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Showing content with the highest reputation on 07/31/16 in Posts

  1. 3 points
    @Razor77 @Bob_the_K @Sir_Joker @Dead Pool join EXO's TS tomorrow and i'll try to help you after 5 PM gmt+2. AFK at the moment and will not be back until tomorrow Join ts.exo-servers.com and ask for me, might be in a hidden channel
  2. 2 points
    Xbrm by: oSoDirty Credits to w4rgo for original lockpicking idea. Credits to the Exile team for the badass codelock UI I use. What this does is allow players to lockpick safes, doors, and gates. It also allows players to rig their safes with persistent explosive to protect their assets from raiders. These explosives can be discovered and defused as well. As is, knives are used to lockpick and mine detectors are used to scan and defuse rigged safes. Failed attempts to lockpick consume the knife, failed attempts to defuse cause the explosive to detonate and also consume the mine detector. A successful attempt to lockpick will unlock the door or safe and you will keep the knife. The doors/safes are also set unlocked in the database and will remain unlocked until they're locked by someone with the code. A successful defusal will award the raider with the explosive used to rig the safe, make the safe, safe for lockpicking, and will not consume the mine detector. Attempting to lockpick a rigged safe will result in the explosive detonating and killing any raider within 10 - 15 meters as long as their in plain view of the safe. The explosion only harms the players, not base objects. If in game, territory owner/members are notified via toast with a message and the base's grid coords when each door/gate/safe is attempted and once again if the attempt is successful. Raiding attempts, failures, and successes are also logged in the database to help catch any fishy activity. Example - new player has 100 knifes and raiding every base in sight = duper caught... By default, wood constructions have a 5 min lockpicking time with a 50% success rate, fortified wood constructions have a 7.5 min lockpicking timer and a 40% success rate, and concrete constructions/safes have a 10 min lockpicking timer and a 30% success rate. Explosive scanning has a 100% accuracy rate and takes only a few seconds, from there you are given an option to attempt defusal. Defusal takes 1 min and has a 50% success rate. Everything from what is used, timers, success rates, and some messages given can be configured in Xbrm_config.sqf. NOTE: I don't recommend changing the lockpicking and scanning items if you don't know what you're doing, this can cause the script to not properly remove or recognize the items as some items are recognized as items, some magazines, and some as either or. Download HERE Installation is in readme. Don't mind the progress bar being off in the defusal bit of the video, this was due to being in debug to speed up timer, though a fix has been implemented to automatically adjust for any setting.
  3. 2 points
    So just found out something interesting, and a temporary work around the devs might want to apply. Certain Surfaces do not seem to play well with the vectorup command. Invariably when a vehicle is on one of these surfaces the z element of vectorup is saved to the database as 0. On server restart, when vehicles are loaded from the database it picks up this 0 and spawns the vehicle on it's side. Not sure if its an arma issue or something about the database. I tried to change the "Exileserver_object_vehicle_database_update" file to check if the z element of vectorup result was 0 and set it to 1 before updating the db, but it seemed to have no effect. However, and this will help everyone with issues of disappearing or exploding vehicles, if you modify "ExileServer_object_vehicle_database_load" to include: if ((_vectorUp select 2) == 0) then {_vectorUp set [2,1]}; immediately after the line containing: _vectorUp = [_data select 14, _data select 15, _data select 16]; Whenever the vehicle is loaded from the database with this error, the line above will put the vehicle back on it's wheels when loading it from the DB. PROBLEM SOLVED! And no need to use a vehicle invulnerability script. Since the problem ALWAYS sets the vectorup z axis to 0, and i can't barely even imagine a situation where a vehicle would be saved to the DB exactly on its side, this only addresses the specific issue without creating other problems. I found a way to consistently reproduce the problem, if a dev wants details let me know and i'll provide.
