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Showing content with the highest reputation since 02/10/19 in all areas

  1. 10 points
    While searching for the reason why the lights on our server didn't work, i made some changes in the default files. You can now turn on/off every light source in your base like the default Exile Floodlights. Since i use EBM on our server i included all available lights. The generator has a range of 100m, if you want to change that look for the number 100 in both files (End of line 14) Updated 04.03 - Disabled damage on the lights (You could drive them over before) Demo Gif ##################################### ############# INSTALLATION ######### ##################################### ##>1. Copy the four files into the folder \Server\mpmissions\Exile.YOURMISSION\custom\Lights\ ##>2. Add the lines below to your CfgExileCustomCode located in config.cpp in your missionfile. class CfgExileCustomCode { //LightFix ExileServer_object_floodLight_network_toggleFloodLightRequest = "custom\Lights\ExileServer_object_floodLight_network_toggleFloodLightRequest.sqf"; ExileClient_object_floodLight_network_toggleFloodLightRequest = "custom\Lights\ExileClient_object_floodLight_network_toggleFloodLightRequest.sqf"; ExileClient_object_portableGenerator_switchOn = "custom\Lights\ExileClient_object_portableGenerator_switchOn.sqf"; ExileClient_object_portableGenerator_switchOff = "custom\Lights\ExileClient_object_portableGenerator_switchOff.sqf"; }; Download (Google drive)
  2. 8 points
    Just a simple addon to allow players to move in to DLC vehicles. There are a number of other generic Arma addons or scripts that offer similar functionality but they were either outdated or inefficient. Please note, this DOES NOT remove the DLC purchase overlays; if you like the vehicles contained within the DLC and enjoy the content, please consider purchasing the DLC. Features: Native support for all DLC vehicles, including future DLC vehicles, without requiring script updates or changes. Native looking actions, including vehicle name and position description. Uses the native Exile interactions system to provide efficient actions on all DLC vehicles. The only positions not supported are those which use the Arma turret system as there is so much variation between positions from vehicle to vehicle (this includes Co-Pilot seats, and some "Commander" seats are actually turrets, as found in several Prowler variants). Install Instructions: Merge your initPlayerLocal.sqf and Config.cpp files. Add the interaction actions to other vehicle types if required (Air, Ship, Tank..). Ensure file paths are correct for the required override and compiled files. Download Link: https://github.com/kuplion/Exile-Use-DLC-Vehicles Screenshots: (Please note, duplicate entries are shown to demonstrate the look of the action compared to the native actions, and actions are not duplicated in the release version) Video:
  3. 7 points
    @Z80CPUBetter get reporting Exile Mod to Bohemia then When you buy a non-owned DLC vehicle from Exile vehicle trader it puts you in the driving seat. When you buy a non-owned DLC weapon from Exile armory trader it puts it in your hands. When you use take all if there is a non-owned DLC weapon in loot, it allows you to pick it up into your hands. All @kuplion's script allows you to do is to re-enter that vehicle. In previous versions of Arma, using that specific DLC item wasn't restricted, you just got the low-res models. On purchasing the DLC you unlocked the hi-res models. Whilst you're at it, better report Bohemia for sexism/gender equality of not having female characters in a video game and using sexist commands such as https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#GetInMan https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#GetOutMan
  4. 6 points
    Since Arma 3 1.90, there's a missing definition widthRailWay in RscMapControl To fix, search for alphaFadeEndScale = 0.4; in the mission file and underneath it add:- widthRailWay = 1;
  5. 4 points
    Just set the ping limit to < 100 and you have your region lock
  6. 4 points
    Added a check to see if vehicle is locked https://github.com/kuplion/Exile-Use-DLC-Vehicles/pull/1/commits/943427ad81391d494c7f81aa86299f43500c4159
  7. 3 points
    Custom Missions unique to MGT, over 80 mission types with custom clearup code 4 working convoy missions Static radiation, occupation and underwater missions ZCP Capture point missions (domination) Custom mafia missions (Blckeagles) DayZ style helicrashes AI to hunt camping players Balanced militarized server Developed and balanced daily, Changelogs >> https://bit.ly/2M1b24M Xm8 skills system, bought with respect Sharp Shooter reduces weapon sway and recoil Survivalist allows you to go longer without eating or drinking, it also enables faster healing Sprinter skill enables you to run faster Thief enables faster vehicle stealing Hacker enables faster safe hacking Engineer reduces time needed for grinding Mechanic enables faster vehicle repairing Demo enables faster placing of breaching charges Locksmith enables unlocking of doors and safes in your own base without having to enter pincode UAV Reduces the time between player scans in Xm8 Valet enables you to unlock and lock vehicles from the