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Everything posted by dekela
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What is XP Tax? Well, when a player purchases anything from a trader be it gear, weapons or vehicles, some of their XP or respect is removed as a tax. The amount of XP Tax is calculated using the quality level and purchase price of the item. Level 1 item/gear is 1% of the purchase price, level 6 is 6% of purchase price. Why have XP Tax? Many times players reach the respect cap of items and then can sit back and buy as many high tier items as they like. With XP Tax, they will need to maintain their respect in order to continue buying these items. As their respect level drops from purchases, they will need to grind out more XP via missions or sale of vehicles etc. Also, players will no longer buy respect locked items for other players, as they themselves will lose the respect by doing so. XP Tax is a way to prolong the end game of exile, by adding another element to the game that players need to continually accomplish. How to install: MAKE SURE TO BACK UP ALL FILES BEFORE COMMENCING WITH THESE CHANGES!! If you dont already have one, create an 'overrides' folder in your mission folder Create the following 4 overwrite files with notepad++ and put them into the 'overrides' folder ExileClient_system_trading_network_purchaseItemResponse.sqf ExileClient_system_trading_network_purchaseVehicleResponse.sqf ExileServer_system_trading_network_purchaseItemRequest.sqf ExileServer_system_trading_network_purchaseVehicleRequest.sqf If you already have overwrites for these files, you will need to merge the changes open your config.cpp and edit CfgExileCustomCode to include: class CfgExileCustomCode { ExileClient_system_trading_network_purchaseItemResponse = "overrides\ExileClient_system_trading_network_purchaseItemResponse.sqf"; ExileClient_system_trading_network_purchaseVehicleResponse = "overrides\ExileClient_system_trading_network_purchaseVehicleResponse.sqf"; ExileServer_system_trading_network_purchaseItemRequest = "overrides\ExileServer_system_trading_network_purchaseItemRequest.sqf"; ExileServer_system_trading_network_purchaseVehicleRequest = "overrides\ExileServer_system_trading_network_purchaseVehicleRequest.sqf"; }; repbo the mission folder and upload to your server. Hope you enjoy
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Dayz uses a different engine, so therefore a different language. C# I think it is but not 100% certain
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Noticed this as well
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[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
dekela replied to Bones51's topic in Scripts
yes, noticed this on our server recently, however its random and not happening all the time or for all players -
DESCRIPTION: These overwrites will allow you to use the welder, tool trollies and generators from 'Extended Base Mod' as requirements in your crafting recipes. You will also be able to craft weapons with thanks to Novax for his ExileClient_util_item_getCraftingRecipes.sqf The following distances are set for the EBM items to register as 'Found' "Land_WeldingTrolley_01_F" < 5m "Land_ToolTrolley_02_F" or "Land_ToolTrolley_01_F" < 5m "Land_PortableGenerator_01_F" < 5m or "Land_DieselGroundPowerUnit_01_F" < 50m INSTALLATION: Download files from Github: https://github.com/d3k3la/Extended-Crafting Create a folder in your mpmission folder called 'custom' Copy the folder 'extendedCrafting' to the newly created 'custom' folder Open your config.cpp and find 'class CfgExileCustomCode' And change it to the following class CfgExileCustomCode { ExileClient_object_item_craft = "custom\extendedCrafting\ExileClient_object_item_craft.sqf"; ExileClient_gui_crafting_show = "custom\extendedCrafting\ExileClient_gui_crafting_show.sqf"; ExileClient_util_item_getCraftingRecipes = "custom\extendedCrafting\ExileClient_util_item_getCraftingRecipes.sqf"; }; If you already have overwrites for these files, then you will need to merge the changes manually Re-pbo the mpmission folder and upload to your server EXAMPLE RECIPE: class gm6_lynx: Exile_AbstractCraftingRecipe { name = "GM6 Lynx 12.7mm"; pictureItem = "srifle_GM6_F"; requiresFire = 1; requiresWeld = 1; requiresGen = 1; requiresToolTrolley = 1; //requiresConcreteMixer = true; requiredInteractionModelGroup = "AdvancedWorkBench"; returnedItems[] = { {1, "srifle_GM6_F"}, {1, "5Rnd_127x108_Mag"} }; tools[] = { "Exile_Item_Hammer", "Exile_Item_Grinder", "Exile_Item_Pliers", "Exile_Item_Screwdriver" }; components[] = { {15, "Exile_Item_WeaponParts"}, {2, "Exile_Item_MetalPole"}, {4, "Exile_Item_MetalScrews"}, {2, "Exile_Item_SprayCan_Black"}, {1, "Exile_Item_MetalWire"}, {2, "Exile_Item_Can_Empty"}, {1, "Exile_Item_MetalBoard"} }; category = "Sniper Rifles"; }; CUSTOMIZATION: Add the following to your recipe and toggle on (1) and off (0) requiresWeld = 1; requiresGen = 1; requiresToolTrolley = 1;
