Maps Latest Topicshttps://exile.majormittens.co.uk/forum/161-maps/Maps Latest TopicsenChernarus Isles and DS Houses Loot tablehttps://exile.majormittens.co.uk/topic/27753-chernarus-isles-and-ds-houses-loot-table/ How to install: Follow his instruction watch the Video from 4:18 Min

UpdateUpdated Link

Added some Buildings and deleted Floating loot on some Buildings.

Copy and paste to ur .hpp file

this was made using the Exile loot Position Creator by @Patrix87 credits to him for the addon.

 

If u finde Floating loot or Buildings without loot pls let me know so i can add them and update the .hpp file.

 

]]>
27753Fri, 05 Apr 2019 05:58:21 +0000
Esseker mission filehttps://exile.majormittens.co.uk/topic/12003-esseker-mission-file/ Hello, many people are looking for Exile Taviana or Esseker mission files. I release this files for community.

 

Esseker for 1.0.4

I cant test it because i cant run server in my notebook (Mysql problems).

Esseker 1.0.4 - NOT TESTED

 

There are 3 versions of the maps

- Esseker/Taviana map only

- Esseker/Taviana map with Mas Weapons/Vehicles mods

- Esseker/Taviana map with Mas Weapons/Vehicles and TRYK Uniforms

 

Download:

[0.9.41] Esseker

[0.9.41] Taviana

 

]]>
12003Thu, 03 Mar 2016 11:06:10 +0000
NAPF environment modhttps://exile.majormittens.co.uk/topic/26739-napf-environment-mod/ I have made a small mod for the Napf map with permission. I don't know the rules for posting

Workshop content so won't include a link unless I'm informed otherwise.

This is a good one for post apocalyptic mods like Exile. Enjoy. Maybe a Youtube link?

 

]]>
26739Fri, 13 Jul 2018 16:33:31 +0000
Release] Airfield Military Base Chernarus 2035https://exile.majormittens.co.uk/topic/27328-release-airfield-military-base-chernarus-2035/ http://www.filedropper.com/militarybase

20181118123417_1.jpg

20181118123431_1.jpg

]]>
27328Sun, 18 Nov 2018 11:26:57 +0000
Takistan Mission Filehttps://exile.majormittens.co.uk/topic/26554-takistan-mission-file/ Hello so as i couldn't find a mission file for Takistan I decided to make one thanks to the help of @ItsDutch I have been able to make this. There is no traders and there is no Loot table so that you will have to create that unless i update it with some traders in. This is Itsdutch idea aswell :P <3 

Any problems downloading this or this working on your server PM me

Link:

https://www.dropbox.com/s/xomfs0s1tjth093/Taki.takistan.pbo?dl=0

 

Thanks

Jacobob

]]>
26554Wed, 06 Jun 2018 22:04:06 +0000
<![CDATA[Custom Traders & North West Airfield Military Base Chernarus]]>https://exile.majormittens.co.uk/topic/14966-custom-traders-north-west-airfield-military-base-chernarus/ I was setting up a Chernarus Exile server but now im switching to Tanoa so thought i would share these Traders and Military base. Hope You Like :)

Bash: http://pastebin.com/7DMskaXZ  (No Screenshot)

Stary: http://pastebin.com/X1YykPsM

Klen: http://pastebin.com/qYpHHP9K (Has The Dragons Teeth & Heli Pads Removed)

North West: http://pastebin.com/bCz4gsFq

 

 

20160509094923_1_1462783974.jpg

Stary+at+Night_1462425503.jpg

20160607092732_1_1465308925.jpg

20160607124448_1_1465308944.jpg

 

Traders Wordspace. Add these into your initPlayerLocal.sqf

 

Spoiler

///////////////////////////////////////////////////////////////////////////
// Stary Sobor Traders
///////////////////////////////////////////////////////////////////////////

_trader =
[
    "Exile_Trader_Vehicle",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [6319.21,7832.72,0.540649],
    303.031
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Vehicle"];

_trader =
[
    "Exile_Trader_VehicleCustoms",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [6316.99,7827.48,0.511566],
    30.2473
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_VehicleCustoms"];

_trader =
[
    "Exile_Trader_Hardware",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [6325.44,7787.4,0.00177002],
    336.639
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Hardware"];

_trader =
[
    "Exile_Trader_Armory",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [6314.23,7787.21,0.0012207],
    12.6336
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Armory"];

_trader =
[
    "Exile_Trader_SpecialOperations",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [6331.08,7799.59,0.00158691],
    249.975
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_SpecialOperations"];

_trader =
[
    "Exile_Trader_WasteDump",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [6288.24,7804.45,0.00100708],
    29.3479
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_WasteDump"];

_trader =
[
    "Exile_Trader_Food",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [6315.08,7810.33,0.00143433],
    158.089
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Food"];

_trader =
[
    "Exile_Trader_Equipment",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [6307.63,7795.12,0.0015564],
    72.0516
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Equipment"];

_trader =
[
    "Exile_Trader_Office",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [6329.16,7780.77,0.283386],
    21.108
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Office"];

///////////////////////////////////////////////////////////////////////////
// Bash Traders
///////////////////////////////////////////////////////////////////////////

_trader =
[
    "Exile_Trader_Armory",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [4056.99,11672.7,-0.00109863],
    109.53
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Armory"];

