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Found 89 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: https://github.com/Bones50/Advanced-Vehicle-Service-Centre Install Instructions in the link. Enjoy!
  2. Due to a work break over x-mas, found some time to improve my advanced vehicle repair script. Now it's serious! https://github.com/Bones50/Exilemod-Super-Advanced-Repair-System-SARS 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.
  3. hello everyone A lot of vehicles are destroyed by physical engine bugs on my running server. I do not want to betray the efforts of friends visiting my server. When the vehicle is destroyed, it is deleted from the DB, but I want to change it so that it can be stored in a exad virtual garage. The price of the vehicle will be very high, but I want to make it permanent when I buy it once. However, I am having difficulty because I am not a script or DB expert. What I think is 1. Unlock exad virtual garage range 2. When the vehicle is destroyed, it is stored in the garage without being deleted from the DB. 2-1. If you can not prevent deletion from the DB, create separate schemas and save and load them separately. 3. Remove existing vehicles wrecks and recall them via xm8 garage menu I wonder what the opinion is on how I am thinking.
  4. Monkeynutz

    Vehicle Textures by UID

    I would like certain vehicle skins to be purchased at the customs trader to only be available to certain members of my community, for example, i want admins to be able to purchase the GADD skin for their vehicle but nobody else should be able to buy this skin. And i want Donators to be able to use their clans custom created skins to be available to them and nobody else as this makes them unique. Since there is already a way to do this with Exile Flags... class CfgFlags { class GADD { name = "GADD"; texture = "custom\Flags\flag_gadd_co.paa"; // me admin uids[] = {"12345678987654321","12345678987654321"}; }; }; Would there be a way to implement this with Vehicle textures so admins can only access the GADD skin? class MRAP_03_hmg_base_F { skins[] = { {"I_MRAP_03_hmg_F", 300, "Carbon", {"custom\vehicletextures\carbon.paa","\A3\data_f\vehicles\turret_co.paa"};}, {"I_MRAP_03_hmg_F", 300, "GADD", {"custom\vehicletextures\GADD.paa","\A3\data_f\vehicles\turret_co.paa"};} }; }; Maybe something like this: class MRAP_03_hmg_base_F { skins[] = { {"I_MRAP_03_hmg_F", 300, "Carbon", {"custom\vehicletextures\carbon.paa","\A3\data_f\vehicles\turret_co.paa"};}, uids[] = {12345678987654321} {"I_MRAP_03_hmg_F", 300, "GADD", {"custom\vehicletextures\GADD.paa","\A3\data_f\vehicles\turret_co.paa"};} }; }; Does anybody know?
  5. #### PUBLIC SERVICE ANNOUNCEMENT - Due to a change in the way data is stored in the database, If you are upgrading from v2 to the latest version you will need to follow the upgrade instructions below or you will crash your server!#### As requested by a few people, my stand-alone vehicle ammo save script. https://github.com/Bones50/ammoSave Reverse Engineered from Rod Serlings awesome AVS package. All Credit to Rod for his original epic work. Change Log - v2 - Updated to support exile 1.04 and in particular Virtual Garage, and also to support tank ammo saving as requested. (Note tank ammo saving is a bit of a hack due to BIS bug, so let me know if you see any issues). v3 (5/8) - Updated to support full pylon configurations for aircraft and UAV's so all aircraft should now work correctly. Note: Ensure your server is using the new version/classnames of aircraft/UAV's (will have dynamicLoadout in the classname) where appropriate, otherwise this script will break. If a vehicle is having problems, check there is not a newer version of the vehicle using dynamic loadout as the first step. v3.1 (12/8) - Minor bugfixes and adjusted the upgrade instructions to avoid rpt spam. UPGRADE INSTRUCTIONS FROM V2 to V3.x If upgrading from the older version please follow the below instructions: KNOWN ISSUE 1. If upgrading you will get errors and/or server freeze unless you clear all ammo out of vehicles in the database. Status - FIXED, check the update instructions above 2. Currently a problem with scalpel missiles being removed. Status - FIXED
  6. UPDATE: This code works. Use it if you want to put vehicles briefly in godmode when flipping. I noticed that the vehicle flip button (especially on tanks) sets the vehicle off to explode. Probably because bohemia messed with hit points to wheels / tracks a few updates ago. I tried to add vehicle godmode to "flip", but it didnt kick in, I can shoot the wheels out straight after the flip.... I just added 3 lines of code _vehicle allowDamage false; // START of GODMODE sleep 7; //End of GODMODE in 7 sconds _vehicle allowDamage true; //End of GODMODE ExileClient_object_vehicle_flip.sqf Can anyone see what I am doing wrong?
  7. Monkeynutz

