Search the Community

Showing results for tags 'spawn'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Exile
    • Changelogs
    • Feedback
  • Exile Community
    • General Discussion
    • New Feature Voting
    • Problems & Bugs
    • Cat Walk
    • Recruitment
    • Small Talk
  • Exile Mod XM8 App
    • XM8 Server Administration
    • XM8 Android App
    • XM8 Discord Bot
  • Exile Mod Server Administration
    • Ask a Game Server Provider
    • Hosting
    • Operating Systems
    • Installation
    • Database
    • Security
    • Maintenance
  • Exile Mod Customization
    • Downloads & Releases
    • Content
    • Environment
    • Gameplay
    • Look & Feel
    • Tech Talk
  • Exile Life Mod
    • Visit forum on exilelifemod.com

Categories

  • Knowledge Base
  • Items
  • Constructions
  • Traders
  • Vehicles

Categories

  • Servers

Categories

  • Devblog

Found 107 results

  1. What is it? It is a custom spawn selection screen that replaces the default exile spawn selection and it gives you the option to either halo spawn or ground spawn. You can also add your server logo and custom messeages to be displayed when your players spawn, like important announcments or server tips. Download: https://github.com/xstremebam/xsSpawn How to Install: Client Side: Step 1: Copy the xs folder to your mission root (same location as mission.sqm) Step 2: Open description.ext in your mission root folder and paste the following at the bottom and save #include "xs\spawn\Dialog\xsSpawnDefines.hpp" #include "xs\spawn\Dialog\xsSpawnDiaglog.hpp" Step 3: In your mission root open config.cpp and find class CfgExileCustomCode and insert the below //Spawn Selection by bambam ExileClient_gui_selectSpawnLocation_event_onSpawnButtonClick = "xs\spawn\Overwrites\ExileClient_gui_selectSpawnLocation_event_onSpawnButtonClick.sqf"; ExileClient_gui_selectSpawnLocation_show = "xs\spawn\Overwrites\ExileClient_gui_selectSpawnLocation_show.sqf"; ExileClient_gui_selectSpawnLocation_zoomToMarker = "xs\spawn\Overwrites\ExileClient_gui_selectSpawnLocation_zoomToMarker.sqf"; ExileClient_gui_selectSpawnLocation_event_onListBoxSelectionChanged = "xs\spawn\Overwrites\ExileClient_gui_selectSpawnLocation_event_onListBoxSelectionChanged.sqf"; ExileServer_object_player_createBambi = "xs\spawn\Overwrites\ExileServer_object_player_createBambi.sqf"; For Example: class CfgExileCustomCode { //Spawn Selection by bambam ExileClient_gui_selectSpawnLocation_event_onSpawnButtonClick = "xs\spawn\Overwrites\ExileClient_gui_selectSpawnLocation_event_onSpawnButtonClick.sqf"; ExileClient_gui_selectSpawnLocation_show = "xs\spawn\Overwrites\ExileClient_gui_selectSpawnLocation_show.sqf"; ExileClient_gui_selectSpawnLocation_zoomToMarker = "xs\spawn\Overwrites\ExileClient_gui_selectSpawnLocation_zoomToMarker.sqf"; ExileClient_gui_selectSpawnLocation_event_onListBoxSelectionChanged = "xs\spawn\Overwrites\ExileClient_gui_selectSpawnLocation_event_onListBoxSelectionChanged.sqf"; ExileServer_object_player_createBambi = "xs\spawn\Overwrites\ExileServer_object_player_createBambi.sqf"; }; Step 4: Open xs\spawn\Overwrites\ExileClient_gui_selectSpawnLocation_show.sqf and at the bottom you can edit the one liners to suit your server Each time a player spawns it will randomly select one of these lines to display on their spawn selection screen as seen in the above screenshot. _tipTextList = selectRandom [ "Connect to the xstreme gaming discord at discord.xstremegaming.com", "Server news, comp claims and more join the communnity www.xstremegaming.com", "This is a game of loss, its a wild world out there, good luck!", "Enjoy the server... Please consider donating to help keep us alive", "Any vehicle left inside the black safezone circle will be deleted at restart", "Press 'M' key for Map in game to view Server Rules and Building Limits", "Do not leave vehicles on exile base parts, at restart they will likely explode", "Press the 'U' key when your loaded in to show your FPS on the Status bar" ]; Step 5: Change the logo to your logo (.paa format) & Change the Background (.paa format) In the \xs\spawn folder simply replace the images with your own - xsbackground.paa - xslogo.paa Only have jpegs? - Open \xs\spawn\Dialog\xsSpawnDiaglog.hpp - Locate