_trader =
[
    "Exile_Trader_Vehicle",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [4045.02,11659.1,0.66449],
    191.661
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Vehicle"];

_trader =
[
    "Exile_Trader_Hardware",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [4068.42,11681.9,-0.00183105],
    206.368
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Hardware"];

_trader =
[
    "Exile_Trader_WasteDump",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [4043.81,11666.9,-0.000732422],
    294.324
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_WasteDump"];

_trader =
[
    "Exile_Trader_Food",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [4079.25,11676.7,-0.00192261],
    201.743
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Food"];

_trader =
[
    "Exile_Trader_Equipment",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [4075.43,11678.8,-0.00186157],
    206.217
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Equipment"];

_trader =
[
    "Exile_Trader_Office",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [4086.23,11665.2,0.42392],
    293.122
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Office"];

_trader =
[
    "Exile_Trader_SpecialOperations",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [4059.19,11677.6,-0.00125122],
    106.321
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_SpecialOperations"];

_trader =
[
    "Exile_Trader_VehicleCustoms",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [4049.8,11657.5,0.515564],
    202.877
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_VehicleCustoms"];

///////////////////////////////////////////////////////////////////////////
// NEAF - Aircraft Trader
///////////////////////////////////////////////////////////////////////////

_trader =
[
    "Exile_Trader_Aircraft",
    "WhiteHead_17",
    ["HubStandingUA_idle2"],
    [12063.3,12641.5,0.0629578],
    19.8529
]
call ExileClient_object_trader_create;

_trader =
[
    "Exile_Trader_AircraftCustoms",
    "GreekHead_A3_07",
    ["HubStandingUC_idle1"],
    [12017.8,12656.7,0.0710449],
    18.1985
]
call ExileClient_object_trader_create;

_trader =
[
    "Exile_Trader_WasteDump",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [12042.7,12653.1,0],
    17.3713
]
call ExileClient_object_trader_create;

///////////////////////////////////////////////////////////////////////////
// Klen Traders
///////////////////////////////////////////////////////////////////////////

_trader =
[
    "Exile_Trader_Vehicle",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [11456.7,11325.9,0.511688],
    33.3003
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Vehicle"];

_trader =
[
    "Exile_Trader_VehicleCustoms",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [11451.5,11328.2,0.537994],
    56.1632
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_VehicleCustoms"];

_trader =
[
    "Exile_Trader_Hardware",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [11476.7,11346.4,0.00143433],
    302.645
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Hardware"];

_trader =
[
    "Exile_Trader_Armory",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [11458,11347.2,0.00131226],
    122.443
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Armory"];

_trader =
[
    "Exile_Trader_SpecialOperations",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [11461.5,11352.3,0.00137329],
    122.443
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_SpecialOperations"];

_trader =
[
    "Exile_Trader_WasteDump",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [11446.5,11360.2,0.00152588],
    299.591
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_WasteDump"];

_trader =
[
    "Exile_Trader_Food",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [11467.6,11333.9,0.00131226],
    304.935
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Food"];

_trader =
[
    "Exile_Trader_Equipment",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [11472.4,11340.1,0.00134277],
    302.049
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Equipment"];

_trader =
[
    "Exile_Trader_Office",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [11475.5,11355.6,0.270569],
    217.514
]
call ExileClient_object_trader_create;
_trader setVariable ["ExileTraderType", "Exile_Trader_Office"];

///////////////////////////////////////////////////////////////////////////
// Eastern Boat Trader
///////////////////////////////////////////////////////////////////////////

[
    "Exile_Trader_Boat",
    "WhiteHead_17",
    ["AidlPercMstpSnonWnonDnon_G01"],
    [13617.2,6333.93,0],
    131.939
]
call ExileClient_object_trader_create;

_trader =
[
    "Exile_Trader_WasteDump",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [13620.8,6333.41,0],
    213.171
]
call ExileClient_object_trader_create;

[
    "Exile_Trader_Boat",
    "WhiteHead_17",
    ["AidlPercMstpSnonWnonDnon_G01"],
    [4342.4,2262.83,0],
    198.695
]
call ExileClient_object_trader_create;

_trader =
[
    "Exile_Trader_WasteDump",
    "WhiteHead_11",
    ["HubStandingUA_move1", "HubStandingUA_move2", "HubStandingUA_idle1", "HubStandingUA_idle2", "HubStandingUA_idle3"],
    [4352.29,2258.03,0],
    184.053
]
call ExileClient_object_trader_create;

 

]]>
14966Sat, 11 Jun 2016 02:12:01 +0000
[RELEASE] Chernarus Redux NWAF F.O.Bhttps://exile.majormittens.co.uk/topic/27447-release-chernarus-redux-nwaf-fob/ Hey Bambi

Today i have a really cool base that i built in the NWAF on the redux map,it ended up being very cool so i wanted to share.

What is in this file.

this release is a F.O.B (forward operating base) that me and my friend built,because he is in the military he described how the base he would be staying would look like therefore making a similar base to the one he stayed on.