    Vehicle Salvage

    Hello, It's been a while so here is something simple... I was going to make this a default part of ExAd originally but i decided to close ExAd for the greater good and made this and forgot to release it. Scroll wheel on a blown up vehicle to start salvaging it. It gives a progress bar on the screen and Junk metal arrives at your feet along with the body/bodies of the people in the wreck of the vehicle! It is a very simple, very lightweight script that does what it says on the tin! Link: https://github.com/GamingAtDeathsDoor/Vehicle_Salvage Update v1.0.0: Added, an option to require a tool to salvage the vehicle. Added, an array to define multiple tools. Added, an option to define whether junk is given in return. Added, an option to set the percentage chance for each junk item to drop. Added, Junk given array for you to define. Added, a few if functions to state different things depending on your settings. Added, The script will check for the vehicle's name and tell you it in the Exile toast. Thanks to @El Rabito For the testing help and suggestions to the script. More to come! Update v1.0.1 Added, Option to require different tool sets depending on the type of vehicle. (Car, Tank, Air, Boat.) Added, Option for different junk to drop depending on type of vehicle. Changed, Configs for the script moved into separate file now called "Customize.sqf" Update v1.0.2 Fixed a spelling error. Capital letters matter! Changed a couple if funtions to work better. More stuff i forgot about or CBA to explain. Enjoy!
  8. Monkeynutz

    Remove certain ammo from vehicles.

    The script is self explanatory. Ammo is removed and so are the weapons when you get in the vehicle, so when you buy it from trader, you don't even notice. The Readme on GITHUB explains all. Thanks to those who helped: @wombdilator for helping me with the jets configs. and @eraser1 for the help with Event handler configs earlier on this year! and @MGTDB for his work on this and @kuplion for the pointers! Link: https://github.com/GamingAtDeathsDoor/Remove-Vehicle-Ammo
  9. Monkeynutz

    Vehicle Radar

    Hey @infiSTAR Here's a new one for you! Or maybe not... idk We had a vote on one of my servers to have the vehicle radar disabled. Basically Chernarus is a very flat map and we wanted it to be more visual gameplay so the players and the staff team requested that vehicle radar was disabled so i set that to false in the description.ext After i did this a player came to me and said "You know you can re-enable the vehicle radar by opening the diary interface and closing it again" So i said "what's that?" He said "If you press 'J' twice a menu comes up that allows you to mute other players etc. but if you are in a vehicle such as the Kajman or a Wipeout, when you close this menu by pressing 'J' twice again, the radar comes back up fully functional!" After this knowledge i had no choice but to re-enable radar for all vehicles again as this would be unfair to the people that don't know about this "bug" And now players are complaining because they liked it being disabled. So i was wondering what the ID of this menu is because i want to try and see if i can get infiSTAR to automatically close the menu when it opens to try and find out if the radar will come back if infiSTAR closes it, or we could get some code in the antihack that could possibly disable radar again if they open and close this menu "RscDiary" i believe it's called and if not maybe get them kicked for opening the menu so they don't do it again? I see this as a cheat or an exploit in the system because after digging around in various reddit posts and forum posts on BI, it appears that it is not supposed to be this way but it infact is... So i am basically asking really nicely to maybe have something to counter this cheat implemented into the anti-cheat/anti-hack... pleeeeaaaaaasssseeeee All i want is the radar to be disabled completely and not have people bypass the showHUD script in the descriptioon.ext Thank you for reading this mate Appreciate everything you do to keep us guys safe and cheat free
  10. Hey, I have a problem. I like to build in Arma. Now, as an Innovative Decoration, I wanted to take some vehicles with me. In itself no problem, only ACE releases the lock status from the editor. No matter with which command I try it, no one shows a result. I've searched all forums, YouTube and whatever else you can think of, but found nothing useful and above all functioning. Has it ever tried a rum? Or even knows a solution to it?
  11. ynpMOOSE

