ZN Anhor 40 Posted July 18, 2019 https://steamcommunity.com/sharedfiles/filedetails/?id=647753401 1 Share this post Link to post Share on other sites
tophi 10 Posted January 20, 2020 how to add or activate the containers to be hacked? Share this post Link to post Share on other sites
chernaruski 338 Posted January 23, 2020 I might be wrong, its been awhile I dealt with exile code, but if I was you I will do the following: First you need to activate the hacking feature in class CfgHacking by enableHacking = 1; Then if you want to add new containers to be hackable the same way safes are: You will need to add a new class to class CfgInteractionMenus in your mission config.cpp Check how Class Safe is structured. Copy paste rename the classname and in target = "Exile_Container_Abstract_Safe"; specify your crate classname. Share this post Link to post Share on other sites
tophi 10 Posted January 27, 2020 thank you so much! Share this post Link to post Share on other sites
Sgt Smash 34 Posted February 27, 2022 Anyone know a fix for the loot stop spawning in buildings from the mod? I have the code for loot spawns and potions for both already Spoiler class Land_u_Shed_Ind_F { table = "Industrial"; positions[] = {{-2.41211, 4.91602, -1.40862}, {-6.54688, -0.166016, -1.40862}, {10.6914, 2.14648, -1.40862}}; }; class Land_Metal_Shed_F { table = "Industrial"; positions[] = {{-3.34375, -1.80273, -1.343}, {3.52539, -2.15625, -1.343}}; }; Just two examples Share this post Link to post Share on other sites
Thomas TKO 82 Posted February 28, 2022 You need the custom Code override from ebm , its on the mod i think 1 Share this post Link to post Share on other sites
Sgt Smash 34 Posted March 1, 2022 6 hours ago, Thomas TKO said: You need the custom Code override from ebm , its on the mod i think Thanks mate, Would that be this? "exileclient_system_lootmanager_thread_spawn" So is this right? or dose the "e" on the first "exileclient_system_lootmanager_thread_spawn" need to be a capital E or stay lower case? Spoiler exileclient_system_lootmanager_thread_spawn = "EBM\exileclient_system_lootmanager_thread_spawn.sqf"; Share this post Link to post Share on other sites
Whitey01 13 Posted March 1, 2022 My Entry in config.ccp //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EBM Loot ExileClient_system_lootManager_thread_spawn = "Custom\LootManager\exileclient_system_lootmanager_thread_spawn.sqf"; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 1 Share this post Link to post Share on other sites
4bZurd 0 Posted October 10, 2023 So, uhm, for some reason Extended Base mods kinda works. We got a dedicated server running Exile.Altis Extended_Base_Mod is added, and the vendors have the items. Items can be purchased and put in backpack (or car or whatever). But when I go to our Territory and try to place the structures, they don't show up. I get the construction GUI, and it looks ok, apart from the fact that I can't see the structure and thus can't palce it anywhere. Anyone have some insight? Share this post Link to post Share on other sites
rgscriven 18 Posted October 11, 2023 have you added the mod correctly and the keys Share this post Link to post Share on other sites
4bZurd 0 Posted October 11, 2023 9 hours ago, rgscriven said: have you added the mod correctly and the keys Good call on the key, fopr some reason it was missing from the server. So a quick reinstall of the addon, and everything works beautifully! Thanks! Share this post Link to post Share on other sites