manoul 1 Report post Posted August 14, 2016 Hello , Quelqu'un de familier avec l'extended base mod pourrait-il m'éclairer sur l'install coté serveur svp ? J'ai suivi le readme , je reste bloqué sur "loading map" il y a donc quelque chose qui tourne pas rond . Merci Share this post Link to post Share on other sites
Oreo 23 Report post Posted August 14, 2016 3 hours ago, manoul said: Hello , Quelqu'un de familier avec l'extended base mod pourrait-il m'éclairer sur l'install coté serveur svp ? J'ai suivi le readme , je reste bloqué sur "loading map" il y a donc quelque chose qui tourne pas rond . Merci Envoi ton RPT serveur et client 1 Share this post Link to post Share on other sites
manoul 1 Report post Posted August 15, 2016 (edited) ce que je voudrais savoir c'est : si l'on up @extended_base_mod sur le serveur , faut-il en plus ajouter le dossier EBM ( deja présent dans le dossier du mod donc) dans le mission tanoa.pbo ? c'est comme ça que jle traduis du readme .; mais je saisis pas. jsuis passé par 2/3 tutos qui ne disaient même pas la même chose .. et aussi qu'est ce que cela implique si l'on a infistar ? Edited August 15, 2016 by manoul Share this post Link to post Share on other sites
Oreo 23 Report post Posted August 16, 2016 Envoi le readme j'ai pas check ce mod encore 1 Share this post Link to post Share on other sites
manoul 1 Report post Posted August 16, 2016 Spoiler INSTALLATION: First insert the Battleyefilter out of the "Battleye filter.txt" in the folder!! /////////////////////////////////////////////////////////////////////////////////////////////////////// put the folder "@Extended_Base_Mod" in your default Arma 3. It should be where your Steam is located. Steam -> steamapps -> common -> arma 3 -> paste it here. Then add "-mod=@Extended_Base_Mod" to the startup Parameters. Copy the "Extended_Base_Mod\keys\freakylein.bikey" into your "keys" folder /////////////////////////////////////////////////////////////////////////////////////////////////////// Copy the folder called "EBM" in your Mission Exile.Altis.pbo", then viel all files to fit your Server. Add the following line at the top of the CfgCraftingRecipes inside your config.cpp of your mission: #include "EBM\recipes.hpp" Add the following line at the top of the CfgInteractionMenus inside your config.cpp too: #include "EBM\menus.hpp" Add the following line at the top of the CfgTraderCategories inside your config.cpp too: #include "EBM\traders.hpp" Add the following line at the top of the CfgExileArsenal inside your config.cpp of your mission: #include "EBM\prices.hpp" /////////////////////////////////////////////////////////////////////////////////////////////////////// Locate the class Exile_Trader_Hardware and add "ExtendedBaseMod", class Exile_Trader_Hardware { name = "HARDWARE"; showWeaponFilter = 0; categories[] = { "Hardware", "ExtendedBaseMod", //added new "Tools" }; }; /////////////////////////////////////////////////////////////////////////////////////////////////////// to make the Lootspawn in the Buildings working you have to add the following line: exileclient_system_lootmanager_thread_spawn = "EBM\exileclient_system_lootmanager_thread_spawn.sqf"; to "CfgExileCustomCode" in your config.cpp in your mission.pbo. /////////////////////////////////////////////////////////////////////////////////////////////////////// Check all the .txt for some changes! Or the Mod will not work correctly. !!!! Try the alternative receips and tradervalues from MrD !!!! -Thank you for creating these ones! To make the Watersink working define the the config.cpp in your Missionfolder like this look for "WaterSource" class WaterSource { name = "Water tanks, barrels, coolers or pumps"; models[] = { "barrelwater_f", "barrelwater_grey_f", "waterbarrel_f", "watertank_f", "Land_Sink_F",// added new "stallwater_f", "waterpump_01_f", "water_source_f", }; To enable APEX buildings you simply go to the "prices.hpp", "traders.hpp" and the "recipes.hpp and you have to remove the // in the line //#define USE_APEX_Buildings 1 voila , a priori ca ne pose pas trop de probleme , mais bon jai évidemment,t quelques noob questions. Share this post Link to post Share on other sites
Oreo 23 Report post Posted August 16, 2016 1 hour ago, manoul said: Reveal hidden contents INSTALLATION: First insert the Battleyefilter out of the "Battleye filter.txt" in the folder!! /////////////////////////////////////////////////////////////////////////////////////////////////////// put the folder "@Extended_Base_Mod" in your default Arma 3. It should be where your Steam is located. Steam -> steamapps -> common -> arma 3 -> paste it here. Then add "-mod=@Extended_Base_Mod" to the startup Parameters. Copy the "Extended_Base_Mod\keys\freakylein.bikey" into your "keys" folder /////////////////////////////////////////////////////////////////////////////////////////////////////// Copy the folder called "EBM" in your Mission Exile.Altis.pbo", then viel all files to fit your Server. Add the following line at the top of the CfgCraftingRecipes inside your config.cpp of your