  4. 1 point
    UPDATE EDIT: Seeing as Occupation hasn't been updated in a long while, I've compiled a few of the fixes found in this thread and added a few modifications of my own to bring it up to date. The fixes are: Fixed OccupyVehicles spawning out of control Fixed OccupySea spawning out of control Tidied up the config Corrected a few typos Corrected a few variable names The modifications are: Static Heli Crashes postions Heli Crash guards Survivor and Bandit vehicles are now separate Added Random Spawn AI Custom Loadout Enable/disable naming the Random AI targeted player Enable/disable Loot Crate and Heli Crash guards Fixed Loot Crates and Heli Crashes spawning on the edge of Chernarus map Ignore AI count for Static spawns Ignore nearby players for Static spawns Version number updated to reflect changes Download link: Exile Occupation v71 Please note, I take no credit as the author of this addon, I have simply added fixes found within this thread, along with my own modifications. - @kuplion Original Post WTF is this? A roaming AI spawner and monitor to be used in conjunction with DMS and will not work without it: It has been expanded since initial release to include several sections: AI spawning in towns and villages across the map (can be turned on/off in the config.sqf) The ability to have survivor AI and bandit AI in towns and villages who will fight each other (survivor AI are friendly to players) AI spawning around military buildings (can be turned on/off in the config.sqf) Roaming land vehicles (can be turned on/off in the config.sqf) Roaming air vehicles (can be turned on/off in the config.sqf) Random spawning loot crates with AI guards (can be turned on/off in the config.sqf) Dayz style helicrashes (can be turned on/off in the config.sqf) A public bus service (or helicopter) which travels between trader zones and will stop to pickup players If you use a helicopter and experience problems with the heli crashing into objects at your traders you can place helipads and it will use those as the landing areas. FastNights, the ability to speed up ingame time during dark times to reduce the amount of night per server cycle. Traders, the ability to have dynamic spawning traders (with or without safezones) Process monitoring to help with optimising your server setup The ability to have custom log files (if you use infiSTAR) Random spawning AI that hunt players added in V58 (work in progress) AI spawns in randomly selected villages, towns and cities to a maximum amount set in the config (found in config.sqf). The maximum amount also counts the amount of AI spawned from other DMS controlled AI and will also not spawn if the server FPS falls below a limit set in config.sqf https://github.com/secondcoming/a3_exile_occupation/blob/development/source/a3_exile_occupation/config.sqf To specify which land vehicles and air vehicles you want to use edit the 2 arrays: VehicleClassToUse = ["Exile_Car_LandRover_Green","Exile_Car_UAZ_Open_Green","Exile_Car_Offroad_Armed_Guerilla01"]; HeliClassToUse = ["Exile_Chopper_Huey_Armed_Green","Exile_Chopper_Hellcat_Green","Exile_Chopper_Mohawk_FIA"]; To allow players to capture AI vehicles you need to be running the latest version of DMS: https://github.com/Defent/DMS_Exile/tree/master If you want to stop AI vehicles exploding once the AI have been killed, in the config.sqf in DMS look for: DMS_AI_destroyVehicleChance = 0; Set it to that and players can capture them How AI scaling works: For every player on the server over 10 players it reduces the maximum amount of AI allowed so that as more players connect fewer roaming AI are spawned to stop the server grinding to a halt. That way on quieter servers you get more AI and on busy servers you get less. How the spawning works: The script will detect where your spawn points and trader zones are based on map markers and where player bases are and won't spawn AI within 500m of any of them. The monitor runs every 5 minutes as part of the Exile threading system and will not spawn additional AI in a location if they already exist. KNOWN ISSUES: PLEASE ENSURE IF YOU DOWNLOAD FROM GITHUB THAT THE FOLDER YOU MAKE INTO A PBO IS CALLED 'a3_exile_occupation' ANY OTHER NAME AND IT WILL NOT WORK. Where to get Occupation from: Source: https://github.com/secondcoming/a3_exile_occupation/tree/development/source/a3_exile_occupation If you use the github source to create the pbo, ensure that the folder name is a3_exile_occupation (not a3_exile_occupation-development) Pre packaged pbo: https://github.com/secondcoming/a3_exile_occupation/tree/development/pre-packaged%20pbo To install place the pbo into the @ExileServer/addons folder I'M HAVING PROBLEMS !!11!!!! If you are having issues with parts of Occupation not working try the following: Use the latest version of DMS Use the latest version of Occupation Try both using the default settings (ie. don't change the config to rule out any typos you may be introducing) If that works then you have typos in your config files (for DMS or Occupation). If that doesn't work then post a full server RPT to pastebin and put the link here.
