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Showing content with the highest reputation on 03/08/18 in all areas

  1. 6 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
  2. 3 points
    Good job! Looking forward to merging our 35+ overrides and the rest of the files Will be worth it in the end!
  3. 2 points
    Demo: (yes the video doesn't show the body being removed, was made before that was fixed.) Another contribution to the PVP mod community. Introducing Ducks of War... What this mod does is add the option to "Claim a Trophy" from a PVP killed player. The trophy in this case happens to be a rubber ducky. Which they can collect and sell at the traders. You adjust the value of the duck in the code provided below. Here are the conditions. Body must be a player (no NPC or Zombies) Player must be killed as a direct result of PVP, no bambis, team-kills, crashes, accidents or suicides. Once trophy claimed, body will be removed. (so collect gear FIRST!) *Thanks to StokesMagee Installation: Create the file dow_claimtrophy.sqf and put it somewhere in your mission folder.. For mine i use the folder addons. Next Step: Edit the file initPlayerLocal.sqf if you have it, or make one.. And add this near the top. Make sure to adjust the folder to match yours. Next Step: Edit the file config.cpp and add the following... Find "class Player" >> "class Actions" look for "Identify Body" put this code below that block of code so that it looks like the following. Do not duplicate the identify body section, this is just an example of how it should look. Next Step: By now, you should have an overwrite created for a killfeed... If you don't, wouldn't hurt to create one. I will provide a copy of mine for you but you only need the 2 lines that pertain to this mod to be added to yours if you already have one. *Thanks to Kuplion. or just the lines in question, which need to be added below where _killType is defined. Last Step: You need to add the duck to the trader data so that the player can sell it. (if you already have the duck, it will need to be removed as this is the trophy item) You add this in the config.cpp or if using the easy trader mod, in the ExileItemsList.sqf as. Make the price and sellprice the same. And your done... Hope you enjoy.
  4. 1 point
    Exile 1.0.4 Conversion is out for TESTING, I cannot guarantee that this will work 100% Please remember to Submit both your RPT, and your Extdb logs. For faster support PM me on discord or tag me in discord. Brett Nordin#3041 Here is the Git: https://github.com/BrettNordin/Exile Good Luck!
  5. 1 point
    Great work everybody, and thank you for keeping up the work on Exile
  6. 1 point
  7. 1 point
    Add code into initPlayerLocal.sqf [] spawn { while {true} do { _obj = objectParent player; if (_obj isKindOf 'Bicycle') then { _speed = abs speed _obj; _norun = nearestObjects [_obj,["Car","Tank","Plane","Air","Ship","Submarine"],7]; if (count _norun > 0) then { if ((_obj != player) && (_speed > 3)) then { _vel = velocity _obj; _obj setVelocity [0,0,0]; }; }; }; uiSleep 0.1; }; };
  8. 1 point
    @Alexis my thoughts: Honestly, removing the bike completely is worth more than the FPS decrease that this code running at 0.1 seconds will cause. _norun = nearestObjects [_obj,["Car","Tank","Plane","Air","Ship","Submarine"],7]; Arma: Get all objects near in a 7 meter radius, then sort through that all the "types", then sort through that and put the closest objects first. objectParent can cause false behavior and can still give you the bike even though the player is not on the bike, so if someone steals your bike, you're could be running 2 loops for that bike. Another thing to mention is that one of the checks in your if statement is completely useless, (_obj != player), the object would never be player if the object isKindOf "Bicycle". I'd say if you do want to use something like this, this would better suit your needs (less FPS killing), it's also good to private your variables: [] spawn { while {true} do { private _obj = vehicle player; if (_obj isKindOf "Bicycle") then // Is the player on a bike { private _norun = (position _obj) nearEntities [["Car","Tank","Plane","Air","Ship","Submarine"],7]; // Only needs to get the objects we want no need to sort them. if (!(_norun isEqualTo []) && {(abs speed _obj) > 3}) then // Check if there are any objects, if there is then check the speed. { _obj setVelocity [0,0,0]; // No ramming! }; }; uiSleep 0.1; }; }; .........Note i have not tested this code, i just whipped it together while in the middle of a game......... One thing that i do want to note is that if the bike is going 35 KM/H (i don't remember the maximum speed) it would take less than 0.01 seconds to travel the 7 meters and still be able to ram someone. and if you're running this code at 0.01 seconds then you might as well run it onEachFrame, but if you do that the FPS decrease will be even killer and at that point you might as-well just remove the bike.
  9. 1 point
  10. 1 point
    https://github.com/kuplion/Fast-Nights
  11. 1 point
    This reminds me of Call of Duty where you need to get to the body before you can get points. Great work man! Now those ducks finally have a use! And install instructions are really clear! Really appreciate you releasing content on ExileMod!
  12. 1 point
    12:33:38 Scripting function 'exadserver_fnc_clientrequest' is not allowed to be remotely executed You're missing exadserver_fnc_clientrequest in the CfgRemoteExec
  13. 1 point
    @Papawolf Try this Simple IED Script by Phronk , its easy to use if you know how to add markers to your map.You can download the script and it tells you how to implement it and set it up. I use it on my server with about 5 IEDS per marker with 13 markers, you can set it higher or lower. Make sure that the markers you place are square and not circles or rectangles. If you have any questions then post them here and I will try to help you out.
  14. 1 point
    Anything with a className can have loot tables. (default to exile, you might have to modify the detection a bit though) otherwise, you'd have to make some modifications to it to accept things without a className and search for model names, or make a loot system for it. (Can slow down games due to it needing to work harder to detect things)
  15. 1 point
    @Papawolf Sounds like the server is run a bit like my own - heavily customised for a small group of like-minded people. Performance wise, it shouldn't be too bad.... the more objects you put in an area that will require physics calculated and managed per-player, the poorer performance will be but I'd personally try it with dynamic simulation enabled on the mines and just don't pack them too tight and you should be fine. Definitely try whatever you would consider a moderate density of mines in a restricted area first and see how it goes with a couple of you in that area. I suspect that number of mines would be MORE than fine though but it is ARMA we're talking about and the engine can be unpredictable at times so who knows
  16. 1 point
    Can you confirm you made the exile.ini changes? Also add a line after this line to see if we are getting a return from the database: _data = format ["getVehicleCount:%1", (getPlayerUID _playerObject)] call ExileServer_system_database_query_selectSingle; diag_log format["Debug - Vehicle Amount Restriction. %1 Vehicles Owned.",_data]; This will output a debug line to the rpt file to confirm the database call is returning the proper count. And, you can remove this line. It's already declared at the top of the script. _playerObject = _sessionID call ExileServer_system_session_getPlayerObject
  17. 1 point
    I am straight up removing VG, Grinding and Hacking from ExAd. It will be archived in the download for it. I have a couple things coming with ExAd updates. I just won't be releasing the 1.0.4 compatible version straight away as i will have to test the new stuff and make it work
  18. 1 point
  19. 1 point
    Maybe it's a good time to update?
  20. 1 point
    I am going to be so f*ing mad if it is some BS like that. Because I said to myself. What if this is a Linux quark I am not familiar with. Here's to you if this works. I'm such a noob on Linux that it would fit.
  21. 1 point
    I have a solution for this that I tested tonight. If anyone is still interested.
  22. 1 point
    Thanks @Monkeynutz For updating this script, nice work on making it easy to edit. I added the following to the script: + Added a locker to the back of a prowler with my server logo flag. + Added goggles, rifle, bipod, scope + launcher to the trader. + Added a second trader to the script (with the map icon). Grab the code here: https://github.com/aussie-battler/Travelling-Trader/tree/master
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