class xsSpawnBackground: xsSpawnRscPicture (first control) replace: text = "xs\spawn\xsbackground.paa"; with: text = "xs\spawn\xsbackground.jpg"; - Locate class xsSpawnLogo: xsSpawnRscPictureKeepAspect (second control) replace: text = "xs\spawn\xslogo.paa"; with: text = "xs\spawn\xslogo.jpg"; - In the \xs\spawn folder insert your jpg image with the correct image names - xsbackground.jpg - xslogo.jpg Server Side: Step 6: Open @exileserver\addons\exile_server_config\config.cpp Locate class BambiSettings and make sure your settings for halo match the below parachuteSpawning = 1; haloJump = 1; parachuteDropHeight = 1000; (this ones up to you) Step 7: If you use infistar you will need to add the following idd number to your allowed idd list - Open a3_infiSTAR_Exile\EXILE_AHAT_CONFIG.hpp - Look for allowedIDDs[] = - Insert 86000, // xsSpawn above the last number 46 For Example: allowedIDDs[] = { /* default idds */ -1,0,4,5,6,8,12,18,24,49,54,55,70,101,160,174,177,999,131,63,602,301, /* exile idds */ 24001,24002,20023,24005,24004,24010,24025,20021,20017,24012,24027, 20019,20016,24007,20024,20018,24008,24011,24015,24000,24006,24014, 20020,24026,4002,4000,4001,4003,1500, 24033,24030,24029,24028,24031,24034, 4004,21000, // Bounty system and MarXet 8457, // http://www.exilemod.com/topic/9040-xm8-apps/ 65431, // r3f menu fix 6666, // Paintshop 0711, // Advanced Banking 0720, // Virtual Garage 5501,5502,5503,5504,5505,5506,5507, // BRAma Cookbook -1339,-1340, // custom infiSTAR dialogs (some editor & a private chat menu) 86000, // xsSpawn /* main idd - never delete it */ 46 }; That is it i hope you enjoy.
  2. First thing is that I have became a admin on a exile server and been tasked with making a community base for the low level players to use while starting out. How ever in order to make sure it is secure I need a lot of items that are rare to spawn in the open world. We don't use any admin tools other than what comes with arma and am wondering if anyone might be able to assist me with getting the items through the vanilla admin commands. Just for reference I am new to the vanilla admin menu. I am use to the infastar menu. Trying to get the concrete structure pieces, camera's, metal wire and H-block barriers.
  3. AdminToolkit for Arma 3 This tool is used to administrate Arma3 multiplayer servers. It also supports an option to overwrite the sections for additional features. Check out the Extensions avaiable for AdminToolkit PRESS THE F2 KEY TO OPEN IN-GAME PLEASE NOTE (MISSING IN THE INSTALL VIDEO): You need to ADD the "-servermod=@ExileServer;@AdminToolkitServer" parameter when running arma3server.exe README : RELEASE NOTES: DOWNLOAD : EXILE ADDON Buy me a coffee :-) Core Features: Players Setup administrators or moderators with limited access Teleport from/to players and to map position (by using the in-game map - hold ALT key and press LMB) Spectate player using WASD plus Q and E keys improved version 1.6 God Mode (incl. Ryan Zombies) Kick/Ban players Vehicles Vehicle spawn for yourself or a selected player (Exile Addon) Spawn persistent vehicles with PIN CODE Weapons add weapon to inventory add ammo to inventory Construction & Others NEW: Building persistence supported (since v1.4) Place buildings by using Q, E for rotation, PAGEUP/PAGEDOWN and HOME/END for moving the constructions (since v1.2 remove is supported) spawn additional "vehicle items" like Backpacks, GPS, Binocular, etc... (located in Other) Exile Addon Spawn (persistent) vehicles Remove vehicles new version 1.7 , Repair and destroy vehicle verrsion 1.8 Exile Money - Give admin some money Receive Exile Respect points new version 1.7 Exile Items (check Items section - use search E.g. "Wood") and more... Developer Notes: To create addons for AdminToolkit, please read the following instruction Thank you Regards
  4. Hi, I'm having a major issue with the spawning of vehicles within my territory from the virtual garage. It seems the spawn is random and usually 2/5 times a vehicle will be retreived and spawn on top of a structure or other building, which destroys the vehicle(s) and causes a big mess. I've been searching files and forums for an answer to solve this problem. Maybe add a script to the config to set a fixed spawn?