  5. 1 point
    Updated: 27 March 2017, cleaned code and added cash to crate 2nd mission for Tanoa, again it is very light on buildings and just uses a few road blocks so should run easily on servers (its based on the island with the hotel complex on it). Please leave feedback that is constructive. cheers ******************************************************* "Hotel Invasion" static mission for Tanoa. Thanks to jmayr2000 for helping debug and test. Created by [CiC]red_ned using templates by eraser1 17 years of CiC http://cic-gaming.co.uk ******************************************************* For Tanoa only. Running on DMS System v1.0 is hardcore only. v2.1 is multi difficulties with lots of editable functions. ******************************************************* Thanks to @jmayr2000 for helping with testing again. Download from: https://github.com/redned70/DMSStaticMissions Screenshots to follow. ******************************************************* Installing. 1. Copy hotel_invasion.sqf into a3_dms.pbo missions/static 2. Copy hotel_invasion_buildings.sqf into a3_dms.pbo objects/static >>>>>>>>Either<<<<<<<<<<< 3. Extract map_configs/tanoa_config.sqf 4. Add to end // Add the "hotel_invasion" mission to the existing mission types. DMS_StaticMissionTypes append [["hotel_invasion",5]]; // Add the "hotel_invasion_buildings" to spawn on server startup. NOTE: "append" and "pushback" are NOT the same. DMS_BasesToImportOnServerStart append ["hotel_invasion_buildings"]; 5. Repack tanoa_config.sqf into PBO >>>>>>>>OR<<<<<<<<<<<<<< Edit main DMS config.sqf 6. Find DMS_StaticMissionTypes = [ // List of STATIC missions with spawn chances. //["saltflats",1], //<--Example (already imported by default on Altis) //["slums",1] //<--Example (already imported by default on Altis) ]; DMS_BasesToImportOnServerStart = [ // List of static bases to import on server startup (spawned post-init). This will reduce the amount of work the server has to do when it actually spawns static missions, and players won't be surprised when a base suddenly pops up. You can also include any other M3E-exported bases to spawn here. //"saltflatsbase", //<--Example (already imported by default on Altis) //"slums_objects" //<--Example (already imported by default on Altis) ]; replace with DMS_StaticMissionTypes = [ ["hotel_invasion",1] ]; DMS_BasesToImportOnServerStart = [ "hotel_invasion_buildings" ]; 7. Save and repack config into PBO 8. Put a3_dms.pbo into /@ExileServer/addons/ on server and start.
  6. 1 point
    Hi, So I suggested to host a webinar in the ExAd thread for people who wants to learn how to write XM8 apps for the ExAd framework but after some consideration I decided that it's probably better if we talk about scripting in ArmA, Exile and ExAd. During this session we will develop a configurable statsbar which will consists on an HUD/overlay on the screen. This bar will display a number of stats components which can be hidden upon clients request and the bar should have several themes the clients can choose from. When the bar is finished we will develop a XM8 app were the client can change the statsbars configuration settings. This webinar will be free of charge and the video will also be published on the ExAd YouTube Channel for scripters who wanna watch it again. Poll is closed and the date is set to 31st of July 2016 at 21:00 (GTM+2) Hope to see you all there. /Jan
  7. 1 point
    Interesting. The list box should create those on its own as well. I'll have to dig and see which resource is being used to create the listBox. The Exile specific variants may have some weird behaviour.
  8. 1 point
    Anything on this? It is erroring out in one of the functions for some reason. I don't know enough about the code to fix it. edit: I fixed it. You have to paste the init into the init.sqf and the playerlocal.sqf
  9. 1 point
    Okay, I will get some logs compiled as well as some screenshots. Appreciate the help to send to others.
