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  1. Built on DMS_Version: "September 7, 2017" - Bandit Mission Pack V 4.0 - Mines & Launchers edition I started just making one new mission.... I ended up recoding them all! Basically better formatted, smaller and better thought out code which gives you more control over more variations, and what's more I tried (probably not very well) to explain it all so you can make your own. I DONT claim to be an expert, I just keep trying until it works and I understand a bit more which is why I changed so much of the code. Thanks to @CEN for testing since my client is really buggered, @Defent and @eraser1 for DMS, @second_coming for Occupation (and I borrowed some code which was better than mine - listed in How To document) and to @BlackheartsGaming for helping with adding cash into vehicles. Updated June 2018 > V4.0 - Release Now with rocket and mine chance - mines cleaned on mission win Mines clear up on mission win Big tidy on code to make it more easy to edit Missions should automatically over ride DMS configuration file settings For upgrading with standard (non-edited) versions of these missions just replace the mission.sqf files Please report any bugs as there are so many possible combinations/permutations that I cant test every single possible mission Updated 01 November 2017 > V3.5 - Release Updated 14 March 2017 > V3.1 - Release Updated 10 March 2017 > V3.1 - Release Updated 16 July 2016 > V3.0 - Release Updated 14 June 2016 > V2.0 - Release Updated 12 April 2016 > V1.1 - Release Updated 01 March 2016 > V1.0 - Release ******************************************************* Download includes instructions on installation, instructions on how I attempted to code it (so everyone else can have a go), and of course, the files themselves: all my scripts/missions are on GiThub available at: and have removed direct downloads Its not overly complicated to install but you need to follow instructions (as long as I documented them correctly) Update V4.0 > notes below but now you get 36 missions giving 144 difficulty variations and more random loot and also a choice of vehicles which are randomly chosen for permanent vehicles plus chances of persistent and non persistent vehicles. Total is in the 10's of thousands off variations! I have updated the instructions and added in a change log and also a description of how the vehicle choice/persistence is done inside the how it works file. Please give constructive feedback (and detailed bug reports) as this was a lot bigger job than I expected but decided to finish it completely with every mission I had. ******************************************************* Installing. 1. Copy contents of this folder>/missions/bandit/ into a3_dms.pbo /missions/bandit/ , you can remove old missions. 2. Copy contents of this folder>/objects/ into a3_dms.pbo /objects/ , you do not have to replace any already in there (files dont go in the static folder) 3. Extract main config.sqf 4. Find DMS_BanditMissionTypes = 5. Replace current list of missions between [] or add in the new ones, this is mine as i balanced the new missions the same as their stock mission using 3 as normal mission priority (you dont really need the old versions of any of the Bandit missions as they are all replaced in this file). DMS_BanditMissionTypes = [ // List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn ["bandits",3], ["bauhaus",3], ["beertransport",3], ["behindenemylines",3], ["blackhawkdown",3], ["cardealer",3], ["construction",3], ["donthasslethehoff",3], ["foodtransport",3], ["guntransport",3], ["humanitarian",3], ["lost_battalion",3], ["medical",3], ["mercbase",2], ["mercenaries",3], ["nedbandit1_mission",3], ["nedbuilding1_mission",3], ["nedcar_mission",4], ["nedcashbandits_mission",3], ["neddrinkstransport_mission",4], ["nedguns1_mission",3], ["nedhatchback_mission",3], ["nedhuey_mission",2], ["nedhunter_mission",2], ["nedifrit_mission",2], ["nedlittlebird_mission",2], ["nedmedical1_mission",3], ["nedoffroad_mission",3], ["nedresearch_mission",3], ["nedsnipercamp_mission",3], ["nedstrider_mission",2], ["nedbtrader_mission",2], ["nedural_mission",3], ["roguenavyseals",3], ["thieves",3], ["walmart",3] ]; 6. Repack config.sqf and folders into PBO 7. Put a3_dms.pbo back into /@ExileServer/addons/ on server and start. No BE or InfiSTAR additions apart from what you installed to run DMS. this will not run without DMS. Configuration advice in the "How it works" file in zip. If you want to help share more missions then drop me a line. enjoy As I agreed to have content included in the bas DMS files on GitHub the following now is in effect. License Overview: This work is protected by Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0). By using, downloading, or copying any of the work contained, you agree to the license included. DMS by Defent and eraser1 is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  2. ## Overview This is a server side add-on mod for Arma3 Exile servers. This add-on is focused on providing additional experiences around "towns" and "cities" on your preferred map. Majority of the functionality will work out of the box by just copying in to your server add-on directory as it reads and utilizes map data to adjust itself. There is no need to set anything inside your mp_mission.pbo for this add-on to work. This add-on has been developed to try to get players to explore towns and landmarks which often are barren in default Exile game play. For looting, this add-on will create a loot-box somewhere outside, or indoors of random towns. (apart from Exile loot spawn system.) The loot-boxes often have some random items, pop-tabs, trash which would benefit Bambi players. (There is also a module which will spawn landmine near these loot-boxes so be aware!) This add-on has it's own vehicle spawning system which tries to spawn vehicles in a natural way. (apart from Exile vehicle spawning system.) There are various additional functionality this add-on supports which should provide players with some nice experiences when playing. ## Information Original Japanese readme can be found at Translated English readme can be found at ## Download Obtain add-on PBO from ## Installation Drop the downloaded add-on PBO file in to "@ExileServer\addons\" ## Configuration Configuration changes can be done by editing the config.sqf file inside the add-on ## Requirements Required MODs: Exile MOD Server 1.0.3a/1.0.4a(Pineapple) ( Required Addon: DMS/Defent's Mission System ( # Features Spawns loot boxes in random towns Magazine type items will have a random remaining amount value Spawns random vehicles and aircraft's around in/near random towns Spawns bandit AI in towns Spawns land mines around towns Spawns unusual objects, objects with fire effects randomly in towns Buildings will have a random percentage the doors are open Places random camp fires around the map Spawns travelling AI Spawns "Iron Miller" AI (Invincible) GPS Traps Grenade Traps Town invasion by bandit AI Water source and concrete mixers can be placed (can be configured to be random) Function to add custom location names on the map Function to add desired text on the map Functionality to add custom signs Supports sending out server messages Broken gas stations Travelling Trader Full feature list can be found in the included "readme_**.txt". ## License & Support This work is protected by Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) and obtaining, copying, using any of the content will mean you agree to the license included. Read under License & Support section of included "readme_**.txt" for info and links to legal documentation. ## Special thanks to the following for translations, ideas and technical advice. yukihito23 Losty ## from Dev.nabek I have made this add-on as a small return gift to the Exile community for the endless hours I have played and enjoyed this game mode. This add-on was originally developed for my own Exile Server but I wish to release this to the public so other server owners are able to utilize it. I would be happy if this add-on is used somewhere in the world =) I would like to ask if anyone is interested in translating the readme file (for free), such as to German, French, Russian, etc.. |∀゚)
  3. This is for admins to be able to click to spawn a DMS mission through infiSTAR. The files included reflect MY bandit missions (I may add static but I have bespoke ones just for Napf so included a demo for you to create your own). Download: Code All instructions on the repository readme. This is a start of adding custom stuff for missions and maybe some events etc which I will add over time for you to look through and use but this does show defining the functions, defining the menu name and linking the two together so be gentle as I haven't been in this direction before. Thanks to @infiSTAR for initial help with double quotes and for creating a great admin mod.
  4. kuplion