inside as long as you know the pincode Bandolier gives you extra ammunition in your spawn loadout Martyr enables the option to drop a live explosive of increasing damage on your body when you're killed infiSTAR development server so has latest protection/definitions Custom anti trader-camping code Vehicle trader menu will show how many crates can be loaded Custom incoming missile alert system for vehicles https://bit.ly/2mU2SAc Custom standalone loot system for faster loot spawning and weapons spawn with a compatible scope, developed separately The ability to get back into purchased DLC vehicles ingame without the DLC (still has prompts to purchase DLC on screen) Trader zone vehicle collision and theft prevention Lock vehicle from inside within traders MarXet trader Roaming waste dump trader Black market traders for high end vehicles and weapons Extended bullet cam timer for long sniper shots 74 custom flags including the tribute to Acer https://www.mgtrolls.eu/forum/m/12045571/viewthread/23853972-mgt-arma-3-exile-mod-rolling-changelog/post/136259509#p136259509 3km 3d party marker range Build a temporary base https://bit.ly/2M29tnl Players can poop and pee Advanced Urban rappelling, rope required Spawn at base Harvest respect from trees Locker limit increases with respect Loot destroyed vehicles https://bit.ly/2R4maAA Claim land vehicles with a codelock CS Gas grenades (SmokeShellGreen) Bury dead bodies without a shovel Extra quiet earplugs No thermals of any kind Extended base mod Vector Building (extended base mod vectoring working) Respect base loadouts Custom Logistics, towing, lifting and crate loading/selling Revive players without the need for defibrillators Automatic parachute from air vehicles Perks for streamers - apply at https://bit.ly/2LNzoSH Quad or boat deploy on Xm8, you can pack the quad for use later by scrolling on it Ingame K/D scoreboard in escape menu Many custom vehicles with edited weapons for server balance Armed vehicle rearming at gas stations Anti combat log system Virtual garage through Xm8 or flag Remote CCTV through Xm8 Disable environment sounds Xm8 app Player and vehicle scan Xm8 apps Most wanted bounty system through Xm8 View distance Xm8 app Private chat Xm8 app Buy parachute via Xm8 Territory protection from breaching, grinding, safe hacking and flag stealing for new players 100k Starting poptabs and a balanced economy Abandon Territory enabling you to get a flag returned Player wages every 5 minutes - We did this first! Custom cleanup to keep fps high Mods required Exile (now on Steam Workshop \o/) https://steamcommunity.com/sharedfiles/filedetails/?id=1487484880 mozzie mod http://steamcommunity.com/sharedfiles/filedetails/?id=1193266277 Extended Base Mod http://steamcommunity.com/sharedfiles/filedetails/?id=647753401 NIArsenal http://steamcommunity.com/sharedfiles/filedetails/?id=1208517358 TRYK's Multi-Play Uniform's pack http://steamcommunity.com/sharedfiles/filedetails/?id=779520435 CUP Weapons http://steamcommunity.com/sharedfiles/filedetails/?id=497660133 CUP Vehicles http://steamcommunity.com/sharedfiles/filedetails/?id=541888371 CUP Units http://steamcommunity.com/sharedfiles/filedetails/?id=497661914 Community Base Addons http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 CUP Terrains - Maps http://steamcommunity.com/sharedfiles/filedetails/?id=583544987 CUP Terrains - Core http://steamcommunity.com/sharedfiles/filedetails/?id=583496184 LRR Silenced - https://steamcommunity.com/sharedfiles/filedetails/?id=913313075 Optional mods Blastcore JSRS Dragonfyre Dynasound2
  8. 3 points
    @Z80CPU's right, this is an ARMA AI difficulty setting. I can get fairly close to a tier 1 DMS mission and not get shot at but if you're dealing with a tier 4 (black) mission, they'll engage at 1800 with an LRPS scoped sniper if you give them an excuse. There's definitely a setting there, I just don't know where.
  9. 3 points
    There is NOTHING in the Default Exile that controls this. Stop and think, AI are NOT IN EXILE! (minus the traders). TYPICALLY, these settings AND OTHERS are set by the SKILL SETTING as some have mentioned. THIS is where you need to be looking. I have seen AI shoot people 1k away with NO ISSUE. This is controlled by ARMA/mods/scripts and not Exile. You need to examine EVERY non-Exile script and see what it is set at and IF these are adjusted ON THE FLY, which some do. I would recommend you read this: https://community.bistudio.com/wiki/Arma_3_AI_Skill The above article has all you need to know on this subject!
  10. 3 points
    don't use the code I posted above as it also affects the spawn position of the crates and helicrashes. I have an update to put up but my internet is off at home at the moment as the phone line outside my house snapped on friday. In the mean time you could try this test version if you want to (this is a test version so not on github yet): https://www.dropbox.com/s/usiukgzujd8z9l0/a3_exile_occupation.pbo?dl=0 This version is based on Kuplions updated version with an additional process that checks to make sure the roaming AI only spawn in range of players and despawn when out of range, this should ensure that the roaming AI are concentrated around players. I have also included some changes required to make the AI compatible with VCOMAI.
