Torchgodz
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Everything posted by Torchgodz
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Just in case someone is using the TRYK Clothing mod pack and needs the classnames here they are, i have went through all the configs and pulled what i could find. This list is about 600 lines long so have fun with them they are cool also if i have missed something in the mod and you know the classname post it here and i will add it to the list, if you dont know the classname but know its in the pack and i dont have it listed let me know i will try to find it.
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Has anyone made a port to the Australia Map? That would be the true EXILE considering Australia's history.
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Has anyone figured out how to get ACE3 working as a medical system in exile? Please if you have it working can you give me a hint as how to get it working.
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Just in case anybody wants these here are the class names for the rocket launchers and the corresponding rockets for them. launch_NLAW_F <---PCML Launcher] rocket---> NLAW_F launch_RPG32_F <---RPG-42 Alamut Launcher] rocket---> RPG32_F RPG32_HE_F launch_B_Titan_F <---Titan MPRL Launcher Rocket Launcher] rocket---> Titan_AA launch_I_Titan_F <---Titan MPRL Launcher Rocket Launcher] rocket---> launch_O_Titan_F <---Titan MPRL Launcher Rocket Launcher] rocket---> launch_Titan_F <---Titan MPRL Launcher Rocket Launcher] rocket---> launch_B_Titan_short_F <---Titan MPRL Compact Rocket Launcher] rocket---> Titan_AT Titan_AP launch_I_Titan_short_F <---Titan MPRL Compact Rocket Launcher] rocket---> launch_O_Titan_short_F <---Titan MPRL Compact Rocket Launcher] rocket---> launch_Titan_short_F <---Titan MPRL Compact Rocket Launcher] rocket--->
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NEW LINK: http://exile.majormittens.co.uk/downloads/ For all you modders out there that want to put in your own weapons, gear, and other things here is the loot table compiler that GRIM had posted in the old forums. The process to use this tool is very quite easy, all you have to to is take loottable.h and edit to your liking with the classnames from the mod that you are using and put them where you would like them to spawn. Then after you are done with that you make a new .txt file and name it config.cpp and make sure it is blank. Then you take the loottable.h and the blank config file and drag and drop them on to the loot table compiler and it will bring up a command prompt very quickly and then it will convert it to the style that the actual config needs. Then take that and copy it and paste it over the CfgLootTable in the config. Last save and repack your PBO and your good to go and anything you put in there should be spawning on your next startup. DISCLAIMER I did not write the code for this the exile devs did i am simply posting it back up to make life easier for the modding community. If you have any questions about this don't hesitate to ask and i will answer them to the best of my ability, but the best person to talk to about this is GRIM
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Just wondering if anyone would like to see a server with the halo jump like in frankies video.
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So wait is this not the one included in the CUP vehicles pack?
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@Psycho just wanted to say i love your guys weapons units and vehicles pack i use all of them in my mod and keep up the good work.
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Couple of questions or if anyone would like to speculate that would be cool too. 1. I have looked and the wiki and i must say great job your guys hard work does not go unnoticed,but i also see all the little tools and stuff in there like the toilet paper, can opener, wrench, and little things like that, what are those going to be used for? 2. When is the new update going to be released i want to be able to change the size of my vehicles trunks without a damn mod. Thank you for your time and awesome work on the mod.
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I only have 1 issue with CBA and exile and that is the way people are spawned it using exile they dont use the addStackEventHandler like CBA uses which is a more efficient way anyways and i think the devs said they are going to change this in the code.
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@Horbin in the player watch theme data you put: now the bold underlined section is set to 100 is this done on purpose cause the theme is still messed up or just a typo? Thanks for a great ai system.
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I really dont think this is going to be that big of an issue cause how many people do you know that are going to give up just because they have a bounty on them? The answer is NONE so unless they have a way to subdue the bounty in "less than lethal" ways i dont think this is going to be used a lot.
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Yea its pretty cool to go through the animations you will defiantly find some funny ones in there and laugh.
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- moving traders
- traders
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Looks like it been binarized again.
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When they say wipe they mean the database, but with the new files coming out you will needed to compare your old stuff and transcribe it in to the new stuff. I would not just coping and pasting as there maybe new features that you will want on the server. So to answer your question yes you can keep working.
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I dont like the idea of a "Revive" function but come on lets be honest here you are not killed every time you get shot, sometimes it maybe a shot to the leg or arm or something, and if you get shot in the chest while wearing body armor your not going to die either. I do like the ACE3 medical system but i cannot find a way to over ride the health system of exile to get ACE3 working. So all in all im not for the revive function but if it would differentiate between getting hurt and getting killed that would be awesome cause you know every shot is not a kill shot.
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@Rod Serling Awesome thanks for the answer and a great script now i can get rid of those pesky Huron ammo pods.
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Does anyone else's pods stay where they spawn in after a server restart? Even if the player moves them they still go back to the spot that they were spawned in at.
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So basically this is to account for vehicles that use weapons to make them buy the ability to rearm there vehicle? Or to have some of the weapons functionality but not all of them on a vehicle if wanted.
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Those are the classnames for the launcher and corresponding rockets, you can put them in any trader that you want to, like i have the launchers in the armory and the rockets in the specops trader.
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Whenever i do a zombie mission i have to spawn in a tank just to take it down. So i dont know if the heath of the building is set to high for 7 satchels to take it down or not.
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I totally disagree with this cause i have a heavily modded server (about 45 mods), but to get into my server you are only required to have AIATP, Australia, and Exile Client, but to enjoy the rest of the mods they must be downloaded, kinda a try before you buy type thing but because i do run a server with the Australia I have to require one of the biggest mod pack known to the arma 3 community but its worth it. Also the devs are going to make there MOD the way they want to play it. If you take there mod and build on it the people will come and play or not. You just have to take the gamble and try it out.