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Found 98 results

  1. Extended Base Mod for Exile Mod With this mod you are allowed to place some Arma 3 content in your Territory based at the Exile mod. For example: Sandbarriers, BagBunker, CamoNets, CncBarriers, Stonewall + Gate, Ladder, Watercooler some are following. Huge Container: 20.000 Metalshelf doublesided: 5.000 Icebox: 1.500 Shelf 1: 4.000 Shelf: 3.000 Land Container Green: 15.000 Hangar: 40.000 Ammobox: 7.000 Tentdome: 1.000 Land Container Sand Small: 13.500 Cargo container Small: 6500 Garbage Container: 8500 Metalshed 4 Layers: 5500 Suitcase: 1250 Ammo Box: 750 Woodenshelves: 2000 Metalcase: 2500 Fridge: 2000 Tool Trolleys: 2500 Microwave: 200 Suitcase: 1250 Ammobox rounds: 750 Plasticcase: 2000 EBM Airhook: 5000 Medikit: 5000 V 0.3.4 - new buildings: New Bed, Mechanical Cover, Crowsfeet, Oven, Woodencrate, Door with Frame - 2 new backpacks - new items: Bricks, Bucket of Mortar (made by RWG) - reworked all Brickwall-recipes from 0.3.3 V 0.3.3 - new Buildings:Metalwalls for all Brickwalls as an option to upgrade, Medikit (healing is possible), a pollard and an ATM - reworked all Buildings from 0.3.2 - half walls (brick & Metalwall) - lockability of windows added 14.06.2017 - clientside hotfix , where snapposition of floor/wall is fixed (server doesn't need to update) V 0.3.2.1 -Hotfix Snappositions V 0.3.2 - new Buildings 11pcs. (selfmade): Brickwall System (compatible with Exile buildings), Helipad, Airhook, Parksign - deleted Pierbox (Land_Pier_Box_F_Kit), Big Pier (Land_nav_pier_m_F_Kit), and all camo nets ("CamoNet_OPFOR_open_F_Kit","CamoNet_INDP_open_F_Kit","CamoNet_BLUFOR_open_F_Kit") Admins have to delete them in the Database - updated Battleyefilters! V 0.3.1 - added 80 new buildables // Thank you Kurewe for providing me the codes of 64 Items!!! celebrate him guys! : TV, Plastic chair, Gaming Set, Gym Bench & Rack, Office interieur, PC set, Trophys, Sunshades, Stuff for the Garage like Engine Crane, Tool storages, Helipad lights, Tripod screens, Targets,... - Battleyefilter reworked - Recipe categories reworked - enabled Simulation on serverrestart! REMOVE THIS FIX: exileServer_object_construction_database_load = "EBM\exileServer_object_construction_database_load.sqf"; //Original fix by Eichi V 0.3.0 - Huge Lamp illmination fixed - doors fixed (original by Eichi) - certain apex buildings available V 0.2.9 - Guys i am very sorry, but i had to remove the APEX buildings. Arma fucked it up - fixed the damagetaking problem on earthquakes and explosives. (Breaching charges still work) V 0.2.8 - new Buildables: Airporthangar (Apex), Ammobox, Basaltwall 4m & 8m and Gate (Apex), Breakwater dry & wet (Apex), Huron ammo- and fuelcontainer, IR tent big & small (Apex), Petroglyphwall 1 & 2 (Apex), sandbags green long & short (Apex), Sandbagbunker big green (Apex), Sandbagtower green (Apex), Suitcase - all new walls with snap points - fixed the light of the Shabby Lamp and the Camping Lamp - fixed the height jump of the Pierbox & Airplanehangar V 0.2.7 - new Buildables: Bungalow, House Big, Plastic crate, Researchfacility big and small, Garage Shelter (Apex) - all things or Buildings can be destroyed by the Breaching Charges V 0.2.6 - new Buildables: Big Bunker, Bunker Rectangle, Bunker Hexagonal, Bagbunker small green, Bunkerwall 3m Bunkerwall 6m, Controltower, Barrier 3 green, Barrier 5 green, Sandbagtower green, Trench Forest & Grass(Apex) - lootspawn fixed!!! (BIG thanks to second_coming !!) - excluded Price and Traderlist to make them like recipes and menus (Thank you Greyfox! It made Tanoa Buildings a lot easier!) V 0.2.5 - new Buildables: ATM (working with lockers ) - Snapmode for walls (Just straight, No corners or gates yet) - added Non-Physic for Garbage Container and Metalshed 4 Layers - Exile Walls are only blowable by new charges V 0.2.4 - new Buildables: Concrete Mixer, Flag CSAT, Garbage Container, Metalshed 4 Layers, Watersink - fine tuned all recipes! - changed target = "Land_CargoBox_V1_F_Kit"; in menus.hpp to target = "Land_CargoBox_V1_F";. menu now working correctly. V 0.2.3 - new Buildables: Camping Chair V1 & V2, Camping Table, Camping Lamp, MapBoard Altis, Pavement