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Changelog:
TDLR
- Exile Escape
- Virtual Garage
- Safe Hacking
- Door Grinding
- New constructions
- Compatibility with Arma 1.80
- Bug fixes, but still not bug-free
Admin Info
- No database changes required unless you are running ExAD Virtual Garage
- Update the BE filters
- Update the exile.bikey
- Update exile_server/exile_server_config.pbo
- Add new configs to Mission file
- Add new Rscs to Mission file
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 the locker and trader dialog menus 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
- Fixed: Invalid bone count error
- Added: Arma Dynamic Simulation support
- Fixed: A bunch of spelling errors in the loading screen texts
- Changed: Moved Sloth Machine to Extra Apps to make way for a new app
- Changed: Moved Sloth Machine, Health Scanner, and Settings resources to mission side config
- Added: New Toast Template: Warning
- Fixed: Radiation zones check was using wrong position command which was providing inaccurate radiation dosage. Thx @Captain Bigzy for reporting this.
- Added: 7 new base building construction items. Thx @Andrew_S90 for making these
- Concrete Ladder Hatch
- Concrete Draw Bridge
- Concrete Floor Port (Small)
- Metal Ladder
- Metal Ladder (Double Tall)
- Wood Ladder Hatch
- Wood Ladder Hatch Reinforced
- Changed: The safe can now be re-textured using scripting commands
- Added: Two new containers. Thx @Andrew_S90 for making these
- Safe (Small)
- A smaller version of the regular safe. It is mainly used for poptab storage, as that it cannot store more than a few items.
- Old Chest
- A bigger version of the storage chest, it cannot be locked.
- Safe (Small)
- Added: The ability to override the max amount of poptabs that can be added to a vehicle/container.
- Added: Virtual Garage
- Fixed: 3D markers no longer move up and down when it's over the sea.
- Fixed: When selling a stolen flag, the flag will now be removed from their back
- Fixed: Crafting items that cannot fit in your inventory will now drop on the ground. Thx @WURSTKETTE for reporting this.
- Fixed: Draining fuel with a full inventory will now drop the fuel canister on the ground. Thx @exilerist for reporting this.
- Fixed: UAV Glitch
- Added: 5 new flags. Thx Shoritz for making these!
Author: WolfkillArcadia
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