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Upcoming Exile 1.0.4 Update

Vistor a posted Dec 19, 17

http://www.exilemod.com/topic/25026-104-pineapple/

Changes:

  • Added: Exile Escape gamemode (Thank you to everyone who donated!)
  • Fixed: Players will randomly get a systemChat message saying "got scared" when near a hen
  • Fixed: KSVK zeroing
  • Added: Suppressor support for the PKP and Pecheneg
  • Changed: Increased zeroing distance for PKP and Pecheneg
  • Changed: Increased zeroing distance for Lee Enfield
  • Changed: Increased damage of Lee Enfield
  • Fixed: Players being killed by another player in a vehicle will cause the kill message to say "Killed by an NPC"
  • Fixed: Pack safe exploit
  • Fixed: Wrong variable used in "ExileServer_util_fill_fillWeapons", causing incorrect behavior. Thx @StokesMagee
  • Fixed: Other miniguns are no longer affected by Exile.
  • Changed: Mass of the Bandage item (Exile_Item_Bandage) has been reduced from 10 to 2. This should make the item more useful for players.
  • Changed: Mass of the Vishpirin item (Exile_Item_Vishpirin) has been reduced from 15 to 5. Like the bandage, this should make it more useful.
  • Added: Traders are respawned and their dead bodies deleted when killed in some way to prevent duping. (Bohemia fix godmode pls)
  • Changed: "ExileClient_util_world_canBuildHere" now takes PositionASL instead of PositionAGL for simplification/optimization purposes. If you use this function in custom scripts/addons, make sure to update your code.
  • Fixed: Issue(s) with building over water and/or high altitudes.
  • Changed: You can no longer attempt to place flag poles in any location that you can't place base objects otherwise. Specifically, placing flags now utilizes the "ExileClient_util_world_canBuildHere" function to validate flag placement. While this doesn't really impact gameplay, it consolidates building requirements.
  • Fixed: Incorrect magazine classname in the "Exile Weapons Box" for the KSVK APDS magazine. Thx to @r0fus for pointing it out.
  • Changed: The "deposit field" of the locker menu will default to the maximum amount of poptabs you can store in the locker for easy depositing.
  • Fixed: Poptab values (on character, in locker, and maximum capacity) on the locker dialog menu will no longer take exponent form.
  • Fixed: Invalid model path for Exile_Item_Leaves
  • Added: New dabbing animation. Thx to @Andrew_S90 for making this.
  • Changed: Performance improvements to
  • ExileClient_util_world_getAlivePlayerInfantryInRange
  • ExileClient_util_world_isAlivePlayerInfantryInRange
  • ExileClient_util_world_isAlivePlayerInRange
  • ExileClient_util_world_isClimbingPlayerNearby
  • Fixed: Incorrect enums for ExileClient_system_garbageCollector_deleteObject. Thx Bohemia for pointing it out.
  • Fixed: Issue with concrete window hatches can be opened even though they are locked. Thx @Announcement for pointing it out.
  • Fixed: Invalid model path for Exile_Item_WoodSticks. Thx @Announcement for pointing it out.
  • Fixed: Enum error in ExileServer_object_construction_network_upgradeConstructionRequest. Thx @Announcement for pointing it out.
  • Added: Prototype safe hacking system
  • Added: Prototype door lock grinding system
  • Fixed: Profile goggles overriding database saved goggles
  • Fixed: Exile_Magazine_Battery inventory icon was black
  • Fixed: Shadow lods for XM8 were not trangulated
  • Fixed: XM8 had empty animation keyframes
  • Fixed: Disabled the ability to activate mines from loot piles
  • Changed: Made it possible to add XM8 apps without the need of 3rd party scripts
  • Fixed: Enum error in ExileServer_system_event_ambientFlyover_start
  • Added: Territory Raid Mode (More in Devblog)
  • Fixed: Invalid bone count error for multiple exile vehicles

