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Found 18 results

  1. Repair/Rearm script for exilemod. Features: Custom GUI (see pics below) Reloads all ammo types including smokes and flares. Per Bullet pricing for re-arming (define the cost for each bullet to be loaded, for each bullet type). Definable in the config file. Definable items used to determine cost of repairs (e.g. will retrieve the price of a wheel in the trader to determine repair cost for a wheel). % damage of parts determines final cost of repairs Both in vehicle and out of vehicle access to the service centre menu option (configurable) Highly configurable through a consolidated config file (configure everything in one location, from bullet cost to trigger objects!) Wide range of config options in the config file inc. enable/disable refueling, enable or disable default Arma refueling, configurable to work/not in safezones, configurable to work/not in territories, configurable to work/not if aggro'd, configurable (on/off) service point markers. Repair/reload sounds played Download: Install Instructions in the link. Enjoy!
  2. Bones51

    ExileMod Advanced Repair Script

    Noticed that a lot of the repair scripts out there are no longer working/supported, so thought I would share this with everyone. Developed this from John's original wheel repair script so all credit for the idea, and any leftover code of his in there, to him. I'm no expert coder so advice/improvements welcome. What does it do? Repair & salvage wheels and engines on vehicles. Repair & salvage engines, main rotors and tail rotors on choppers. Repair everything except engines, wheels and rotors Replacement repair all function. Features Uses custom commanding menu to select which repair/salvage action you want to take on the vehicle. Easily modified 'recipes' for each action (see config instructions at the bottom of post). Handles multiple wheel configurations (4-8) for default Exile but will need to be modified to handle additional or mod vehicles, will default to assuming 4 wheels unless specifically defined otherwise. If your inventory is full it will place salvaged items on the ground (which can be a little dodgy if in a raised base or building, items will appear on the true ground). Progress bar and interruptible action (i.e. if you move or press a key it will stop the action) Installation Download the file at Install Instruction are included in the file (updated 22/12). Configuration To change the recipes for salvage and repair open the 'Bones_fnc_salvageAndRepair.sqf' file. Scroll down to line 45 and modify the relevant section below that (e.g. _action == 'repairCarHull'). Options include: "Parts to Act On" - Which vehicle hit points will be acted on "Parts Needed" - what items are required and consumed (repair) or returned to the player (salvage) "items Needed" - what items are required but not consumed (e.g. foolbox). "Item Action" - 1 = salvage, 0 = repair "Duration" - how long the repair/salvage action takes in seconds To Do: Modify Repair all to require wheels (fix wheels up to the amount in inventory only). Try to fix the salvage items appearing on the ground instead of current surface. ENJOY!
  3. Due to a work break over x-mas, found some time to improve my advanced vehicle repair script. Now it's serious! I'll leave the old one active as people may prefer it a little simpler than this one. Available here: Now includes repair (if damaged), replace (if destroyed) as well as salvage (if healthy). Dynamic Menu that only shows options available based on damage, and sub-menus to reduce clutter. Does the above for windows, wheels, rotors, engines, fuel tanks, and "other". I can add extra's if anyone wants them (e.g. helo winch), just let me know. Includes consumed items as well as non-consumed tools in recipes, and simulates some items such as duct tape with a use lifespan (uses a random chance to remove it from inventory rather than all the time). Current configuration is set assuming Extended survival pack is installed (highly recommended for immersion), but recipes can be edited as needed for default exile, instructions are in the files. Info here: Enjoy, and let me know if you run into any bugs. NOTE THE CHANGE TO INSTALL INSTRUCTIONS ON PAGE 2 OF THE THREAD.
  4. This is a modification of the Generic Vehicle Service created by Jacmac for use on the Exile Mod. I am still fiddling with the code as some of the features need tweaking for Exile (mainly repairing). Currently it does not cost poptabs or respect. If anyone wants to help me with this go right ahead. There is a standard 200 second cooldown between each service. I have tested this with Exile & CUP vehicles. It should work with RHS or any other mods as well. For a full list of features see original post below. DOWNLOAD Original Post Steps are provided in the "READ ME" file within download. Follow them to the "T" because the steps in original post does not take into account use on Exile. Again, this script was originally made my Jacmac for use on standard ARMA 3. All I have done is make changes to get it to function on Exile 1.0.4 properly.
  5. SLB2k11

    Edited Repair Function

    This Version: You need to Repair: 1 Ductape1 JunkmetalTime to repair ~22 seconds and not able to abourt some optic parts like animation and optic item Next Version: only repair Wheels (each Wheel 1 Ductape)ORFull Repair (Ductape , Junkmetal and other stuff) Github:
  6. DarkViper

