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[Release] Stubbhult Traders + Spawn Zones
Irkutsk86 replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
@noeliteHi. Can you make on this map https://steamcommunity.com/sharedfiles/filedetails/?id=2636365838 a couple of merchants and that the loot in the building were ? -
[Release] Stubbhult Traders + Spawn Zones
noelite posted a topic in Exilemod (Unofficial)'s Maps - Mission Files
These files published include: 2 SafeZone Traders+Aircraft Trader in SafeZone Boat Trader Extra Military Content Map Markers Concrete Mixers https://www.mediafire.com/file/icj9cdd3tqlo3g3/Exile_Stubbhult_files.rar/file -
server files Project Scavengers /Server Files / RU
mrgreenrg posted a topic in Exilemod (Unofficial)'s Addons
I've been sharing my experiences in Russian here for a long time. I do not know for what reason (I guess) my post was deleted, I hope after a year something may change and this post will not be deleted. My project is completely Russified, as it is played only by me and my friends, nothing more. If there are people who like my idea and they won't be too lazy to transfer files, then for God's sake. In short, the article, like the project itself, is aimed at a Russian-speaking audience, and I don't see any point in writing everything here in English, please understand. This is by no means an advertisement! At the bottom, I'll duplicate the description of the server files in English, via Google Translate, but still the server files and the installation tutorial will be in Russian. Краткое описание проекта: Это моя попытка сделать в игре Arma III свою, более хардкорную и динамическую версию Dayz mod, ориентированную на PVE прохождение с моими сборками модификаций, но к сожалению с некоторыми косяками. Многое было переделано, концепция полностью отошла от привычной идеи Exile мода. В основном я пытался сделать хардкорное зомби выживание, оглядываясь на Dayz mod для армы 2, когда он ещё был не популярным. Геймплей строится вокруг выживания в зомби апокалипсисе, с минимальным лутом и упором на прогрессию игрока по определённому задуманному плану. Моя гордость (у меня её нету) - это система динамических миссий, хоть и работающих очень коряво. Каждый рестарт запускает рандомные сценарии, от маленьких миссий с целью убить цель, до глобального насыщения всей карты враждебными группировками, но часто такие миссии можно выполнять только во время данного рестарта. Так же есть определённый сюжет для игроков, при прохождении которого игрокам открываются разные возможности улучшить своё выживание. Так же есть миссии на собирательство, курьерство и целые линейки миссий построенные на подобном геймплее (такие миссии не имеют ограничений по времени и их можно сдать через меню крафта в любой момент). Геймплей в меру растянут, упираясь на такие игры как EFT (Tarkov) и Stalker. По карте разбросаны машины, которые можно взломать и собрать. Лут сбалансирован, так, что бы игроки отправлялись в разные уголки карты ,что бы найти определённые вещи или выполнить нужные миссии. Расширенная система крафтов. Почти все вещи для чего то нужны, геймплей часто строится вокруг крафта! Зомби чётко разделены на классы и места их обитания, в некоторых моментах они довольно серьёзный враг даже для группы игроков. Динамичные боты, патрули, некоторые ивентовые явления, по типу появление заброшенных конвоев на дороге. Я потратил много времени на оружейную составляющую, переделав во многом оружии анимации и звуки. А так же добавив возможность работы с магазинами, разряжая их или наоборот. В луте оружие появляется без патронов, патроны и магазины можно найти, так же часто встречаются сломанное оружие, которое можно починить и собрать модифицированный ствол. Короче за 3 года я потихоньку сделал довольно много всего, но как и всегда понравится далеко не всем. В некоторых моментах покажется что присутствует "Васянство", где то вы встретите много багов. Я не программист и не знаю как писать скрипты, я не держу свой сервер на выделенной машине и не занимаюсь этим профессионально, делал исключительно для себя, но привык безвозмездно делиться с людьми, по этому надеюсь, что кто то да и найдётся, кому понравится. В моей стране сейчас энергетический кризис и я подготавливал сервер и моды на скорую руку, без тщательной проверки, так что прошу понять меня. В описании к модификациям можно найти ссылку на вк группу, где можно увидеть больше информации. Мои моды работают отдельно от серверных файлов и главного серверного мода, нужно лишь подключить всё необходимое для них. Это если, кому то понравятся моя оружейная сборка в которой очень много всего (я люблю оружие). - Weapons - Оружейные моды: 1) https://steamcommunity.com/sharedfiles/filedetails/?id=3159189521 2) https://steamcommunity.com/sharedfiles/filedetails/?id=3159186224 - Сlothes - Шмотки: https://steamcommunity.com/sharedfiles/filedetails/?id=3324261020 - Разные машины и механики, работающие только с ACE mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3222624752 - Главный мод для сервера: https://steamcommunity.com/sharedfiles/filedetails/?id=3222628650 Серверные файлы и туториал для создания сервера: https://drive.google.com/drive/folders/1b-ctMMePDursEqRwFpB-HAaqEGCGEcKR?usp=drive_link Brief description of the project: This is my attempt to make Arma III my own, more hardcore and dynamic version of Dayz mod, focused on PVE playthroughs with my modification builds, but unfortunately with some jambs. A lot has been redone, the concept has completely departed from the usual idea of Exile fashion. I was basically trying to make hardcore zombie survival, looking back at the Dayz mod for arma 2 when it wasn't popular yet. The gameplay is built around survival in the zombie apocalypse, with minimal loot and an emphasis on the player's progression according to a certain conceived plan. My pride (I don't have one) is the dynamic mission system, even though it works very clumsily. Each restart triggers random scenarios, from small missions to kill a target, to global saturation of the entire map with hostile groups, but often such missions can only be completed during this restart. There is also a specific plot for players, which opens up various opportunities for players to improve their survival. There are also missions for gathering, couriering, and whole lines of missions based on similar gameplay (such missions have no time limits and can be completed through the crafting menu at any time). The gameplay is stretched to the limit, relying on games such as EFT (Tarkov) and Stalker. There are cars scattered around the map that can be hacked and assembled. Loot is balanced so that players can travel to different corners of the map to find certain items or complete the necessary missions. An extended crafting system. Almost all things are needed for something, gameplay is often built around crafting! Zombies are clearly divided into classes and their habitats, and at some points they are quite a serious enemy even for a group of players. Dynamic bots, patrols, and some event phenomena such as the appearance of abandoned convoys on the road. I spent a lot of time on the weapons component, redesigning animations and sounds in many weapons. As well as adding the ability to work with stores, discharging them or vice versa. In loot, weapons appear without cartridges, cartridges and magazines can be found, as well as broken weapons that can be repaired and a modified barrel can be assembled. In short, over the past 3 years, I've slowly done quite a lot of things, but as always, not everyone will like it. In some moments, it will seem that there is a "Vasyanstvo", somewhere you will find a lot of bugs. I'm not a programmer and I don't know how to write scripts, I don't run my server on a dedicated machine and I don't do it professionally, I did it exclusively for myself, but I'm used to sharing it with people for free, so I hope that someone will like it. There is an energy crisis in my country right now and I was preparing the server and mods in a hurry, without careful verification, so please understand me. My mods work separately from the server files and the main server mod, you just need to connect everything you need for them. That's if someone likes my weapon assembly, which has a lot of things (I love guns). Links only to my mods that are needed for the project and a link to a Google drive with my server files -
gilangdirga0547 joined the club
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[Release] Green Sea Terrain Traders + Spawn Zones
noelite replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
#Updates -
fix Exile-Territory-Upgrade-Fixes
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
# Exile-Territory-Upgrade-Fixes - Doesn't show non existing base levels in the upgrade dialog. - Disables upgrade button if max level is reached. Download & Installation (Github) Support Me: www.buymeacoffee.com/ElRabito -
[Release] Green Sea Terrain Traders + Spawn Zones
noelite replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
#Updates Small Fixes -
[Release] Green Sea Terrain Traders + Spawn Zones
Thomas TKO replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
Actually DMS doesn't have a proper map config with center and range, just create a file green_sea_config.sqf and add DMS_MinDistFromWestBorder = 1000; DMS_MinDistFromEastBorder = 1000; DMS_MinDistFromSouthBorder = 1000; DMS_MinDistFromNorthBorder = 1000; -
[Release] Green Sea Terrain Traders + Spawn Zones
Irkutsk86 replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
@noelite Hi. Is there map_configs for dms ? -
important Virtual Garage - Bug Fixes
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
