Changelogs Latest Topicshttps://exile.majormittens.co.uk/forum/152-changelogs/Changelogs Latest Topicsen1.0.4 "Pineapple"https://exile.majormittens.co.uk/topic/25026-104-pineapple/ TDLR

  • Exile Escape
  • Virtual Garage
  • Safe Hacking
  • Door Grinding
  • New constructions
  • Compatibility with Arma 1.80
  • Bug fixes, but still not bug-free

Admin Info

  • No database changes required unless you are running ExAD Virtual Garage
  • Update the BE filters
  • Update the exile.bikey
  • Update exile_server/exile_server_config.pbo
  • Add new configs to Mission file
  • Add new Rscs to Mission file

Changes:

  • Added: Exile Escape gamemode (Thank you to everyone who donated!)
  • Fixed: Players will randomly get a systemChat message saying "got scared" when near a hen
  • Fixed: KSVK zeroing 
  • Added: Suppressor support for the PKP and Pecheneg
  • Changed: Increased zeroing distance for PKP and Pecheneg
  • Changed: Increased zeroing distance for Lee Enfield
  • Changed: Increased damage of Lee Enfield
  • Fixed: Players being killed by another player in a vehicle will cause the kill message to say "Killed by an NPC"
  • Fixed: Pack safe exploit
  • Fixed: Wrong variable used in "ExileServer_util_fill_fillWeapons", causing incorrect behavior. Thx @StokesMagee
  • Fixed: Other miniguns are no longer affected by Exile.
  • Changed: Mass of the Bandage item (Exile_Item_Bandage) has been reduced from 10 to 2. This should make the item more useful for players.
  • Changed: Mass of the Vishpirin item (Exile_Item_Vishpirin) has been reduced from 15 to 5. Like the bandage, this should make it more useful.
  • Added: Traders are respawned and their dead bodies deleted when killed in some way to prevent duping. (Bohemia fix godmode pls)
  • Changed: "ExileClient_util_world_canBuildHere" now takes PositionASL instead of PositionAGL for simplification/optimization purposes. If you use this function in custom scripts/addons, make sure to update your code.
  • Fixed: Issue(s) with building over water and/or high altitudes.
  • Changed: You can no longer attempt to place flag poles in any location that you can't place base objects otherwise. Specifically, placing flags now utilizes the "ExileClient_util_world_canBuildHere" function to validate flag placement. While this doesn't really impact gameplay, it consolidates building requirements.
  • Fixed: Incorrect magazine classname in the "Exile Weapons Box" for the KSVK APDS magazine. Thx to @r0fus for pointing it out.
  • Changed: The "deposit field" of the locker menu will default to the maximum amount of poptabs you can store in the locker for easy depositing.
  • Fixed: Poptab values on the locker and trader dialog menus will no longer take exponent form.
  • Fixed: Invalid model path for Exile_Item_Leaves
  • Added: New dabbing animation. Thx to @Andrew_S90 for making this.
  • Changed: Performance improvements to
    • ExileClient_util_world_getAlivePlayerInfantryInRange
    • ExileClient_util_world_isAlivePlayerInfantryInRange
    • ExileClient_util_world_isAlivePlayerInRange
    • ExileClient_util_world_isClimbingPlayerNearby
  • Fixed: Incorrect enums for ExileClient_system_garbageCollector_deleteObject. Thx Bohemia for pointing it out. 
  • Fixed: Issue with concrete window hatches can be opened even though they are locked. Thx @Announcement for pointing it out. 
  • Fixed: Invalid model path for Exile_Item_WoodSticks. Thx @Announcement for pointing it out. 
  • Fixed: Enum error in ExileServer_object_construction_network_upgradeConstructionRequest. Thx @Announcement for pointing it out. 
  • Added: Prototype safe hacking system
  • Added: Prototype door lock grinding system
  • Fixed: Profile goggles overriding database saved goggles
  • Fixed: Exile_Magazine_Battery inventory icon was black
  • Fixed: Shadow lods for XM8 were not trangulated
  • Fixed: XM8 had empty animation keyframes
  • Fixed: Disabled the ability to activate mines from loot piles
  • Changed: Made it possible to add XM8 apps without the need of 3rd party scripts
  • Fixed: Enum error in ExileServer_system_event_ambientFlyover_start
  • Added: Territory Raid Mode
  • Fixed: Invalid bone count error
  • Added: Arma Dynamic Simulation support
  • Fixed: A bunch of spelling errors in the loading screen texts
  • Changed: Moved Sloth Machine to Extra Apps to make way for a new app
  • Changed: Moved Sloth Machine, Health Scanner, and Settings resources to mission side config 
  • Added: New Toast Template: Warning
  • Fixed: Radiation zones check was using wrong position command which was providing inaccurate radiation dosage. Thx @Captain Bigzy for reporting this.
  • Added: 7 new base building construction items. Thx @Andrew_S90 for making these <3
    • Concrete Ladder Hatch
    • Concrete Draw Bridge
    • Concrete Floor Port (Small)
    • Metal Ladder
    • Metal Ladder (Double Tall)
    • Wood Ladder Hatch
    • Wood Ladder Hatch Reinforced
  • Changed: The safe can now be re-textured using scripting commands
  • Added: Two new containers. Thx @Andrew_S90 for making these
    • Safe (Small)
      • A smaller version of the regular safe. It is mainly used for poptab storage, as that it cannot store more than a few items.
    • Old Chest
      • A bigger version of the storage chest, it cannot be locked.
  • Added: The ability to override the max amount of poptabs that can be added to a vehicle/container. 
  • Added: Virtual Garage
  • Fixed: 3D markers no longer move up and down when it's over the sea. 
  • Fixed: When selling a stolen flag, the flag will now be removed from their back
  • Fixed: Crafting items that cannot fit in your inventory will now drop on the ground. Thx @WURSTKETTE for reporting this.
  • Fixed: Draining fuel with a full inventory will now drop the fuel canister on the ground. Thx @exilerist for reporting this.
  • Fixed: UAV Glitch
  • Added: 5 new flags. Thx Shoritz for making these!
]]>
25026Sat, 02 Dec 2017 22:24:21 +0000
1.0.3 "Lemon"https://exile.majormittens.co.uk/topic/22940-103-lemon/ TLDR

  • Hunting and gathering
  • Baguettes 
  • New weapons
  • New constructions
  • New items
  • Reworked loot table compiler
  • Custom user key 3 will remove all active waypoints
  • Arma 1.70 support
  • XM8 Discord bot
  • Much bug fix, such wow. Probably still not 100% bug free
  • And so much more!

Admin Info

  • No database wipe is required
  • Update the BE filters / scripts.txt
  • Update the exile.bikey
  • Run upgrade-1.0.2-1.0.3.sql in the server install package if you have an existing server. This just changes one attribute of one column
  • Re-work of loot tables is required, see here