Download http://www.mediafire.com/file/15t9yauc743jpz7/RootsFOB.sqf

Installation(just in case you need it)

  • 1.Download the file
  • 2.got to MPmission.pbo 
  • 3.Unpack the mission PBO
  • 4.make a folder in your mission file and name it whatever you want(in my case ill name mine Custom_Maps)
  • 5.drag RootsFOB.sqf   file to the folder Custom_Maps folder
  • 6.go to your initserver.sqf and paste #include "Custom_MAP\Adminbase.sqf" in the last line
  • 7.save your initserver.sqf ,pack your MPmission.pbo and you are done

 

Screenshots https://imgur.com/a/ZICFUTn

Credits

RootKit69(aka Damian)

Dex 

 

 

 

]]>
27447Tue, 18 Dec 2018 07:39:38 +0000
GPS mini map?https://exile.majormittens.co.uk/topic/25495-gps-mini-map/ Had a player ask for this feature? Is this disabled by default? Anyway to enable? I tried the Tao folding map, but it wouldn't come up.

Thanks.

]]>
25495Sat, 20 Jan 2018 02:44:12 +0000
Napf Island A3https://exile.majormittens.co.uk/topic/10503-napf-island-a3/      

Napf Island A3

by 
Momo | Ported by ANixon



Description:
This is a ported version of the Napf Island for Arma 2: OA by #momo#.

After 2.5 years of work, I finally finished my Napf Island. It is a terrain for Arma2 OA that is 20.4km on 20.4km in size. While the norh part is rather flat and is the home of most of the big cities, the south is dominated by mountains, forests and wilderness. The map is based on real elevation data from a region in Switzerland, but the towns, roads and forests are highly fictionalized.

Some Background:
- The terrain for my Napf-Island was made based on real DEM-Data with a 30m on 30m grid. The mountain "Napf" in reality is located in Switzerland (long/lat in Real World: +47°0/+7°56'). In the real
world, the south shore of my island is formed by the Lake of Brienz ("Brienzersee") and the Lake of Thun ("Thunersee").
- However, I squeezed about 100km on 100km of real terrain into a 25km on 25km map and I also smoothed the terrain. My Napf is not the real Napf in many aspects: I placed towns and roads where
I thought they made sence, not always on real places. The names of the towns and hills are a mix of faction and fiction, as indeed is the whole island.
- The work for this island started approximatly in August, 2011. However, I was busy bitching with Visitor3 for more than a month. Still, the work behind the island is insane. The town of Chatzbach,
for example, took me one day and one night in a row (I worked on Chatzbach 17 hours straight). I dont think I will finish the Island: Arma3 is on the horizon.
- However, I intend to end the island to the point where the main Ring Road (Chatzbach->Münchenstein->Muttenz->Lenzburg->Lausen) and the terrain surrounding the road is complete. This would 
also include building the main town and an airport.


Features:
- Two big citys, 3 airfields, a lot of medium sized towns
- Several small islands off the main land, one of them houses a big military base
- A massive Water Dam with an electrical grid emerging from there
- Diverse landscape from the flat north with agriculture and bigger towns down to the high mountains of the south
- Tested in Multiplayer without serious bugs


Installation:
To install the Napf Island A3 you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.


Included files:
napf.pbo
kpfs_waysigns.pbo
aif_napfobjects.pbo
mbg_generic_african_buildings.pbo
mbg_killhouses.pbo
mbg_buildings_3.pbo
mbg_buildings_2.pbo
Roads2.pbo
Ponds.pbo

Downloadable via -
Steam Workshop:
- Download

Armaholic:

- Go to Armaholic!


 A3Launcher:

- Download

 Napf Server Files (Outdated for version 1.56):

- Download


Credits & Thanks:
- My Clanmate Flattermann who became more and more a co-author
- Hotzenplotz from URR-Clan for his help with Visitor and Photoshop
- AngryInsects-Team for Beta-Testing and moral support (visit www.angryinsects.de)
- All clans and mods who played the Beta-Version, which motivated me to go on with the project
- Mondkalb for his buildings
- Bushlurker and others for many helpful posts in the Editing-Section of the bi-Forums
- shezan74 for WorldTools
- Marseille77 for the GermanWaysigns Addon.
- BIS for making Arma2

ANixon's Port Section:
Agreements with momo:
As long the updated Arma 3 version is free to use in Arma 3 and not mod specific it is ok to edit/update it for Arma 3 and Momo retains rights as it original creator. Map must be released to the public and not kept private.

  1. Hello thevisad
  2.  
  3. I have no Skype, so I contact you this way. It's better for me to write it down anyway because somehow my written English is better than my spoken.
  4.  
  5. I thought about your request for the napf source file and about co-working on the island. The concerns I have all boil down to one point, which is the question of how open the map will be for the standard Arma-Community. As long as I can claim full authorship, this question is for me to decide.
  6.  
  7. To make it short: I want the map to stay open for the "old" Arma-Community, meaning everybody who wants to make a single- or multiplayer-mission on it is free to do so, as long as it is not a Dayz-Mod or something very similar. Warfares, Deathmatches, Roleplay-Missions like "Chernarus Life" or PvP- or Coop-Events with a military focus are all free to use the island. This also applies for Arma3 if the map can be used there.
  8.  
  9. If you can agree to this condition I could agree to give out the Source Files and discuss a cooperation.
  10.  
  11. About the islands of Suhrenfeld and Pfeffikon: Exactly these two islands are not made by me, but by my clanmate Flattermann. He would be willing to modify them so maybe it would be best to give your ideas for them to him. We would still need one or more buidlings for the scientiftc part of the installation. There would be one already existing that maybe would be cool but I have to check it out:

Some Background on port:
In no way do I claim to of made this map. All credits for original content creators are above! The work I did was nothing compared to theirs and I hope you think of them when you think of napf. Thanks

Public Discord: https://discord.gg/0VORQ6nh91IM5BtT

Donate to help future development.