straight and corner narrow and straight and corner wide. - added BRAMA categories to the recipes (Container, Walls, Flora, Misc, Buildings, Signs, Lamps) - Battleyefilter added: !"MapBoard_altis_F" V 0.2.2 - changed the way receips and menus are working, now implemented via .hpp (thank you Murgatroyd) - new Buildings: Bush, Pier, 3 kind of Stones, Sleepingbag, 2 Solarpanels - mass of the Big Dome changed to 200 - Armor of following reduced by half:CNC Wall,CNC Wall 1pc,Huge Container,Land Container Green - fixed light_1_hitpoint spam in .rpt V 0.2.1 Hotfix - removed Big Tank and Military Checkpoint. Doors not working and Errors. V 0.2.0 - new Buildings: airporttower, Barracks, Beachbooth, BigTank, Castletower, UnexplodedAmmoSign, Military Checkpoint, Transmissiontower - increased armor of military tower (100 times) - reduced weight of Airplanehangar V 0.1.9 - new Buildings: Dome (big white one), Airplanehangar, Metal Shed, Solartower, Sunchair, Sunshed, Shabby Lamp - increased armor of military tower (10 times) V 0.1.8 - new Buildings:Chair, Cncblock, ContainerSmall, Industryfence 1pt, industryfence 3pt, Lampstreet, Seawall, Tavern, Tavern middle added alternative crafting receips from MrDynamite V 0.1.7 - new Buildings:PortableFloodlight double, Radar Small, Slumplane, Table, Toilet, Pierbox Floodlight coming with next patch Sorry guys V 0.1.6 - new Buildings: CNCBarrier1, Medium CNC Barrier, Crashbarrier, Big Shed, Touristshed, Watersource, CNC Wall small 4 + 8m, Military Sign Vehicle + Base Small - bug fixed where Cargo Containers spawned a lock. -> check "addingmenutoitem.txt" - fixed the bug where containers bouncing around, now same behavior like storage crate ^^ - Tentdome can be placed outside territory - increased armor of military tower again (10 times) - slightly increased armor of all hbarriers - added alternative crafting receips in a separate .txt V 0.1.5 - new Buildings: Broken Shed, Cargo Container Sand Small, CNC Stairs, Garage, Platform, Tent, Tenthangar - added lockability to cargo containers - fixed the bug where other players can pack the container without entering the code. - Baselights now always on! fixed it hope you have fun with them. V 0.1.4 - new Buildings: CNC Shelter, CNC Wall, Fuelstation Shed, Small Shed,razorwire - Removed HalogenLights. Problem with Server restart. sorry guys - lowered Mass of all heavy items. V 0.1.3 - new Buildings: Slum Container, Cargo Container Big, Big Halogenlamp, Military Outpost Small - Hangar now lockable -Menu added - on Rusty Tank you can refuel empty Canister, not Cars. - improved armor of all Buildings - Hangar mass is set to 310 (carryall is 320) V 0.1.2 - new Buildings: Rusty Tank, Metal Shelve, Cargo Tower V2 Big, Fuelstation, BagBunker Large, Shootingpostition - Hangar now lockable - removed Helipadlights due to Memoryproblems! Players who don't have the mod are able to join again. V 0.1.1 Hotfix -new Buildings: Helipadlight Blue,White and Yellow, Wooden Pier. - added inventory to the yellow shelf and the icebox - Hatches from the outpost can be opened now - Hangar is not Lockable... sorry guys - You can build Sandbags everywhere!!! V 0.1.0 Major Patch -new Buildings: ConcreteDoor, BarGate, Helipadlights green/red, icebox, Sign Military Area, Military CncWall, Military Outpost, Steelfence, -Fixed Door Locking! now working correctly V 0.0.4 - Bugfixes - New Buildings: 3 different Types of concrete walls; Helipad; New Shelf V 0.0.3 - New Buildings: Ammobox, LandContainer, Sandbag Corner, Sandbag long, Sandbagbunker, Shelf Sandbagbunker Small, Hangar, Sandbagwall Big Corner, 6m, 4m, ConcreteRamp - Ladder fixed - Stone Gate lockable V 0.0.2 - New Buildings: CNCBarrier, Stonewall, Stonegate, Ladder, Watercooler - FIXED building location was stuck! -> battleye filter!!! INSTALLATION: Please use the readme inside the mod folder Download: http://www.armaholic.com/page.php?id=30627 Or Available at A3 Launcher Or you just downloaded it from the Workshop If you guys want to support me: Support here List of Charges: V0.3.4: https://www.dropbox.com/s/08ri48accrwoac7/Destructable List_0.3.4.cpp?dl=0 The Serveradministrator can add it to the craftreceips (included)