Changes

  • Added: XM8 3D model (had a dummy so far)
  • Changed: Re-worked loot table compiler
  • Changed: The way loot drops are calculated has been simplified for greater server performance - thx to @maca134 and @MGTDB for pointing out issues
  • Changed: CfgLootTables has been renamed to CfgExileLoot. The old config is obsolete and can be removed. 
  • Added: Several animal AI finite state machines for different behaviour per animal species
  • Added: Goat
  • Added: Sheep
  • Added: Hen
  • Added: Rooster
  • Fixed: Vehicles and containers could spawn flipped onto the side in rare situations - thx to @Bones51 and @DaveM for helping
  • Fixed: Ammo hud not showing correct ammunition count with certain mods - thx to @exilerist
  • Fixed: A utility function would not remove items from corpses - thx to @WolfkillArcadia for pointing out
  • Fixed: "Plant Breaching Charge" scroll wheel option would not show up sometimes - thx to @MGTDB for pointing out
  • Fixed: Removed black skin of the Arma 2 SUV. This car only has one skin and thus needs no vehicle customs entry
  • Fixed: Some constructions outside of territories would never despawn - thx to @John for reporting
  • Added: A more dominant alternative to toasts: Baguettes. Yes, you have read that correct. Baguettes.
  • Fixed: Mission File config could not be obfuscated/built using mikero due to extra semicolons - thx to @StokesMagee for pointing out
  • Fixed: Camera kits do not float when dropped onto the ground anymore.
  • Fixed: An armillion of vehicle config warnings.
  • Added: Blood effects on screen when taking damage.
  • Added: APDS 8G Bullet Cam ammo.
  • Fixed: The sales price of your equipped weapon would not include the value of the currently loaded magazine.
  • Added: SA61
  • Added: M107
  • Added: KSVK
  • Added: M4
  • Added: M16A4
  • Added: M16A2
  • Added: All Arma 2 AK's now support bipods
  • Fixed: Muzzle Flashes would blink really weird on Arma 2 weapons
  • Fixed: Doors would not open since Arma 1.68 patcherino
  • Fixed: Adjusted MySQL table scheme to offer enough space for new Arma 1.68 hitpoints info
  • Fixed: Contructions, vehicles and containers would rotate wrong since Arma 1.68
  • Fixed: Ingame sessions had a tiny chance of colliding, causing players not being able to spawn
  • Changed: It is not possible anymore to attach locks to doors outside of your territory
  • Fixed: Certain clan names would screw up the database
  • Fixed: Rotating a vehicle would not work sometimes
  • Added: Wood Ladder
  • Added: Wood Draw Bridge
  • Added: Reinforced Draw Bridge
  • Added: Wood Floor Port (Small)
  • Added: Reinforced Floor Port (Small)
  • Fixed: Vehicles could be purchased without the required respect
  • Added: Specifying a non-existent file in CfgExileCustomCode will now result in an error message in the .rpt file
  • Added: 8G Bullet Cam magazines for M107 and KSVK
  • Fixed: Shipping containers no longer being able to be destroyed and harvested
  • Fixed: Config errors for breaching charges
  • Fixed: Wrong map name and picture being displayed on the loading screen
  • Fixed: Wrong variable for catch in updateMyPartyMarkerRequest. Thx to @Golias for pointing this out.
  • Fixed: Wrong format used for while loop in a string util function. Thx to @Golias for pointing this out.
  • Fixed: Loading screen no longer displays a map until the mission file has been received
  • Added: A modified variant of the auto-run feature. It will take the terrain's gradient into effect to make the player jog or walk on steeper terrain. This can be enabled via a config option.
  • Added: A prototype hunting / gathering system
  • Added: Spray Can (Black)
  • Added: Spray Can (Blue)
  • Added: Spray Can (Green)
  • Added: Spray Can (Red)
  • Added: Spray Can (White)
  • Added: Burlap Sack
  • Added: 5.56mm Bullets
  • Added: 7.62mm Bullets
  • Added: Weapon Parts
  • Added: Dog Steak "Alsatian" (Raw)
  • Added: Dog Steak "Alsatian" (Cooked)
  • Added: Cat Shark Filet (Raw)
  • Added: Cat Shark Filet (Cooked)
  • Added: Chicken Filet (Raw)
  • Added: Chicken Filet (Cooked)
  • Added: Dog Steak "Fin" (Raw)
  • Added: Dog Steak "Fin" (Cooked)
  • Added: Goat Steak (Raw)
  • Added: Goat Steak (Cooked)
  • Added: Mackerel Filet (Raw)
  • Added: Mackerel Filet (Cooked)
  • Added: Mullet Filet (Raw)
  • Added: Mullet Filet (Cooked)
  • Added: Ornate Filet (Raw)
  • Added: Ornate Filet (Cooked)
  • Added: Rabbit Steak (Raw)
  • Added: Rabbit Steak (Cooked)
  • Added: Rooster Filet (Raw)
  • Added: Rooster Filet (Cooked)
  • Added: Salema Filet (Raw)
  • Added: Salema Filet (Cooked)
  • Added: Sheep Steak (Raw)
  • Added: Sheep Steak (Cooked)
  • Added: Snake Filet (Raw)
  • Added: Snake Filet (Cooked)
  • Added: Tuna Filet (Raw)
  • Added: Tuna Filet (Cooked)
  • Added: Turtle Filet (Raw)
  • Added: Turtle Filet (Cooked)
  • Added: Using Custom User Key 3 will remove all active waypoints on the screen/map
  • Added: Animal spawning and hunting
  • Added: The loading screen will now show random quotes from our Discord community. Join our Discord and get your own text up there.
  • Fixed: It was possible to interact with objects while controlling a drone - Thx to that guy who does not want to be mentioned because his teammates will abandon him.
  • Fixed: One could run away from Russian Roulette by using auto-run. (nice one!)
  • Added: XM8 Discord bot
  • Changed: "XXX died of an unknown reason" has been made more clear.
  • Changed: Fuel Barrel (Empty) and Fuel Barrel (Full) now have the correct icons and models
  • Added: New Jets DLC vests to traders and arsenal
  • Fixed: SPAR_02's have been made safe for Exile and now will not trigger the server side attachment filter (No more ERROR ERROR ERROR ERROR for those)
  • Fixed: Melee actually does some damage to players now
  • Fixed: Altitude will now display in kilometers once it gets above 999m. EG, 1400m will now display as 1.4k
  • Added: Multiple different textures for the SUVXL

New Meat Items
The new raw meat items will be offered by the Food trader by default. However since a knife is used to hotwire vehicles, as well as, gutting animals, all meat items are priced higher to offset the rarity of knifes.

Spoiler

// Cooked Items
class Exile_Item_SheepSteak_Cooked				{ quality = QUALITY_LEVEL_4; price = 230; };
class Exile_Item_AlsatianSteak_Cooked			{ quality = QUALITY_LEVEL_4; price = 230; };
class Exile_Item_CatSharkFilet_Cooked			{ quality = QUALITY_LEVEL_4; price = 230; };
class Exile_Item_FinSteak_Cooked				{ quality = QUALITY_LEVEL_4; price = 230; };
class Exile_Item_GoatSteak_Cooked				{ quality = QUALITY_LEVEL_4; price = 230; };
class Exile_Item_TurtleFilet_Cooked				{ quality = QUALITY_LEVEL_4; price = 230; };
class Exile_Item_TunaFilet_Cooked				{ quality = QUALITY_LEVEL_3; price = 220; };
class Exile_Item_RabbitSteak_Cooked				{ quality = QUALITY_LEVEL_3; price = 215; };
class Exile_Item_ChickenFilet_Cooked			{ quality = QUALITY_LEVEL_3; price = 205; };
class Exile_Item_RoosterFilet_Cooked			{ quality = QUALITY_LEVEL_3; price = 205; };
class Exile_Item_MulletFilet_Cooked				{ quality = QUALITY_LEVEL_3; price = 200; };
class Exile_Item_SalemaFilet_Cooked				{ quality = QUALITY_LEVEL_3; price = 200; };
class Exile_Item_MackerelFilet_Cooked			{ quality = QUALITY_LEVEL_3; price = 190; };
class Exile_Item_OrnateFilet_Cooked				{ quality = QUALITY_LEVEL_3; price = 180; };
class Exile_Item_SnakeFilet_Cooked				{ quality = QUALITY_LEVEL_3; price = 180; };

// Raw Items
class Exile_Item_CatSharkFilet_Raw				{ quality = QUALITY_LEVEL_2; price = 125; };
class Exile_Item_TunaFilet_Raw					{ quality = QUALITY_LEVEL_2; price = 120; };
class Exile_Item_AlsatianSteak_Raw				{ quality = QUALITY_LEVEL_2; price = 115; };
class Exile_Item_TurtleFilet_Raw				{ quality = QUALITY_LEVEL_2; price = 115; };
class Exile_Item_SheepSteak_Raw					{ quality = QUALITY_LEVEL_2; price = 115; };
class Exile_Item_FinSteak_Raw					{ quality = QUALITY_LEVEL_2; price = 115; };
class Exile_Item_GoatSteak_Raw					{ quality = QUALITY_LEVEL_2; price = 115; };
class Exile_Item_ChickenFilet_Raw				{ quality = QUALITY_LEVEL_2; price = 110; };
class Exile_Item_RoosterFilet_Raw				{ quality = QUALITY_LEVEL_2; price = 110; };
class Exile_Item_MackerelFilet_Raw				{ quality = QUALITY_LEVEL_2; price = 108; };
class Exile_Item_MulletFilet_Raw				{ quality = QUALITY_LEVEL_2; price = 108; };
class Exile_Item_OrnateFilet_Raw				{ quality = QUALITY_LEVEL_2; price = 108; };
class Exile_Item_RabbitSteak_Raw				{ quality = QUALITY_LEVEL_2; price = 108; };
class Exile_Item_SalemaFilet_Raw				{ quality = QUALITY_LEVEL_2; price = 108; };
class Exile_Item_SnakeFilet_Raw					{ quality = QUALITY_LEVEL_2; price = 108; };

 

Animal Spawning Config

Animal spawning can be controlled in CfgExileAnimals in the mission file.