]]>
10503Thu, 21 Jan 2016 03:22:09 +0000
[Release] pja310/Exile Fileshttps://exile.majormittens.co.uk/topic/27254-release-pja310exile-files/ http://www.filedropper.com/exile-104-al-rayak-with-extdb3-master

]]>
27254Wed, 24 Oct 2018 19:27:39 +0000
center position X-Cam Taunushttps://exile.majormittens.co.uk/topic/27187-center-position-x-cam-taunus/ Hello,

does anyone happen to have the center position of the X-Cam Taunus map? I need them for missions. Since I find nowhere, I thought I'll ask here.

Kind regards

]]>
27187Sun, 07 Oct 2018 11:08:41 +0000
City Names/icons added to map?https://exile.majormittens.co.uk/topic/27124-city-namesicons-added-to-map/ Hello guys.. I've been trying to add a new city to a map... and I've been using the Eden Editor to do it.. with no luck. I've added a ellipse and text name.. I made the ellipse clear like for a no-build zone... but the text(city name) doesnt appear on the map. ALSO, I've added buildings to the map... how do I get those to appear on the map? I've tried searching for this.. but not sure what im searching for. If someone can point me in the right direction I can try to go from there. Thanks ;-) 

]]>
27124Sun, 23 Sep 2018 15:12:52 +0000
Al Rayak vanilla serverhttps://exile.majormittens.co.uk/topic/11347-al-rayak-vanilla-server/ Here is my vanilla Al Rayak server files, they include almost everything you need to get it working, You will need CUP Terrains core, that can be added through the steam workshop then copied over to your server folder, just remember to rename it to  @CUP_Terrains_Core because the way steam names it, there are spaces, but DO NOT rename the original folders steam downloads to your original location.

next you need to add the al rayak map to your server as well, of course copy the keys over for both the map and cup terrains core to your server keys folder.

Now hopefully you already have a vanilla altis server running and you know how to edit your config files. take the Exile.pja310.pbo out of the mpmisson folder of my download, and copy it to your sever mpmisson folder. then you can take the @exile server folder from my download and replace the one in your server folder.

Now comes the part were you have to work a little,  edit the config.cgf file as well as your extdb-conf inside the @exileserver folder to match the info on your original server, including server name, password and such. I even included an exile auto start batch file that I used to start my server. Now if you only want the loot spawn config, it is a separate .h file in the exile_server_config .pbo, if you look at the config.cpp in the exile_server_config.pbo you will see the line, ( #include "CfgBuildings_AlRayak.h" ) and were I put it in the config.cpp. basically you are telling the config.cpp to also look at the CfgBuildings_AlRayak.h file for loot positions, so you dont have to mess with the config, and just add new loot positions as you need without worrying about messing up the original file. basically this is how spearhaed has theirs set up, I just copied the way they did it.

Here is the link for these files, and I hope they work fine for you.

I don't know if you will like how I configured the loot, but I make a few choices about what spawns were, like in the mosques, I have military loot spawning, just because military bases are far and few between on this large map, you can always change their loot class if you want it different.

I also upped the loot placement, the loot script I had would sometimes have only 3 positions in a multi level building, to me that is not enough, I have put enough positions in some buildings so if you have you loot spawn config to only spawn no more than 3 or 4 loot positions per building, and the building has 10 or more positions, then you will have to search the entire building for loot, not just the bottom floor.  there was almost no industrial loot, so I added loot to the top of the big fuel tanks, and well as other places, basically if you can get on a roof, you might want to check for loot.

 

Let me know how it works for you, but remember I am a noob at this, so I might not be able to answer a question if you cannot get it working, but I will try.

 

 

]]>
11347Sun, 14 Feb 2016 03:31:54 +0000
[Release] Bridge for Skalisty Chernarushttps://exile.majormittens.co.uk/topic/27037-release-bridge-for-skalisty-chernarus/
Quote