    Vehicle Protection System

    Arma 3: Exile Mod: Vehicle Protection System by ynpmoose of ZeroSurvival.com Discontinued for Exile 1.0.4 "Pineapple" - 14Mar2018 (this script is now pointless with Virtual Garage) Updated for Exile 1.0.3 "Lemon" - 05Jul2017 Updated for Exile 1.0.1 "Sweet Potato" - 31Aug2016 (no changes required for 1.0.2) Updated for Exile 0.9.8 "Kiwi" - 29Jun2016 (ExileServer_object_vehicle_network_unlockVehicleRequest.sqf also removed because it never actually did anything.) Updated again 06Jul2016 - To try to fix vehicles not saving to db reliably. 07Jul2016 - Verified that no changes were required for Exile 1.0 "Potato" Updated for Exile 0.9.6 "Pomelo" - 07Mar2016 This is a collection of script changes for the Exile Mod for Arma 3.This was built off of a basic protection script created by NoKturnal Gaming Community (NGC) that was posted to the ExileMod.com forums by @gmctyphoon92. Their base scripts made vehicles invincible on restart until unlocked by a player with the code. http://www.exilemod.com/topic/8873-disappearing-vehicles-on-restarts/?do=findComment&comment=58814 Vehicle Protection System Features: Persistent vehicles are invincible on server restart, but only if they are locked in a territory where the vehicle owner has build permissions. Any vehicles (locked or unlocked) left in the wild can be destroyed. When a player logs in, all owned vehicles are vulnerable until restart. If a friend with the code uses one of your vehicles, that specific vehicle is vulnerable until restart. Vehicles in Trader Zones are unlocked on restart per Exile default. Installation instructions: These instructions assume that there are no other scripts modified in your base Exile installation. If there are other changes that touch the same .SQF files, you will need to manually merge the changes. All the code for the Vehicle Protection System is clearly wrapped in comments to make it easy to find. Download the files from http://github.com/ynpmoose/A3ExileVPS Shutdown the A3Exile Server Down and locate you Mission PBO (Example: \Exile Server\@ExileServer-0.9.41\Arma 3 Server\mpmissions\Exile.Altis.pbo) Extract PBO files using PBO Manager Edit config.cpp using something like Notepad++ Locate the class CfgExileCustomCode and add your overrides, something like this: class CfgExileCustomCode { /* You can overwrite every single file of our code without touching it. To do that, add the function name you want to overwrite plus the path to your custom file here. If you wonder how this works, have a look at our bootstrap/fn_preInit.sqf function. Simply add the following scheme here: <Function Name of Exile> = "<New File Name>"; Example: ExileClient_util_fusRoDah = "myaddon\myfunction.sqf"; */ //Vehicle Protection System ExileServer_object_player_database_load = "overrides\ExileServer_object_player_database_load.sqf"; ExileServer_object_vehicle_database_load = "overrides\ExileServer_object_vehicle_database_load.sqf"; ExileServer_object_vehicle_database_update = "overrides\ExileServer_object_vehicle_database_update.sqf"; }; Create a folder in your mission called 'overrides' Copy the .SQF files from the downloaded zip in this overrides folder Use PBO Manager to repack your PBO Restart the Exile Server
  12. Ralph G