  2. The CDAH-Team is proud to present you the CDAH-Mod-Pack Version 1.3 for the latest version of Exile-Mod What the f*** is this? Now you can build your own crafting-garage in your base and craft your favorite vehicles. From small karts to heavy tanks, all your dreams come true. >> Get the Mod here << The Mod adds 13 items for crafting and 13 buildings for the garage and a lot of crafting recipes. (around 130 for items & 150 for vehicles) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Installation: - subscribe the mod in Steam Workshop - available on A3Launcher - for serverowners you'll find a "readme" in the mod ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ First steps how to build your garage: - First you have to craft a "Craftbox" (Level 1 base required) - After That you have to craft a "Terminal" (Level 2 base required) - With this you have the possibility to enter the "Workshop GUI" on the Terminal. - From here i think it's possible to find your own way --- If u have some questions: PLEASE ASK US Come to our TS: 176.57.141.148 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Update 03/05/17 Ver. 1.3 Changelog: Bugfix: - Anvil now movable and with physic - fixed major exploits New: - Added "config.sqf" in "\CDAH_crafting\logic" (mpmission)(take a look to UPDATE) - Added crafttimerscript, controllable in the config - Added craftsound, controllable in the config - Added craftprograssbar Changed: - moved the Rearmscript to the mod-code (take a look to UPDATE) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Update 12/17/16 Ver. 1.2 Changelog: new Item: - Rearmbox (added Vehicle Rearm, instructions in the "howtoinstall.txt") new Recipes: - added new advanced crafting recipes Changed: - Ammo Container - Refuel Container - Repair Container changed to cunstructions instead of containers Bugfix: Texture failure of - Ammo Mold - Piston - Crankshaft - new Key (important for serverowners) !!! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Update 11/24/16 Ver. 1.1 Changelog:- craftbox exploit removed - removed bike recipe, causing a database issue - new Key (important for serverowners) !!! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Thx @happydayz for help, our Joda
  3. Hello guys, as my first mod ever, I decided to recreate and expand the Mad Max universe. At the moment the mod contains: Vehicles: Weapons: Helmets: Facewear: Vests: Charakters: In case if you wonder, original stands for content, wich has been seen in the movies or in the game, I does not means, it was ripped of the game. Known buggs and errors: - plymouth rock missing .rvmat error - the wheels of the plymouth rock are not at the correct postion - the vest is not fitting, gets sucked into the body directly under the armpit and has only texture on one side - the shadows are not perfect - the shotguns can use scopes, this is not wanted, so make shure you have an empty sight slot on the shotguns (or you will see nothing and think the gun is broken) BI Forums WIP Discussion: https://forums.bistudio.com/topic/199111-mad-max-vehicle-plymouth-rock-wip/ Special Thanks: - Fled for releasing the model of the plymouth rock - I3lueVein for his models of the mad max and the inspiration - KingDom for spending his freetime, while searching with me via teamviewer for the errors - ianbanks & Pennyworth for helping me with the first person error Credits can be found in the Files. If theres interest in my mod, you can join the discord server: here! Download Links: STEAM: http://steamcommunity.com/sharedfiles/filedetails/?id=815962700 Armaholic: http://www.armaholic.com/page.php?id=32034 (Might not have the lastest update) You can use it for Exile or whatever you want, but please don't repack or reupload it anywhere else without giving credits.
  4. Seguinte, estamos com uma máquina com um servidor rodando, mas estamos carentes de alguém que saiba configurá-lo, temos todas as ideias formuladas, scripts que queremos adicionar, só falta colocá-las em prática, se você sabe como configurar um servidor, mexer com scripts e quer ajudar a criar um servidor de qualidade para os BR's fale comigo. Ps: Alguém sério e não curioso (amador). Steam: http://steamcommunity.com/id/Alone_BR/ Desde já agradeço!