#Updated - Now also fixes the client side trim string error message when you put a vehicle into the VG (was due to scheduled execution). -
[Release] Green Sea Terrain Traders + Spawn Zones
noelite replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
#Updates -
[Release] Green Sea Terrain Traders + Spawn Zones
noelite replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
#Update Custom Veresnik -
[Release] Green Sea Terrain Traders + Spawn Zones
noelite replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
#Update Small Fixes -
[Release] Green Sea Terrain Traders + Spawn Zones
noelite replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
#Big Update -
kopling123 joined the club
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G.5.9. joined the club
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*New |PORN REBORN| Chernarus + EXILE | PVP | Full Military | Perks and much more
DutchPriide replied to DutchPriide's topic in Exilemod (Unofficial)'s Promotion
- 1 reply
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- exile
- full military
- (and 16 more)
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PortableGenerator outside of a territory? (CLOSED)
DutchPriide replied to Whitey01's topic in Exilemod (Unofficial)'s General Discussion
Little late reply xD if you want to make them placeble you need to create a config file (clientside mod) and copy the basecode from exile items.. you copy them from exile files ( like elrabito shows is part of base code) class Construction_PortableGenerator: AbstractConstruction { staticObject = "Construction_PortableGenerator_Static"; previewObject = "Construction_PortableGenerator_Preview"; kitMagazine = "Construction_PortableGenerator_Kit"; refundObjects[] = {"Construction_PortableGenerator_Kit"}; materialType = 10; requiresTerritory = 0; }; here preview from helipad i got on my server ################################################################################################### ############## START ############################################################################## ################################################################################################### class CfgPatches { class PORN_Items { requiredVersion=0.1; requiredAddons[]= { "A3_Structures_F_Heli_Ind_Cargo", "A3_Weapons_F", "exile_client", "exile_assets", "A3_Structures_F_Exp_Walls", "A3_Data_F", "A3_Weapons_F", "a3_structures_f_mil", "A3_Structures_F_Bootcamp", "A3_Weapons_F_Ammoboxes" }; units[]={}; weapons[]={}; magazines[]={}; ammo[]={}; }; }; class CfgMagazines { class Exile_AbstractItem; class Exile_AbstractItem_Interaction_Eating; class Exile_AbstractItem_Interaction_Constructing; class porn_Helipad_Kit: Exile_AbstractItem { scope=2; displayName="Spawn vehicle Area"; descriptionShort="Position for spawn your vehicles from VG.<br/>Can be placed on the roof.<br/>Scroll on your flag for remove it."; mass=50; model="\exile_assets\model\Exile_Construction_Crate.p3d"; picture="\PORN_Items\Data\landpad.paa"; class Interactions { class Constructing: Exile_AbstractItem_Interaction_Constructing { }; }; }; }; class AbstractConstruction; class CfgConstruction { class HeliPad_Construction: AbstractConstruction { staticObject="porn_Helipad"; previewObject="porn_Helipad_Preview"; kitMagazine="porn_Helipad_Kit"; refundObjects[]= { "porn_Helipad_Kit" }; requiresTerritory=1; canBePlacedOnRoad=0; }; }; class CfgVehicles { class Exile_Construction_Abstract_Physics; class Exile_Construction_Abstract_Static; class porn_Helipad_Preview: Exile_Construction_Abstract_Physics { scope=1; model="\A3\Structures_F_Bootcamp\VR\Helpers\VR_Area_01_square_4x4_F.p3d"; displayName="Spawn Vehicles Area"; hiddenSelections[]= { "Camo_1" }; hiddenSelectionsTextures[]= { "#(argb,8,8,3)color(0.581,0.441,0.293,1,co)" }; }; class porn_Helipad: Exile_Construction_Abstract_Static { scope=2; model="\A3\Structures_F_Bootcamp\VR\Helpers\VR_Area_01_square_4x4_F.p3d"; displayName="Spawn Vehicles Area"; armor=1500; destrType="DestructNo"; exileRequiresSimulation=1; hiddenSelections[]= { "Camo_1" }; hiddenSelectionsTextures[]= { "#(argb,8,8,3)color(0.581,0.441,0.293,1,co)" }; class Attributes { class ObjectTextureCustom0 { displayName="$STR_3den_object_attribute_objecttexturecustom0_displayname"; tooltip="$STR_3den_object_attribute_objecttexturecustom_tooltip"; property="ObjectTextureCustom0"; control="Edit"; expression="_this setObjectTextureGlobal [0,_value]"; defaultValue="getObjectTextures _this select 0"; }; }; class DestructionEffects { }; }; }; class CfgExileDelayedActions { class Abstract { duration=10; abortInCombatMode=1; durationFunction=""; animation=""; animationType="switchMove"; failChance=0; conditionFunction=""; completedFunction=""; abortedFunction=""; failedFunction=""; repeatingCheckFunction=""; }; }; class cfgMods { author="its Dutch [THC]"; timepacked="1693147056"; }; -
