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Big Map Editing Collection & Server Files


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lu6tcgdn.jpg

 

So, guys, I'm giving up my server after 9 months due to this crappy steam update!

I will spare anything I collected in that time and I hope you will enjoy it like my regular players did.

I assume that you know how to handle these files, so I'll spare me descriptions about that.

 

I dunno why but my whole thread was deleted, I posted this already yesterday and got also an answer for it.

 

 

Normal Map Scripts for Chernarus

Beside the mission.sqf I will also upload the mission.biedi !

I always put emphasis on placing things even and with much detail...

I'm not allowed to post too many screenshots, so I had to link them.

 

Mother - was the biggest I had on my server. It has 1322 objects all over the map!

I will only post some pictures, otherwise it would go beyond the scope!

Overview

http://s1.directupload.net/images/140714/3ulwcqdo.jpg

NE Airfield with 2 additional hangars and a little shooting range and many other things

http://s14.directupload.net/images/140714/vdjdb25j.jpg

My Gold Camp I used for a big mission. It has 2 entrances which can only be entered on foot.

http://s14.directupload.net/images/140714/8eiff3jh.jpg

 

http://s7.directupload.net/images/140714/lk39nx6m.jpg

 

 

mission.sqf
mission.biedi

 

To use the aircraft carrier you'll find at the very bottom of the mother.sqf you'll also need this SQF:

lhd.sqf

The Cave - I placed some bandits in here for some fun shooting

http://s14.directupload.net/images/140714/75yayjve.jpg

Inside

http://s7.directupload.net/images/140714/8mhvj7wl.jpg

 

mission.sqf
mission.biedi

 

The Bunker - Also here I placed bandits inside. It looks like the cave inside but with more interieur. (furniture etc.)

http://s14.directupload.net/images/140714/sepe6rxm.jpg

 

mission.sqf
mission.biedi

 

Skalisty Island, Owners Base

Overview

http://s7.directupload.net/images/140714/nleq2xqv.jpg

My Port, looks really nice when you light the tower with a spotlight!

http://s14.directupload.net/images/140714/e395xz2g.jpg

My second house (pub) with furniture inside. Has a balcony too. Unfortunately no beer inside!

http://s1.directupload.net/images/140714/w4x62nox.jpg

The main part of my base. I lived in the villa and had some helis. (cough)

http://s14.directupload.net/images/140714/lrzlxqqq.jpg

Shooting Range

http://s1.directupload.net/images/140714/3bkwjzg2.jpg

Full view

http://s1.directupload.net/images/140714/ufrzfbg7.jpg

 

mission.sqf
mission.biedi

 

The Colosseum - We had much fun in there and some good laughs!

I used 2 database events to spawn in cars there to have some stunt driving! (will be included)

http://s7.directupload.net/images/140714/cyyux8uc.jpg

 

http://s1.directupload.net/images/140714/8fa5aqno.jpg

 

mission.sqf
mission.biedi
Events.sqf

 

Special Map Script for Chernarus

In this SQL I created all trader cities completely new!

I will upload the final mission.sqf, mission.sqm and my server_traders.sqf, because I changed all traders, marks and some positions!

Take notice that I removed one boat dealer and one wholesaler and even the bandit dealer!

Instead I added a Trashman, Weed Dealer and a Deluxe Food Trader. (later more on that)

 

Screenshots:

Overview

http://s1.directupload.net/images/140714/ssmco7ju.jpg

BASH Trader (military)

http://s1.directupload.net/images/140714/49l7umt6.jpg

 

http://s1.directupload.net/images/140714/l33brfeb.jpg

STARY Traders (civilian)

http://s7.directupload.net/images/140714/lbf729uy.jpg

 

http://s7.directupload.net/images/140714/g5s42fxk.jpg

 

http://s14.directupload.net/images/140714/lmpoj7zy.jpg

 

Wholesaler

http://s14.directupload.net/images/140714/jrvgk7vg.jpg

 

http://s14.directupload.net/images/140714/catnhd98.jpg

 

Trashman

http://s14.directupload.net/images/140714/nw5flb5i.jpg

 

http://s1.directupload.net/images/140714/sldpek85.jpg

 

Boat Dealer (helipad is changed to an unvisible one in the final mission.sqf)

http://s14.directupload.net/images/140714/63yowhop.jpg

 

Weed Dealer

http://s14.directupload.net/images/140714/54uktkmd.jpg

 

KLEN Traders

http://s7.directupload.net/images/140714/42qac8fy.jpg

 

http://s14.directupload.net/images/140714/k66nuyyi.jpg

 

http://s1.directupload.net/images/140714/9mtqdknv.jpg

 

Hero Trader

http://s7.directupload.net/images/140714/3v6vdcvm.jpg

 

mission.sqf (for Editor)
mission.biedi (for Editor)

mission.sqf (for Server upload)

mission.sqm

server_traders.sqf

In the mission.sqm I defined/changed the new marks and greeting messages you will see when you enter an outpost.