Spoiler

class CfgExileAnimals
{
	/**
	 * Should animals spawn on your server? Y/N?
	 */
	enabled = 1;

	/**
	 * Should vanilla Arma animals (fish, rabbits, bees, etc.) be disabled?
	 * We think it should, since it might confuse players if they cant eat them. *munches on bees*
	 */
	disableVanillaAnimals = 1;

	/**
	 * Which animals to spawn. 
	 * Exile automatically spawns a color variation of that animal, if variations exist.
	 * Each player (client) has a maximum of one animal at a time.
	 * Exile checks which animal type can spawn in front of the player and then
	 * picks a random one. 
	 *
	 * For now it is like this:
	 * 
	 * - Goats spawn on hill tops, but not in forests
	 * - Sheep spawn on meadows, but not next to forests and not on hill tops
	 * - Hens and roosters spawn next to buildings only
	 *
	 * => More animal types will follow in upcoming Exile versions, hopefully.
	 */
	animalTypes[] = 
	{
		"Exile_Animal_Rooster_Abstract",
		"Exile_Animal_Hen_Abstract",
		"Exile_Animal_Goat_Abstract",
		"Exile_Animal_Sheep_Abstract"
	};

	/**
	 * Animals are always spawned in front of the player, but
	 * at least a certain distance away. The radius is applied on top.
	 *
	 * Example:
	 * Distance = 150
	 * Radius = 50
	 *
	 * => Minimum Distance from Player = 150 
	 * => Maximum Distance from Player = 150 + 50 * 2
	 */
	spawnDistance = 150;
	spawnRadius = 50;

	/**
	 * Specifies the minimum time in seconds between spawning animals.
	 * When the animal diededed, this time has to pass before it spawns
	 * a new one.
	 *
	 * It is a min/max setting, so the intervals will be uneven and a bit random.
	 * By default it will take 5 to 10 minutes to respawn a new animal.
	 */
	minimumSpawnDelay = 5 * 60;
	maximumSpawnDelay = 10 * 60;

	/**
	 * Clients will despawn animals if no player is in this radius around the animal
	 * This check is ran every 1 minute, so it is pretty unprecise, but performance-friendly. 
	 */
	keepAliveRadius = 500;

	/**
	 * Defines the minimum lifetime of an animal in seconds. During this time, right after spawning,
	 * it will not despawn. (+-0..1 minute delay)
	 */
	minimumLifetime = 5 * 60;
};

 

Loot Table Compiler Changes

Find the documentation here.

]]>
22940Sat, 20 May 2017 18:29:24 +0000
1.0.2 "Kohlrabi"https://exile.majormittens.co.uk/topic/17807-102-kohlrabi/ TDLR

  • 8G Bullet Cam
  • Compatibility with Arma 1.64
  • Bug fixes, but still not bug-free
  • Much wow, so Exile

Admin Info

  • No database changes required
  • Update the BE filters / scripts.txt
  • Update the XM8.dll / XM8.so
  • Update the exile.bikey
  • Update exile_server/exile_server_config.pbo
  • Be sure to add the 8G ammunition to your loot tables and traders
  • Add the vehicle spawn settings to your mission config

Changes

  • Added: Flags of Scotland and Estonia
  • Added: Possibility to code and send custom notifications to the Exile Mod XM8 app via SQF only (Requires whitelisting from us)
  • Fixed: A problem where quad bikes and regular bikes would still warm you up in cold climates - thx to @John for pointing out
  • Added: 8G Bullet Cam
  • Added: Ammunition and fuel randomization when spawning a vehicle in the world on server boot. Check the settings below! - thx for @GamingAtDD on Twitter for the idea
  • Fixed: Possible client crash to desktop when joining a server - Please tell us if it helped you!
  • Added: Arma 1.64 compatibility
  • Added: Prototypes of hunting, farming and fishing (Will be finished later!)
  • Fixed: A very exotic glitch where one could access locked safes - thx to @John Lemon for reporting

Vehicle Spawn Settings

This goes into your mission config, CfgSettings / VehicleSpawn:

/**
 * If "randmizeFuel" is set to 1, vehicles will spawn with randomized
 * fuel. In this case, "fuel" controls the percentage of fuel that
 * can be in the vehicle at a maximum. For example, if you set this to
 * 0.5, then vehicles will spawn with something random between 0% and 50%.
 *
 * If "randomizeFuel" is set to 0, all vehicles will spawn exactly the 
 * fuel percentage defined in "fuel". For example, setting this to 0.5
 * will spawn all vehicles with 50% fuel. Setting it to 0 would spawn
 * all vehicles without fuel.
 */
randomizeFuel = 1;
fuel = 1;

/**
 * Works exactly the same as the fuel setting ^
 */
randomizeAmmo = 1;
ammo = 1;

 

]]>
17807Mon, 05 Sep 2016 20:50:51 +0000
1.0.1 "Sweet Potato"https://exile.majormittens.co.uk/topic/16566-101-sweet-potato/ TDLR

  • First version to support the Exile Mod XM8 app - Download from Google Play Store
  • We have decided to make the app free!
  • Fixes, fixes, fixes
  • Many cool, such wow

Admin Info

  • Update your keys
  • Update your mission config
  • Review your difficulty settings to use ExileRegular or ExileHardcore
  • Update your BE filters
  • Update your XM8.dll and XM8.so
  • Register your server on https://xm8.exile.majormittens.co.uk to connect with the app
  • Update your extDB2 exile.ini
  • No database changes required

Changes

  • Fixed: Ambient Flyovers could crash into the vehicles sold at vehicle/aircraft traders - thx to @kimse for reporting
  • Fixed: Exploit where you could buy something without losing money - thx to @Satus for reporting
  • Changed: Desensitized onHackedData that kept on banning people, probably due to BattlEye not functioning correctly
  • Changed: Increased the spawn radius of purchased boats and vehicles for Tanoa traders
  • Added: Suppression of the annoying "regroup, regroup, regroup" chatter
  • Fixed: Bikes can now be flipped
  • Fixed: Concrete floor hatch and concrete window hatch would not be refunded when deconstructing - thx to @StokesMagee for reporting
  • Added: XM8 Mobile App notification when protection money was paid
  • Fixed: Crafting a Metal Repair Kit would return a Wood Repair Kit - thx to infaCt for reporting
  • Fixed: Moving a construction part when the territory is maxed out could lead to instant cancellation
  • Added: 3D party markers will now become transparent when looking at them, so they do not block your line of sight anymore :) 
  • Removed: Ingame dev blog
  • Changed: Ambient Flyovers now run out of fuel after a couple of minutes, so if the Arma 3 AI is too intelligent to miss the 800m-in-radius-waypoints, they will not fly in circles forever, but crash instead
  • Changed: Reverted back to old group management. Loners are not in the same group anymore. We will consider switching back to the new system if all related engine bugs are fixed. We do not know if and when this might happen
  • Changed: Reverted back to old "No Voice in Sidechat" functionality, since the "enableChannel" command in Arma too buggy
  • Removed: Vanilla Arma Chat/VON channel info icons, since they have no effect
  • Fixed: Paying protection money did not show a proper toast
  • Fixed: Crafting a wire fence kit would not return any item
  • Changed: Increased the radius in which vehicles spawn on purchase
  • Changed: Increased the maximum distance you can be from a vehicle in order to repair or hotwire from 5 to 7m  - thx to @Mr.Pig for reporting
  • Fixed: Updated the exile.ini to properly delete old objects - thx to @Mr.Pig for reporting
  • Added: Earthquake server event. Do not spawn too often, it destroys a few static map buildings everytime
]]>
16566Sat, 16 Jul 2016 10:12:45 +0000
1.0.0 "Potato"https://exile.majormittens.co.uk/topic/15878-100-potato/ TLDR

  • Official Tanoa and APEX support
  • Press shift+click on the map to place multiple waypoints
  • New Scuba traders
  • Many bugs fixed, probably not 100% bug-free

Admin Info

  • No database changes required.
  • If you use a custom difficulty, be sure to set waypoints = 0!
  • If you use contaminated zones on your server, be sure to have a "Radiation" loot table and defined your zones with the new marker type "ExileContaminatedZone".
  • If you have placed Russian Roulette chairs, change the vehicle type from "Land_ChairWood_F" to "Exile_RussianRouletteChair".
  • If you have been using non-construction zones, be sure to switch over to using markers of type "ExileNonConstructionZone" for that now.
  • Be sure to switch the game mode to "Survival" in your description.ext file. It was changed last-minute to "Survive"!

