.Lynx.

i was wondering how too install extended base mod

38 posts in this topic

3 hours ago, .Lynx. said:

but how would i go about that ?

http://www.armaholic.com/page.php?id=30624

 

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\ExtendedBase2.9.bikey" into your "keys" folder. Then delete the old key.
///////////////////////////////////////////////////////////////////////////////////////////////////////
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"

if you got problems, there is a Example Folder ;)
///////////////////////////////////////////////////////////////////////////////////////////////////////
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",
			"Tank_rust_F",// added new
			"Sink_F",// added new
			"Slingload_01_Fuel_F",// added new
			"stallwater_f",
			"waterpump_01_f",
			"water_source_f",
		};
		

//////////////////////////////////////////////////
// DO not do this - because APEX is disabled!!!	//	
//////////////////////////////////////////////////
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



///////////////////////////////////////////////////////////////////////////////////////////////////////
UPDATING:

When you guys are updating pls follow this instructions:
1. delete the whole "@Extended_Base_Mod" folder on your server
2. remove the ExtendedBase2.8.bikey in the keys folder
3. Then go to your Database and delete all the APEX stuff. (only if you update from 2.8 to 2.9)
4. Copy the new "@Extended_Base_Mod" folder from the one you downloaded to the root of your server
5. Copy the ExtendedBase2.9.bikey to your keys folder
6. Update your recipes.hpp, menus.hpp, traders.hpp, prices.hpp in your missionfile (highly recommended!!!)

///////////////////////////////////////////////////////////////////////////////////////////////////////

 

Edited by WURSTKETTE

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Where about do I put 

#include "EBM\recipes.hpp"

As when put in script saying # carnt have then when take off saying carnt have include so seeing where about do I put them in scripts if any can help

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24 minutes ago, FckingWoppa said:

Where about do I put 


#include "EBM\recipes.hpp"

As when put in script saying # carnt have then when take off saying carnt have include so seeing where about do I put them in scripts if any can help

Like install instructions put it at

class CfgCraftingRecipes

in ur config.cpp

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25 minutes ago, FckingWoppa said:

Yep know that but every time put there not working saying carnt have # etc so how ment to put it if can help like a picture how they ment to go at side under it having { and }; on it ?

sry can't understand ur problem...plz explain it more exactly :rock:

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When I put near or under 

class CfgCraftingRecipes

comes up in web console error for the # sign and when take off the # sign another comes up saying carnt use i at start from include so do I have to put it

};

class CfgCraftingRecipes

{

#include "EBM\recipes.hpp"

};

 

Or put it as 

};

class CfgCraftingRecipes #include "EBM\recipes.hpp"

{

 

confused how to put it cause off errors for them

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Ah ok...understand...that's the correct entry for the recipes:

class CfgCraftingRecipes
{
    #include "EBM\recipes.hpp"
class BreachingChargeBigMomma: Exile_AbstractCraftingRecipe
{..........

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