  5. Hey guys ! So recently i decided to start my own server and i chose that isla abramia would be a cool map to use so i used this mission file exactly the map should have lootspawns already working but theyre not .... all the files are there and in the config he has put include's to at the cfgbuildings and the cfgloottables bits these point out towards two files with the same name, this isnt working out on my server and loot is not spawning do i change something in any of the other files ? or did i forget something ? the help would be greatly appreciated ! Edit here are my config.cpp and latest log ! https://pastebin.com/Wn9mxLhF https://pastebin.com/55C86CuP Im getting a completly new error now .... EDIT 2 Fixed the error but loot still isnt spawning
  6. Hey everybody, i experience the following problem: Im spawning an AI group of the side east. After they spawned, they immediately kill theirself like in a deathmatch. I search for a solution and tried evrything i found. Changing clothing etc. Than I tried to fix it by myself, first i disabled some mods(ryan zombies, extended survival pack) and shit like that, but looks like its a exile problem. next i thought its the map (cause im using esseker) but also on altis same. I tried it on my server AND in the editor directly, but in both cases, no change in behavior. So i started creating them of group independent and west and see, they no longer killing each other but also wont attack me, so i tried for the west side following: west setFriend [independent, 0]; in the hope, they will now attack me. But what happens: they started to deathmatch again... (same with procedure for independent) One interesting fact: when i try to get the side of the AIs, it says: side KI1 GUER this side is created by exile, i think cause its no normal arma 3 side. my script: _group = createGroup east; ki1 = _group createUnit ["O_V_Soldier_hex_F", [14679,16727,0], [], 0, "NONE"]; ki2 = _group createUnit ["O_V_Soldier_hex_F", [14671,16719,0], [], 0, "NONE"]; ki3 = _group createUnit ["O_V_Soldier_hex_F", [14667,16733,0], [], 0, "NONE"]; ki1 disableAI "PATH"; ki2 disableAI "PATH"; ki3 disableAI "PATH"; i created them on the alits airfield and on esseker at the military area. One last idea i had is, that the new arma 3 update and the exile version is a bit incompatible Exileversion: 1.0.4a and latest Arma 3 version
  7. Hello! I have a issue with spawning in to the ground agian. I fixed it before on a another server. This is my RPT: And this my ExtDB log: In the ExtDB log is an error i dont know how to fix it. I had a problem with "bambi creation timeout" before. I deleted the database and made a new one. I know there are many equel posts in here but they dont help me. I hope some one can help me with this shit!
  8. Ok so here it is sometime when a player tries to respawn they stay stuck on spawn and i will have to kill them to get them to respawn here is my rtp is there someone who can help https://ghostbin.com/paste/prur7
  9. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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.
  10. Hereby i present to you all an idea ive had for well over a year. Wondered why noone else ever made this, quickly figured out its never as easy as it seems. Had to keep it on hold for a while, but for now most bugs seem to be worked out. BATTLE ROYALE SPAWNING FOR EXILE. What does it do? It creates an aircraft of choice on server startup. Then has it fly a specific route on cycle. It disables damage to this aircraft. Players that are in an exile family will get the option to spawn at "Aircraft". (It has to be families-only due to some AI 'bugs?' when non family members join the plane). This will place them inside the aircraft with multiple parachutes inside it (different kinds to give them options to chose from). Players can then decide for themselves when they want to eject from the aircraft. So they can wait untill they are closest to their base or last location of death. Options Change the type of aircraft that should be used to drop off players. You can set your own route for the aircraft to fly on any map. Set only 1 waypoint to have the plane circle that specific area. But this kind of beats the purpose of this script, set 2 waypoints to have him fly back and forth. You can set the speed it should fly on. ("LIMITED", "NORMAL", "FULL") You can set the type of aircraft and its constant fly height. The height should be well above 800m to prevent AI with AA missiles from locking on and wasting ammo. Keep the same aproximate height in mind when setting the waypoints. FILES: spawncraft.sqf - (This script spawns the aircraft and pilot) ExileServer_object_player_createBambi.sqf - This is where the player gets put into the aircraft when that spawn option is selected. ExileClient_gui_selectSpawnLocation_show.sqf - This is where the spawn option is added to the spawn location list. ExileServer_object_player_network_hasPlayerRequest.sqf - Create or merge this file if you already have one. ExileClient_object_player_network_hasPlayerResponse.sqf - Create or merge this file if you already have one. INSTALLATION: 1. Create all of the files above and place them in your mission file. In a location of your choice. 