  5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - I DO NOT POST ANYMORE BECAUSE EXILE ARE FULL OF BULLSHITS. THE CODE STILLS OPEN SOURCE AND ANYONE CAN EDIT, POST AND SHARE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This script checks the mods loaded by the client. If one mod is not loaded, automate .POP UP´S let the player know about it, offering costumizable links to community guides. . You can define each mod as “required” or “doesn’t required”. If required mod is not loaded by the client, Mod Checker warns the player, and when the player closes the dialog, he is kicked from the game in a silent way. If non required mod is not loaded, Mod Checker warns the player, but the player can still on the server. If no errors are generated, Mod Checker runs in silent without popup INSTALL INSTRUCTIONS Download from github https://github.com/NRZ7/modChecker---Exile-version 1- Copy addons\modChecker folder to your mission file. 2- Copy the content of initPlayerLocal.sqf at the bottom of your initPlayerLocal.sqf 3- If you are usin infistar, whitelist display 999999 in EXILE_AHAT_CONFIG.hpp under allowedIDDS XM8 Mod Checker addon by @jmayr2000 CONFIG INSTRUCTIONS In addons\modChecker\modConfig.hpp 1.- Read carefully all addons\modChecker\modConfig.hpp and his comments 2- Moddify classes from CfgPatches. You can find under editor. ("Tools" - "Config Viewer" - "Configfile" - "CfgPatches") 3- Change mod variable names according to your mods and link to custom string depending if the mod is loaded or not. 4- Set if a mod is required (errorLevel = errorLevel + 99) or if is optional (errorlevel = errorLevel + 1) 5- Repeat steps from 2 to 4 for each mod used on your server. Modify Add your mods or delete any mod class not used. if (isClass(configFile >> "CfgPatches" >> "Exile_Client")) then { checkExile = "<t size='0.9' shadow='1' shadowColor='#000000' align='center'>Exile Mod is</t><t color='#2fd402' size='0.9' shadow='1' shadowColor='#000000' align='center'> found!</t><br/>"; } else { checkExile = "<t size='0.9' shadow='1' shadowColor='#000000' align='center'>Exile Mod is</t><t color='#ff0000' size='0.9' shadow='1' shadowColor='#000000' align='center'> NOT FOUND!</t><br/>"; errorLevel = errorLevel + 99 }; In addons\modChecker\displayConfig.hpp 1.- Read carefully all addons\modChecker\displayConfig.hpp and his comments 2- Edit, add or delete Mod variable names according to modConfig.hpp //Mod variable names _message = _message + checkExile; _message = _message + checkEsseker; _message = _message + checkRyan; _message = _message + checkWeapons; _message = _message + checkVehicles; _message = _message + checkUnits; _message = _message + checkTerrain; _message = _message + checkCBA; 3- Set custom messages to your community guides. // Custom message with community links _message = _message + "<br />"; _message = _message + "If you get any error, please, read the following links<br /><br />"; _message = _message + "Download the mods from <a href= 'http://steamcommunity.com/sharedfiles/filedetails/?id=752130537' color='#ff9900'>Steam Workshop</a> Only click on Subscribe!<br />"; _message = _message + "<a href= 'http://standarol.com/index.php/topic,674.0.html' color='#ff9900'>Guía de lanzamiento e instalación de mods [ESPAÑOL]</a> </t><br /><br />"; CREDITS The XM8 app are ported by @jmayr2000 . This project contains code from @Repentz Advanced Server Rules and is inspired with this comment in BI official forums. Thanks to Chema, from StandaRol.com to correct my english. This is my first script, please don’t blame. Apologize my english too, I know that is like a shit. If any part is wrong, please be constructive. I appreciate any feedback. If you like or use this script, please hit LIKE button. I can be more motivated to share.
  6. So for the past day or two I've been trying to get this mod to work on my Exile server, but I can't even get it to work with just exile (+ CBA and ACE minus the medical stuff). Before I start messing around with the scripts myself, I thought I'd ask here if anyone has used it before and made it work with Exile.
