzedz.net for any help with installation / questions / suggestions etc. If you have a suggestion, want something added or discuss anything, do so here. (Note: This Discord is no longer the place for support - BetterDeadThanZed) *Again - Keep this unified, do not alter it. There are plenty of EXILE servers that are easy and accommodate the casual individual, keep this authentic! Installation - Download: https://github.com/gianni001/ExileReborn/tree/Reborn_Zombies or a version with Esseker support and zombies https://github.com/gianni001/ExileReborn/tree/Reborn_Zombies Wipe your database or at the absolute very least, clear your vehicles table and follow the install instructions!
  8. 22 points
    EDIT 20th May 2017: You can now download the new loot table compiler on our download page. Hello Inmates, The start of this dev blog will be a little bit different as most of you have seen the change in the development team this year. On behalf of the new development team, I’d like to say that we are all honored to have this opportunity given to us by @Eichi, @Vishpala and @Grim. We know we have had a rocky start getting this update out, learning new workflows, and dealing with ArmA, but let me tell you that we are excited to make sure Exile lives on. Now, let’s talk about the update. One of the major changes in 1.0.3 is the loot table compiler and how loot is handled in game. This change is a two part process, involving changing how the tables are compiled and how ArmA chooses which loot to spawn. Before, the loot tables would be compiled and the server would be given an item and its percentage chance to spawn for each category. This put more work on the server, causing loot spawning to take more cycles. Now, the loot table compiler does all of the heavy lifting and compiles a list of items to spawn for each category group, then this process is repeated for the items in each category. Instead of using percentages, it uses ratios and weights to handle the likelihood of a category and an item spawning. All the server has to do is select a random category group and then select a random item from that group, the less math the server has to do, the less cycles it takes, the faster the code completes. Server Owners: Please note, CfgLootTables has been renamed to CfgExileLoot. The old config is obsolete and can be removed. Also, since the loot tables have changed, you will be required to recompile your loot tables to work with the new system. Also, if you would like to test out the new loot system before 1.0.3 is released, you can download it from here: Loot Table Compiler 1.0.3 Preview. Please make sure to give us feedback on the new system. For more information on how the compiler works, please visit the Loot Compiler Wiki page: Here
  9. 21 points
    Thank you for your empathy. I did not expect this from the community I am glad the hospital had some InstaDocs around. I was released from the hospital this weekend and am slowly recovering. I have no information about permanent damage so far, but I guess/hope there is none. My highest priority at the moment is to get well, take care of my family and get back to work as fast as possible. There is a doctor marathon coming up in the following weeks. I still consider Exile as my baby, but I will step back a little and focus on what is most important.
  10. 20 points
    Today we would like to show you a new feature that we are going to add to the upcoming version. This is a quick post that I write in my lunch break, so let us come straight to the point. Check this: We are going to add new magazines with a special kind of bullet, similar to the tracer magazines. These ones are called "8G Bullet Cam Mags" and will connect to your XM8 after each shot. For now, four magazines have been implemented: 12.7 mm 5Rnd Bullet Cam Mag - for GM6 Lynx 12.7 mm 9.3 mm 10Rnd Bullet Cam Mag - for Cyrus 9.3mm .408 7Rnd Bullet Cam Mag - for M320 LRR .408 .338 LM 10Rnd Bullet Cam Mag - for MAR-10 .338 These 8G Bullet Cam Mags will be of high quality, rare to find in loot and expensive to buy. They will only work when zooming in with a scope and only if the proper magazines are loaded. Some of these calibers penetrate wood and metal, so it will be possible to get a visual sneak peak of certain bases. Since this feature depends on special magazines, server owners can decide whether to implement this or not. Hope you like it!