    [Armax] Exile Community Servers

    Armax Exile Community! ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Welcome, dear player! Want to tell you some words about our server! Armax provides realistic style of hardcore, military simulation and survival gameplay. It has much interesting stuff, friendly community and always active admins! We are working hard on our server, every time upgrading it and fixing all appearing bugs! We always listen to our players about possible server improvements and make their dreams come true! Join our server right now and get an unforgettable experience of playing on it! ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Our servers: 1. Armax Exile Altis PvP We have a lot of features and unique stuff on our servers! Use links bellow to know more about our community! Visit our Web Page: Armax Web Page Don't forget to join our Steam Group: Armax Steam Group Come speak with us, we are friendly! : ) Armax Discord Some screenshots from Armax Exile Altis PvP : ) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  7. Hello everyone , in need of some technical assistance . In my server i only have the ability to flip , refuel , drain fuel , lock and unlock certain vehicles . In my Mission.PBO in config.cpp i see this for cars and Air . I'm assuming this doesn't apply to Tanks . Should i just copy and paste the line and add tanks where cars is ??? Thank you in advance . wish me luck class Car { targetType = 2; target = "Car"; class Actions { class ScanLock: ExileAbstractAction { title = "Scan Lock"; condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !ExilePlayerInSafezone && ((locked ExileClientInteractionObject) != 1)"; action = "_this call ExileClient_object_lock_scan"; }; // Locks a vehicle class Lock: ExileAbstractAction { title = "Lock"; condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)"; action = "true spawn ExileClient_object_lock_toggle"; }; // Unlocks a vehicle class Unlock: ExileAbstractAction { title = "Unlock"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "false spawn ExileClient_object_lock_toggle"; }; // Repairs a vehicle to 100%. Requires Duckttape class Repair: ExileAbstractAction { title = "Repair"; condition = "true"; action = "['RepairVehicle', _this select 0] call ExileClient_action_execute"; }; // Hot-wires a vehicle class Hotwire: ExileAbstractAction { title = "Hotwire"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "['HotwireVehicle', _this select 0] call ExileClient_action_execute"; }; // Flips a vehicle so the player doesnt have to call an admin // Check if vector up is fucked class Flip: ExileAbstractAction { title = "Flip"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_flip"; }; // Fills fuel from a can into a car class Refuel: ExileAbstractAction { title = "Refuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_refuel"; }; // Drains fuel from a car into an empty jerry can class DrainFuel: ExileAbstractAction { title = "Drain Fuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_drain"; }; class PackDeployedVehicle: ExileAbstractAction { title = "Pack Vehicle"; condition = "call ExAd_XM8_DV_fnc_canPack"; action = "call ExAd_XM8_DV_fnc_pack"; }; }; };
  8. Cptjockitch

    Vehicle repair?!?

    How do you repair vehicles ? No tutorials and nothing in the forums other than scripts. How do you repair vehicles? What tools do I need? The vehicles are beyond fragile and need a repair man riding along.
  9. Now that it takes time to repair vehicles, can we make it so players can repair their vehicles while in combat? Getting a wheel shot out on your Hunter, piling out of the vehicle and defending your teammate trying to repair it is a fantastic combat scenario. As things stand, as soon as a vehicle is damaged, it's effectively a wreck until the firefight is over. It's unnecessarily limiting.
  10. kidesh

    PARA-UK Abramia

    PARA-UK|Milsim|Tanks|AI-Missions|RPGs|25kStart Server Map Isla Abramia Server Team Kidesh - Scripter/ Player Bong - Admin/ Player Skins - Admin/ player Fckingwoppa - Mod/ Player Alex - Mod/ Player Server Mods @Abramia --- @CBA_A3 --- @CUP_Terrains_Core --- @CUP_Terrains_Maps --- @RHSUSAF --- @RHSAFRF --- @TRYK --- @AdvancedTowing --- @AdvancedRappelling --- @AdvancedUrbanRappelling --- @Temp_fix_for_exile_miniguns --- @Extended_Base_Mod --- @CSAT_ST --- Server Features Custom AI Missions (DMS) Zupa Capture Poiunts Underwater Stash Mission Bigfoot Underwater Missions Occupation Tow Vehicle Halo jump Rearm - Repair - Refuel Advanced Urban Rappaling Extended Base Mod Fixed Mini Guns for Vehicles Revive Igload Exclusive Server Feature Tanks APCs Armed Helicopter 25k Start RPGs Mines Custom Recipes Jets Custom Loot Very High FPS 50 slots 6 Hour Restarts Custom Trade Zones Server Info Over the years we have had a number of maps and have never really been happy until now! but.. Isla Abramia is a beautiful map that has numerous Islands, multiple air bases and army bases, gorgeous coast lines, High Mountain Ranges covered with Snow, Small and big towns for highly configed loot, and lush grass areas for making bases with the extended base mod. So we have decide to make an Exile server here and the results can not be more Awesome!! All our Admins and Moderators are players and will sign in and out of InfiSTAR with a notifications.
  11. dqd_john