//Skalisity Bridge
// 59 Vehicles
private _vehicles = [
["CUP_A2_Road_bridge_asf1_25", [13115.9, 3390.37, -5.40594], [0.437536, -0.899201, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [13105, 3412.73, -5.42912], [0.437536, -0.899201, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [13094.1, 3435.22, -5.42745], [0.437536, -0.899201, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [13083.1, 3457.63, -5.43239], [0.437536, -0.899201, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [13126.8, 3368.01, -5.38148], [0.437536, -0.899201, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [13137.3, 3346.43, -5.43196], [0.437536, -0.899201, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [13072.3, 3479.8, -5.46754], [-0.440371, 0.897816, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [13061.3, 3502.2, -5.43059], [0.440875, -0.897568, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [13050.2, 3524.52, -5.39843], [0.449551, -0.893255, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [13039, 3546.85, -5.41571], [0.447136, -0.894466, 0], [0, 0, 1], false],
["Land_SharpRock_apart", [13010.1, 3513.43, 2.81237], [0, 1, 0], [0, 0, 1], false],
["Land_Pier_wall_F", [13057.2, 3487.06, -2.21875], [-0.908905, -0.417003, 0], [0, 0, 1], false],
["CUP_rockN_01", [13050, 3485.96, 7.3348], [0.79463, 0.607094, 0], [0, 0, 1], false],
["Land_SharpRock_monolith", [13058.2, 3499.78, 20.4926], [0.864074, 0.503365, 0], [0, 0, 1], false],
["Land_SharpRock_monolith", [13062.1, 3491.21, 20.0125], [-0.954561, -0.298017, 0], [0, 0, 1], false],
["CUP_rockN_01", [13081.3, 3504.23, 6.59081], [0.79463, 0.607094, 0], [0, 0, 1], false],
["Land_SharpRock_monolith", [13076.4, 3503.11, 19.3679], [0.328301, -0.944573, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [13027.8, 3569.17, -5.37279], [0.447136, -0.894466, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [13016.7, 3591.36, -5.37403], [0.447136, -0.894466, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [13005.6, 3613.7, -5.41144], [0.447136, -0.894466, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [12994.5, 3635.96, -5.40635], [0.447136, -0.894466, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [12983.3, 3658.31, -5.37652], [0.447136, -0.894466, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [12972.3, 3680.32, -5.33599], [0.447136, -0.894466, 0], [0, 0, 1], false],
["CUP_A2_Road_bridge_asf1_25", [12966.5, 3691.94, -5.25374], [0.447136, -0.894466, 0], [0, 0, 1], false],
["Land_Wreck_BRDM2_F", [12986.6, 3660.33, 3.31447], [0, 1, 0], [0, 0, 1], false],
["Land_Wreck_Car_F", [12981.4, 3649.88, 3.49543], [0, 1, 0], [0, 0, 1], false],
["Land_Wreck_Hunter_F", [12992.5, 3639.29, 4.66398], [0, 1, 0], [0, 0, 1], false],
["Land_Wreck_Offroad_F", [12999, 3619.4, 3.70665], [0, 1, 0], [0, 0, 1], false],
["Land_CncBarrier_F", [13013.4, 3610.17, 3.15752], [0.464225, -0.885717, 0], [0, 0, 1], false],
["Land_CncBarrier_F", [13011.2, 3608.91, 3.15752], [0.464225, -0.885717, 0], [0, 0, 1], false],
["CUP_A1_Road_ces10_100", [12961.7, 3711.97, 3.75003], [-0.296174, 0.948264, 0.114349], [0.0612189, -0.100628, 0.993039], false],
["CUP_A1_Road_ces10_100", [12957, 3709.14, 3.80394], [-0.296073, 0.949825, 0.100862], [0.066519, -0.0848361, 0.994172], false],
["CUP_A1_Road_ces10_100", [12959, 3728.68, 4.94664], [-0.204002, 0.978264, 0.0371788], [0.0159975, -0.0346412, 0.999272], false],
["CUP_A1_Road_ces10_100", [12954.5, 3726.23, 4.95361], [-0.172062, 0.98407, 0.0447421], [0.0159975, -0.0426221, 0.998963], false],
["CUP_A1_Road_ces10_100", [12957.8, 3745.28, 5.20853], [0.0997765, -0.99501, 0.000531467], [-0.0053265, 0, 0.999986], false],
["CUP_A1_Road_ces10_100", [12953.3, 3743.17, 5.17885], [0.147188, -0.989039, 0.0117255], [-0.0080009, 0.0106637, 0.999911], false],
["CUP_A1_Road_ces10_100", [12952.2, 3760.82, 4.93952], [-0.144116, 0.989555, -0.003392], [-0.0053265, 0.00265201, 0.999982], false],
["CUP_A1_Road_ces10_100", [12957.2, 3762.85, 4.96153], [-0.158904, 0.987293, 0.00134688], [-0.0080009, -0.00265191, 0.999964], false],
["Land_Wreck_Truck_dropside_F", [13015.2, 3582.97, 3.85477], [0.694554, -0.719441, 0], [0, 0, 1], false],
["Land_chz_bochka_pricep", [13018.9, 3583.74, 4.15814], [0.664223, 0.747535, 0], [0, 0, 1], false],
["Land_PaperBox_01_small_destroyed_white_IDAP_F", [13016.9, 3584.04, 2.90116], [0, 1, 0], [0, 0, 1], false],
["Land_Wreck_Traw2_F", [13067.8, 3524.24, 1.34786], [0, 1, 0], [0, 0, 1], false],
["Land_Wreck_HMMWV_F", [13055.3, 3505.23, 3.46236], [0, 1, 0], [0, 0, 1], false],
["Land_Wreck_UAZ_F", [13086.2, 3462.92, 3.46851], [0, 1, 0], [0, 0, 1], false],
["Fort_RazorWire", [13086.3, 3458.94, 3.37756], [0, 1, 0], [0, 0, 1], false],
["PlasticBarrier_02_grey_F", [13095.8, 3417.05, 2.94608], [0, 1, 0], [0, 0, 1], false],
["PlasticBarrier_02_grey_F", [13097.2, 3417.03, 2.94608], [0, 1, 0], [0, 0, 1], false],
["PlasticBarrier_02_grey_F", [13098.5, 3417.01, 2.94608], [0, 1, 0], [0, 0, 1], false],
["PlasticBarrier_02_grey_F", [13099.7, 3417.02, 2.94608], [0, 1, 0], [0, 0, 1], false],
["Land_Wreck_Truck_F", [13099, 3419.81, 3.90036], [0, 1, 0], [0, 0, 1], false],
["Mi8Wreck", [13142, 3346.09, 4.32087], [0.465202, -0.885204, 0], [0, 0, 1], false],
["hiluxWreck", [13132.3, 3366.02, 3.50305], [0, 1, 0], [0, 0, 1], false],
["JeepWreck2", [13117.4, 3380.66, 3.12437], [0, 1, 0], [0, 0, 1], false],
["Land_SharpRock_apart", [13053.8, 3496.31, 31.8153], [0, 1, 0], [0, 0, 1], false],
["Land_SharpRock_apart", [13059.9, 3501.21, 31.79], [0, 1, 0], [0, 0, 1], false],
["Land_SharpRock_apart", [13065.6, 3504.46, 30.0688], [0, 1, 0], [0, 0, 1], false],
["Land_SharpRock_apart", [13074.2, 3507.38, 31.0624], [0, 1, 0], [0, 0, 1], false],
["Land_SharpRock_apart", [13062.8, 3492.19, 31.7765], [0, 0.992644, 0.121071], [-0.331754, -0.114215, 0.936426], false],
["Land_SharpRock_apart", [13074.1, 3496.92, 30.5148], [0, 1, 0], [0, 0, 1], false]
];