Also the distances were adjusted.

Beware, I left in the command lines for a dome sript I used to protect my new base westside of Lopatino in the outbacks!

It also holds command lines for Skalisty Island. Peeps get warned to enter a restricted area. (refering to the Skalisty Bandit Base Script below)

You can find it here, if you are interested: http://dayz.st/w/Protected_Dome

 

In the following you will find the entries for the database for the new traders:

 

The Trashman buys trash like razors and empty cans, books etc.

In my WAI missions I used additional food cans and drinks as reward that are already implemented but not used in Epoch.

These ones the Deluxe Food Trader buys and sells.

The Weed Dealer buys and sells hemp, which I also used in a WAI mission as reward (50kg of it :D)

I also used a script to smoke the shit...

 

You may adjust the inserts for your implementation, because I used fixed ID's for the first time!

New-Trader-Inserts.sqf

 

Custom Trader Prices
I was the opinion that it's much too easy to gain money, so I sat down for some dayz and changed all default prices!

Buying prices are high, selling prices low. I raised the prices for fish to make it more attractive to go fishing.

You can delete the default ones from your database and load up these ones. ID's are the same.

Custom-Prices.sqf

If needed:

Default-Prices.sqf (Version 1.0.4.2a)

Overpoch Trader Data

Overpoch-Inserts.sqf

 

WAI Configs

Maybe also of interest...

 

customSpawn.sqf (for chernarus)

I left my base at Skalisty Island and created a big bandit base there.

Use the scripts below the next spoiler if you want to use this.

 

//Custom Spawns file//

/*
Custom group spawns Eg.

[[953.237,4486.48,0.001], //position
4,                          //Number Of units
1,                          //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                  //Primary gun set number. "Random" for random weapon set.
4,                          //Number of magazines
"",                          //Backpack "" for random or classname here.
"Bandit2_DZ",              //Skin "" for random or classname here.
"Random"                  //Gearset number. "Random" for random gear set.
] call spawn_group;

Place your custom group spawns below
*/

///////////////////////
//CUSTOM GROUP SPAWNS//
///////////////////////

// BALOTA
[[4562.7637,2449.1943,0],4,2,"Random",4,"","","Random"] call spawn_group;

// CHERNO 1
[[6821.4443,2499.4785,0],4,2,"Random",4,"","","Random"] call spawn_group;

// CHERNO 2
[[6517.3765,2704.9392,0],4,2,"Random",4,"","","Random"] call spawn_group;

// ZELENOGORSK
[[2751.7769,5329.5381,0],4,2,"Random",4,"","","Random"] call spawn_group;

// ROGOVO
[[4756.6621,6763.9707,0],3,2,"Random",4,"","","Random"] call spawn_group;

// MOGILEVKA
[[7529.125,5141.0845,0],2,2,"Random",4,"","","Random"] call spawn_group;

// STAROYE
[[10150.692,5434.0815,0],3,2,"Random",4,"","","Random"] call spawn_group;

// NOVY SOBOR
[[7082.7847,7704.5654,0],3,2,"Random",4,"","","Random"] call spawn_group;

// GORKA
[[9652.6992,8820.3467,0],3,2,"Random",4,"","","Random"] call spawn_group;

// BEREZINO
[[12045.075,9110.4941,0],2,2,"Random",4,"","","Random"] call spawn_group;

// ELEKTRO
[[10526.29,2253.5935,0],6,2,"Random",4,"","","Random"] call spawn_group;

// GRISHINO
[[6023.4971,10326.764,0],2,2,"Random",4,"","","Random"] call spawn_group;

// KRASNOSTAV
[[11172.061,12278.55,0],2,2,"Random",4,"","","Random"] call spawn_group;

// NEAR KHELM
[[12805.13,10761.893,0],3,2,"Random",4,"","","Random"] call spawn_group;