    [FPS] Exile Survival | DayZ

    A few of you may have played on our previous DayZ'esque Chernarus server, but you've not seen anything like this before. Welcome to THE Exile DayZ full conversion!! FEATURES: No traders No missions Custom humanity system (Bandits and Heroes) Custom healing system (heal/feed other players) Custom persistent vehicles system Custom semi persistent loot system Camps instead of bases Custom camp raiding system Broken bones Infection Full Exile HUD replacement with accurate DayZ icons (Health, Hunger, Thirst, Temp, Broken bones, Bleeding, Combat, Earplugs) Classic DayZ weapons with all attachments MODS: @CBA_A3 @Exile @CUP Terrains - Core @CUP Terrains - Maps @DS Houses @Enhanced Soundscape @Zombies and Demons @RZ Infection @CUP Units @CUP Vehicles @CUP Weapons @Project Infinite - All in one @RDS Civilian Personally I'm a diehard DayZ Mod fan (from the golden days of 2012) so getting it accurate is of massive importance to me. I am certain that fans of classic DayZ Mod will feel the same. The server has the focus on player interaction, and whilst the PVE aspect will get you, to really take off it's going to need those Bandits and Heroes to work their magic! Direct Connect: Or look for [FPS] Exile Survival | DayZ Full Conversion on *A3L* TRAILER:
  5. Hello everyone, For quite a while I have been working on implementing my own version of Humanity. I have managed to setup pretty much everything up correctly except for one thing. Bandit (negative respect/humanity) purchases won't work for me. I thought I figured out all the scripts that I needed to change in the ExileClient and ExileServer, but I still keep getting the "Code 14" error. I am currently clueless on what I am doing wrong or what I am missing. Firstly I encountered the problem that the available items would be greyed out even though the character had enough humanity and only heroes could still buy it (sounds weird, don't worry, it is). I managed to resolve that problem and the purchase button is available at the correct moments, but when pressing the "Buy" button I receive my code 14 error. These are the scripts that I modified with their original bits commented out for easy comparison. ExileClient_gui_traderDialog_event_onStoreListBoxSelectionChanged.sqf ExileServer_system_trading_network_purchaseItemRequest.sqf I am quite positive that the ExileClient_gui_traderDialog_event_onStoreListBoxSelectionChanged has nothing to do with it anymore, but I am totally clueless so I included it anyway. I did not modify the ExileClient_gui_traderDialog_even_onPurchaseButtonClick at all. Currently the buying of items with 0 required respect only works if you have more than 0 respect (didn't test it when playerRespect = 0), and if you are a bandit you aren't able to buy any bandit items or default items either. Hopefully someone has an answer to my problem. You will be forever remembered! Thanks in advance! Greetings, Frankloco
  6. xcplnathan