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yes, in wasteland indy players can lock on and destroy other indy vehicles. and given the fact that exile players are indy faction, there should be no reason why it cant be done for them as well. my guess would be to look into the setFriend command
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Not sure if it is an arma issue considering in wasteland, the independent side has no issue locking on to their own faction. I could be wrong though
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You will need to manually move/remove/add those markers to suit you map
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[RELEASE] ExileZ Mod by [FPS]kuplion - Based on ExileZ 2.0 by Patrix87
dekela replied to kuplion's topic in Add-ons
easy way to do what your after is to set _EZM_Mission coordinates to the middle of your map. then in mapnamTriggerSettings.sqf find EZM_Trigger_6 =, then set /* 14 Mission Radius */ to a large number such as 10000. mission will then spawn in a random position around the map -
adding mods to a server is not overly difficult, many being as easy as dropping a pbo onto the server. if more is required, the good mods have detailed install instructions, and there is always google and youtube. as for Fallujah, while its a good CQB map, im not sure it would lend itself to base building and missions
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I have just put up a militarized server and have noticed that there is no kill feed if using some tanks, apc's and armed helis. For instance, using a CUP little bird to clear a mission or kill players will result in no kill feed messages. On the other hand hummers and M1126 etc do show the kill feed. Any ideas/fixes for this? Thanks
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add the crates classname to your IgiLoad.sqf under IL_Supported_Box_H1 or similar array
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have a look here https://exile.majormittens.co.uk/topic/22917-accurate-restart-time-calculator/
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i know with steam workshop you can create a .bat file to check for and apply updates either manually, or automatically if combined with your start up .bat as for A3 launcher, i have no idea, i dont use it as i only use mods that are on the steam workshop
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also is it hosted or dedicated server, as hosted often times performs badly due to over provisioning from the hosts
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[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
dekela replied to Bones51's topic in Scripts
in init.sqf comment out following line [] execVM "Custom\vehicleManagementSystem\functions\Bones_fnc_vspInRange.sqf"; -
25-35 FPS is low for 2 player, 275 AI +zombies is why
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[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
dekela replied to Bones51's topic in Scripts
yep, same issue in toast message when using rearm all, works fine if you click each item individually -
Changing last payment date to a future date works fine for stopping the base from being deleted from protection money. Setting the flag Z figure to -5 or so will move it under ground and not allow it to be stolen
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
dekela replied to second_coming's topic in Add-ons
@Smilingwolf there are no missions that come with occupation. i think you may be thinking of DMS- 3161 replies
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- survivor ai
- random ai
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[SOLVED]Immortal machine after leaving the safe zone
dekela replied to Irkutsk86's question in Serverside
we have had invincible vehicles on our server, this may in fact be why -
While envision has legacy support for sqf now, it will not be using any by 0.63 'beta'release. And as the engine grows, the unneeded sqf support will be removed.
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yes, use the scheduler in their control panel for restarts and set up the scarcode mod for the messages. also you can use the exile system to lock the server before restart
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i wouldnt imagine so. the enfusion engine has different coding than the current real virtuality so it would be a very big task
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i dont know why it would, but if thats the case, dont use the infistar restart. if your dedicated server, use bat files and battleye to restart the server and https://exile.majormittens.co.uk/topic/15234-release-scarcode-automated-restart-warnings/?tab=comments#comment-101329 for restart messages. if its a hosted server, use the scheduler in the control panel to restart the server and use the above for messages