  11. 19 points
    Hello Exile Community, Today I want to present to you my go at extb3 implementation. Take note that this is by no means official. But, with that being said I have a server running it right now and have thoroughly tested it and made sure to our best that there were no database issues. When submitting an error report please provide the following; A brief description of the issue, The FULL Server RPT File, The FULL ExtDB log, and any other information you feel is pertinent to the issue. Installation : New GUIDE (Easier to follow/Setup): https://github.com/BrettNordin/Exile
  12. 18 points
    Release Candidate testing for Exile 1.0.3 is happening right now, if you would like to participate, check out this link: Release Candidate Testing Announcement We have some new items and constructions for the players when update Lemon drops…. Get it? Lemon drops! Thanks to @Psycho, Exile has six new weapons! <3 SA61 M107 KSVK M4 M16A4 M16A2 We’ve also added bullet cam magazines for the M107, KSVK, and APDS variant for the GM6 Lynx, these can be found at the traders. Thanks to @Andrew_S90, Exile also has five new wooden construction items. <3 Wood Ladder Wood Drawbridge Paying homage to the original drawbridge some of you might have seen in the early versions of Exile. It’s lockable and comes with a reinforced version as well. Wood Floor Port (Small) A smaller version of the floor port, perfect for use with a ladder. This beauty also comes with a reinforced version. Classnames for the new Items:
  13. 18 points
    You have probably heard about the Exile Mod XM8 (pronounced "ex-mate") Android app, have you not? Our Discord bot is the first official alternative that runs on all devices, including desktops. People have been asking us forever if we are going to make an iOS or even a Windows phone port of the XM8 app. So far, the answer has been no as developing for Apple is just too expensive. But today we would like to announce our XM8 Discord bot. In case you have not heard about Discord; it is a mixture of IRC, Teamspeak and Skype and made for gaming communities like us. Exile Mod has its own Discord server which you can join here: http://www.exilemod.com/discord The XM8 Discord bot is basically the same as the Exile Mod XM8 app. Discord, however, runs on all mobile and desktop devices and even runs in your web browser. Our XM8 bot is hooked up with our XM8 network and will inform you about base raids, protection money reminders and flag thefts in realtime - just like our app does. The XM8 Discord bot works the same way as our app. You verify your Steam ID with the bot by using Steam login and then choose which Exile server can send you notifications by granting them permission. All you need to do is to join our Exile Discord server and then whisper the user "Exile Mod XM8". The bot will then guide you through the process. Be sure to stay on our Discord server, as bots cannot be added as a friend. If you have questions about the bot, feel free to ask us directly on Discord or in the respective sub-forum, which you can find here: http://www.exilemod.com/forum/210-xm8-discord-bot/ FAQ What will access to the bot cost? Nothing. Nada. It is free. However, if you would like to help us feeding the hamsters to keep them spinning our wheels, we would be thankful for your donation. Will the bot save my Steam login and password? No, the bot will ask you to login on the Steam website once and Steam will only tell us if that was successful. We neither read or save your Steam login data. All the bot does is to keep track of your Steam ID, so it can route in-game messages to your Discord. Can I use the Android app and Discord at the same time? Yepp. Do I, as a server owner, have to do anything to make my server compatible with the Discord bot? Nein. The setup for servers is the same as with the XM8 app. If you would like to have your players being able to get notifications from your server, register your server here: https://xm8.exilemod.com Can the bot be invited to other Discord servers? Nein. Eichi is writing a Devblog; is he working on Exile again? Nein. But I promised I will help when Arma updates and my calendar says that is tomorrow. Why are you writing Nein instead of no? To make you ask this question. --- Enjoy!