    FragWithUs Hardcore Exile Malden

    FragWithUs Exile FragWithUs Exile Hardcore Malden Mods Exile (latest) Find these + a workshop collection that the server uses at Features Custom Vehicle Rearm w/Persistent Vehicle Ammo Persistent Time ZCP - Capture Points Extended Base Mod (without addon) AI Missions/Invasions Hardcore first-person Heli crashes R3F Logistics Military Vehicles/LAV And lots more! Tweaks We run various tweaks to some of the mechanics of exile for a more hardcore experience such as: 1. You require a GPS in order to see yourself, and your fellow group members on the map. They cant see you without it: To view waypoints you also require a GPS. 2. You are not able to see who killed you, what they killed you with and how far away they killed you. You may only see that you died to a player/AI We have lots of various QOL improvements that are not worth mentioning, but all add up for a better 'authentic' exile experience Support We have friendly active admins ready to help and give support when needed! If you need support/want to report a bug, or just some people to play with come join our teamspeak:
  7. PengInDieFresse

    Suche Partner für Arma 3 Exile Mod!

    Moin, hab mir vor ein paar Tagen Arma 3 gegönnt und spiele zur Zeit auf Frankie's Tanoa Exile Server, und suche nun noch den ein oder anderen Mitspieler um zusammen zu überleben, zu looten und andere Spieler zu töten bzw. auszurauben! Habe schon über 500 Std. in Arma 2 verbracht, da sich Arma 3 nicht allzusehr davon unterscheidet also schon genügend Erfahrung. Alle Banditen sind herzlich Willkommen ! ;-)
  8. Dalty


    This is Dalton, i welcome all people to try my new server. I spend a lot of time customizing my game to become balanced, but challenging. We use several missions that were thankfully donated in the forums. We customized the missions to be completely different in many ways. Over-all.... a pretty good server.
  9. This is the final output of the thread I was doing about the wandering/roaming/minor missions. As people asked if I could do something that wasn't map dependant I have gone through and worked on the normal Bandit missions which randomly place themselves. These 3 missions are basically variations on the same mission but each has had building changes, vehicle changes and loot changes to make them more specific. I am using them a extra alternatives to the standard 3 guns/medicine/building missions and so although they basically use the same mapping they are each specifically tailored to their title. Each has 4 M2's (slight random placing), 12 buildings, random number of AI, a patrolling armed vehicle, a non-persistent vehicle, a loot crate. As I said they each have different themes so medical vehicle with medical loot and buildings , military vehicle, military loot etc. These should randomly spawn on any map. Download files + more images and instructions from : ******************************************************* DMS Bandit Missions Created by [CiC]red_ned using templates by eraser1 17 years of CiC ******************************************************* For ANY MAP. Running on DMS System ******************************************************* Installing. 1. Copy nedbuilding1_mission.sqf, nedguns1_mission.sqf and nedmedical1_mission.sqf into a3_dms.pbo /missions/bandit/ 2. Copy nedbuild1_objects.sqf, nedguns1_objects.sqf and nedmed1_objects.sqf into a3_dms.pbo /objects/ (not in the static folder) 3. Extract main config.sqf 4. Find DMS_BanditMissionTypes = 5. Replace current list of missions between [] or add in the 3 new ones, this is mine as I balanced the new missions the same as their stock mission. ["nedmedical1_mission",5], ["nedbuilding1_mission",4], ["nedguns1_mission",4], ["donthasslethehoff",5], ["bandits",5], ["bauhaus",5], ["cardealer",5], ["humanitarian",5], ["foodtransport",5], ["blackhawkdown",4], ["construction",4], ["walmart",4], ["mercenaries",4], ["guntransport",4], ["beertransport",3], ["roguenavyseals",3], ["thieves",2], ["lost_battalion",2], ["behindenemylines",2], ["mercbase",1] 6. Repack config.sqf into PBO 7. Put a3_dms.pbo into /@ExileServer/addons/ on server and start. No BE or InfiSTAR additions apart from what you installed to run DMS. this will not run without DMS. You can edit the mission text by changing the following in nedbuilding1_mission.sqf, nedguns1_mission.sqf and nedmedical1_mission.sqf (depending which one you want to edit) // Define Mission Start message _msgStart = ['#FFFF00',"A DIY storage is under attack! Go kill the attackers"]; // Define Mission Win message _msgWIN = ['#0080ff',"Convicts grabbed all the building materials"]; // Define Mission Lose message _msgLOSE = ['#FF0000',"The attackers stole everything!"]; // Define mission name (for map marker and logging) _missionName = "Building Materials"; I have also left extra notes on the medical mission including a way (I hope) of making the vehicles persistent.