Changes

  • Fixed: Non-Construction zones had a wrong distance check.
  • Fixed: Removed obsolete CfgBaseRaiding from mission config, as it was only a development left-over.
  • Fixed: Upgrade SQL file should now contain all required statements (meh, we went goof there, sorry).
  • Tweaked: Purchasing a territory flag will now show meaningful messages.
  • Added: New markers for aircraft traders, boat traders, Russian Roulette and spec ops trader.
  • Fixed: Marking obsolete territories as deleted did not work very well.
  • Fixed: Moving a container with pop tabs in them would make them disappear.
  • Changed: The sloth machine will now show more meaningful messages.
  • Changed: The sloth machine now shows win/lose situations visually.
  • Removed: Razor wire. This Arma model cannot be targeted and thus not moved or deleted.
  • Added: Some of the new items were missing at the traders.
  • Added: The traders now support glasses and masks.
  • Changed: "Game Mode" is now set to "Survival".
  • Added: A new "Scuba" trader type.
  • Changed: Cleaned up existing markers. They have been to yellowish.
  • Added: New map markers for missions and capture points (See Dev blog).
  • Changed: Adjusted the sales price of some craftable items to prevent infinite profit.
  • Added: The "Take All" button now also grabs pop tabs.
  • Added: Moving base parts while the flag has been stolen is not possible anymore. However, deconstructing is.
  • Changed: Chopped wood logs now spawn directly at your feet to prevent trouble in Tanoas jungle.
  • Fixed: A boo-boo that allowed duping of code locks.
  • Changed: Re-sorted description.ext to be more user-friendly and added 1.62 settings.
  • Changed: Russian roulette chairs need to be of class  Exile_RussianRouletteChair now (See Dev blog soon).
  • Tweaked: The vehicle trader now displays the APEX Blackfish without problems now.
  • Changed: Non-Construction zones and Contaminated Zones are now defined via map markers. (setMarkerType "ExileNonConstructionZone" and "ExileContaminatedZone"). Inner contamination radius is hard-coded to 75% of the maximum radius.
  • Added: APEX vehicles and gear. The SPAR02 has not been added since it is configured wrong in Arma. Will report that to BI.
  • Fixed: RCON warnings for kick not working
  • Fixed: Strange message on family kick
  • Added: Shift + click on the map can now add multiple waypoints instead of just one. The maximum number of waypoints is five. Hover your mouse on them and press delete to remove the. All waypoints are rendered in 3D.
  • Added: Loot in contaminated zones now always uses the "Radiation" loot table. This allows spawning high loot or special loot in contaminated zones to attract players.
  • Removed: Arma 2 AKM and AKS, since APEX introduces these weapons, too.
  • Fixed: Server will not complain about missing Russian Roulette chairs anymore.
  • Changed: Reworked the login procedure to the server to prevent spawn timeouts and occasional black screens when tabbing out to read the Dev blog.
  • Fixed: Corpses that are still "controlled" by players will not be removed if the garbage collector has been set up wrong.
  • Tweaked: "Fus Ro Dah" will not push the new RHIB 600m away anymore.

More on this in the Dev blog soon (Valve time applies).

]]>
15878Mon, 04 Jul 2016 09:33:40 +0000
0.9.8 "Kiwi"https://exile.majormittens.co.uk/topic/15542-098-kiwi/ TLDR Version

  • Clans / Families
  • Mobile App Support (will roll that out soon)
  • New construction material
  • Base Raiding
  • Physical pop tabs
  • Russian Roulette
  • Gambling
  • New weapons and vehicles
  • New respect system
  • And so much more!

Admin Info

A database wipe is not required. The update script puts all pop tabs into the locker of the players. However, we strongly recommend to start all over, as we have literally touched everything. This update had changes to more than 1.800 files in our internal project.

Changes

We are very sorry, but we are not going to write a changelog this time. It would take us a week to write that!

]]>
15542Wed, 29 Jun 2016 16:51:18 +0000
0.9.61 "Plum"https://exile.majormittens.co.uk/topic/14556-0961-plum/ TLDR Version

This is a patch to establish compatibility with Arma 1.60. It does not contain new things.

Admin Info

  • Updated: exile_server_config.pbo (optional. If your one is already working, you don't have to update this file)
  • Updated: BE filters (scripts.txt)
  • Updated: Signature Keys
  • Updated: @Exile client folder
]]>
14556Mon, 30 May 2016 16:29:24 +0000
0.9.6 "Pomelo"https://exile.majormittens.co.uk/topic/9605-096-pomelo/ TLDR Version

  • Abandoned safes will now be announced and opened for everyone to loot
  • Supply drops next to airfields. You can mount the crate onto your car and install it in your base. Has about 10x the capacity of a wood crate
  • Loot now spawns instantly. There is no "loot spawned" message anymore
  • 10 new vehicles and 4 new items. Check the wiki - much love to @Psycho!
  • Use knifes to hot-wire vehicles
  • Repairing now takes a long time
  • Metal hedgehogs can now be placed to fortify against vehicles
  • Craft a water barrel for water supply in your base
  • Use gas masks to enter contaminated zones
  • Very surprise
  • So wow

Admin Info

  • If you want coast spawning, remove all spawn zone markers from the mission sqm. Can also be combined with parachuting.
  • Run the upgrade SQL script
  • No wipe required
  • Be aware that the loot and trader system has changed. You need to review your settings!
  • Merge extdb-conf.ini
  • Replace exile.ini
  • Replace exile_server.pbo
  • Merge loot tables (if you like to)
  • Replace @Exile
  • Replace key
  • Use new BattlEye filters

Remarks
We are aware of uniforms disappearing. If you have experienced this problem, please write a comment here. Provide as much information as possible, as this seems to be an Arma problem.

Also, we know that the axe swing animation is still fucked. Had no luck getting this to work so far.

The exile_server_config has some classes defined twice in different scopes regarding buildings. We will remove that later. It will not break stuff for now - do not worry :)

Changes

  • Added: Prototype of a temperature system (configurable)
  • Fixed: Spawn dead loop when player logged out mid-air
  • Fixed: Broken hitpoints of vehicles does not stop spawning world vehicles anymore
  • Added: Gas mask. Can be used similar to NV goggles
  • Changed: You can now fully customize the clothing of traders
  • Changed: Trader types are now set via setVariable and not via an entry in CfgVehicles. You can now create as many traders as you want - also vehicle traders.
  • Fixed: Problem with older MySQL server version where constructions and containers outside territories would not be deleted
  • Added: Territory app in XM8 now shows radius of territory
  • Added: You can now enable 3D radius display of your territory in your XM8
  • Fixed: Kicking someone from a party would not work
  • Fixed: Bambi Overall, Exile Woodland and base uniform had enormous leg and arm armor / hit protection - thx to Squizzz for reporting
  • Changed: Vehicle Customs Trader now able to use custom skins
  • Added: Exile custom vehicle skins (See preview images below)
  • Fixed: If two territory were very close to each other, you could only build within 275m, not 300m - thx to Mikeeeyy for reporting
  • Fixed: Handcuffed players cannot get into vehicles or place mines anymore
  • Added: Delayed action framework - more info soon
  • Removed: Santa Hat as bambi load-out
  • Removed: Christmas presents as loot spawn containers
  • Changed: Disabled fast-locking while in combat. You will always have to enter the PIN code even if you have entered it before while in combat.
  • Fixed: Flood lights not working in most cases (will we ever fix them once and for all? Kappa)
  • Fixed: Respect would not be displayed correctly after you have upgraded your territory
  • Fixed: It was not possible to place a safe close to an enemy territory
  • Added: Exile Events "AbandondedSafe" & "SupplyBox"
  • Added: New Supply Box storage crates that are dropped by the A Heart For Inmates charity NPC faction in the "SupplyBox" events.. These can be mounted in the back of the Tempest, Zamak, HEMMT, Offroad & Van and then installed at a territory as persistent storage.
  • Added: You can now reset vehicle pin codes at the Vehicle & Air Customs Traders but you must know the current pin code or pay a % of the vehicle sale price (configurable).
  • Changed: Optimized loot clean-up performance  - thx to @Torndeco
  • Added: Moving of unlocked safes and containers
  • Fixed: Various bugs, typos, etc.  Thanks in large part to the community for helping. @maca134 @Mikeeeyy @TheMeq
  • Added: Hot-wiring vehicles using the new Exile Knife with a 50% chance to fail and destroy the knife
  • Changed: Repairing vehicles with duct tape now takes time
  • Added: Heatpacks. They warm you up on use by 1°C and can be found in civillian buildings. You can also buy them next to Vishpirin
  • Added: Czech Republic and The Netherlands country flags
  • Added: Added a prototype of water barrels to be crafted and placed in your base. They will fill up with water when it is raining so you can fill up water bottles there.
  • Added: Beer and coffee will heat you up now
  • Added: Random coast spawning without spawn point selection. 
  • Fixed: The item detail tab will now show the correct sales price of an item even if they is no one defined explicitely - thx to @Brun
  • Fixed: Network messages can now be defined in the mission file to remove the need for remoteExec
  • Added: Fuel barrels that can take up to 300l of fuel
  • Fixed: A potential glitch to make walls have god mode
  • Added: Threading system automatically appends thread ID to last param in called function (possibility of self termination)
  • Fixed: Exploit to dupe construction kit items - thx to Mike for reporting
  • Fixed: Much bugs, such fixed, so WoW!
  • Updated: BE filters ¯\_(ツ)_/¯
  • Fixed: Fixed a a problem where people send themselves money
  • Changed: Adjusted vehicle capacity of Ural and Ikarus
  • Changed: Loot system is now deffered to the client (as it was in 0.9.2). Should increase server performance - thx to @MGTDB, @CEN, @infiSTAR and @Hollow
  • Changed: Loot does not spawn two or more weapons on a stack now
  • Added: Missing icons for flood lights, portable generator, camp fire and a lot of other items
  • Added: Territories cannot be placed inside contaminated zones
  • Almost 200 other things that we really forgot about and are too lazy to list here