What it does: - Keeps attachments & magazine attached on weapons inside containers after a server restart. - This will also fix the problem with duping weapon attachments inside containers on server restart that some mods/weapons have (RHS etc). Download & Installation (Github) Support Me: www.buymeacoffee.com/ElRabito
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release Tree Remover Object
The Gray Jacket replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Hello, I had a problem with some of the objects not being assigned to any of the terrain types. This made it impossible for this tweak to hide them, since it relies on terrain object types. I started thinking on how to adjust this code so it can also remove objects without type, and below is my solution: https://github.com/TheGrayJacket/Exile-Tree-Remover-Object/tree/main HOW DOES THIS WORK: First of all, you need the object names. Those can be partial (eg. "fallenbranch") or complete ("cliff_stone_big_lc_f.p3d"). To find object names, look at the object you want removed and type "getModelInfo cursorObject" command - you will receive an array in return, and the first value and the one with '.p3d' at the end is the object name. 1. Add object names: Once you have object name (or multiple) you can add them into one of two already prepared arrays e.g. _extraFilterVegetation or _extraFilterRocks (or you can create new one). 2. Set radius: The drawback of this solution is that it is recommended to define a single _radius for all arrays. It is not mandatory, but if different values for _radius are set, some objects might not be detected. Aside from that, copy the rest of the code and apply the same instructions as OP (https://forums.bohemia.net/forums/topic/229447-tree-remover-object/) In the example I pasted as code above, I wanted to have different buildables to deal with different terrain objects i.e. 'Land_Camping_Light_F' removes trees and bushes, 'Land_Small_Stone_02_F' removes rocks, and 'PortableHelipadLight_01_green_F' removes all of the above. If you just want to remove stuff around the flag, you only need one _extraFilters[] and subsequently, you only need to a single _filteredObjects[] All thanks to @El' Rabito for the original code. -
release CH View Distance (Exile-Updated)
DutchPriide replied to El' Rabito's topic in Exilemod (Unofficial)'s Scripts
Not using it but nice job bro ^^ -
release CH View Distance (Exile-Updated)
El' Rabito posted a topic in Exilemod (Unofficial)'s Scripts
CH View Distance (Exile-Updated) CHVD Viewdistance script Updated and tweaked for Exile. This is repository for saving the old CHVD View Distance Script (Arma 3) Scripted version. I updated and tweaked it slightly (added configurable min & max values etc) and fixed some bugs. Download and more details: https://github.com/ELRabito/CHVD-Exile-Updated/tree/main Support Me: www.buymeacoffee.com/ElRabito- 1 reply
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New Player Spawn Without Selection
NutzMcKracken replied to NutzMcKracken's topic in Exilemod (Unofficial)'s General Discussion
That's obvious and that's not the intention. Figured out how to do it and skip spawn selection on first join. -
New Player Spawn Without Selection
rgscriven replied to NutzMcKracken's topic in Exilemod (Unofficial)'s General Discussion
just have spawn points -
Exile Scavenge Framework
DutchPriide replied to chernaruski's topic in Exilemod (Unofficial)'s Scripts
@ Desperta Ferro This stuff is working... but i test it like 2 weeks ago... but ea time you scavenge fps drops after a hole town your fps become terrible and unplayble so better not use this script. and if it doesnt show anything.. you prob not have the item in your server -
New server Pro Gaming|Exile|Lythium|PVP|Military|Jet|JetVG|No Thermals|50k
angelooo23 replied to angelooo23's topic in Exilemod (Unofficial)'s Promotion
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Import Any Mod Like RHS To Exile [Code Building Help And Import All ClassNames Help]
kloza replied to kloza's topic in Exilemod (Unofficial)'s Problems & Bugs
Thanks for Help guys i FIxed everything -
Import Any Mod Name Script To Exile Trader And LootTables Custom
kloza posted a topic in Exilemod (Unofficial)'s Addons
Hi After many mod updates, my server no longer works, and I have to rename the class again, so I made easy-to-prepare files to add any mod. Addons Name: Import Any Mod Name Script To Exile Trader And LootTables Custom Point Of The Script: The files are easy to modify to add the class name to any mod Install: Install For [Trader] In [AnyModName_Trader_Exile] Install For [Loot] In [AnyModName_Loot_Exile] Download https://www.mediafire.com/file/87r88liq4n8gria/AnyModNameScriptToExileTraderAndLootTablesCustom.zip/file Author Me Thank you all
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