{
    private _vehicle = (_x select 0) createVehicle (_x select 1);
    _vehicle allowDamage false;
    _vehicle setPosWorld (_x select 1);
    _vehicle setVectorDirAndUp [_x select 2, _x select 3];
    _vehicle enableSimulationGlobal (_x select 4);
    _vehicle setVariable ["ExileIsLocked", -1, false];
    
    if (_vehicle isKindOf "Exile_RussianRouletteChair") then
    {
        ExileRouletteChairs pushBack _vehicle;
        ExileRouletteChairPositions pushBack [_x select 1, getDir _vehicle];
    };
}
forEach _vehicles;

// 0 Simple Objects
private _invisibleSelections = ["zasleh", "zasleh2", "box_nato_grenades_sign_f", "box_nato_ammoord_sign_f", "box_nato_support_sign_f"];
private _simpleObjects = [

];

{
    private _simpleObject = createSimpleObject [_x select 0, _x select 1];
    _simpleObject setVectorDirAndUp [_x select 2, _x select 3];
    
    {
        if ((toLower _x) in _invisibleSelections) then 
        {
            _simpleObject hideSelection [_x, false];
        };
    }
    forEach (selectionNames _simpleObject);
}
forEach _simpleObjects;

 

]]>
27037Sun, 02 Sep 2018 19:45:48 +0000
[Release] Custom Tanoa Bridge (Northwestern Island)https://exile.majormittens.co.uk/topic/24007-release-custom-tanoa-bridge-northwestern-island/ Hey @exilemod!

Here is my Tanoa bridge that can be used with or without my Custom Tanoa Traders
This download includes a connecting bridge that accompanies the Tanoa Silver Edition traders. The bridge connects the northwestern island to the main land. We have also place sections on the bridge that allow access via boats.

20170807144027_1.jpg

DOWNLOADS AND SCREENSHOT

]]>
24007Mon, 07 Aug 2017 14:16:02 +0000
Chernarus Redux murky waterhttps://exile.majormittens.co.uk/topic/24867-chernarus-redux-murky-water/ Is it just me or is the water on Chernarus Redux really hard to see in? Like compared to original Chernarus it's impossible to see anything.

]]>
24867Sun, 12 Nov 2017 00:47:21 +0000
Nach dem Editieren der Map gibt der Server nur noch Fehlermeldunghttps://exile.majormittens.co.uk/topic/26585-nach-dem-editieren-der-map-gibt-der-server-nur-noch-fehlermeldung/ Hallo liebe Community, liebe Scripter und Mapbastler, 

ich bin relativ unerfahren was das Scripten betrifft, habe aber bevor ich diesen Thread eröffnet habe alles gelesen und mir angeschaut was ich im WWW gefunden habe. 

Ok hier zu meinem Problem:

Wir haben einen Server über nitrado und spielen die Arma 3 Exile.Altis, wir verwenden nur den Exile mod und den Extendedbase mod.

Nun wollte ich nach dem Pineapple update gleich mal unsere Map ein wenig auffrischen. Also die Umgebung via Editor etwas auffrischen.

Wie ich die mission sqm runterladen und wie der Editor funktioniert weiß ich, mein Problem ist,  dass die bearbeitete, die wieder auf den Server geladen wird bei infistar nur Problemmeldungen hervorruft. 

Es liegt nicht an den Mods. Darauf achte ich. Es sind auch keine fehlerhaften Scripte, es geht wirklich nur um gesetzte Objekte. 

Angeblich muss man alle erstellten Objekte irgendwo bei infistar noch mal einfügen. Ist das richtig so, ich dachte man könnte einfach ein paar Objekte platzieren alles ein wenig verschönern und dann die abgespeicherte Mission sqm samt dem Exile.Altis Order als pbo wieder auf den Server hochladen. 

So zumindest wird es immer überall dargestellt. 

Sorry wie gesagt ich bin wirklich ein Anfänger, und ich habe wirklich geschaut ob mein Problem schon irgendwo behandelt wird. Wäre schön wenn mir einer von euch helfen könnte. 