  14. 18 points
    TDLR First version to support the Exile Mod XM8 app - Download from Google Play Store We have decided to make the app free! Fixes, fixes, fixes Many cool, such wow Admin Info Update your keys Update your mission config Review your difficulty settings to use ExileRegular or ExileHardcore Update your BE filters Update your XM8.dll and XM8.so Register your server on https://xm8.exilemod.com to connect with the app Update your extDB2 exile.ini No database changes required Changes Fixed: Ambient Flyovers could crash into the vehicles sold at vehicle/aircraft traders - thx to @kimse for reporting Fixed: Exploit where you could buy something without losing money - thx to @Satus for reporting Changed: Desensitized onHackedData that kept on banning people, probably due to BattlEye not functioning correctly Changed: Increased the spawn radius of purchased boats and vehicles for Tanoa traders Added: Suppression of the annoying "regroup, regroup, regroup" chatter Fixed: Bikes can now be flipped Fixed: Concrete floor hatch and concrete window hatch would not be refunded when deconstructing - thx to @StokesMagee for reporting Added: XM8 Mobile App notification when protection money was paid Fixed: Crafting a Metal Repair Kit would return a Wood Repair Kit - thx to infaCt for reporting Fixed: Moving a construction part when the territory is maxed out could lead to instant cancellation Added: 3D party markers will now become transparent when looking at them, so they do not block your line of sight anymore Removed: Ingame dev blog Changed: Ambient Flyovers now run out of fuel after a couple of minutes, so if the Arma 3 AI is too intelligent to miss the 800m-in-radius-waypoints, they will not fly in circles forever, but crash instead Changed: Reverted back to old group management. Loners are not in the same group anymore. We will consider switching back to the new system if all related engine bugs are fixed. We do not know if and when this might happen Changed: Reverted back to old "No Voice in Sidechat" functionality, since the "enableChannel" command in Arma too buggy Removed: Vanilla Arma Chat/VON channel info icons, since they have no effect Fixed: Paying protection money did not show a proper toast Fixed: Crafting a wire fence kit would not return any item Changed: Increased the radius in which vehicles spawn on purchase Changed: Increased the maximum distance you can be from a vehicle in order to repair or hotwire from 5 to 7m - thx to @Mr.Pig for reporting Fixed: Updated the exile.ini to properly delete old objects - thx to @Mr.Pig for reporting Added: Earthquake server event. Do not spawn too often, it destroys a few static map buildings everytime
  15. 17 points
    This update is different than any other update we've ever released. It includes a new game mode: Exile Escape. This is a completely option addition to Exile and doesn't change the core mod at all. I'll be writing a separate blog on how to setup and run an Exile Escape server. For now, let's talk about all the changes to Exile Mod itself. For a complete list of changes, the Changelog can be found here: 1.0.4 Pineapple We have added a few of the more popular add-on features directly into Exile. Many of you will think "this is pointless", let me assure you that is not the case. The mods that were readily available for these features were consistently being reported to us by server owners as "causing lag" or "not up to Exile standards". Therefore, we have added the following to Exile: SAFE HACKING We've added the ability for players to hack any safe. Players need to have a laptop in their inventory and then scroll wheeling on a safe will give you the option to hack it. The following are all configurable by the server owner: time it takes to hack the safe, chance the hacking will fail, chance that the laptop will be destroyed (removed from player's inventory), max hack attempts per restart on each safe, minimum number of players on the server needed to enable hacking, number of concurrent hacks, if the entire server is notified of the hack, and if the hacking location is marked on the map using this icon If the safe being hacked is inside a territory, the owners of the territory will receive an XM8 base raid notification if the server owner/player have enabled XM8 notifications. Server owners can find these config options in the mission file config.cpp under CfgHacking: LOCK GRINDING You can now grind base door locks. Players will need to have an Exile_Item_Grinder and Exile_Magazine_Battery in their inventory. Then you scroll wheel on the locked base door and you'll see the option to grind the lock. The following are all configurable by the server owner: time it takes to grind the lock, chance of the grinding failing, chance your grinder breaks (items is removed for player's inventory), and if the entire server is notified that a door grind is in progress The owners of the territory will receive an XM8 base raid notification if the server owner/player have enabled XM8 notifications. Server owners can find these config options in the mission file config.cpp under CfgGrinding: VIRTUAL GARAGE Most of you are familiar with various virtual garage systems. To use Exile's Virtual Garage, while in your territory you open you XM8 and click on the Virtual Garage icon. On the drop-down menu, select if you would like to Retrieve or Store a vehicle. If you select Store Vehicle, your nearby vehicles will be displayed on the list. Select the vehicle you would like to store, enter a Vehicle Nickname, and