Namalsk Specific Changes

  • Added: Fireflies (configurable)
  • Added: Anomalies (configurable)
  • Added: Radio-active/contaminated zones (configurable)
  • Added: Geiger counter build into the XM8
  • Added: Snow (configurable)
  • Added: Visible breathing in cold environments (configurable)
  • Added: Complete make-over of Namalsk

Environment Temperature

Spoiler

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These settings are configurable per map / server. Communities that do not like the effect of temperature, can

  • The default climate changes every hour.
  • It is colder during nights.
  • It becomes colder if it rains.
  • It also becomes colder if it is cloudy.
  • High wind strengths lower the climate.
  • It is colder on higher altitudes.
  • Water is always colder than the environment.
  • Fire heats up the environment.
  • The higher the temperature difference between your body and the climate is, the higher the effect.

Body Temperature

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Negative effects for overheating are as minimal as possible. You can only overheat by running long. Logical effects would have been that you cannot sprint anymore or even become conscious at high fever. But that would render our auto-run useless.

  • The ideal body temperature is 37.0°C
  • Your body can cool you down or warm you up by certain amount (temperature regulation).
  • Temperatures above 37.5°C will make you more thirsty.
  • You will start shaking and shivering below 35.5°C
  • The highest body temperature you can get is 38.5°C due to the above reasons.
  • At a temperature of 34.5°C and below, you will start losing health slowly.
  • Your body is not affected by environment temperatures above 25°C and below 40°C.
  • Vehicles have air conditioning built-in. This only counts for non-open-air seats and only if the engine is on.

Wetness

  • If you jump into the ocean, you will be completely wet.
  • Being exposed to rain will increase your wetness.
  • The stronger the rain is, the faster you will become wet.
  • Hide below a roof or a large tree to not become wet while it is raining.
  • You will become dry automatically over time.
  • Fire places can help you to become dry faster.
  • However, fire places will not have an effect when it is raining and they are placed open-air.
  • Sitting inside a vehicle will protect you from rain.
  • However, sitting on the open-air cargo areas or on a quad bike does not protect you.

Movement

  • Movement warms you up.
  • The faster you move, the faster you warm up. 
  • Swimming also counts as movement. However, sky diving does not.
  • If your clothing is wet, your movement will warm you up less.

Clothing

  • Clothing has cold protection to lower the effect of cooling down.
  • Clothing loses this cold protection while you are wet. (No, not what you think)
  • Naked players have no cold protection.
  • Uniforms, vests and headgear has different levels of cold protection.
  • Clothing does not effect how fast you overheat.

Mission Config

This is subject to change and thus not 100% final :) 


class CfgExileEnvironment
{
	class Altis 
	{
		class FireFlies
		{
			// 1 = enabled, 0 = disabled
			enable = 0;

			// At this hour fire flies begin to spawn
			startHour = 18;

			// At this hour fire flies stop spawning
			endHour = 4;
		};

		class Anomalies
		{
			// 1 = enabled, 0 = disabled
			enable = 0;

			// At this hour anomalies begin to spawn
			startHour = 19;

			// At this hour anomalies stop spawning
			endHour = 6;
		};

		class Breathing
		{
			// 1 = enabled, 0 = disabled
			enable = 0;
		};

		class Snow
		{
			// 1 = enabled, 0 = disabled
			enable = 0;

			// https://community.bistudio.com/wiki/surfaceType
			surfaces[] = {};
		};

		class Radiation 
		{
			// 1 = enabled, 0 = disabled
			enable = 0;

			/*
				Defines contaminated zones in a specific map. 
				You can define multiple zones per map. The format
				of the zones is:

				[Position ASL(!), Full Radiation Radius, Maximum Radius]

				The radius works as follows:

	            |-------------------------------------------------------|
	                                Maximum Radius
				
				|------------------------|
				  Full Radiation Radius   

				Within the full radiation radius, radiation factor is
				always at a maximum. Outside of this, it lowers down
				to no radiation smoothly.

				Radiation:

	            |------------------------|------------------------------|
	            1        1      1        1     0.75    0.5     0.25    0
			*/
			contaminatedZones[] = {};
		};

		class Temperature
		{
			// Temperature in °C for the time of day, per hour
			// Add the first index to the last index, so it is 25 indizes!
			daytimeTemperature[] = {15.93,16.89,18.42,20.40,22.68,25.10,27.48,29.63,31.40,32.66,33.32,33.80,33.80,33.32,32.66,31.40,29.63,27.48,25.10,22.68,20.40,18.42,16.89,15.93,15.93};
		
			// Temperature change in °C when it is 100% overcast
			overcast = -2;

			// Temperature change in °C when it is 100% raining
			rain = -5;

			// Temperature change in °C when it is 100% windy
			wind = -1;

			// Temperature change per 100m altitude in °C
			altitude = -0.5;

			// Difference from the daytime temperature to the water temperature
			water = -5;

			// Temperature of fire, unrealistic on purpose!
			// If a fire is nearby, this overwrites the environment temperature
			fire = 45;
		};
	};

	class Namalsk: Altis 
	{
		class FireFlies
		{
			enable = 1;
		};

		class Anomalies
		{
			enable = 1;
		};

		class Breathing
		{
			enable = 1;
		};

		class Snow
		{
			enable = 1;
			surfaces[] = {"#nam_snow"};
		};

		class Radiation
		{
			enable = 1;
			contaminatedZones[] = 
			{
				{{3960.14,	8454.75,	152.862}, 	80, 	140},	// Object A1
				{{4974.70,	6632.82,	4.74293}, 	40, 	150},	// Object A2
				{{6487.92,	9302.03,	36.0014}, 	60, 	110}	// Sebjan Chemical Factory
			};
		};

		class Temperature
		{
			daytimeTemperature[] = {-2.00,-1.77,-1.12,-0.10,1.24,2.78,4.40,6.00,7.46,8.65,9.50,9.90,9.90,9.50,8.65,7.46,6.00,4.40,2.78,1.24,-0.10,-1.12,-1.77,-2.00,-2.00};
			altitude = -7;
		};
	};
};

Media (Work-in-progress!)

Spoiler

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]]>
9605Sat, 02 Jan 2016 16:17:39 +0000
0.9.41 Emergency Fixeshttps://exile.majormittens.co.uk/topic/9136-0941-emergency-fixes/ We have managed to slip two bugs through our testing. Sorry for that :(

Instead of pushing a complete update again, we would like to serve server owners with the fixes to be included in your mission file. This way, clients do not have to download ~400MB again.

We have found two problems so far, which are in the following functions:

  • ExileServer_object_tree_network_chopTreeRequest
  • ExileClient_object_item_craft

Please find the two function files attached to this post. Place them in your mission file PBO and add the following to your CfgExileCustomCode in the config.cpp of it.

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";
	*/

	// Emergency fixes for 0.9.41
	ExileClient_object_item_craft = "ExileClient_object_item_craft.sqf";
	ExileServer_object_tree_network_chopTreeRequest = "ExileServer_object_tree_network_chopTreeRequest.sqf";
};

Sorry again!

http://85.25.202.58/download-all-the-files/EmergencyFixes-0.9.41a.zip

]]>
9136Wed, 23 Dec 2015 08:14:28 +0000
0.9.41 "Clementine"https://exile.majormittens.co.uk/topic/8609-0941-clementine/ TLDR Version

  • Less bugs, but not bug free
  • Much surprise
  • So wow

Admin Info

  • Run the upgrade SQL script
  • Replace extDB2.dll
  • Merge extdb-conf.ini
  • Replace exile.ini
  • Replace exile_server.pbo
  • Merge loot tables (if you like to)
  • Replace @Exile
  • Replace key
  • Use new BattlEye filters
  • Updating exile_server_config.pbo and mission file is not required

Changes

  • Changed: Replaced "KNOCKED OUT" with more fancy messages
  • Changed: Enabled unlocking of vehicles in safe zones after restart by default
  • Removed: Obsolete " visualThreshold" from server config
  • Fixed: Players could handcuff others while being tied up
  • Fixed: Boats were spawning on sea ground instead of water surface
  • Fixed: Fly sound not always de-spawning when de-spawning a corpse 
  • Fixed: Grinder was missing in loot tables and traders (sorry!)
  • Fixed: Grenade HUD showing wrong names and values
  • Fixed: Delayed loading of character data so Arma (hopefully) does not throw magazines away
  • Fixed: Construction limit was taken from one level above the current level of territories
  • Fixed: Clean-up of territories would only work on newer MySQL server versions
  • Fixed: Location info in HUD was not showing and spawning and re-spawning
  • Fixed: Another glitchy way to access a locked safe
  • Added: Fly swarm particles on player corpses
  • Fixed: Loading lots of magazines into your weapon would prevent you from spawning - thx to @On4fox
  • Fixed: In rare situations, the detection of objects in a territory might not work well (AGL/AGLS)
  • Fixed: Camp fires would not be found in upper stories - thx to @On4fox
]]>
8609Sun, 13 Dec 2015 21:38:12 +0000
0.9.4 "Lime"https://exile.majormittens.co.uk/topic/5966-094-lime/ A more detailed version will come in the form of a dev-blog in the following days.