Vielen Dank 

 

 

]]>
26585Mon, 11 Jun 2018 18:01:23 +0000
<![CDATA[[Release] Isla Abramia Custom Areas & East-West Bridge]]>https://exile.majormittens.co.uk/topic/26507-release-isla-abramia-custom-areas-east-west-bridge/ Hi All,

I've been running a private Isla Abramia server for some time now and enjoying creating custom areas for it. As Abramia seems to be gaining a bit of traction in the community recently, I thought some people might find my custom created areas useful for their servers. There's 4 custom areas included here plus a bridge, each is separate and I've included the 3DEN mission file for each in case someone needs to edit it in the future or just make some minor changes for their own server.

I'd highly recommend using @BetterDeadThanZed's A3 Custom Areas mod to add these to a server. 

You can find the files here...... https://github.com/Riker2335/Abramia_Custom_Areas

 

Now onto the screenshots so you can decide whether you want any of them on your server :)

Firstly, OP Meek (because it was my first custom area for Abramia)

Spoiler

OP_Meek_Map.jpg

OP_Meek_1.jpg

OP_Meek_2.jpg

OP_Meek_3.jpg

Then onto OP Foresta down the road..... (an IDAP medical facility)

Spoiler

OP_Foresta_Map.jpg

OP_Foresta_1.jpg

OP_Foresta_2.jpg

OP_Foresta_3.jpg

OP_Foresta_4.jpg

OP_Foresta_5.jpg

Next is OP Claro, a larger military facility

Spoiler

OP_Claro_Map.jpg

OP_Claro_0.jpg

OP_Claro_1.jpg

OP_Claro_2.jpg

OP_Claro_3.jpg

OP_Claro_4.jpg

Last of the custom areas is the Celebici power station, it's only a little power station (not much room to work with down there) but I did my best with the uneven terrain.

Spoiler

Celebici_Power_Map.jpg

Celebici_Power_1.jpg

Celebici_Power_2.jpg

Celebici_Power_3.jpg

Finally, the insanity that is the Rybak-Albertin Bridge. This was a prick to create and make stable for vehicles. I've tested this extensively with the VW Golf, A3 Hatchback, Striders etc. All drive along it successfully at top speed.

It is also high enough for the boats to fit underneath, I've tested only the ARMA 3 boats, nothing from any mods.

Spoiler

THE_Bridge_Map.jpg

THE_Bridge_1.jpg

THE_Bridge_2.jpg

THE_Bridge_3.jpg

THE_Bridge_4.jpg

I hope some people running Abramia servers find these additional areas useful.

]]>
26507Wed, 30 May 2018 11:20:03 +0000
Trying to create a custom Exile map- Failing miserablyhttps://exile.majormittens.co.uk/topic/25048-trying-to-create-a-custom-exile-map-failing-miserably/ Hey modders, server owners, and anyone who might be able to help,  

Not sure if this is the right place to be venting my problems, however, I have tried everything in my power at this point, and I literally created this account to post this here because I have been trying to create a custom Exile map for a server and have encountered some issues. 

So where do I begin? Well, my friend and I want to start up our own Tanoa Exile server and I want to make the map for it. y'know with traders, static missions, pvp zones, loottables, mods included (like CUP) and all that good stuff. In essence, I'm trying to build this map from the ground up. I have all the required plugins and the up to date server that is the same version as my exile mod. I have familiarized myself with the EDEN editor, Notepad ++, .pbo unpackers, and where my mpmissions folders are located and all that. My problems started when I went to place a trader down. 

So here's my problem:

Trader placed down- no problems there. Access the trader menu when testing in game- no issues. Trader is selling 0 items- big issue. Not glitched items, not unable to buy items, literally nothing shows up its just the trader menu and a blank dropdown box. 

attempted solutions: 

1. Watching an ungodly amount of videos, reading a hefty amount of forum threads, googling till my fingers bled. It was all either too vague and not my exact problem, or outdated and no longer working as intended. 

2. Saving and replacing my initPlayerlocal.sqf files and initServer.sqf files AFTER placing the trader. No luck

3. Using red_ned's "Easy Trader setup" which can be found here. - Did EVERYTHING that was detailed in the .txt instructions. Still no luck. 

(none of this was binarized)

I feel like i'm missing something here? 

I'll link a mediafire to my unpacked .pbo mission file from C:\Users\USER\Documents\Arma 3 - Other Profiles\Giant\mpmissions\Tanoatest.Tanoa so you can load it up and try it for yourself here. 

Feel free to move this thread if it's in the wrong spot. Could use a bit of help. I have discord and steam if anyone would prefer to convo about it. Thanks. 

]]>
25048Tue, 05 Dec 2017 06:05:51 +0000
Lingor loot poshttps://exile.majormittens.co.uk/topic/9022-lingor-loot-pos/ Had several people messaging me about the loot positions for Lingor. Going to put them here for whoever wants them.

(Sorry mods if this is the wrong section) 

 

Spoiler

 

 

]]>
9022Mon, 21 Dec 2015 17:25:40 +0000
Map Problem Config thingyhttps://exile.majormittens.co.uk/topic/26038-map-problem-config-thingy/ Hello, so I've been trying to get X-Cam Taunus to work on my PC's server for testing and I seem to be having problems with the map loading etc.

The mission.pbo is read fine but for some reason the server keeps spitting this out in the console and RPT.