press the Store Vehicle button. If you select Retrieve Vehicle, your stored vehicles will be displayed on the list. Select the vehicle you would like to retrieve and press the Retrieve Vehicle button. Server owners can find the CfgVirtualGarage config in the mission config.cpp: *Note for server owners: This should work with vehicles currently stored in the database using ExAd's Virtual Garage script if you run the Exile 1.0.3-1.0.4 sql update query. XM8 APPS We've now made it even easier to add apps into the XM8. The only difference for players is that all the blank apps have been removed. Server owners will notice a few things have changed in the mission file. First, there is a new file called "RscDefines.hpp" in the root of the mission file. This file contains all the resource classes required by XM8 apps. Second, in the config.cpp there is a new class called CfgXM8, and fourteen new XM8 app button classes. If you would like to create a new XM8 app, we highly recommend using these classes as all the tedious work has been done for you. It is now fairly easy to create and XM8 app and doesn't require converting GUI editor exports to funky functions. To add a new XM8 app you need only to do the following: Adding the button Modify one of the 14 app buttons located in your mission config.cpp textureNoShortcut: The picture to be shown on this button. Can be mission side or client side text: The text to show on the button. This cannot be blank or the app will not show-up! onButtonClick: The code to run when the app is clicked. You can either open your GUI or run a function. (Like the "BOOM!" app) resource: The classname of the resource to be tied to this app. This can be blank if you do not have any GUI. (Like the "BOOM!" app) Resource Creation (Only necessary if you would like a GUI.) Go into Eden and open the GUI editor. Create the GUI you want, remembering that you have boundaries of the XM8. Use GUI_GRID as your grid position type. Give names to your elements and export the GUI as "Config (controls as class)" In the mission config.cpp, under the XM8_App buttons, you will see the other XM8 slides. Create a new slide, using one of the current ones as a template and paste the export into the controls class. Change the inheritance of the classes to use the XM8 resource classes if you would like. i.e. RscText ---> RscExileXM8Text Assign the appropriate IDCs to your classes, giving the Slide class a unique IDC. CfgXM8 Create a new class in CfgXM8, and give it a name Assign the controlID, the unique IDC tied to the slide class of your resource Identify which app this class belongs to by filling out the appID. This is just "App" with the number of the button. If you modified XM8_App05_Button, the appID would be "App05" Finally, add a title. This is what will appears at the top of the XM8 when it's opened. XM8_AppXX_Button If you haven't already, take the classname of your slide, and put it as the resource attribute Change the onButtonClick to use the slide function of the XM8. ['SLIDE_NAME', DIRECTION] call ExileClient_gui_xm8_slide; Just replace SLIDE_NAME with the name of your CfgXM8 class that you created above, and DIRECTION with the direction (either 0 for slide right, or 1 for slide left) TERRITORY RAID MODE Planting or detonating a breaching charge will now put the territory under attack for five minutes. During that time, players with build rights on that territory cannot do any of the following: Place constructions Remove constructions Move constructions Repair constructions Upgrade constructions Add a lock to constructions This tackles situations where raid victims go full panic mode and place tons of walls to make raiding impossible or where they remove walls to get sudden fire advantage. Server owners can change the time a territory is under attack in their mission config.cpp under CfgTerritories > constructionBlockDuration. Server owners who do not want to disallow the above while a territory is under attack can set the config value to 0. DYNAMIC SIMULATION After multiple Arma updates worth of testing, thanks to @MGTDB, we've decided to add Dynamic Simulation directly into Exile. We have not removed Exile's simulation monitor so the server owner can decide which one they would rather use. Server owners can enable/disable/configure dynamic simulation in the mission's config.cpp under CfgSimulation. By default, dynamic simulation is enabled and configured for a 60 player server. NEW CONSTRUCTION OBJECTS The following construction objects were created for Exile by @Andrew_S90. Concrete Drawbridge - Exile_Item_ConcreteDrawBridgeKit Concrete Floorport (Small) - Exile_Item_ConcreteFloorPortSmallKit Concrete Ladder Hatch - Exile_Item_ConcreteLadderHatchKit Metal Ladder - Exile_Item_MetalLadderKit Metal Ladder (Double Tall) - Exile_Item_MetalLadderDoubleKit Wooden Ladder Hatch - Exile_Item_WoodLadderHatchKit Safe (Small) - Exile_Item_SafeSmallKit, Exile_Container_Safe_Small Capacity = 175 PopTabs = 25,000 Old Chest - Exile_Item_OldChestKit, Exile_ Container_OldChest Capacity = 2500
  16. 16 points
    Please be aware that this is NOT a fix, but a workaround. If you implement this on your server, you will have to revert your changes when (if?) Arma updates. I personally think it is unacceptable that this company destroys almost all mods, is made aware of this within hours and then just quits into the weekend without publishing an emergency update. They have had eight hours per employee available yesterday. That should have been enough. But what do I still care? ...