  11. 3 points
    Lmfao, people kicking off BI are stupid enough too add the commands to move people into vehicles and try and make people pay. If they send me an email asking me to remove it, i'll tell them where they can go.
  12. 2 points
    Its an easy install from 3.1. You just have this in your description.ext and drop the Vcom folder into your mission file. Change Notes: -CBA integration fixes -Artillery error fixes -Added Vcom Driving (experimental) -Vcom AI will ignore squads with players in them -Overhauled initialization -AI movement during combat tweaked -AI healing improved -AI unique animations -Other things I forgot about
  13. 2 points
    Soo i spent a good couple of hours searching the internet for an Igiload script that supports RHS but there isnt really anything, so I've been editing mine and tweaked it to just support the vehicles I use in my server. IT'S BY NO MEANS COMPLETED,WORK CORRECTLY OR HAVE THE BOXES LINE UP PERFECTLY. IgiLoad.sqf
  14. 2 points
    Releasing this main DMS static mission pack for Napf (map specific) 11 Static DMS missions for Napf Map. Features include: a3_custom file loading of main mapping with full PBO and settings - allowing simple objects (better FPS) and enableSimulationGlobal for active lighting and doors etc Mission start mapping of blockades etc Fully randomised AI numbers, difficulty and reinforcements Fully commented missions for ease of adjustment Some paratroop reinforcements, support vehicles including air and land Possible minefields per mission Included server-side markers and mapping for bridges which can aid in missions. Slightly smaller island missions with 1 crate and less AI Camp Audacity Mission Camp Bravery Mission Camp Courage Mission Camp Fortitude Mission Larger castle/church missions with extra mapping on castles to fortify Froburg Castle Mission Homburg Castle Mission Napf Castle Mission Muttenz Church Mission Larger island missions with 2 crates Occupied Island Mission - with paratroopers and AI heli Oil Island Mission - with bridge and markers Stranded Bandits Mission I am releasing it all as I am not sure how much longer I will keep my Napf server up due to player decline and may either give up or move onto another map. The pack does consist of most of the best ways (I think) of doing things so server-side markers and bridges can help protect your work etc and using 2 ways of calling objects (server load, mission start) with simple and complex mapping to allow for minimal server stress (not every object needs to be interactive e.g. walls as it just adds load to server) and using everything I learned about mapping loading, DMS AI and mission randomisation. These missions have been live on my server for a year or more so you can always pop over and see some of them. Instructions and full images on GitHub so wont bother with most of those here. Download: https://github.com/redned70/DMSStaticMissions (Napf/Napf full mission pack) Big up to @Pradatoru for load of mapping with me (especially those damn bridges!) Hope you enjoy the missions ned
  15. 2 points
    In your server configuration file below class Missions { class Exile { template = Exile.mapname; difficulty = "Custom"; }; }; and open your server name. ARMA3Profile in the server configuration folder / user / server name and replace it with crosshairs disabled https://pastebin.com/raw/TyMLzykc
  16. 2 points
    Hey try https://drive.google.com/drive/u/0/folders/18KPS3Djxa6g5nxWvF2uMZwHfFYkDp70i for server / client (both if possible) seems to work for me so far but there is no known solution I think. Those .exes should do a bit better, saw some people writing that it helped
  17. 2 points
    The only way I would know how to do this is to set IP restrictions up on your firewall. There are online tools that can give you a CSV or similar with all the IP ranges owned by a country's ISP's and you can then add the unwanted countries into a block list or go the other way and whitelist a set of allowed IP's. Bear in mind that IP range ownership changes regularly so you'd need to update the list once a month or something and it's not foolproof either, the lists aren't perfect.
  18. 2 points
    Es ist das selbe wie beim Letzten mal schalte Sig auf 0 dann gehts ^^ Selbst Epoch ist tot sobald Mods drin sind
  19. 2 points
    Small update, forgot to delete one line of code in the last release which resulted in the body sinking into the ground with the grave. https://drive.google.com/open?id=1Uvu5SxBXmHuscKZYTTU1-7Pc8ocyhaVq
  20. 2 points
    Anyone else fall asleep reading this?
  21. 2 points
    Hhmhm i shouldn't have written anything So the situation is clear, Bohemia is okay with it and they wont lock a server because you use it ^^
  22. 2 points
    if(isServer) then { fnc_MultiplierCheck = " if (daytime > 18 || daytime < 6) then { _timeMultiplier = 10; } else { _timeMultiplier = 0; }; if(timeMultiplier != _timeMultiplier) then { setTimeMultiplier _timeMultiplier; }; "; fnc_MultiplierChecker = compile fnc_MultiplierCheck; [60, fnc_MultiplierChecker, [], true] call ExileServer_system_thread_addTask; }; I've not tested the above, but it should work if you put it in your init.sqf and doesn't add unnecessary threads to the server. It should run every 60 seconds.