Warning Message: No entry 'bin\config.bin/CfgWorlds.XCamTaunus'.
Warning Message: No entry '.gridNumbersOverLines'.
Warning Message: '/' is not a value
Warning Message: No entry '.centerPosition'.
Warning Message: []: '/' not an array
Cannot evaluate '' - no file
Warning Message: []: '/' not an array
Cannot evaluate '' - no file
Warning Message: No entry 'bin\config.bin/CfgWorlds.XCamTaunus'.
Warning Message: No entry '.gridNumbersOverLines'.
Warning Message: '/' is not a value
Warning Message: No entry '.centerPosition'.
Warning Message: []: '/' not an array
Cannot evaluate '' - no file
Warning Message: []: '/' not an array
Cannot evaluate '' - no file

I have read a few threads on this matter and the only thing I could really recall from them being helpful was to make sure my mods were being read in a certain order, so I switched it up to make sure it was reading them correcting. And well this didn't have any effect. I've tested various versions of the mod along with mission.pbos to make sure that wasn't the case of the map not loading. I used the Steam and ArmAholic mod to try and see if one of them worked and it did nothing. I also tested someone else's mission.pbo to make sure I wasn't being silly in making my mission.sqm and this had the same result.

As for the other Taunus mission file I used this one:

If anyone could help with this problem, then tip of my hat off to you. I'm going to keep testing and will post my fix here when I find one.

~Blood

]]>
26038Sun, 25 Mar 2018 20:42:29 +0000
Adding effects to the maphttps://exile.majormittens.co.uk/topic/26021-adding-effects-to-the-map/ Basically what i want to do is spawn some cosmetic fire on my server however it just doesn't work at all, works perfectly fine in editor though using this little thing.

I've also tried to spawn it from mission.sqm the way it came out of the editor but that had no effect either.

 

_FireBreathingDragons = [
[[X,Y,Z],1], 
[[X,Y,Z],3]
];

{
_logicCenter = createCenter sideLogic;
_logicGroup = createGroup _logicCenter;
_fire = _logicGroup createUnit ["ModuleEffectsFire_F", [0,0,0], [], 0, "NONE"];
_fire setPosASL (_x select 0);
_fire setVariable ["ColorRed",0.5,true];
_fire setVariable ["ColorGreen",0.5,true];
_fire setVariable ["ColorBlue",0.5,true];
_fire setVariable ["Timeout",0,true];
_fire setVariable ["ParticleLifeTime",0.6,true];
_fire setVariable ["ParticleDensity",25,true];
_fire setVariable ["ParticleSize",1.5,true];
_fire setVariable ["ParticleSpeed",1,true];
_fire setVariable ["EffectSize",(_x select 1),true];
_fire setVariable ["ParticleOrientation",0,true];
_fire setVariable ["FireDamage",0,true];
}
forEach _FireBreathingDragons;

 

Edit: Also interested in hideterrainobject module as i'll need that once i've sorted my custom addition locations and the fire

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26021Fri, 23 Mar 2018 23:34:10 +0000
Remove "RANDOM" selection from list of spawnhttps://exile.majormittens.co.uk/topic/25772-remove-random-selection-from-list-of-spawn/ Hello.

Want you delete RANDOM selection from list of spawn?HERE IS IT!

 

1. Copy from your client @Exile folder file - ExileClient_gui_selectSpawnLocation_show.sqf  (@Exile/addons/exile_client.pbo - unPBO it) ,somewhere in your PC.

2. Edit  ExileClient_gui_selectSpawnLocation_show.sqf   below

Spoiler

if (_numberOfSpawnPoints > 100) then                     ///HERE -- (_numberOfSpawnPoints > 100)-- must be >100 for example NOT 0!
{
    _randNum = floor(random _numberOfSpawnPoints);
    _randData = lbData [24002,_randNum];
    _randomSpawnIndex = _listBox lbAdd "Random";
    _listBox lbSetData [_randomSpawnIndex, _randData];
};

3. Close and save it and create folder in your mission CUSTOM (for example).

4. Copy  ExileClient_gui_selectSpawnLocation_show.sqf  there.

5. Open your config.cpp in your mission and find class CfgExileCustomCode section.

6. Add this 

Spoiler

ExileClient_gui_selectSpawnLocation_show = "custom\ExileClient_gui_selectSpawnLocation_show.sqf";

7.Save it,PBO your mission.

 

DONE.Enjoy.

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25772Wed, 28 Feb 2018 21:02:38 +0000
2D mapshttps://exile.majormittens.co.uk/topic/25274-2d-maps/ I have made some road changes in game using eden, how do I edit the 2d map to reflect the additions? such as a bridge, buildings etc. Also, when making changes such as additions such as roads, buildings etc. What is the best practice? Store those in the mission.sqm? Or as I am currently doing, exporting then to the initServer.sqf file? which one offer better performance and manageability?

Thanks.

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25274Mon, 25 Dec 2017 20:39:00 +0000
Exile Esseker Maphttps://exile.majormittens.co.uk/topic/25292-exile-esseker-map/ So I have been looking for the past few days if there is any Exile.Esseker.pbo files that someone is willing to share so that I can run the map on my server? My second question is whether there is an updated guide to creating it from scratch. I have seen quite a lot of posts from two years ago but a lot of the pre-made important code like loot spawns is either outdated or discontinued. I would appreciate any help. 

Another quick question can I replace AiA with CUP addons or should I stick to using AiA?

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25292Thu, 28 Dec 2017 00:07:45 +0000