TLDR Version

  • 19 new cars
  • 48 new items
  • Handcuffs
  • Security Cameras
  • 3D Party HUD
  • Less bugs, but not bug-free
  • More things
  • So wow
  • Much FPS

Admin Info

  • Server wipe required or manual action required!
  • Database update required
  • extDB2 update required
  • Mission file changes required
  • BE filter update required
  • You need to use new keys

Please note that we will not delete any fields, tables or keys of our existing database scheme. We will only add new fields to existing tables. There will be a simple SQL script that you can import.

After this update, some constructions will be outside existing territories as they are not 2D anymore. Some constructions might be above the new territory sphere. Players living in these bases will not be able to move/remove constructions that are outside the territory.

Also, there might be some bases that have more constructions placed than the limit allows. Owners of these territories will not be able to add or move constructions.

Solving these problems is required. The recommended way is to clear the territory, construction, vehicle and container table, so players can start all over without having to worry about these things. If you feel this is unacceptable, you can sort this out manually by adjusting the constructions limits and territory sizes in CfgSettings.

Please be aware that your server will slow down for each construction placed. As a rule of thumb, 7-10k constructions is where the game engine begins to struggle. We have seen servers where certain groups placed more than 2k objects in a single territory. Some servers have almost 30k objects in total. 

Changes

  • You can now toggle between health and hunger/thirst in your HUD by pressing "grave".
  • You will now see blinking icons to warn you if your hunger or thirst is below 25%
  • You can now chop down bushes with your axe and combine some branches and leaves into a bush kit. Use the bush kit to attach it to your character and turn into a walking bush!
  • Added a charity NPC faction that will supply you with goodies: A Heart For Inmates
  • Added the option to define the price of item when you sell it to traders.
  • Added a configuration for the sales/purchase price factor too. Default is 0.5.
  • Added a developer-friendly setting that can help us to debug things on your server. If you do not like this, you can disable it.
  • The territory radius is now 3D, like a sphere. Thus you cannot build into the air forever anymore. No more penis-towers!
  • Introduced a maximum number of territories allowed per player. Default is 2.
  • Territories now have limited number of constructions that increase per level (30-300).
  • Added a security camera / CCTV system. You can now place security cameras in your territory and look through them by a camera terminal software of a laptop.
  • You can now specify hunger and thirst decay and regeneration in a config.
  • Minimum distance to territories was used instead of minimum distance to trader zones when spawning loot - thx to Brun for reporting
  • Container lock bypass detection ("Y u try to glitch") is not executed anymore when you are in your own territory - thx to Rangecreed for the idea
  • Fixed a problem where people could shoot near your corpse, putting you into combat, even if your new character is miles way - thx to Darth Rogue for reporting
  • Added three more frag bonus types - thx to Xanto for the idea
    • "HOMIE BONUS" applies when you kill someone while you are in your own territory
    • "RAID BONUS" applies when you kill someone who is in his own territory
    • "DOMINATION BONUS" applies when you kill someone multiple times in a row
  • Teamkillers will now lose respect
  • Adjusted the maximum capacity of some vehicles since the vanilla Arma settings are not logical. Please find the changes attached to this post.
  • Adjusted the sales prices of almost all vehicles. Look here: https://docs.google.com/spreadsheets/d/1PsDxUYBxmiQl-HSTtxj3PHWLq9R0kH0QOoZnNNe4ZhQ/edit?usp=sharing 
  • You will now see a death skull on your map when you die to easily find your corpse - thx to Boxman80 and his crew
  • Removed triggers from the default mission file completely. Exile does not use triggers anymore to detect if a player enters a safe zone. This will increase performance. Please report back to us in the "Feedback" forum how large the impact on your server / game was.
  • When you leave a safe zone, god mode and disabled weapon mode will disappear after 30 seconds and not instantly anymore. This should lower safe zone camping - thx to Toasty1234 for the idea
  • Added 9 more custom traders that can be configured by server owners (Exile_Trader_CommunityCustoms2...Exile_Trader_CommunityCustoms10)
  • Added a new server config to unlock vehicles in safe zones after server restart (off by default)
  • Added action menus to vehicles of type "Tank" so you can use lock, flip, drain fuel etc.
  • Resolved a problem with third party mods / tanks, where you could not repair them completely - thx to FordDefect for the hint
  • Increased the capacity of safes from 1500 to 3000.
  • You will now see your party members (position, name, direction) on your map.
  • Replaced the 3D party hexagons of Arma. Party members close to you will now have name tags like in the safe zone. Distant party members will have a circle + distance in meters + toggable name tages. You can configure the color of the party ESP in your XM8. Default is green.
  • Removed the thermal optics from the Nightstalker attachment.
  • Loot does not spawn in hidden buildings anymore. If you would like to replace static buildings in your mission, you can now do so without running into floating loot - thx to Brun for the hint
  • You can now pack storage crates. Just like it works for tents. Everyone can do that. There are no territory restrictions. 
  • It is now possible to deconstruct flood lights. You can also move them (that somehow broke in 0.9.34?)
  • The portable generator will now play a sound while it is running.
  • Dead bodies will now have flies swarming around it, so you can easily find corpses (Yes, it is the classic Arma 2 sound <3)
  • Added a new woodland uniform. We have found the textures for that in the Arma files, but it was not used.
  • Party members can now place 3D markers that is visible to their party mates only. Use action key 2 for that. Simply look somewhere, press the magic button and a marker with your name will appear in 3D. If you want to remove your marker, look into the sky and press the button again. Every player only has a single marker. Markers of dead mates will disappear. Markers do not have a distance-meter below them, so they do not replace range finders. This system should remove the all-time-Arma-confusion of "There is an enemy at the bushes right there!".
  • 3D markers and party ESP can be disabled by server owners in mission config - thx to John for the idea
  • You cannot build in enemy territory anymore. Not even camp fires. Nothing.
  • You can now tie other players up by using zip ties. Zip ties work like hand grenades and show up in the HUD while equipped. Press G (or whatever key you use for hand grenades) to tie another player up. You need to be very close to catch them.
  • Players can free themselves by using a handsaw, pliers or a can opener, but only if the hostage taker went away.
  • Trapped players cannot drop to lobby or commit suicide (yet). ALT+F4 while being tied up will result in a combat log punishment and the player will die.
  • Tied players can also not open their inventory, they cannot move or use weapons. They also cannot place a 3D party maker while tied up.
  • Other players can free trapped players by using the same tools mentioned above.
  • There are different respect settings that the server owner can modify, eg. trapping ("normal" or "bambi"), releasing ("hero" or "hostage taker", breaking free and/or combat log. Killing trapped players will not result in any respect bonus or loss.
    • "GOTCHA" applies when you tie someone up
    • "UNSTOPPABLE" applies when you break free
    • "KINDHEARTED" applies when you free someone (name might change, me no good English :))
  • Fixed a bug where broken vehicle database records could screw the server
  • Re-worked all prices and the complete loot tables for better balancing (existing customizations can still be used, don't worry!)
  • Moved CfgInteractionMenus and CfgInteractionModels to mission config file - thx to On4fox for the idea
  • Limited the maximum distance for range kill bonus respect to 3,000m to prevent long range mine kills. There is no reliable way in Arma to detect if a player was killed by a mine so we cannot solve it better.
  • You will now see the latest news from our website in the Arma lobby when you join a game. We feel this changelog is just not enough to communicate the features we implement. This will honor the work we put into it a bit more.
  • Added a new code lock pad interface for vehicle locks.
  • Established compatibility with Arma 1.54.
  • Re-made ALL BattlEye filters... ugh
  • You can now access the gear of tied up people and basically steal of all their gear.
  • You can now move your head while being tied up.
  • Tied up people can now be road killed.
  • Tied up people cannot adjust their stance anymore to break free.
  • It now shows a message that you do not have the required tools if you want to release someone.
  • PIN code related messages now show **** when stream friendly UI is enabled.
  • 3D party markers now function properly when a party member is not in the ground
  • "Handcuff-Loggers" are now killed properly and don't respawn where they have been
  • Sending money to players that have disconnected in the meantime does not show "Sent money to: Object not found" anymore
  • Lowered the mass of instant coffee and bandages as they were too heavy
  • Took away SPMG/Navid from the game completely. Server owners can put them back in, but they are overpowered in our opinion.
  • Changed the way vehicles spawn in general. Arma blows them up too often. Please test!
  • You now lose respect when you tie someone up, but gain some respect if you release them again
  • Adjusted some prices of vests and backpacks, as they didn't reflect their quality
  • Changed "Scan Bar Code" action on dead bodies to "Identify Body". This will display the name of the player corpse for you.
  • Loot will now spawn without a minimum distance / visual threshold. That means you don't have to be 15m away from a building anymore to have it spawn some loot. Also, this also means loot can spawn right below your feet. This improves loot spawning in the "single house in the wild" scenario.
  • Added three more crafties recipes to empty plastic bottles (dirty/salty) and fuel canisters. Thank you for the idea!
  • Changed armor values of Ifrit (150), Hunter (200) and Strider (250)