Added: Exile Escape gamemode (Thank you to everyone who donated!)
Fixed: Players will randomly get a systemChat message saying "got scared" when near a hen
Fixed: KSVK zeroing
Added: Suppressor support for the PKP and Pecheneg
Changed: Increased zeroing distance for PKP and Pecheneg
Changed: Increased zeroing distance for Lee Enfield
Changed: Increased damage of Lee Enfield
Fixed: Players being killed by another player in a vehicle will cause the kill message to say "Killed by an NPC"
Fixed: Pack safe exploit
Fixed: Wrong variable used in "ExileServer_util_fill_fillWeapons", causing incorrect behavior. Thx @StokesMagee
Fixed: Other miniguns are no longer affected by Exile.
Changed: Mass of the Bandage item (Exile_Item_Bandage) has been reduced from 10 to 2. This should make the item more useful for players.
Changed: Mass of the Vishpirin item (Exile_Item_Vishpirin) has been reduced from 15 to 5. Like the bandage, this should make it more useful.
Added: Traders are respawned and their dead bodies deleted when killed in some way to prevent duping. (Bohemia fix godmode pls)
Changed: "ExileClient_util_world_canBuildHere" now takes PositionASL instead of PositionAGL for simplification/optimization purposes. If you use this function in custom scripts/addons, make sure to update your code.
Fixed: Issue(s) with building over water and/or high altitudes.
Changed: You can no longer attempt to place flag poles in any location that you can't place base objects otherwise. Specifically, placing flags now utilizes the "ExileClient_util_world_canBuildHere" function to validate flag placement. While this doesn't really impact gameplay, it consolidates building requirements.
Fixed: Incorrect magazine classname in the "Exile Weapons Box" for the KSVK APDS magazine. Thx to @r0fus for pointing it out.
Changed: The "deposit field" of the locker menu will default to the maximum amount of poptabs you can store in the locker for easy depositing.
Fixed: Poptab values (on character, in locker, and maximum capacity) on the locker dialog menu will no longer take exponent form.
Fixed: Invalid model path for Exile_Item_Leaves
Added: New dabbing animation. Thx to @Andrew_S90 for making this.
Changed: Performance improvements to
ExileClient_util_world_getAlivePlayerInfantryInRange
ExileClient_util_world_isAlivePlayerInfantryInRange
ExileClient_util_world_isAlivePlayerInRange
ExileClient_util_world_isClimbingPlayerNearby
Fixed: Incorrect enums for ExileClient_system_garbageCollector_deleteObject. Thx Bohemia for pointing it out.
Fixed: Issue with concrete window hatches can be opened even though they are locked. Thx @Announcement for pointing it out.
Fixed: Invalid model path for Exile_Item_WoodSticks. Thx @Announcement for pointing it out.
Fixed: Enum error in ExileServer_object_construction_network_upgradeConstructionRequest. Thx @Announcement for pointing it out.
Added: Prototype safe hacking system
Added: Prototype door lock grinding system
Fixed: Profile goggles overriding database saved goggles
Fixed: Exile_Magazine_Battery inventory icon was black
Fixed: Shadow lods for XM8 were not trangulated
Fixed: XM8 had empty animation keyframes
Fixed: Disabled the ability to activate mines from loot piles
Changed: Made it possible to add XM8 apps without the need of 3rd party scripts
Fixed: Enum error in ExileServer_system_event_ambientFlyover_start
Added: Territory Raid Mode (More in Devblog)
Fixed: Invalid bone count error for multiple exile vehicles

dorgy *Q* fuck yeah!

DoD2

Vistor a posted Dec 8, 17

I am going to keep DoD 2 down until they fix the map. Your bases will be fine as the server will be off. Sorry.

[S.A.S] Ghost Hunter Heeey,, Vistor Maby an idea to just clean the server or save the files , Start up an empty server , add one mod then ano...
Raggamuffins F0cker at InfitiyExile says that it is not the map that is the issue, but something on your server.

More Issues

Vistor a posted Dec 6, 17

Seems OVH (our server host) is having issues right now, therefore all our servers and TS are down until further notice. It seems its one problem after another against us. Hopefully it will be resolved soon.