    Virtual Garage Spawn

    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?
  13. IN005

    Mad ArmA - Mad Max inspired mod

    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.
  14. jazkalol

    Stuttering while driving vehicles

    Hello, So I recently started playing exile again, was playing with a friend and tried to drive a car, which ended up being really really hard... basically when I get to speed above 40 km/h or so, my sounds start going really ''Crackling'' or so.. then fps freezes really low for a few seconds, then it runs fine for 5 seconds and freezes again, never happens when running or doing anything outside vehicles. I will provide any information asked if possible Thanks for help!
  15. JensenDK

    vehicle database help

    how i do data base save non persistent vehicle?
  16. Laus

    Vehicle disappearing

    Hello guys, I'm having a lot of reports of player you are having their vehicles "disappearing". They are not one and not two players, are several. Most reports that the vehicle disappeared from inside the base. detail: most ''disappearances'' It happened after the server restart. Server Version: 0.9.35 "Nectarine" Infistar: ultima versão Dedicated server Average players: 50 ty sorry for my bad english
  17. As the title says it is about a Salvage vehicle script. Player corpse falls from destroyed vehicle. Step 1 Copy the Folder custom to you Exile.YourMap Folder Step 2 in the Config.cpp in the ection CfgInteractionMenus you Modify Change it to Step 3 Copy this code in your initPlayerLocal.sqf SV_fnc_SalvageVehicle = compileFinal preprocessFileLineNumbers "custom\SalvageVehicle\SalvageVehicle.sqf"; GitHub-Code: https://github.com/serveratze/-EXILE-Salvage-a-vehicle-script Have Fun with this Modification
  18. [TSM]-CHICKEN-ΞλΞ

    Custom Vehicle maxload

    First sry for my english. Hey Guys, I am trying to change the maxload of the vehicle inventory. I never made my one script before and now i have the first problem. I think that i am on the right path maybe someone can help me. I think that the maxload is defined in this script ExileClient_util_item_getMaximumLoad.sqf and i know that each vehicle has a defined maxload in his config. bin So into my config.cpp at my mission file i put the follwing line to the custom code class class CfgExileCustomCode { /* You can overwrite every single file of our code without touching it. To do that, add the function name you want to overwrite plus the path to your custom file here. If you wonder how this works, have a look at our bootstrap/fn_preInit.sqf function. Simply add the following scheme here: <Function Name of Exile> = "<New File Name>"; Example: ExileClient_util_fusRoDah = "myaddon\myfunction.sqf"; */ ExileClient_util_item_getMaximumLoad = "custom\ExileClient_util_item_getMaximumLoad.sqf"; and in my mission pbo/custom folder i put my modified file called ExileClient_util_item_getMaximumLoad.sqf and into my modified file i put just for testing /** * ExileClient_util_item_getMaximumLoad * * 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["_className","_maximumLoad","_containerClassName"]; _className = _this; _maximumLoad = 0; if (_className = "Exile_Car_TowTractor_White") then _containerClassName = getText(configFile >> "CfgWeapons" >> _className >> "ItemInfo" >> "containerClass"); _maximumLoad = "2000000"; ); else if (_className != "") then { _containerClassName = getText(configFile >> "CfgWeapons" >> _className >> "ItemInfo" >> "containerClass"); _maximumLoad = getNumber(configFile >> "CfgVehicles" >> _containerClassName >> "maximumLoad"); }; _maximumLoad And nothing is working =D I hope someone can help me! That would be wonderfull =D=D
  19. TroyT

    Apply Texture in Editor

    Is it possible to apply a custom texture to vehicles from within the editor? I want to do a "photo shoot" showcasing the custom vehicle textures on our server and it would be soooo much easier to do it in the editor.
  20. Affe