2. Add an ExileSpawnZone named "Aircraft" in your mission.sqm. { position[] = {8000, 1, 8000}; name="Aircraft"; text="Aircraft"; markerType="ELLIPSE"; type="ExileSpawnZone"; colorName="ColorBlack"; alpha=0; fillName="SolidBorder"; a = 5; b = 5; drawBorder=0; atlOffset=0; }; 3. In either description.ext or config.cpp of you mission file create or overwrite the following classes: class CfgNetworkMessages { class hasPlayerResponse { module="object_player"; parameters[]= { "BOOL", "BOOL" }; }; }; 4. Goto your config.cpp in your missionfile and add the following custom overwrites: ExileClient_object_player_network_hasPlayerResponse = "<Your-Folder>\ExileClient_object_player_network_hasPlayerResponse.sqf"; ExileServer_object_player_network_hasPlayerRequest = "<Your-Folder>\ExileServer_object_player_network_hasPlayerRequest.sqf"; ExileClient_gui_selectSpawnLocation_show = "<Your-Folder>\ExileClient_gui_selectSpawnLocation_show.sqf"; ExileServer_object_player_createBambi = "<Your-Folder>\ExileServer_object_player_createBambi.sqf"; 5. Go into init.sqf (or create one if you dont have one yet) and add the following line: [] execVM "<Your-Folder>\spawncraft.sqf"; 6. Make sure all your paths and references are correct. If you add your files in a folder inside your missionfile. Make sure your overwrites section is also refering to the proper location. 7. Compile mission file... Start server... Login... Create family... Die... Select Aircraft... Fly around. SIDE NOTE: I have been testing this with 2 players at most, trying to get it to break. The families used to be a problem but dont seem to couse any issues anymore (since its disabled for non family players). However i have not been able to test this in a high population envoirment with multiple families and groups spawning at the same time. If you have a decent population and want to use this, please send me a PM so i can join and keep an eye out for bugs or issues that i was not able to find myself. Help request: The limitation to Family's is due to the AI pilots stopping at their next waypoint if someone is not in a family and gets put into the aircraft. (disableAI "WAYPOINT_STOP"; doesnt help) This is probably related to the reactions of AI to units with different groups being placed in their vehicle. What im guessing is that the AI automatically tries to land and unload but disableAI does not have any affect on this what so ever. If anyone with more experience with AI can help me out with this i might be able to enable the spawn option for any player. Huge thanks to @Andrew_S90 for helping me out sorting out the network messages needed for fixing the family issue. I learned something there, that was a good day. UPDATE - 12 June 2017: - Fixed issue with players spawning dead in the aircraft. Updated createBambi.sqf - Fixed plane running out of fuel. Updated spawncraft.sqf
  11. Wow, its been a while since I did anything for Arma. I was bored tonight, so I decided to port over my SUPER OLD custom spawn script that was just the Cooliest from arma 2 (DayZ). So here ya go... Even put in a song for you. <3 Let me know if you find any bugs (: LETS GET STARTED! 1) Make an SQF named "playerspawn.sqf" // Written by blur <3 //you can edit the text here to say anything you want. //you can change the color of the text by changing color='#ff0000 //you can change the font type by changing font='Zeppelin33' //you can change the text size by changing size='2.25' waitUntil{!isNull (findDisplay 46)}; _textString1 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>"; _textString2 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>"; _textString3 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>"; _textString4 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>"; _textString5 = ""; //Leave this blank if ( alive player ) then { //if ( alive player && ! isTouchingGround player ) then { //this might work to make it so the music only plays when you are haloing in. sleep 5; playSound "IntroSong"; hint parseText (_textString1); sleep 5; hint parseText (_textString5); hint parseText (_textString2); sleep 5; hint parseText (_textString5); hint parseText (_textString3); sleep 5; hint parseText (_textString5); hint parseText (_textString4); sleep 5; hint parseText (_textString5); }; 2) Put said script into your mission PBO. 3) Open your "init.sqf" file. Put this bad boy in there. //written by blur <3 [] execVM "playerspawn.sqf"; 4) find your "description.ext" and open it, then find a nice cozy place for: //Written by blur <3 class CfgSounds { sounds[] = { introSong }; class introSong { name="introSong"; sound[]={introSong.ogg,0.9,1}; titles[] = {}; }; }; WOW! You're basically a full on hacker now! Go ahead and download this song file, or use one of your own! https://www.dropbox.com/s/mk2mstc5zzlh36h/introSong.ogg?dl=0 please note: The song must be in .OGG format! You can make it into an OGG by converting it in Audacity. woop woop you are the best! and give me all your pop tabs or the puppy gets it.