  17. 16 points
    I feel you. Please tweet your concerns to @Arma3Official since we are not the vendors of the base game and have zero influence on the engine. You can also give them feedback on their forums: forums.bistudio.com
  18. 15 points
    Credits: The original PBO used for this post was obtained from someplace that I don't recall. I simply created the tutorial to make it easy for everyone to understand. This method lets you create custom content in the editor and make it into a server side pbo. All items can have simulation enabled on them. Make sure you have the Exile Eden plugin from the Exile Downloads page in your @Exile\addons folder. Personally, I created an @Exile_Edit folder and put it in the addons folder of that so I could just load that instead of moving that Exile Eden plugin every time I wanted to play. Start the editor and create your addons. I won't go into how to place objects and move them around, etc. You should know how to do that. Please don't ask how to do that. Create a new thread for that. Once you're happy with what you've designed, go to the File menu up top and save your creation so you can edit it later. Go to the "Exile" drop down menu and select "Save initServer.sqf": On the window that pops up on your screen, click on Copy: On your desktop, create a blank file and paste the contents that were copied to your clipboard. Save that file as yourcustom.sqf (Pick an appropriate name for your content). Download this pbo: https://www.dropbox.com/s/32v7i81loel8l2m/a3_custom.pbo?dl=0 and extract it to your desktop. Copy yourcustom.sqf to the pbo's a3_custom\mapcontent folder. Open fn_init.sqf, found in the pbo's "init" folder. Edit the lines to include each addon name. An example is included in the fn_init.sqf: [] execVM "a3_custom\mapcontent\yourcustom.sqf"; Repack it and upload it to your server's @ExileServer\addons folder. This puts your addons serverside to players don't have to download as much and it protects what you've created. You can also do the items around your traders this way too. NOTE: If you want simulation enabled (ie: you want a working light), the double click on the item you place and select "Enable Simulation". Be sure to enable simulation on any buildings you place or else you won't be able to open the doors. Enabling simulation lets flags flutter in the wind, lamps work, gates open, etc.
  19. 14 points
    Information at https://github.com/maca134/ExileLootDrop Download at https://github.com/maca134/ExileLootDrop/releases A server mod/extension to replace the Exile loot drop function with a dll. Examples: Get single item (returns string so is backwards compatible with Exile): _item = 'table' call ExileServer_system_lootManager_dropItem; Get multiple items (returns an array of items, this is good for mission stuff): _items = ['table', 10] call ExileServer_system_lootManager_dropItem; To Install: Run the mod on the server and stick the below into CfgExileCustomCode in you mission files class CfgExileCustomCode { ... ExileServer_system_lootManager_dropItem = "\ExileLootDrop\ExileServer_system_lootManager_dropItem.sqf"; ExileServer_system_lootManager_spawnLootInBuilding = "\ExileLootDrop\ExileServer_system_lootManager_spawnLootInBuilding.sqf"; ... }; Now replace @ExileLootDrop\ExileLootDrop.cfg with your own servers loot (this is the default Exile table). The loot is in the "pre-compiled" format.
