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Since Exilemod forums are going offline : "Our forum is going offline at the end of July. We suggest moving all discussions to Discord. Exile will stay on Steam. Thanks for a great time!" I thought we all still need a place for the community to have a proper forum based conversations (rather that mish-mash no future references or whatsoever coherency discord chats).

  1. What's new in this club
  2. Metal695

    Livonia Mission File

    thank you.That's what i thought but was not sure
  3. @ExileServer\addons\exile_server_config.pbo and include it in config.cpp file class CfgBuildings { #include "livoniaBuilding.cpp" };
  4. I had no idea I'd even forked that... I know I never used it but, must probably been planning to sometime ago...
  5. Metal695

    Livonia Mission File

    where would i put the livoniaBuildings
  6. M3Editor export relative http://maca134.co.uk/portfolio/m3editor-arma-3-map-editor/
  7. Hi, can someone advise how to create (export) custom objects into DMS bandit mission (not static). Thanks
  8. https://github.com/ThomasTKO/Livonia-TKO
  9. Since there are a few "exploits" with the Autorun function by default like interrupting the animation while using medics or being run over. Here is a override to fix a few of these exploits. Make a override for ExileClient_system_autoRun_canAutoRun.sqf with the following code. /** * ExileClient_system_autoRun_canAutoRun * * 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["_canAutoRun"]; _canAutoRun = true; try { if !((vehicle player) isEqualTo player) then { throw false; }; if ((getPosATL player) call ExileClient_util_world_isInTerritory) then { throw false; }; if (ExileIsPlayingRussianRoulette) then { throw false; }; if (((getPosASL player) select 2) < 0.1) then { throw false; }; if ((player getHit "legs") >= 0.5) then { throw false; }; if ((stance player) isEqualTo "UNDEFINED") then { throw false; }; if ((animationState player) isEqualTo "unconscious") then { throw false; }; if ((animationState player) isEqualTo "unconsciousoutprone") then { throw false; }; if ((animationState player) isEqualTo "ainvpknlmstpslaywrfldnon_medic") then { throw false; }; } catch { _canAutoRun = false; }; _canAutoRun
  10. smrkanky1

    ACE + Exile integration

    HI, There is a reason for "not implement" eat and drink option. I just can not disable EXILE medical system ( maybe you can, that would be awesome ), witch is linked up with hunger and thirst. If you get hungry or thirsty, you will loose health in EXILE but in ace you will be ok. There is also hud ( hidden on my server ) in EXILE, that show you level of food and drink you have and your health too. In ACE, there is nothing about food and drink, there is just health of your body parts. Have you played Origins on Taviana ? There was hero-bandit point system with few levels, that you can archive with killing people and then, if you get enough points and collect some items, you can build level 1 base, witch is predefined complete building with lockable doors and some storage. With more points you can build bigger bases and wear better clothes and more interesting things. It would be perfect base system for implementing ACE ballistic and medical system and survival ( like adding mods ). If someone, who understand programming and have time to do, can create persistent system system with those type of building bases, that would be perfect. I hope you can understand my english 🙂
  11. El' Rabito

    Player Saves dead player

    You have to thank @dave_beastttt, he posted that a while ago on the Exile discord 🙂
  12. Have not had a complaint about this issue all week, and given how busy the server was last night I'm sure to have at least had one occurrance if it was still happening so thanks El' Rabito I think we can call this bug squashed!
  13. I'll get that overwrite in and let you know how it goes. Much appreciated El' Rabito!
  14. chernaruski

    Thanks

    Congrats boys! 🍾 We reached 100 members , we are the largest club on BI Forums! 😉
  15. El' Rabito