  12. Hi, I am attempting to host an Exile Server on Ubuntu 16.04, with zombies (Ryans zombies and the ExileZ spawner) The zombies are causing nothing but trouble for me and i really need assistance with it... When i launch, first of all my list of mods (The table that is displayed in the server log) says @ryanzombies is not found, is this normal? Because for the @exile it states it's directory and everything? Thats the first of many problems, the second is that when i run into a city, expecting loads of zombies to come and attack me, i scower the whole city and there's one zombie, (I've even changed the amount of groups that should spawn in the fn_init.sqf file) and he wont even attack me, I'll beat the crap out of him with an axe and i wont be able to kill him. I noticed that when i run into cities, this messaged gets spammed across in my server output: And others of similar layout. Please help me as this has been a headache for ages now and i just want to get it done. Fin PS Please ask for anything you need in order to help
  13. Hi, i am trying to set up an Exile Server on Altis, but im coming across lots of bugs. The main one i want to sort is the issue described in the title When i start my server with these params: everything is fine, i can run around, go to traders, my connection with mysql is fine, and everythign runs great. However, When i launch with these params: The whole server hates it, i get a huge amount of errors: Suddenly i am spawning in the ground, with no connection to DB as the last seen time was when i last joined without the "@ryanzombies" in the params Server gets stuck on "connected to steam servers" - Until a player joins, it then proceeds to finish setup, and the player freezes I also get errors saying "Bash: command not found '@Ryanzombies'", which also happens if i try and use another mod along with exile??!? And more, but they are irrelevant to this topic Please help, getting really frustrating. Fin
  14. Hi guys, today we created a new LootTable with the Exile Compiler. We put the file we got from the ExileCompiler in the "exile_server_config.pbo/config". The file looks good. The problem we have now: The Server is not loading our config. We still have stuff spawning which we deleted from Groups. Anyone knows why the Server is not loading our new config? Or why the Server is overwriting it? OR do we have to add it somewhere else? Or do we have to overwrite sth else? This is our current LootTable how we put it in the "exile_server_config.pbo/config" Thankyou.
  15. Hi, meine frage ist, wie füge ich Fahrzeuge (selbst erstelle Skins =.paa) als spawnfahrzeuge ein zbsp in einer Bambi Zone.. dort haben wir es jetzt grade das 1. mal das wir ein eigenen "Bambi-Skin" erstellt haben, dieser soll in den spawn Zonen stehen also als bsp 5 quads pro spawnpunkt mit dem selbst erstelltem skin andere selbst erstellte Skins beim Trader einfügt haben wir... geht soweit alles
  16. I need the spawn Positions for Stary and Lopatino! Please
  17. // Spawn the vehicle AFTER the base so that it spawns the vehicle in a (relatively) clear position. _veh = [ [ _pos getPos [100,random 360], _pos ], _group, "assault", _difficulty, _side, "Exile_Car_HMMWV_M2_Green", "O_Boat_Armed_01_hmg_F", "O_Truck_03_fuel_F", "Exile_Car_SUV_Armed_Black" ] call DMS_fnc_SpawnAIVehicle; _vehicle = [ "Exile_Car_HEMMT", // STRING: Classname of the vehicle [13992.866,12996.475,0], "Exile_Car_HMMWV_M2_Green", // STRING: Classname of the vehicle [13431.608,13230.303,0], // ARRAY: Position to spawn it at (roughly) "O_Boat_Armed_01_hmg_F", [13556.388,12847.889,18.664], "O_Truck_03_fuel_F", [14245.451,12968.79,-0.007], "Exile_Car_SUV_Armed_Black", [14245.451,12968.79,-0.007] ] call DMS_fnc_SpawnNonPersistentVehicle; In the custom mission i have made, both "Exile_Car_HEMMT" and "Exile_Car_HMMWV_M2_Green" spawn where i put the coords down. However "Exile_Car_SUV_Armed_Black", "O_Truck_03_fuel_F" and "O_Boat_Armed_01_hmg_F" are no where to be seen. Threw my code up there hoping i have done something wrong in the"DropBearIsland.sqf" file. It is a static mission coded into DMS. MG's and Ai all spawn where they should too. Any help appreciated.
  18. Hey guys, What i want is: You spawn as a bambi (with ductape/extension cord in your inventory), you open the XM8 app, you click on the button extra's and you can spawn a quadbike. I just can't seem to figure out how to make a bambi able to spawn a quadbike with the XM8 app. Is there anyone who does know how to program this?