  20. 14 points
    This is merely a rework on what @SLB2k11 has done I just expanded on it. R3F Logistics is a towing, lifting, and container moving mod that can be used on any type of server. This version is modified for Exile (obviously). Follow the normal installation guide from the link below. I did include my own Battle Eye filters, but all you need is to find the R3F lines in the script.txt and apply them to your own. Also, I do use CUP Vehicles so if you don't make sure to comment out the line in the config.sqf. Again this is not my mod/script. I had a hard time finding and adding all of the vehicles for Exile and figured I would share my work. Update: I have added lifting for helicopters to support the release of my AI ships. You may disable this if you desire. What's enabled : 1. All vehicles can be towed. 2. All vehicles other than cars can tow. 3. Quads, Bikes, Karts, and Rubber boats can be loading into vehicles. (These items can not hold crates or other vehicles) 4. Boats can tow Subs (SDV). 5. All crates can be loaded in vehicles (not cars). 6. Boats can be towed by vehicles (not cars). 7. Water crates can be picked up for storing (no SDV requirement). 8. All aircraft can store crates and every item listed in #3. 9. *NEW* All helicopters can now lift vehicles and tanks. You can customize these values just follow the instructions guide it will tell you how. I will list vehicles from other mods as I get to it. If you need help on adding another mods vehicles into R3F just let me know. Read the instructions carefully. You will notice that there are actually no lines that specifically say "Exile_Car_xxxx". This is because I used the higherarchy system to cover all of a specific vehicle. For example the "Exile_Car_Offroad_Repair_Red" is automatically included when you add "Offroad_01_repair_base_F". The latter line will include all Offroad vehicles without having to add each variant of the vehicle line by line. A note on the trucks for Exile: I didn't bother to add each truck individually so all the trucks are included in the line "Truck_F" this includes the HEMMT and Zamak. I will break the trucks down further in the future. DOWNLOAD Other Links: R3F Logistics Main Post Instructions Guide Server Owner Guide v1.1
  21. 14 points
    Hello guys, I present you my first ever release here. A simple minimalistic status icon script This is the first time I ever touch UI scripting, so be nice, but any suggestion is appreciated. I'll keep updating this when I have the time. Next updates I'll try to clean up the code and make the ui more dynamic. Feel free to modify / tweak it. Download & Installation: https://github.com/neonoxd/Exile-Dynamic-StatusIcons Planned features: -Night Mode (High contrast colours) -Config file, to customize Known bugs: -If you are using infiStar, the icons disappear when you open the Arsenal, and won't reappear until you relog.should be good now -If you load in too slow the ui might not appear. (didn't figure out how to start initialising the ui, only after the client loads in, so currently there is a timer, and if your playervariables are not initialised yet, the ui script crashes.) should be good now Big shoutout to everyone who got involved, by writing suggestions, critiques and helping me. It means a lot! also shoutout to
  22. 14 points
    Inmates! This dev blog is going to be short and sweet. It's finally happened, after roughly 10 months since the last update, Exile receives its 1.0.4 "Pineapple" update! You can download it from our site here, or from A3Launcher. Please be patient if the downloads are slow, we are working on getting mirrors up and running as soon as possible. You can read up all about the update here: 1.0.4 Update: Pineapple If you like changelogs, you can view it here: 1.0.4 "Pineapple" Changelog I want to give a MASSIVE thank you, from the bottom of my heart, to everyone who donated or helped out with this update. @Vishpala Without her, I would've have gone insane. @MGTDB From MGT, for hosting and testing both Escape and Exile, and helping with BE filters @Adam Kadmon From AWG, for hosting and testing Escape @Andrew_S90 From ZDT, for creating the new construction and container items, as well as, helping with asset bugs @Monkeynutz, @LordRampantHump, @lucy2990, @Sir_Joker, @The Raging Kerfuffle, @gfourth, @Riker2335, @dima054, @AGR0-, @JayPaypers, @BaroN, @lobosds, @aussie battler, @Bunnaayy, @Darksoul47, @kuplion, @3210330833, @@nae, @Rabid Panda, @Old Man Tim, @thomas_hirt, @wetNreckless, @chrispools, @Jan1027, @EBEALIEN, @stefan.kueneth, @#night|gaert0r, @DarkViper, @twitch.tv/smokedog77, @odizzzzle, and anyone else who I missed. Thank you all for donating to reach our Escape goal! Thank you so much. <3
  23. 14 points
    DERPREP #00032 People wish me luck on my future endeavours. It has already begun! Updating Arma in a nutshell: Steam: You need to download 6.2GB! Me: Yay, I am done! *A second later* Steam: Nah, just trolling. You need need to download 6.3GB! Me: Eh, okay? *Another second later* Steam: I am really just trolling you. You do not want to update Arma. Now you are at 0 Bytes again and have no disc space available anymore! Me: Head -> Wall I hate this game already
  24. 14 points
    My status bar is not working anymore. And zombies still run through walls. For fucks sake, this will never end well.