    Player Saves dead player

    format["deletePlayer:%1", _victim getVariable ["ExileDatabaseId", -1]] call ExileServer_system_database_query_fireAndForget; Search for this line in ExileServer_object_player_event_onMpKilled.sqf and move it to line 34.
  16. Love this one on the Livonia map especially! Now players don't just go outside the map to easy travel around 🙂
  17. Hi guys, having an issue with player saving dead players - ones that are dead but watching when the player save fires off every 300 secs. What this does is saves a player damage = 1 into the database, and next time the save fires off they've respawned since and there's a new playerid in the database for the same account_uid. Not sure if the player just loses connection or if they've logged out and back in again, but on return they cannot login till the id with damage=1 is deleted (currently a manual process) I did try an overwrite of ExileServer_object_player_database_update like this: /** * ExileServer_object_player_database_update * * 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["_player", "_playerID", "_playerPos", "_data", "_extDB2Message"]; _player = _this; _playerID = _player getVariable["ExileDatabaseID", -1]; _playerPos = getPosATL _player; _data = [ _player getVariable ["ExileName",""], damage _player, _player getVariable ["ExileHunger", 100], _player getVariable ["ExileThirst", 100], _player getVariable ["ExileAlcohol", 0], getOxygenRemaining _player, getBleedingRemaining _player, _player call ExileClient_util_player_getHitPointMap, getDir _player, _playerPos select 0, _playerPos select 1, _playerPos select 2, assignedItems _player, backpack _player, (getItemCargo backpackContainer _player) call ExileClient_util_cargo_getMap, (backpackContainer _player) call ExileClient_util_cargo_getMagazineMap, (getWeaponCargo backpackContainer _player) call ExileClient_util_cargo_getMap, currentWeapon _player, goggles _player, handgunItems _player, handgunWeapon _player, headgear _player, binocular _player, _player call ExileClient_util_inventory_getLoadedMagazinesMap, primaryWeapon _player, primaryWeaponItems _player, secondaryWeapon _player, secondaryWeaponItems _player, uniform _player, (getItemCargo uniformContainer _player) call ExileClient_util_cargo_getMap, (uniformContainer _player) call ExileClient_util_cargo_getMagazineMap, (getWeaponCargo uniformContainer _player) call ExileClient_util_cargo_getMap, vest _player, (getItemCargo vestContainer _player) call ExileClient_util_cargo_getMap, (vestContainer _player) call ExileClient_util_cargo_getMagazineMap, (getWeaponCargo vestContainer _player) call ExileClient_util_cargo_getMap, _player getVariable ["ExileTemperature", 0], _player getVariable ["ExileWetness", 0], _playerID ]; // original /* _extDB2Message = ["updatePlayer", _data] call ExileServer_util_extDB2_createMessage; _extDB2Message call ExileServer_system_database_query_fireAndForget; true */ //explodie added if ((damage _player)< 1) then { _extDB2Message = ["updatePlayer", _data] call ExileServer_util_extDB2_createMessage; _extDB2Message call ExileServer_system_database_query_fireAndForget; } else { _extDB2Message = ["deletePlayer", _playerID] call ExileServer_util_extDB2_createMessage; _extDB2Message call ExileServer_system_database_query_fireAndForget; }; true There was some crazy shit going on with database saves afterwards - vehicles not saving where they should be, stuff missing from containers, etc so I rolled back the change in case that was causing it. I removed this change as well as one to fix an issue i had with VG - I've since added back in the VG fix and no issue so guessing either something was just crazy with the DB at the time or this code above had introduced instability somehow. Has anyone got a better fix for this issue? Much appreciated!
  18. Razor-79fcc52bfc334b0e

    Chernarus Winter

    thank you to you both @Sgt Smashand @chernaruski chopping trees is working again since adding cup_t Thanks
  19. Sgt Smash

    Chernarus Winter

    This is from my old mission file copy paste, worked with all trees Hope this helps
  20. Razor-79fcc52bfc334b0e

    Chernarus Winter

    thank you very much Chernaruski, will give that a try this evening and report back. many thanks
  21. chernaruski

    Chernarus Winter

    You will have to add the new winter tree model names into class Woodsource in your mission > config.cpp class WoodSource { name = "Trees"; models[] = { " t_", " bo_t_", // A2 trees " str_", " Smrk_", " les_", " brg_" }; }; Winter trees used in CUP Maps are coming from CUP Terrains Core > cup_terrains_winter_plants So the only thing you will have to add is probably : // CUP Winter Trees "cup_t_"
  22. Razor-79fcc52bfc334b0e

    Chernarus Winter

    Hi all I have recently changed from chernarus summer to chernarus winter for December and I now have an issue where chopping trees does not produce logs, I think this maybe due to the change of the model names of the trees. Could anybody tell me how I can source the names of the trees please? Many thanks
  23. Go in your "Exile_server_config/config.ccp" In Line 75 is the Entry // Corpses and wrecks class AllDead { lifeTime = 30; interval = 5; }; This is for AI Bodys. Whether the time of players changes, you have to try.
  24. Hey guys, Where can i change the removeal time of player dead body? I change these following times but seens not the right one corpseRemovalMinTime = 1800; corpseRemovalMaxTime = 3600; wreckManagerMode = 0; wreckLimit = 2; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 240;
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