Changed/New Items

New Vehicles (Big thanks to Psycho for porting! Love you!)

  • Lada
    • Green
    • Red
    • White
    • Taxi
    • Hipster
  • Volha
    • Blue
    • White
    • Black
  • SUVXL
    • Black Chrome
  • Ural (Open)
    • Worker
    • Blue
    • Yellow
    • Military
  • Ural (Covered)
    • Worker
    • Blue
    • Yellow
    • Military
  • Ikarus
    • Blue
    • Red
    • (Party, Community Skin TBD)

Vehicle Capacity Changes

Name				Old			Change
-----------------------------------------------------------------
Kart				0
Quad Bike			600
Hatchback			2000			1300
Hatchback (Sport)		2000			1300
SUV				2000			1600
Offroad				4000			2000
Offroad (Repair)		4000			1300
Offroad (Armed)			4000			1100

Strider				4000			1800			
Hunter				2000			2200
Ifrit				2000			1800

Van				3000			3600
Van (Box)			3000			4600
Van (Fuel)			3000			1100

Zamak				3000			4200
Tempest				3000			3800
HEMMT				3000			4600

MH-9				1000			1300
M-900				1000			1300
MI-280 Taru			4000			3200
MI-280 Taru (Covered)		4000			4300
MI-280 Taru (Transport)		4000			1100
PO-30 Orca			3000			4600
CH-49 Mohawk			5000			4800
CH-67 Huron			6000			
WY-55 Hellcat			2000			2600

Cessna 185 Skywagon		0 (???)			3000
]]>
5966Sat, 10 Oct 2015 11:01:51 +0000
0.9.35 "Nectarine"https://exile.majormittens.co.uk/topic/5669-0935-nectarine/Admin Info

  • No database update required
  • No mission update required
  • No exile_server_config.pbo update required
  • Update exile_server.pbo, key, BE filters and @Exile folder and you should be done if you have no massive code customization

Changes

  • "Combine Mags" duping method fixed 
  • "Binoculars" duping method fixed - thx to Xanto for the hint
  • Construction over water works now
  • Destroying constructions over water works now
  • Attaching bombs to constructions works now too
  • Choppers do not take damage anymore when you buy them
  • The HUD does not show red numbers on a full magazine anymore, when you carry a noob tube or grenade at the same time
  • The group HUD now shows members correctly when multiple of them are in the same vehicle
  • You cannot repair vehicles anymore when you are in combat - thx to Rangecreed for the hint
  • Adjusted the action menu font size a bit so it is easier to read it
  • Fixed a problem where you got stuck in a vehicle for up to 30 seconds sometimes - thx to Rod Serling for the hint
  • Refueling / Draining fuel has been fixed
]]>
5669Tue, 06 Oct 2015 19:18:43 +0000
0.9.34 "Coconut"https://exile.majormittens.co.uk/topic/5353-0934-coconut/Admin Info

  • Server wipe strongly recommended!
  • No database update required
  • No mission file changes required (since 0.9.32)
  • No BE filter update required
  • You need to use new keys

Changes

  • Fixed faulty "Need more inventory space" message
  • Fixed crafting returning wrong number of items sometimes
  • Fixed "Kick from territory", "Demote" and "Promote" not working correctly
  • Removed speed limit in trader cities
  • Fixed vehicle flipping
  • Fixed "Thermal Scanner Pro" not working on safes
  • Adjusted safe zone player name ESP to not show the names of invisible admins :)
  • Fixed the "Upgrade" menu option showing for objects you cannot upgrade.
  • Fixed the group HUD showing weird icons sometimes.
  • Fixed consuming / constructing not removing the item sometimes.
  • Fixed lighting a fire to remove a match instead of giving you one additional 
  • Fixed physics build mode not working
]]>
5353Sun, 04 Oct 2015 14:11:25 +0000
0.9.32 "Pitaya"https://exile.majormittens.co.uk/topic/1028-0932-pitaya/Admin Info

  • No wipe required, but recommended
  • No database update required
  • You need to update your description.ext
    • Check the ShowHUD line especially!
  • You need to update your config.cfg
    • Set verifySignatures to 1
    • Remove the line "requiredSecureId" if present
  • You need to update your BE filters
  • You need to update your mission file
  • You need to use new keys
  • Be sure to add your changes to our new CfgSettings. We have changed a LOT!

TLDR Version

  • Less bugs, but not bug-free
  • Many things
  • So wow
  • Much FPS

Changes

  • Fixed constructing not possible on new servers
  • Fixed rotating vehicles not possible
  • Fixed Arma default group bar showing up
  • A lot of boring optimizations to increase performance. A LOT! Watch your (Server) FPS! We had 80 players on our test server and it ran at 35-46 FPS. Thanks for everyone helping us!
  • Added new kill types with extra respect "Big Bird" (Roadkill with a chopper) and "Let it rain" (Static MG kills)
  • Added a completely new keypad UI
  • Implemented more easter eggs
  • Loot now spawns multiple items on a stack, but spawns in less positions
  • If you enter a wrong PIN code three times in a row, it will deny access for five minutes (cannot be abused in safe zones)
  • Added a very rare item that can scan a code lock. If the code lock has been used within the last 15 minutes, it shows the last three digits of the PIN code as a heat signature. This item is called "Thermal Scanner Pro" and can be used five times. You cannot buy it, but find it in industrial areas and vehicles service points.
  • It will not put you into combat mode if you throw a smoke grenade, chemlight or hand grade anymore
  • It will also not put others into combat mode if you throw a grenade at them or place a mine next to them (They wont see that coming!)
  • Server owners can choose between ground/parachute/halo jump spawning
  • Server owners can enable/disable NVG and thermal optics 
  • You can now attach satchel charges to vehicles, choppers, UAVs, player or constructions
  • If you fly/drive a vehicle into a safe zone that has explosives attached to it, the explosives will be dropped to the ground
  • The Bambi state will now end when you enter a vehicle
  • Fixed a problem where entering a safe zone could kill you (thirst/hunger to 0 instantly).. sorry! :(
  • Locking/Unlocking vehicles now has a proper effect for feedback
  • Vehicles that were parked in a safe zone have god mode after a restart now
  • Vehicle turrets and static MGs do not do damage in safe zones anymore
  • Limited the maximum speed of cars and bikes to 20km/h in the safe zone to prevent trolls ramming into each other
  • You can now stop auto-running by pressing 0, W, A, S or D 
  • Fixed a problem where your respect/pop tab amount was reset when you shot someone with an offroad MG (Thanks, Arma)
  • You can now destroy reinforced wood constructions. They take 3x more damage than normal wood constructions.
  • Selling equipped weapons now works. If your equipped weapon has components, it will also add the sales price of the attachments / loaded magazines to it. This only works for weapons that you have equipped. If you sell a weapon with attachments in a backpack, vest or vehicle, it will not add the sales price of the attachments to it (Technically not possible, sorry!). You might want to sell the attachments first and then the weapon to have the same effect.
  • Added Arma 2 trees to our configs. Chop chop! - thx to HerrMohn for sharing
  • The XM8 now shows 0 pop tabs instead of your total balance when trying to send other players money
  • Adjusted sales price of 30rnd 9mm, which was cheaper than 15rnd 9mm :)
  • You can now move flood lights
  • Fixed safes / wood crates simulating physics after server restart
  • Fixed range finders / scopes not showing distance
  • Fixed "Locked Vehicle/Safe Inventory Bypass" glitch
  • Fixed "Bipod" duping method (Navid / SPMG do not come with a bipod out of the box anymore)
  • Fixed "Sell Button Spam" money farming method
  • Fixed "Take All Button" duping method
  • Fixed the "Take All" button replacing your vest / uniform / backpack
  • Fixed the "Take All" button replacing your XM8 with a watch and vice versa
  • Fixed accuracy showing too imprecise values at the traders
  • Fixed text not being centered correctly in "hints"
  • Fixed a problem where vehicle god mode could end when it had different drivers/pilots
  • Fixed a problem where you were a "muppet" outside of the safe zone
  • Fixed a problem where vehicles where moved to ground level when you flip them
  • Portable generators now work properly after restart
  • Added the XM8 to the equipment trader
  • Fixed a problem where you could (re)move constructions of other territories when placing your flag too near to other territories
  • Lowered the chance of vehicles spawning with damage / explode when purchasing them, after server restart and in general. #armathings
  • Camp fires, wood chests, safes, camo tents and work benches can now be placed without the need for a territory. However, you cannot build these on enemy territory.
  • You cannot build camp fires, work benches and wood chests on roads anymore. Sorry, road blockers!
  • Everyone with construction rights can deconstruct and move objects in a territory. If you have placed something outside of a territory, only the owner can deconstruct and move it.
  • If you deconstruct an object, it will drop the construction kit item onto the ground.
  • If you deconstruct or move an object that has a code lock on it, it will drop the code lock item onto the ground.
  • If you place a new construction and move more than 20 meters, the object will now disappear. If you move an existing object and move more than 20 meters, it will fall down instead.
  • Fixed duplicate messages being send (like death notifications etc.)
  • Fixed corpses, AI and weapons de-spawning too fast when no player was nearby.
  • Wrecks will now de-spawn almost instantly in safe zones
  • Fixed possible construction gaps after server restart.- thx to Killzone Kid / NouberNou for sharing
  • Added a much better loot and object clean up system. Be sure to have a look at this if you program custom mods for Exile.
  • We finally implemented snap-building. Kappa
  • A lot of other things that we do not want to type down, because it would fill up three pages! Thats why we have skipped seven minor versions