  25. 13 points
    ** All credit to the exile mod team for the code, this is just a simple edit and override ** This override addresses the common issue of players burying their flags deep into the ground, rocks, existing map structures or, other terrain by very simply increasing the height on the flag pole from which you can successfully steal it. In your mission file's config.cpp add the following line to your class CfgExileCustomCode section: //Steal Flag Height ExileClient_action_stealFlag_condition = "overrides\ExileClient_action_stealFlag_condition.sqf"; So it looks like this: class CfgExileCustomCode { /* You can overwrite every single file of our code without touching it. To do that, add the function name you want to overwrite plus the path to your custom file here. If you wonder how this works, have a look at our bootstrap/fn_preInit.sqf function. Simply add the following scheme here: <Function Name of Exile> = "<New File Name>"; Example: ExileClient_util_fusRoDah = "myaddon\myfunction.sqf"; */ //Steal Flag Height ExileClient_action_stealFlag_condition = "overrides\ExileClient_action_stealFlag_condition.sqf"; }; Then create a file called ExileClient_action_stealFlag_condition.sqf and copy the text below inside it: /** * ExileClient_action_stealFlag_condition * * Exile Mod * www.exilemod.com * © 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 http://creativecommons.org/licenses/by-nc-nd/4.0/. */ /* Steal flag height adjustment to 4m from default 1.5m to prevent burying exploit by BaroN of GoG's World http://www.gogsworld.com/home */ private["_flagObject","_result","_buildRights"]; _flagObject = _this; _result = ""; try { if (isNull _flagObject) then { throw "Invalid flag object"; }; if ((_flagObject getvariable ["ExileFlagStolen", 0]) isEqualTo 1) then { throw "Cannot steal a flag twice!"; }; if ((_flagObject distance2D player) > 2) then { throw "You are too far away!"; }; if (((getPosASL player) select 2) > (((getPosASL _flagObject) select 2) + 4)) then { throw "You cannot steal flags at the top of the pole!"; }; _buildRights = _flagObject getVariable ["ExileTerritoryBuildRights",[]]; if ((getPlayerUID player) in _buildRights) then { throw "You cannot steal your own flag!"; }; } catch { _result = _exception; }; _result Place this file inside your overrides folder in your mission folder. If you don't have one, simply create one. You can put the file in any other folder you have like; fixes, custom etc. but, remember to change the address in your config.cpp custom code section. The steal height I have changed to in the above file is 4m. You can change that to whatever you want. The exile default is 1.5m. To change it to a different height edit the number 4 from the new file above on this line: if (((getPosASL player) select 2) > (((getPosASL _flagObject) select 2) + 4)) then ** Please note that at 4m players will need a 2 story base to cover their flag. A single story base will allow raiders to steal the flag from the roof of the base if the flag is at ground level and the first storey is also at ground level. So, please test what height works for you **
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