  19. So, Users in the forum down below asked for help, so I decided to show it. Maybe you will need it too. This is what you need if you want a player to spawn... eerr...request a bike/quad bike or any other vehicle on spawn. mpmissions/your.pbo/init.sqf //TO BE USED ONLY ON SERVER if (isDedicated || isServer) then { "do_MakeBike" addPublicVariableEventHandler { _parameters = (_this select 1); _parameters2 =(_parameters select 1); diag_log format ["createVehicleRequested %1 ", _parameters]; // YOU NEED THIS FOR LOGS TO SEE WHO DID IT veh = createVehicle["Exile_Bike_MountainBike", _parameters2 , [] ,0 , "NONE"]; }; };mpmissions/your.pbo/spawn_bike.sqf (you can put it anywhere you want, just alter the path) if !((vehicle player) isEqualTo player) exitWith {}; //MAKE SURE WE ARE ON FEET //We check if we have money for that if (ExileClientPlayerMoney > 500) then { titleText ["", "PLAIN DOWN"]; player playActionNow "Medic"; //ANIMATED DELAY player removeAction DeployBikeAction; //REMOVE TO LET PLAYER SPAWN BIKES DURING THE PLAY _spawnPos = player modelToWorld [0,2,0]; _spawnDir = (getDir player) -90; do_MakeBike = [player, _spawnPos, _spawnDir]; ExileClientPlayerMoney = ExileClientPlayerMoney - 500; //REMOVE THE MONEY uiSleep 3; publicVariableServer "do_MakeBike"; //HEY SERVER GIVE ME A BIKE uiSleep 1; ['BIKE DEPLOYED',0,0.6,2,0] spawn bis_fnc_dynamictext; }; edit config.cpp to include, you need to override default client function to add your new menu entry class CfgExileCustomCode { ExileClient_object_player_bambiStateBegin = "ExileClient_object_player_bambiStateBegin.sqf"; }; put ExileClient_object_player_bambiStateBegin.sqf from exile client to your mpmission folder and edit it /** * Exile Mod * www.exilemod.com * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ private["_duration"]; disableSerialization; _duration = _this; ExileClientPlayerIsBambi = true; ExileClientPlayerBambiStateExpiresAt = time + _duration; true call ExileClient_gui_hud_toggleBambiIcon; DeployBikeAction = player addaction [("<t color=""#00CF11"">" + ("Spawn Bike") +"</t>"),"ULTIMATUM\spawn_bike.sqf","",-97,false,false,"",""]; //THIS IS WHAT HAS BEEN ADDED ExileClientEndBambiStateThread = [_duration, ExileClient_object_player_bambiStateEnd, [], true] call ExileClient_system_thread_addTask; true I don't take credit for this, edit as you wish. Something like this script is used widely. Have fun.
  20. Hey guys, Can someone help me with these few lines of error please? I have objects down on my server map and a number of them are loading in, but a few are not and these are the related error. As usual because I'm still learning bits of this detailed responses would be highly appreciated. Thanks in advance. 23:19:43 Cannot create non-ai vehicle CUP_R_Rock_01_EP1, 23:19:43 Cannot create non-ai vehicle CUP_Skala3_2, 23:19:43 Cannot create non-ai vehicle CUP_skala2_2, 23:19:43 Cannot create non-ai vehicle CUP_t_fraxinus2W, 23:19:43 Cannot create non-ai vehicle CUP_t_AmygdalusC2s_EP1, 23:19:43 Cannot create non-ai vehicle CUP_t_betula2f_summer, 23:19:43 Cannot create non-ai vehicle CUP_t_picea2s, 23:19:43 Cannot create non-ai vehicle snow, 23:19:44 Render target memory points PIP0_pos & PIP0_dir not found. 23:19:44 Cannot create non-ai vehicle snow, 23:19:44 Cannot create non-ai vehicle snow, 23:19:44 Cannot create non-ai vehicle snow, 23:19:44 Cannot create non-ai vehicle snow, 23:19:44 Cannot create non-ai vehicle snow, 23:19:44 Cannot create non-ai vehicle snow, 23:19:44 Cannot create non-ai vehicle snow, 23:19:44 Cannot create non-ai vehicle Land_HouseBlock_C1_ruins, 23:19:44 Cannot create non-ai vehicle Land_PowGen_Big_ruins, 23:19:44 Cannot create non-ai vehicle land_nav_pier_C_L10, 23:19:44 Cannot create non-ai vehicle Land_A_statue01_ruins, 23:19:44 Cannot create non-ai vehicle Land_Hut01_ruins, 23:19:44 Cannot create non-ai vehicle Land_Ind_Pec_02, 23:19:44 Cannot create non-ai vehicle Land_Ind_Vysypka, 23:19:44 Cannot create non-ai vehicle Land_fortified_nest_big,
  21. I have been looking for a fix here on Exilemod that I used on an Australia map about a year ago. Somehow I lost it. What it did was made a grid that did not allow vehicles to spawn on islands or areas you did not want them. You would give it to corners of the grid, something like [1200,1000], [2200,2000] This is an example ONLY. May not look like that at all. Hoping someone out there can help