DOWNLOAD HERE: Go to Download Page

]]>
1028Wed, 16 Sep 2015 20:48:45 +0000
Licensehttps://exile.majormittens.co.uk/topic/826-license/ A copy of this is included in our download files:

Creative Commons License
Exile Mod by Exile Mod Team is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Remarks:
Uploading our work to playWithSix or Armaholic is against their terms and conditions. Please use only official download links on our website or this Steam Workshop item:

https://steamcommunity.com/sharedfiles/filedetails/?id=1487484880

 

This item is not authorized to be listed on Steam Workshop except by the user: https://steamcommunity.com/profiles/76561198022879703/

]]>
826Tue, 15 Sep 2015 10:09:04 +0000
0.9.20 "Tomato"https://exile.majormittens.co.uk/topic/665-0920-tomato/ 

TLDR Version

  • Less bugs, but not bug-free
  • New stuff
  • So wow

Problems where action of Bohemia is required
We have spent more than 60 hours supporting Bohemia Interactive identifying the FPS problem. We know what causes the problem, but cannot fix it, since it is a problem in the core engine. Now we need to wait for them to release Arma 1.52. 

Admin Info

  • You need to update your description.ext and have CfgRemoteExec in there
  • No wipe required
  • No database update required
  • You need to update your BE filters
  • You need to update your mission file
  • You need to use new keys
  • You need to update the @ExileServer\extDB\sql_custom_v2\exile.ini
  • We have removed our readme.txt - the guides on the forum are better now :) 

Changelog

  • Corrected floating loot in Pyrgos military towers
  • You can now interact with objects that were placed in the second floor of your base or above
  • Extended the interaction radius of vehicles from 5 to 10 meters temporarily, so the "lock/unlock" menu shows up earlier. This is just a work-around. We will introduce a better test for that later.
  • The "Money received by XXX" now shows the correct name (not yours, ouch)
  • Territory build radius is now flat, so you can build as high as you want (Hooray for sky bases!)
  • Once you have entered a valid PIN code for an object, you dont have to enter it again later to lock/unlock it
  • Vehicle spawning should now work better for maps that have broken configs, like Taviana.
  • Loot spawning has been adjusted to work better with highly crowded areas, like spawn zones. If the server spawns loot for a single player, all players in that area will be notified. Also, buildings will spawn new loot faster. It will not spawn loot next to territories or trader cities.
  • Completely re-done the way the server cleans things up. Dropped weapons, corpses and wrecks will now de-spawn after 15 minutes by default
  • Clients will not dupe spawn zone AI when they login for the first time 
  • Disabled server locking by default. If you want to use this, you need to enable it in the config. However, we strooooooongly recommend to do so our some players will lose their gear if they dont disconnect before the restart. So use this and go pro :P
  • Auto lock feature now supports servers with more than 100 slots
  • Lowered the radius of location name preview from 1000m to 500m, thus you will not see the name of an enemy base as that early 
  • You cannot move or deconstruct objects anymore when you are in combat
  • Changed the way network messages are supplied for better performance (remoteExecCall instead of publicVariableXXX)
  • Fixed a bug where players kept dying right after they respawned
  • exile_server_config.pbo and Exile.Altis.pbo are not binarized anymore, so all comments of us will remain
  • Flood lights / portable generators now work after server restarts
  • Implemented a lot of fixes of Rod Sterling, thank you! Give that man a cookie!
  • Fixed a bug where your pop tab amount was overwritten with your respect when you paid protection money for a territory with pop tabs - Thx to Zarbon
]]>
665Sun, 13 Sep 2015 22:37:46 +0000
0.9.19 "Banana"https://exile.majormittens.co.uk/topic/154-0919-banana/Banana is outdated. There is a newer version of Exile available. Do not use Banana anymore!

This topic has been added for downwards compatibility.

Problems where action of Bohemia is required:

- HUD shows sometimes red ammunition even if weapon is loaded
  http://feedback.arma3.com/view.php?id=24881 
- Range Finders / TWS etc. were supposed to be fixed in Arma 1.50, but Bohemia decided not to release it :(
  https://community.bistudio.com/wiki/showHUD -> It says v1.49.131879 but its not in yet

Changelog

- Moved the "Loot spawned for you" message to another type of notification, so streamers can see it
- Added compatibility with Arma 1.50
- Updated the basic.cfg template for optimal performance and lag-free gaming for 1GBit/s + 100 slot servers
- Added a completely new way of ingame notifications (might need some tweaking, need feedback please)
- Hunger and thirst rate decreased by 33%, so you can live longer (Loot a shop, its not that hard!)
- Increased the spawn chance of matches by 500% (civillian lower class + shops)
- Added matches to industrial loot too
- Added a new model + art for the cooking pot
- Vehicle wrecks and corpses will now despawn after 15 minutes and not instantly (server config)
- Added the territory slide to the XM8
- Boat traders are now integrated (there is no boat customs, you can buy skins directly)
- Fixed rounding problems with the XM8 for respect and pop tabs
- Respect and pop tabs will now show the full / real amount as a tooltip
- Added proper vehicle god mode to purchased vehicles so they will not spawn damaged (especially the hellcat)
- Solved the "I cannot get into a vehicle sometimes if someone is already in" problem (Classic Arma problem)
- Bambi Creation Timeout problem fixed
- Added a "health monitor" to the XM8. It will show your hitpoints or the ones of the vehicle you are in (community wish)
- Added better BE filters for drones
- Added quad bikes, karts and theirs skins to the traders
- Added two more trader zones on Altis to lower trader camping
- Auto-run does stop immediately now if you press 0 again
- Auto-run will stop if you run into the ocean, shot or if your legs are "broken" (>50% damage)
- You cannot auto-run anymore when you are injured
- Corrected the MAR10 magazine in the traders
- Fixed doors spawning in unlocked state after server restart
- Fixed the floating loot in some of the military towers (eg the one on the shore next to the trader city in Altis)
- If stream friendly UI is enabled, the PIN code pad will show **** instead of numbers
- Increased server stability. It runs stable even if 70 players connect at the same time
- The difficulty level "Exile Hardcore" is now "first person only" by default
- Fixed an exploit where creative people could bypass safe locks
- Completely redone notification system (bis_fnc_showNotification)
  * Windows 10 style notification
  * Stacking Capability (max 10, if you add more they will be displayed when slides are available)
  * Uses same config as BIS_fnc_showNotification
  * 4 input support
  * Coloring from config
  * Duration from config
  * Subtle sound
- Added confirmation option to (move/deconstruct) for buildings
- Fixed possible duping of smoke grenades (http://feedback.arma3.com/view.php?id=25067)

]]>
154Thu, 10 Sep 2015 13:58:21 +0000