    Vehicle Trader Animation

    Hallo, kann mir jemand bitte die Animation vom Vehicle Traider sagen, wo er sich unter das Auto legt und dann wieder heraus krabbelt? Hab schon bei einigen customs missions in die initPlayerLocal geguckt, leider nicht fündig geworden. :-/
  12. Alright... so i was using occupation vehicles in my server for creating roaming vehicles and boats. Now i noticed that they seem to crash alot, get out of the vehicle for no reson or spawn in the middle of the woods on Tanoa. Plenty of resons for me to finally start with a hello world script that replaces the roaming boats and vehicles. Now.... roaming boats was easy... mission file side script that spawns a couple of groups and sets waypoints. Easy... got that working perfect. Now i was starting on the vehicles.... They spawn... Crew gets created and assigned waypoints set... vehicles start driving. BUT as i was expecting... 1 hour in a 2 of the 4 vehicles have started to do some treehugging losing their frontwheels. Vehicle is immobile... crew gets out... and moves away. So i started looking at how occupation handles these things. Occupations couples in a MPEventHandler "getout" to the vehicle to capture AI getting out of vehicles. So i completely rewrote the getout function to stop units from moving away... set them to combat except for one. This one unit then gets the command to stop moving... goto GREEN mode and start a repairing animation. However this animation never comes up of shows. But the animations never show. And the sleepcommand is not executed (will do everything in half a second). Now im quite sure this is becouse im spawning units in the mission file script (as server). And the Getout function is handled serverside (still by occupation in @exilemod/addons so far). Yes i agree, right now its getting quite the mess. My question thus is...... can i either move the getout function to the missionfile (still detecting the exiting of vehicles by AI). Or how can i get this specific unit to play the repair vehicle animation visible for ALL players? sleep command doesnt work serverside so i implemented it into a [] spawn function but this doesnt seem to work aswell. Any tips here would be appreciated. Ive still got alot to do on this so some parts dont exacly function the way they are suppose to at the moment but most of it is fine. Here are my complete files for now: Spawner: GETOUT function (@ExileMod/addons/a3_occupation/eventHandlers): THIS SCRIPT IS NOT WORKING! IF YOU WANT TO USE IT. GOOD LUCK. With kind regards,
  13. Эта Тема - репост для уточнения нюансов изменения скрипта всвязи с обновлением Exile на 0.9.8 Вопрос - Господа, возник вопрос с обновой Exile на 0,9,8 счисление денег изменилось и скрипт перестал работать, будет ли работать с этими изменениями Было //--> action: remove crypto ExileClientPlayerMoney = ExileClientPlayerMoney - 5000 ; _htext = "Списание 500 Crypto со счета."; стало //--> action: remove crypto ExileMoney = ExileMoney - 5000 ; _htext = "Удерживается оплата да тех.обслуживание.";
  14. BaroN

    Rearm/Repair not deducting cost

    I use Dodo's exile rework of an old rearm/repair script which originated in DayZ Epoch. Part of that is a script that deducts poptabs. I have pasted it below. /* Original HALV_takegive_crypto.sqf by Halv Copyright (C) 2015 Halvhjearne > Edit to takegive_poptab.sqf for Exile by Dodo */ _player = _this select 0; _costs = _this select 1; _money = player getVariable ["ExileMoney", 0]; _money = _money - _costs; _player setVariable ["ExileMoney", _money]; format["setAccountMoney:%1:%2", _money, (getPlayerUID _player)] call ExileServer_system_database_query_fireAndForget; [_player, "purchaseVehicleSkinResponse", [0, str _money]] call ExileServer_system_network_send_to; I have had a number of attempts to get it to work again in 098 but end up with it either not deducting any poptabs or setting the players poptabs to the cost of the rearm/repair. Can anyone tell me how to edit this to make it work in 098? Thanks
  15. Vegalyp

    Repair Option Not showing Up

    So, in the context menu (Middle mouse button) my server cannot get the repair option to show up. (Each time we have made 100% sure the vehicle is damaged and that we have plenty of duct tape. Unfortunately, I just cannot figure out how to get it to show up? I have went through all logs of course, and no errors are being reported.
  16. Hi. I can not repair the vehicle (for example HEMMT, Hunter...) using off-road vehicles (repair). I have memory. Previous (0.9.4) I was able to repair. On the other hand even in the current version in the helicopter,airplane it seems to be repaired.
  17. DeepDiggingJoe

    Can't repair Cessna

    My Cessna is smoking and has a broken texture, (not totally broken but about to) I can hop in ofcourse but if I'll try to repair it says this vehicle already looks fine. Which really isn't the case.
  18. Hello all, I just registered here for this post. I tried to use a quick search in case a similar topic was already posted, but I didn't find anything. Here it goes: Why is repairing vehicles with Duct Tape instant? It is not hard at all to get a bunch of tape and be able to fix your vehicle multiple times in a really short amount of time. This mainly comes as a frustration when figthing armored vehicles (Ifrit, Hunter and Strider). You can take all their wheels off and all the driver has to do is to turn the vehicle to get cover, hop out, repai, get back in and keep going. This probably encourages people to try and run people over instead of parking the vehicle and going into a firefight. In my opinion, repair should take at least 30 seconds. Also I wouldn't mind if duct tape was changed for something else, like "repair parts". An item that's more expensive, rarer as a spawn and takes more inventory space. Those changes should make people drive more carefully and not treat Striders as tanks, therefore (hopefully) improving infantry combat in general. Since I haven't seen other threads talking about this, I'd like to see what other people think.