  22. Improved loot spawner for Exile v1.0.3. Makes the size of loot spawns less predictable and occasionally spawns a large crate full of gear. Fully configurable. Instructions: 1. Overwrite the CfgExileLootSettings class in your mission config.cpp file with the code below. Just overwrite the class - including the class name and the opening and closing braces {} - Do not overwrite the whole config.cpp file. class CfgExileLootSettings { /** * Lifetime of loot in minutes. Synchronize this with * the garbage collector settings of your server * CfgSettings! */ lifeTime = 30; /** * Interval in seconds when the client searches for * new buildings to spawn loot in */ spawnInterval = 12; /** * This is a percentage value to determine how many loot * positions should contain loot when the system spawns loot. * * If a building has 20 positions defined, Exile will * spawn loot in 10 random positions of them. * * This means smaller buildings spawn less loot and larger * ones spawn more loot. * * You can also cap it at a maximum value. See below. */ maximumPositionCoverage = 30; /** * Limit the number of loot positions per building. If the * above percentage value exceeds this value, it will be capped. * * Example: Coverage is 50%. Building has 60 loot positions defined. * This results in 30 loot positions and that is too much. So we * cap this at 10 */ maximumNumberOfLootSpotsPerBuilding = 3; /** * Exile spawns a random number of items per loot spot. This * is the upper cap for that. So 3 means it will never spawn more than 3 items in one spot. */ maximumNumberOfItemsPerLootSpot = 7; /** * This is the mid range for the number of loot items per spot. Exile is most likely to spawn this number of items. https://community.bistudio.com/wiki/random */ midNumberOfItemsPerLootSpot = 3; /** * This is the minimum number of loot items per spot. */ minimumNumberOfItemsPerLootSpot = 1; /** * This is the chance (as a percentage) of spawning a crate full of items. */ percentageChanceToSpawnCrate = 1; // 2 = 2% chance to spawn a crate. Keep it low. /** * The number of items to spawn in a crate. */ numberOfItemsPerCrate = 50; /** * Radius in meter to spawn loot AROUND each player. * Do NOT touch this value if you dont know what you do. * The higher the number, the higher the drop rates, the * easier your server will lag. * * 50m = Minimum * 200m = Maximum */ spawnRadius = 60; /** * Defines the radius around trader cities where the system should * not spawn loot. Set this to 0 if you want to have loot spawning * in trader citites, ugh. */ minimumDistanceToTraderZones = 500; /** * Defines the radius around territories where no loot spawns. * This does not regard the actual size of a territory. So do not * set this to a lower value than the maximum radius of a territory, * which is 150m by default. */ minimumDistanceToTerritories = 150; }; 2. Tune the settings in CfgExileLootSettings to your liking. 3. Overwrite the ExileServer_system_lootManager_spawnLootInBuilding function with the code below, using the regular Exile CustomCode overwrite method. /** * ExileServer_system_lootManager_spawnLootInBuilding * * Exile Mod * www.exilemod.com * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ private["_numberOfItemsPerCrate","_percentageChanceToSpawnCrate","_midNumberOfItemsPerLootSpot","_minimumNumberOfItemsPerLootSpot","_crate","_building", "_buildingConfig", "_lootTableName", "_localPositions", "_lootConfig", "_maximumNumberOfLootPositions", "_maximumPositionCoverage", "_maximumNumberOfItemsPerLootSpot", "_numberOfPositionsToUse", "_lootPositions", "_spawnedItemClassNames", "_lootWeaponHolderNetIDs", "_lootPosition", "_lootHolder", "_numberOfItemsToSpawn", "_n", "_itemClassName", "_cargoType", "_magazineClassNames", "_magazineClassName", "_numberOfMagazines"]; _building = _this; _building setVariable ["ExileLootSpawnedAt", time]; _building setVariable ["ExileHasLoot", true]; _buildingConfig = configFile >> "CfgBuildings" >> typeOf _building; _lootTableName = getText (_buildingConfig >> "table"); _localPositions = getArray (_buildingConfig >> "positions"); if ((getPosATL _building) call ExileClient_util_world_isInRadiatedZone) then { _lootTableName = "Radiation"; }; _lootConfig = missionConfigFile >> "CfgExileLootSettings"; _maximumNumberOfLootPositions = getNumber (_lootConfig >> "maximumNumberOfLootSpotsPerBuilding"); _maximumPositionCoverage = getNumber (_lootConfig >> "maximumPositionCoverage"); _maximumNumberOfItemsPerLootSpot = getNumber (_lootConfig >> "maximumNumberOfItemsPerLootSpot"); _minimumNumberOfItemsPerLootSpot = getNumber (_lootConfig >> "minimumNumberOfItemsPerLootSpot"); _midNumberOfItemsPerLootSpot = getNumber (_lootConfig >> "midNumberOfItemsPerLootSpot"); _numberOfPositionsToUse = 1 max (((count _localPositions) * _maximumPositionCoverage / 100) min _maximumNumberOfLootPositions); _localPositions = _localPositions call ExileClient_util_array_shuffle; _lootPositions = _localPositions select [0, _numberOfPositionsToUse]; _spawnedItemClassNames = []; _lootWeaponHolderNetIDs = []; _percentageChanceToSpawnCrate = getNumber (_lootConfig >> "percentageChanceToSpawnCrate"); _numberOfItemsPerCrate = getNumber (_lootConfig >> "numberOfItemsPerCrate"); { _lootPosition = ASLToATL (AGLToASL (_building modelToWorld _x)); if (_lootPosition select 2 < 0.05) then { _lootPosition set [2, 0.05]; }; _lootHolder = objNull; _numberOfItemsToSpawn = round random [_minimumNumberOfItemsPerLootSpot,_midNumberOfItemsPerLootSpot,_maximumNumberOfItemsPerLootSpot]; // [min,mid,max] if (random 100 <= _percentageChanceToSpawnCrate) then {_numberOfItemsToSpawn = _numberOfItemsPerCrate}; // occasionally have a big loot cache for "_n" from 1 to _numberOfItemsToSpawn do { _itemClassName = _lootTableName call ExileServer_system_lootManager_dropItem; if !(_itemClassName in _spawnedItemClassNames) then { if (isNull _lootHolder) then { if (_numberOfItemsToSpawn == _numberOfItemsPerCrate) then //if you have a big loot cache, put it in a random crate { _crate = selectRandom [ "Box_IND_Ammo_F", "Box_T_East_Ammo_F", "Box_East_Ammo_F", "Box_NATO_Ammo_F", "Box_Syndicate_Ammo_F", "Box_IND_Wps_F", "Box_T_East_Wps_F", "Box_East_Wps_F", "Box_T_NATO_Wps_F", "Box_Syndicate_Wps_F", "Box_Syndicate_WpsLaunch_F", "Box_IND_WpsSpecial_F", "Box_East_WpsSpecial_F", "Box_T_NATO_WpsSpecial_F", "Box_NATO_WpsSpecial_F", "Box_IND_Support_F", "Box_East_Support_F", "Box_NATO_Support_F"]; _lootHolder = createVehicle [_crate, _lootPosition, [], 0, "CAN_COLLIDE"]; clearWeaponCargoGlobal _lootHolder; // empty crate clearMagazineCargoGlobal _lootHolder; // empty crate clearItemCargoGlobal _lootHolder; // empty crate clearBackpackCargoGlobal _lootHolder; // empty crate } else { _lootHolder = createVehicle ["LootWeaponHolder", _lootPosition, [], 0, "CAN_COLLIDE"]; }; _lootHolder setDir (random 360); _lootHolder setPosATL _lootPosition; _lootHolder setVariable ["ExileSpawnedAt", time]; _lootWeaponHolderNetIDs pushBack (netId _lootHolder); }; _cargoType = _itemClassName call ExileClient_util_cargo_getType; switch (_cargoType) do { case 1: { if (_itemClassName isEqualTo "Exile_Item_MountainDupe") then { _lootHolder addMagazineCargoGlobal [_itemClassName, 2]; } else { _lootHolder addMagazineCargoGlobal [_itemClassName, 1]; }; }; case 3: { _lootHolder addBackpackCargoGlobal [_itemClassName, 1]; }; case 2: { _lootHolder addWeaponCargoGlobal [_itemClassName, 1]; if !(_itemClassName isKindOf ["Exile_Melee_Abstract", configFile >> "CfgWeapons"]) then { _magazineClassNames = getArray(configFile >> "CfgWeapons" >> _itemClassName >> "magazines"); if (count(_magazineClassNames) > 0) then { _magazineClassName = selectRandom _magazineClassNames; _numberOfMagazines = 2 + floor(random 3); _lootHolder addMagazineCargoGlobal [_magazineClassName, _numberOfMagazines]; _spawnedItemClassNames pushBack _magazineClassName; }; }; _numberOfItemsToSpawn = -1; }; default { _lootHolder addItemCargoGlobal [_itemClassName, 1]; }; }; _spawnedItemClassNames pushBack _itemClassName; }; }; } forEach _lootPositions; _building setVariable ["ExileLootWeaponHolderNetIDs", _lootWeaponHolderNetIDs]; ExileServerBuildingNetIdsWithLoot pushBack (netId _building); Enjoy!
  23. Hi! How can I do spawn on the beach in random position on all map?
  24. Hello everyone, Since the new update I also had to update my loottable with the new loottable compiler obviously. After making sure that the old LootItemGroup and LootTables formatting has remained the same I just compiled my two old lists and didn't receive any errors doing so. But once I put the "#include CfgExileLootServer.hpp" in my exile_server_config config.cpp. Or even if I copy/paste the entire thing straight into the config.cpp, I get a default loot table inside of the game instead of the one I have created. Anyone has any clue on what I am doing wrong? PS: I have already posted my .RPT in the Discord and was read by RyanD and Hellstyrant and they couldn't find any problems in there Thanks in advance, Greetings, Frankloco
  25. Hi, I am looking for Chernarus static missions! Other than the ones that are already in the Exile forum hoping there was something else that someone has that I can have? (WILLING TO PAY A SMALL CONTRIBUTION, OR GIVE CREDIT IN MY SERVER) regards Tom