Battleye Bugged

Vistor a posted Dec 1, 17  -  BEImportantNEWS

I am very sorry server 2 keeps crashing, I have found out some news regarding the issue from Battleye:

Hello, an update of the situation:
We launched an investigation straight after yesterday's release, also with help of some of you (thanks for that!). We are now almost certain that the issue (cannot join server and / or get kicked out immediately after) comes from the change we made to BE traffic. We have programmers investigating the issue and QA already testing some of potential hotfix solutions internally. Here comes the catch: the hotfix is quite risky and will need more time to be tested.
If we think of reverting the technology, it yet again comes with risks. The revert itself will take some time (it's Friday afternoon in the Czech Republic) and will basically eliminate the efforts of separating the BE traffic. We'd like to avoid this at all costs, because it without any doubt is a step in the right direction and provides more stable gameplay for large part of the playerbase.

Now, the question is: do you think we can survive the weekend with the game as it is? We would focus our efforts on deploying a hotfix next week ASAP, but right now touching the game in any way can actually do more harm.
I'm interested in your opinions.
from Iceman

Sadly, we can't do anything about this until they get their shit together and fix it. Meanwhile, the server is going to probably keep crashing.  Just wanted to update you guys.

DoD 2 Map Change

Vistor a posted Oct 21, 17

Lythium Vanilla+ Mission Files for 1.0.3b and Arma 1.70

Author: Kurewe

Web: https://cantankerousoldgoats.enjin.com/

I've put together some Vanilla+ Lythium Mission files for your pleasure. Even though it isn't strictly Vanilla, I did try to keep the extras useful and easily configurable/changeable.

Note 1: After updating to Arma 1.70 and Exile 1.0.3, I noticed that there seems to be some (loud) wind across the map (even during completely clear weather). This is not specific to this map, as Bohemia appears to have updated some environment sounds, making them louder. I was able to reduce the constant loud wind by creating a Lythium specific environment entry in the config.cpp. While this helped, the wind is still loud during bad weather and at higher elevations. I will be trying to further reduce the wind volume as I get time.

Note 2: The files I have provided for this Lythium mission (while tested and functional on their own), were done so with the expectation that the person using them will have enough experience and knowledge to then custom configure the mission to their liking. I have no issues providing information about the mission files themselves and specific addons if I use them on my server and have configured them specifically for Lythium. Given that, my preference would be not to turn this thread into a tutorial on how to edit or configure addons, scripts, etc.

  • 60 player slots
  • 4 Safe Traders (which include both airports)
    • Purchased vehicles spawn safely at designated spots
    • All traders have a fuel station/fuel source
  • 2 Spec Ops Traders
  • 3 Mixer Sites (also equipped with workbenches and campfires for EBM use)
  • 9 Spawn Zones
  • Replaced 5 Non-functioning JBAD Fuel Stations with similar Arma versions
    • Only 2 of the original Fuel Stations would and still do auto refuel
  • 9 Fuel Stations added to fill in gaps (with map markers)
    • Fueling is manual on all added fuel stations
  • Added small script to remove/hide certain map objects
    • Floating rock by Shoran Trader
    • Create Heli Landing Area by Shoran Trader
    • 5 Non-functioning Fuel Stations mentioned above
  • 2 Fixes included
    • Get Dynamic Vehicles To Only Spawn Within The Lythium Map Area
    • Purchased Vehicles Spawn In Specific Locations At Traders
  • Exile map markers have been colored
  • All 3 default weather patterns enabled
  • Earthquakes disabled
  • Mission.sqm arranged for easier editing of items without too much work
    • Similar/Related items have been grouped together
  • initServer.sqf/iniPlayerLocal.sqf have been configured to make changes easier
    • Each trader location's objects and simple objects are sectioned and labeled
    • Each trader location's NPCs are sectioned and labeled
  • exile_server_config.pbo included with JBAD and FFAA loot positions
    • Loot positions for Arma buildings and more are also included
  • DMS Files
    • Map Config included for use with DMS
    • Occupation static mission with Lythium locations
  • Loot Table Fix for 1.0.3b - 1.0.3e

Does not include:

  • Roulette

Requirements:

This is just a test-run of the map to see how everything goes, traders and such might get updated in the future depending on player interest. Enjoy the new map!

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