    Fahrzeug einfügen

    Hey, ich hab da mal ne frage und zwar... es gibt in der mpmission config ja "vehicle Skins" Da ist zbsp der hunter so drin /////////////////////////////////////////////////////////////////////////////// // HUNTER /////////////////////////////////////////////////////////////////////////////// class Exile_Car_Hunter_Abstract { skins[] = { {"Exile_Car_Hunter", 1000, "Exile White Edition", {"exile_assets\texture\vehicle\Exile_Hunter_Snow_co.paa","exile_assets\texture\vehicle\Exile_Hunter_Snow_Back_co.paa"}}, {"Exile_Car_Hunter", 1000, "Exile Hex", {"exile_assets\texture\vehicle\Exile_Hunter_Hex_co.paa","exile_assets\texture\vehicle\Exile_Hunter_Black_Back_co.paa"}}, {"Exile_Car_Hunter", 1000, "Exile Black", {"exile_assets\texture\vehicle\Exile_Hunter_Black_co.paa","exile_assets\texture\vehicle\Exile_Hunter_Black_Back_co.paa"}}, {"Exile_Car_Hunter", 1000000, "ASS", {"Skins\hunterass.paa","Skins\hunterh7.paa"}} }; }; Der letzte zbsp ist jetzt mein Skin, läuft soweit auch... jetzt hab ich die "textur" außen Ansicht von dem hunter übernommen und sie als Basis für den hmg genommen und ein MG eingefärbt.. (der hunter an sich bleibt ja eigentlich der gleiche deswegen hab ich für den hmg die Basis vom normalen übernommen)... Wie füge ich den jetzt aber ein sodass man ihn beim Trader Lackieren kann? Habe zbsp auch nen Hemmt ammo, den hunter hmg und einen panzer geskint aber mein Problem dabei ist das es ja keine "geschriebenen zeilen" dafür gibt wo ich ihn einfügen kann, wo abgerufen wird das der Hemmt.Ammo ne Lackierung hat also das der Trader mir net sagt das es keinen Skin für das Fahrzeug gibt..
  21. ImParris

    XM8 Help

    I have the infistar xm8 configurator, but im at a loss on how to code it. If someone could write the script for me that would be greatly appreciated. lass customapp_7 { submenu = 0; toggleable = 0; text = ""; tooltip = ""; fnc = ""; (The format for the infistar configurator) I need it to check the players inventory for a toolbox and scrap metal, if the player has it. Then to take them both away and spawn in a fully fueled mozzie. Im at a loss on how to do this, thanks a lot
  22. 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
  23. JayPaypers

    Writing vehicle ammo to database

    I would like to know if it is possible to find a way to be able to write vehicle ammo count to the database without using AVS. Im having a lot of issues trying to make AVS work with my current rearm/repair scripts, and I really only want the feature that logs a vehicles ammo count to the db when put in the virtual garage. Im noticing a lot of players are flying back to their bases to instantly rearm for free by putting the vehicle in their VG. any help would be greatly appreciated :]
  24. Walkero0

    [Release] Walker's A2 Vehicles

    Arma 2 Vehicles for Exile Mod Workshop Every vehicle has almost all Arma3 memoryPoints definded, Interior RearMirrors, Redone Geometry LOD, a GeometryPhys LOD, working dampers, and damagewheels. No other Mods are required. Still WIP. -Dingo with Gunner-GAZ Tuned in 5 colors-GAZ Standard-MTVR with and without hood in 2 colors-Tractor is fun-Civ SUV-Standard SUV-TT650 v0.2 (WIP)-Police SUV -Undercover SUV-Hilux-Ikarus in 2 colors-Golf-octavia- fishing boat-Lada-small Boat-hmmwv-UAZ-S1203-Sedan
  25. Affe

    Claim Vehicle Ownership

    Hey mal eine frage... und zwar habe ich mir installiert... soweit sogut... es läuft nun habe ich nur das problem das meine virtuelle garage nicht mehr läuft... dort steht auch was man machen muss... aber die Datei " CfgNetworkMessages" sieht bei mir anders aus als in diesem post beschrieben.. Kann mir da wer helfen?