  7. Tango Charlie EXILE BASE

    Hello, Server EXILE TANGO CHARLIE (COMMUNITY PRESENTS) EXILE SERVER PVP! (NORAIDOFF) Discord.gg/hwEBGRq TEAM SPEAK: Address: 54.37.71.8: 9988 -> Tango Charlie tab ---> Community already present STAFF ALWAYS PRESENT, AND LISTEN! Server name: [EN] TANGO-CHARLIE | EXILE-MOD | EXTBASEMOD Discord.gg/hwEBGRq Map: Altis Mission: Exile SAFE MODIFIED NO LAG DISPLAY DISTANCE: 4.000M ADVANCED BASE MOD: 750 ELEMENT MOD CUP / FFA / FRENCH THANK YOU FOR JOINING THE DISCORD FOR ANY PROBLEM Discord.gg/hwEBGRq If you have connection problems, we are here to help you (Remote handling / accompaniment) NO WIPE OF THE SERVER!
  8. Arma Dev Building Arma 3 mod made easier using the Arma Dev tooling extension This Visual Studio Code extensions will optimize your workflow on building and signing pbo's, preview dialog controls and automate execution and installation. Features Build your extension or add existing into the Arma-Dev configuration Pack server and client pbo files (incl. signing) with a single command Preview Dialog control files (*.hpp) Generate private keys Install the client mod into the correct game directory Run and debug (using *.RPT file) on the fly Usage Before using the Arma Dev extension, please make sure you have properly installed the Arma 3 Tools from Steam. Open your existing Arma (server / client) and run the Arma 3: Configure command to setup the project. Please refer to the Configuration section for further details Below you can find all available commands Arma 3: Configure: to setup the project Arma 3: Pack: to pack pbos defined in your configuration file Arma 3: Binarize: binarize cpp files from explorer context menu Arma 3: UnBinarize: Unbinarize bin files from explorer context menu Arma 3: Run Server: start the arma3server with server mod path included Arma 3: Run Client: to start the game from your local computer Arma 3: Run Client (With Logging): to start the game and display the logfile Arma 3: Generate Key: generate a private key to sign the client pbo's Arma 3: Transfer Files: transfer server pbos to destination server using SFTP Arma 3: Toggle Code Live: please read the below "Toggle Code Live" section for further details Configuration The configuration file is located in .vscode/arma-dev.json and contains the following options. title: The title of your project (no used yet) name: The short name of the addon (this name is used as output folder) author: author name buildPath: destination folder of all pbo files being generated privateKey: the private key path being used to sign the client addon serverDir: all server directories a pbo files should be created for (E.g. core and core_config) serverUse32bit: use legacy 32bit version of arma3server.exe serverMods: additional server mods being loaded when running arma3server clientDirs: all client directories a pbo files should be created for (ussualy its one or none) clientMods: additional client mods being loaded when running arma 3 version: a version number to track possible changes (not immplemented) ftpConnection: setup SFTP connection using host, username and password (optionally path) ftpConnectionFile: setup SFTP connection by using a separate file postProcess: run some additional scripts once a command has been successfully executed - see "Post Processing" Toggle Code Live PLEASE READ THIS CAREFULLY With "Code live" you can edit *.sqf files while Arma is running. It uses symlinks (refering to its workspace source) and the -filePatching startup parameter. A proper configured $PBOPREFIX$ for every addon file is required So, how to use it Run the command Arma 3: Toggle Code Live to create all necessary symlinks into "Arma 3\x" directory use Arma 3: Run Client to start Arma with all necessary parameters (-filePatching) use Arma 3: Run Server to prepare a server configuration and run it Customize the files defined in your workspace source folder. Open the in-game debug console and either use execVM or preprocessFile* to "reload" the changes. If you use a preInit script (which DOES NOT use compileFinal) you can use execVM too Please be aware of the following Server config.cfg requires allowedFilePatching = 2; (which is ussually the case when running with Arma 3: Run Server) No server side signatur verification will work, so verifySignatures = 0; to bypass it You can toggle Code Live to either use the source or PBO file (located in buildPath) Some commands / settings (like compileFinal / config.cpp) cannot be overwritten (anti cheat) HINT: Use [] spawn { compile preProcessFile "x\youraddon\yourfile.sqf" }; instead of execVM "x\youraddon\yourfile.sqf" from console to update file modifications Post Processing The post processing option (defined in .vscode/arma-dev.json) can be helpful to run additional tasks once a command has been successfully executed. An example of running a script when for instance all files are transfered to the remote can look the following: "postProcess": { "transferFiles": "./restart-server.ps1" } Please note these commands are always executed locally Requirements Arma 3 Tools (http://store.steampowered.com/app/233800/Arma_3_Tools/) Visual Studio Code PLEASE MAKE SURE STEAM IS RUNNING AS IT IS REQUIRED FOR PACKING Extension Settings arma-dev.logLevel: setup the log level (Info | Debug | Error) arma-dev.dialogAxisMode: How to display the dialog control axis (0 = truncated, 1 = original) restart required DOWNLOAD or search "arma-dev" extension in vscode
  9. Hello people of the Exile mod, I got exited by watching one of the many videos of your mod being played. Decided i'd give a3launcher a try, allthough the 'commander' worked good for me in the past. I clicked an exile esseker/chernarus server and let a3launcher download the necesary mods. After that Arma 3 would give me a fault message. stating the following. *see attached screenshot* I figured the Exile mod file(s) were the ones giving the error so i decided to download that from your website. As i had no clue where to put the file i decided to follow the path of the other file(s) steamapps > workshop > content > 107410 I decided to put it into the 107410 map because all of the other mods seemed to have been installed in there.. Made a new map called Exile and dragged in the files.. I kept on getting the same fault message so i'm kind of out of options here. Hope you guys can help me through, can't wait to play! Greetings, Sean "dis0rder"
  10. Hallo aus Bochum, ich habe ein problem. Ich habe mir mir ein paar Kollegen einen Exile server zu gelegt und der hat auch funktioniert. Ich habe mehrere Mods eingefügt ( -mod=@Exile;@Tanoa;@CBA_A3;@CUP Terrains - Core;@CUP Vehicles;@CUP Weapons;@Extended_Base_Mod;@Zombies and Demons; ) und auch schon die Keys in den key odner gepackt. Zudem habe ich eine neue Missions datei erstellt und Trader ect. eingefügt. Ich habe für den anfang Battleeye und BEC aus gemacht. Wenn ich den server starte finde ich ihn aber nicht. Über steam nicht über und über den Arma 3 launcher auch nicht. Nur über den A3 Launcher wird er mir offline angezeigt und dort steht das nur Exile drauf ist und der Server den voreingestellten namen hat also nicht den den ich ihn gegeben habe. Das ich meine server.cfg: // // Arma 3 United-Gameserver.de Exile Config // // GLOBAL SETTINGS hostname = "Delta-Projekt"; password = "159"; passwordAdmin = ""; serverCommandPassword = ""; logFile = "server_console.log"; // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[]={ "Welcome to Detla-Projekt!", "Join TS at: 5.9.115.237:40002", "Viel Glück!" }; motdInterval = 5; // JOINING RULES maxPlayers = 30; kickDuplicate = 1; verifySignatures = 0; equalModRequired = 0; allowedFilePatching = 0; //requiredBuild = 12345 // VOTING voteMissionPlayers = 200; voteThreshold = 1; // INGAME SETTINGS disableVoN = 0; vonCodec = 1; vonCodecQuality = 30; persistent = 1; timeStampFormat = "short"; BattlEye = 0; allowedLoadFileExtensions[] = {:}; allowedPreprocessFileExtensions[] = {"sqf"}; allowedHTMLLoadExtensions[] = {"html"}; //allowedHTMLLoadURIs = {}; disconnectTimeout = 5; // SCRIPTING ISSUES onUserConnected = ""; onUserDisconnected = ""; doubleIdDetected = ""; //regularCheck = "{}"; // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; onHackedData = "kick (_this select 0)"; onDifferentData = ""; // MISSIONS CYCLE class Missions { class Exile { template = Exile.Tanoa; // Exile.Namalsk, Exile.Tanoa // do NOT use custom difficulties! // Use either ExileRegular or ExileHardcore // or you will break Exile! difficulty = "ExileRegular"; }; }; missionWhitelist[] = { "Exile.Altis", "Exile.Namalsk", "Exile.Tanoa" }; Meine server Parameter: -serverMod=@ExileServer -mod=@Exile;@Tanoa;@CBA_A3;@CUP Terrains - Core;@CUP Vehicles;@CUP Weapons;@Extended_Base_Mod;@Zombies and Demons; -autoInit und das ist die IP 89.163.187.21:2302 Ich hoffe ihr könnt mir helfen.