  10. 1 point
    Sometimes a change in the config files isn't enough, add an extra empty line in a sqf file to force a new reload of the mission file let me know if it helps
  11. 1 point
    Hi Cen, I actually had done that, too. Mine looks like this: class ExAd { tag = "ExAd"; #include "Core\CfgFunctions.cpp" //#include "VirtualGarage\CfgFunctions.cpp" //#include "AdminEvents\CfgFunctions.cpp" //#include "Hacking\CfgFunctions.cpp" //#include "Grinding\CfgFunctions.cpp" //#include "HaloParachute\CfgFunctions.cpp" #include "XM8\CfgFunctions.cpp" }; I figure core\cfgfuntions.cpp is needed. But still ExAd tiles that go to a null screen still appear.
  12. 1 point
    umm.... i cant remember now... something little to stop a little bug that was showing up for people.... why?
  13. 1 point
    If you don't know any then why don't you just say you don't know??
  14. 1 point
  15. 1 point
    And that isn't working for you? Here is an example from my mission.sqm and my zones work fine class Item49 { position[] = {8563.59, 0, 11931.8}; name = "ExileMarker8"; text = ""; markerType = "ELLIPSE"; type = "ExileContaminatedZone"; colorName = "ColorBlack"; fillName = "Border"; a = 450; b = 450; drawBorder = 1; id = 108; atlOffset = 0; }; class Item50 { position[] = {8563.59, 0, 11931.8}; name = "ExileMarker9"; text = ""; type = "ExileContaminatedZoneIcon"; id = 109; atlOffset = 0; };
  16. 1 point
    @Phlonk i am not sure, but i think, if the difficulty is hardore you spawn 1 group with max. 5 AI with the vehicle _veh you spawn this group ones again: and with the static gun ones again: so we have a maximum of 15 ai, 3 or 4 are in the car and 1 is at the static gun.
  17. 1 point
    There are a few settings in the fn_init that you can fiddle with that may give you what you are looking for MinSpawnDistance = 25; // Closest distance from any player to spawn a zombie. MaxSpawnDistance = 160; // Max distance a zombie should spawn from a player. _ryanzombieslimit = 160; // Player detection distance in meters In the examples here, the Z's will spawn between 26 and 160 metres from the player and will detect them from that entire zone out to 160m. If you set the _ryanzombieslimit = 50, then Z's will still spawn in the same area, but those that spawn further than 50m will not detect the player and will just stand there until you move within the detection range...
  18. 1 point
    I play LoL survival and CSGO survival too i try to survive regardless of the scenario but for real there are 2 sides one side is that exile is officially a survival mod but the other is that unofficially it is not really and we cant explain because its not hardcoded so its up to the server-owners. For me there is no reason to fight for anything on any exile server because u do 2-3 missons and you get like 30k, so u can buy ANYTHING exile has, like u mentioned its like sims everything is just WORTHLESS, just for fun and me and my group already had it with arma 3 epoch since it came out. Epoch was bad working hardcoded monkeypoo but at least every single item was worth looting and storing up in the base ... That is the last thing i miss in exile ^^ ITS MY DREAM One day a hardcore server with good custom scripts and mods will get popular
  19. 1 point
    @Janski already did this, check out his thread for a xm8 version of deploy vehicle (you can config any vehicle class you want and/or multiple)
  20. 1 point
    This ^^ Only problem is time in Arma is really broken atm. Have spent (wasted) around 12 hours trying to code something using time, serverTime and just gave up as it's as reliable as a chocolate kettle.
  21. 1 point
    I am talking with eraser1 the creator of DMS_Missions_System and we are trying to find a work around to get this working because BI will take forever.
  22. 1 point
    Is the owner Kidesh? Cause he is a bully if so! <3
  23. 1 point
    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
  24. 1 point
    it's almost as if this is a game Bohemia wants to make money on!
  25. 1 point
    We have closed this thread and marked it as solved.
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