  23. 2 points
    I think Bohemia has a COMPLETELY DIFFERENT VIEW ON THIS MATTER...and do note the date of the email and the date of @kuplion's post...the email below was 5 days before his post and just for your info...the mentioned script has been removed... If you did not pay for it and you use it anyway, you are a thief. Plain and simple. This type of script is termed legally as "Reverse Engineering" or "Circumventing Copyright Controls". It is a violation of civil and criminal codes under US law and EU law. As it allows you to bypass the mechanism in the code to use it when you should not be able to. An article covering this aspect in US law is HERE. US and EU copyright laws go 'hand in hand'. Typically what is illegal in one 'area' is illegal in the other. I understand that some may actually think such is OK, well, now you have been informed FROM BOHEMIA, that it is NOT OK. You have an issue with this? CONTACT BOHEMIA, NOT ME! Their email address is in the posted email image. ...It is a good day when you learn new information that you did not know the day before... *****
  24. 2 points
    Awesome server, good FPS, well balanced, plenty activities. Dev who listens his ppl needs, u can observe that in changelog. Constant pursuit for improovement. Most other server stuck in bugs and exploits that still continues since beggining of exile and MGT got it already solved n wiped from servers.
  25. 2 points
    go into your mpmissions folder, -take exile.altis.pbo and depbo it, you will have a folder called Exile.Altis rename folder to Exile.IslaDuala3 edit the description.ext and anything else needed. then pbo folder so you are left with Exile.IslaDuala3.pbo upload to mpmissions folder. edit your server.cfg and make sure template = Exile.IslaDuala3; then run server and make sure it starts up. If you can login then next step is to edit the map to add your traders/spawn points etc. I would suggest installing http://www.exilemod.com/download-all-the-files/Exile3DEN-1.0.0.zip https://github.com/maca134/m3e_3den http://www.armaholic.com/page.php?id=30461 Then take the Exile.IslaDuala3 folder and copy it to your C:\Users\username\Documents\Arma 3 - Other Profiles\username\mpmissions folder and delete all files in the folder except mission.sqm then load arma 3 with all your mods along with the above editor mods and then once in the game, select editor to load eden editor, at the top click scenario, choose open select mpmissions and you should see something like select that, it may prompt you saying it has to be imported, choose yes, then you should see something like so: should look something like Collapse the independant section on the left. under Markers you will see: now CTRL left click all the above markers and delete then on the right: left click and drage ellipse onto the map where you want your different zones. in this example we will use Swonto should looke something like now on the left double click the new marker and you will see Here you can decide what kind of marker you want. you see the Marker: Exile section, there you select zone type and icon match the 2 together: -Safezone <> Trader City, Spec Ops Trader, Boat Trader, Aircraft Trader or if you do not want a zone to be safe, leave the zone part blank -Spawn Zone <> Spawn Point -Concrete Mixer Zone <> Concrete Mixer -Non Construction Zone <> no icon -Contamination Zone <> Contamination Set your variable name to something you want to Identify the marker as: then should look something like then press OK and it will show on the map like so: now if you want the zone to be larger, just go back into the marker increase the size from the default 90 to a larger number till your satisfied. Now make all your markers. once your done. go to the top and click scenarios and choose save as, uncheck the binarize box, choose save as. and name it Exile.Markers then once saved, delete all your markers, but leave the exile players under independant. go back up to scenarios, choose save as again, this time name as Exile.No.Markers. You do this so its easier to add markers into the mission.sqm file. Go to your C:\Users\username\Documents\Arma 3 - Other Profiles\username\mpmissions folder look for the No Markers folder open that and you should see the mission.sqm file copy this to your actual servers Exile.IslaDuala3 folder and overwrite the existing mission.sqm so it would have file structure like now go back to your editor, go to scenarios and load the exile.no.markers mission file at the top you will see a menu item called Exile to the right. click that and choose Save Markers and Zones and you will see but all your markers should show. copy this all, and then paste into a new text file. now go to your servers mission.sqm (the mission.sqm you saved with no markers. it should look like: now your going to see class Entities { items=1; class Item0 { dataType="Group"; side="Independent"; class Entities { you will need to change the items1; to the correct item amount your group counts as 1 class lets say you have 10 markers then you would have items=11; then scroll down to where you see class Attributes { }; id=26; atlOffset=55.628277; }; }; }; class OutroLoose directly after atlOffset=55.628277; }; you are going to add your markers. In this example I have 1 marker you copy and paste that where I indicated earlier directly after atlOffset=55.628277; }; And then when you load your server the markers should show on the map. Creating trader zones/adding objects to the mission, there are several tutorials online. but if you need further help, shoot me a message.
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