  11. ODB Exile

    Old Dirty Bastards is a new exile community! We are a group of players who have been playing exile together for about 2 years. We have played on many servers, and gathered what we like and what others like, and molded it into something of our own. We have fair and active admins who's only concern is helping the server's population. We listen to the players and let them decide what happens in the server as far as scripts, mods, and price changes. We are running Chernarus Redux, NIArms, CUP's, TRYK, Adv Repelling, DS Houses, and Extended base mod. Server is hosted in Canada in a optimal location to allow to great ping for US players and EU players. Militarized fully, jets are included, although they cost more than full locker size of 1m Lockers are meant to be over filled, this is to give raiding a purpose other than stealing gear. 30m build height Spawn Quad Hack/Grind ZCP and DMS with custom loot and vehicles Heli crashes and gear crates VG Base paint and vector New trader interface giving traders a fresh new look Custom traders, and custom military bases added in around the map with continual development Players can vote on the forums to add or remove/adjust in game features! Loot++ Stop by and check us out!
  12. Is any script for reveving exile? i tried Exile Enigma but, it don't work ( for some ppl works, for some no)
  13. Today I would like to introduce my Items Pack for Arma 3 Its a small mod that includes 4 fruit items for use in Arma 3 Mods such as Exile Mod The pack contains a Green Apple, a Red Apple, a Banana and a Pear I hope in the future the Mod will contain many many items free for anyone to use to enhance their gameplay. All Consumable Items have food / water and health defined I am no animator, but I have done my best with this, although i will re-do the apples soon as I learned a few things with the pear! I hope you guys enjoy this and find a use for it. Please feel free to request further additions. I plan to add much more as time goes on The mod is now available on the A3Launcher! Im on holiday until 7th Aug 2017 but if you have any questions I will try to check on this post Subscribe Here: http://steamcommunity.com/sharedfiles/filedetails/?id=1082756693 Information: Size: 4.3mb Items Count: 4 Signed: Yes Steam Workshop: Yes A3 Launcher: Yes Classnames: Pear: items_pack_pear Apple: items_pack_apple Red Apple: items_pack_apple_red Banana: items_pack_banana test: player addItem "items_pack_apple";
  14. Wer kann mir Helfen mein Arma 3 Exile Server einzurichten Hallo Leute ich kenne mich überhaupt nicht aus und habe hier das ganze Forum schon nach lösungsfähige Tipps Anleitungen durch geforscht aber dennoch habe ich es einfach nicht hinbekommen mein Server richtig zum laufen zu bekommen so das man Lust hat weiter drauf zuspielen. Ich hatte jemand der zwar etwas gemacht hat aber irgendwie hat er keine wirkliche Lust zu helfen Deswegen Diesen Beitrag hier von mir... Wäre jemand so gütig mir zu helfen? Gerne können wir auch was verhandeln aber das muss von Herzen kommen... Mein Steam Name: lieblingskeks Hier was ich gerne hätte... 3 Weitere Safezonen und Händler Andere Safezone Meldung wenn man eine Betritt oder verlässt Weitere Fahrzeuge, wie Luft und Wasser Fahrzeuge Lebensanzeige das man sehen kann wie viel leben man noch hat Dauer der Nacht ändern dass es länger Hell bleibt oder nicht so stark Dunkel in der Nacht ist.. Extended Base Mod Denke das war alles.. Wäre echt nett wenn jemand sich meldet.. Liebe Grüße euer Keks
  15. I can't seem to edit my database, I want to remove a player from my database but the option to "Delete Row" is greyed out. Any solution?
  16. Immersive Exile

    We are the Immersive Gaming Community. We feature a high performance Tanoa server with various mods such as: Better Basebuilding, Zombies and advanced movement. But thats not all! We also remapped Tanoa, so its overgrown now. Other features: 300+ new cars, 700+ new weapons, Ai-shuttle service to other islands, rebalanced loot, custom missions, Active Staff! Sounds great? JOIN TODAY!! Looks even better? JOIN NOW!!
  17. I added RHS to my Exile Tanoa server (RHSUSAF and RHSAFRF) using this guide. I downloaded the files and picked the following folders from the list: APEX, EXILE, RHSUSFW, RHSV and RHSW (I hope these were the correct choice) and followed the instructions. Now I am having the problem that there are empty rows at the trader when I want to buy something (armory-, equipment- and vehicletrader). I added a screenshot of my problem. Additionally I don't get any poptabs when I sell something at the wastedump. This is what my code looks like: class CfgExileArsenal { #include "EBM\prices.hpp" #include "TRADERS\APEX\ItemListAPEX.hpp" #include "TRADERS\EXILE\ItemListExile.hpp" #include "TRADERS\RHSUSFW\ItemListRHSUSFW.hpp" #include "TRADERS\RHSV\ItemListRHSV.hpp" #include "TRADERS\RHSW\ItemListRHSW.hpp" }; class CfgTraderCategories { #include "TRADERS\APEX\TraderCategoriesAPEX.hpp" #include "TRADERS\EXILE\TraderCategoriesExile.hpp" #include "TRADERS\RHSUSFW\TraderCategoriesRHSUSFW.hpp" #include "TRADERS\RHSV\TraderCategoriesRHSV.hpp" #include "TRADERS\RHSW\TraderCategoriesRHSW.hpp" }; class CfgTraders { #include "TRADERS\CfgTraders.hpp" }; I tried everything in the last two days, I would be very grateful if someone could help me or at least give me an idea what I am doing wrong. Thanks everyone!