mission: #include "EBM\recipes.hpp" Add the following line at the top of the CfgInteractionMenus inside your config.cpp too: #include "EBM\menus.hpp" Add the following line at the top of the CfgTraderCategories inside your config.cpp too: #include "EBM\traders.hpp" Add the following line at the top of the CfgExileArsenal inside your config.cpp of your mission: #include "EBM\prices.hpp" /////////////////////////////////////////////////////////////////////////////////////////////////////// Locate the class Exile_Trader_Hardware and add "ExtendedBaseMod", class Exile_Trader_Hardware { name = "HARDWARE"; showWeaponFilter = 0; categories[] = { "Hardware", "ExtendedBaseMod", //added new "Tools" }; }; /////////////////////////////////////////////////////////////////////////////////////////////////////// to make the Lootspawn in the Buildings working you have to add the following line: exileclient_system_lootmanager_thread_spawn = "EBM\exileclient_system_lootmanager_thread_spawn.sqf"; to "CfgExileCustomCode" in your config.cpp in your mission.pbo. /////////////////////////////////////////////////////////////////////////////////////////////////////// Check all the .txt for some changes! Or the Mod will not work correctly. !!!! Try the alternative receips and tradervalues from MrD !!!! -Thank you for creating these ones! To make the Watersink working define the the config.cpp in your Missionfolder like this look for "WaterSource" class WaterSource { name = "Water tanks, barrels, coolers or pumps"; models[] = { "barrelwater_f", "barrelwater_grey_f", "waterbarrel_f", "watertank_f", "Land_Sink_F",// added new "stallwater_f", "waterpump_01_f", "water_source_f", }; To enable APEX buildings you simply go to the "prices.hpp", "traders.hpp" and the "recipes.hpp and you have to remove the // in the line //#define USE_APEX_Buildings 1 voila , a priori ca ne pose pas trop de probleme , mais bon jai évidemment,t quelques noob questions. Ouai donc, faut installé les filtre BE mais si sa marche pas ça viens pas de sa. Tu met le dossier "@Extended_Base_Mod" dans la racine arma ( pas @exileserver ou @exile ) tu met le "-mod=@Extended_Base_Mod" dans le .bat pour lancer le serveur, tu met le bikey dans /keys. Le dossier EBM tu le colle dans le dossier mission, après tu va dans config.cpp ! MET LE BIEN TOUT EN HAUT DE LA FONCTION ! dans la fonction "CfgCraftingRecipes" tu met ça #include "EBM\recipes.hpp" après dans "CfgInteractionMenus" tu met ça #include "EBM\menus.hpp" après dans "CfgTraderCategories" tu met ça #include "EBM\traders.hpp" après dans "CfgExileArsenal" tu met ça #include "EBM\prices.hpp" après tu cherche la class "Exile_Trader_Hardware" toujours dans le config.cpp et tu met ça class Exile_Trader_Hardware { name = "HARDWARE"; showWeaponFilter = 0; categories[] = { "Hardware", "ExtendedBaseMod", //added new "Tools" }; }; après tu cherche la class "CfgExileCustomCode" et tu met ça exileclient_system_lootmanager_thread_spawn = "EBM\exileclient_system_lootmanager_thread_spawn.sqf"; après class WaterSource { name = "Water tanks, barrels, coolers or pumps"; models[] = { "barrelwater_f", "barrelwater_grey_f", "waterbarrel_f", "watertank_f", "Land_Sink_F",// added new "stallwater_f", "waterpump_01_f", "water_source_f", }; pour add les batiment apex tu va dans le dossier EBM et tu ouvre prices.hpp traders et recipes et tu décommente le // # Définir USE_APEX_Buildings 1 comme ça en gros #define USE_APEX_Buildings 1 ou USE_APEX_Buildings 1 1 Share this post Link to post Share on other sites
manoul 1 Report post Posted August 16, 2016 (edited) Oué dans l'ensemble cest bien expliqué , mais pour un newbi il manque tjrs des details. :à savoir si je devais mettre le folder @extended_base_mod sur le serveur en plus de mettre EBM dans le fichier tanoa. Le reste est bien expliqué . Comme je suis pas familier avec les scripts et tout ca , jvoulais m'assurer que #include "EBM\recipes.hpp" allait avant les { . Et est ce qu'infistar est censé me poser des problemes ; jverrais moi meme. Je rendrai compte du resultat des courses ! Merci Oréo Edited August 16, 2016 by manoul Share this post Link to post Share on other sites
manoul 1 Report post Posted August 16, 2016 ca fonctionne bien les commandes #include "EBM\recipes.hpp" se mettent juste apres { merci Oreo Share this post Link to post Share on other sites
Oreo 23 Report post Posted August 17, 2016 18 hours ago, manoul said: ca fonctionne bien les commandes #include "EBM\recipes.hpp" se mettent juste apres { merci Oreo Pas de souci hesite pas a me mettre un +rep et un like haha ♥ 2 Share this post Link to post Share on other sites
Titi42 0 Report post Posted November 2, 2016 On 16/08/2016 at 10:24 PM, manoul said: ca fonctionne bien les commandes #include "EBM\recipes.hpp" se mettent juste apres { merci Oreo Salut, je vient de faire un serveur et j'ai pas compris comment je doit ajouter sa : "Add the following line at the top of the CfgInteractionMenus inside your config.cpp too:" es-ce que vous pouvez m'aider SVP ? Share this post Link to post Share on other sites