  18. Hello, good evening! I decided to write this post because I needed help. I would like to use the mod exile on my dedicated server. I use TADST to start the missions and addons. I'd like to keep my original mission and add the exile mod on it, then I'd add the modules "eat" and "drink" and the modules building blocks. Could somebody explain to me how to proceed in details ? Moreover, does anyone have a blank mission of exile just to see how it works ? Thanks for reading this post and for your patience. (Map : Esseker)
  19. Hello, good evening! I decided to write this post because I needed help. I would like to use the mod exile on my dedicated server. I use TADST to start the missions and addons. I'd like to keep my original mission and add the exile mod on it, then I'd add the modules "eat" and "drink" and the modules building blocks. Could somebody explain to me how to proceed in details ? Moreover, does anyone have a blank mission of exile just to see how it works ? Thanks for reading this post and for your patience. (Map : Esseker)
  20. (Just started my server to make a screenshot on-demand, and the plane that was on top of my base decided to explode for no reason... ty arma 3) Download: https://dl.dropboxusercontent.com/u/104570718/statusbar.zip installation: Install addons folder to your mission pbo in mpmissions/ Add the following line at the very end of your initPlayerLocal.sqf inside the mission pbo: [] execVM "addons\statusbar\statusbar.sqf" Add the following lines at the very end of your description.ext inside the mission pbo: class RscTitles { #include "addons\statusbar\statusbar.hpp" }; If you want a background go to addons/statusbar/statusbar.hpp and uncomment the line with colorBackground[] = { 0, 0, 0, 0.4 } and change it to whatever you want (RGBA) Hope it helps somebody, it's my custom statusbar, at least it works and tested. Enjoy.
  21. There's probabbly alot of posts about this, but this is my last resort. I bought a server today from GTXGaming, and am attempting to add a few mods to it etc, apart from before I bought the server i didnt know it would be this confusing to setup. If someone could provide assistance it would be much appreciated as I have opened various tickets with GTXGaming and just received blunt replies. I wanted to add mods (can provide names) config mission, loot, vehicle and ai. spawns. possible setup trader zones. I basically need someone with more general knowledge about setting up a server than me. Kind regards.
  22. Hi, fellas.... So i've been working extremely hard( 2+ weeks) trying to get AVS to work on my exile server and I have been having some luck but not the degree of success i am looking for. I have installed many versions ranging from 1.0.1 RC3 to 1.4.4 to 1.4.5. Now I understand 1.4.5 requires EXTDB3 even though it just says compatible. I have been so far able to get one type of vehicle, the black SUV XL, to spawn under the random vehicle spawn parameters. Any time i try to add to the class array( add a different set of vehicles to spawn) or copy the input line in the .cfg I end up with no vehicles even though my database populates. Yes, I have run the SQL Query for set ammo '[]' and even wiped the vehicle database and ensured that I have a player UID set to assign vehicle ownership to. I have tried making multiple UID's such as RandomHatch, RandomTruck to assign different vehicle types to a consistent amount and damage. I have read the mod page front to back several times and am having troubles. The mod Inits, Hooks, Connects to the database, but i still have problems. Any suggestions people? This mod is critical to the environment I want to set. I can post any relevant files upon request. Perhaps, I am using the wrong version?
  23. A few days ago I noticed the big dome attached to our base fell during an earthquake destroying several vehicles, also observed that the 8m concrete walls we have sometimes fall down during an earthquake, as well as the light poles. We were at 298 parts in our territory but noticed it has dropped to 273 indicating that the pieces are no longer a part of the territory although it will still prevent us from building/setting more pieces saying we are at the max object limit The option to Remove/Move these objects no longer appears and they are restored on next server restart The admin says everything looks normal in the database and has deleted our dome and given us a new one, the new dome does the same thing as the original dome What happened in the past few days-week that may have changed this? And how does the admin change it back? Thanks!