// ORLOVETS
[[12158.354,7267.3052,0],1,2,"Random",4,"","","Random"] call spawn_group;

// KOZLOVKA
[[4487.1973,4571.1914,0],2,2,"Random",4,"","","Random"] call spawn_group;

// VYSHNOYE
[[6595.3848,6064.293,0],2,2,"Random",4,"","","Random"] call spawn_group;

// GUGLOVO
[[8418.4473,6685.3379,0],3,2,"Random",4,"","","Random"] call spawn_group;

// PUSTA
[[9156.9385,3888.9724,0],2,2,"Random",4,"","","Random"] call spawn_group;

// NADEZHDINO
[[5856.9878,4706.7144,0],4,2,"Random",4,"","","Random"] call spawn_group;

// SHAKOVKA
[[9615.0859,6576.0098,0],2,2,"Random",4,"","","Random"] call spawn_group;

// KABANINO
[[5421.1138,8526.4238,0],4,2,"Random",4,"","","Random"] call spawn_group;

// DUBROVKA
[[10432.756,9833.9502,0],3,2,"Random",4,"","","Random"] call spawn_group;

// LOPATINO
[[2701.7917,9897.2012,0],4,2,"Random",4,"","","Random"] call spawn_group;

// ROG CASTLE
[[11251.125,4285.4243,0],8,2,"Random",4,"","","Random"] call spawn_group;


////////////
//SECTOR B (Skalisty Island)
////////////

[[13479,3369.47,0.01],3,1,"Random",1,"","","Random"] call spawn_group;
[[13392,3286.25,0.01],3,1,"Random",1,"","","Random"] call spawn_group;
[[13086,3204.82,0.01],3,1,"Random",1,"","","Random"] call spawn_group;
[[13479.5,3184.75,0.01],3,1,"Random",1,"","","Random"] call spawn_group;
[[13949,3044.04,0.01],3,1,"Random",1,"","","Random"] call spawn_group;
[[14152,2729.84,0.01],3,1,"Random",1,"","","Random"] call spawn_group;
[[13698,2926.19,0.01],3,1,"Random",1,"","","Random"] call spawn_group;
[[13742,2920.01,0.01],3,1,"Random",1,"","","Random"] call spawn_group;



/*
Custom static weapon spawns Eg. (with one position)

[[[911.21545,4532.7612,2.6292224]], //position(s) (can be multiple).
"M2StaticMG",             //Classname of turret
0.5,                      //Skill level 0-1. Has no effect if using custom skills
"Bandit2_DZ",              //Skin "" for random or classname here.
1,                          //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False)
2,                          //Number of magazines. (not needed if ai_static_useweapon = False)
"",                          //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False)
"Random"                  //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False)
] call spawn_static;

Custom static weapon spawns Eg. (with mutiple positions)

[[[911.21545,4532.7612,2.6292224],[921.21545,4532.7612,2.6292224]], //position(s) (can be multiple).
"M2StaticMG",             //Classname of turret
0.5,                      //Skill level 0-1. Has no effect if using custom skills
"Bandit2_DZ",              //Skin "" for random or classname here.
1,                          //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False)
2,                          //Number of magazines. (not needed if ai_static_useweapon = False)
"",                          //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False)
"Random"                  //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False)
] call spawn_static;

Place your custom static weapon spawns below
*/

///////////////////////////
//// CUSTOM STATIC SPAWNS//
///////////////////////////

/*
CLASSNAMES:
SearchLight_Gue
DSHKM_Gue
Fort_Nest_M240
Igla_AA_pod_East
DSHkM_Mini_TriPod
KORD_high
2b14_82mm_TK_GUE_EP1
*/


////////////
//SECTOR B (Skalisty Island)

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

// STINGER ON CASTLE TOWER
[[[13775.8,2678.35,35.647]],"Stinger_Pod",0.5,"",1,4,"","Random"] call spawn_static;

// VILLA FIRST FLOOR
[[[13702.9,2948.72,3.022],[13699.6,2950.86,3.079],[13707.8,2949.22,3.03]],"DSHKM_Gue",0.5,"",1,4,"","Random"] call spawn_static;

// SPOTLIGHT BETWEEN SANDBAGS OR ON TOWER
[[[13684.6,2920.23,0.002],[13658.3,3000.43,14.485]],"SearchLight_Gue",0.5,"",1,4,"","Random"] call spawn_static;

// FOUR BUNKERS AROUND VILLA
[[[13701.5,2898.39,2.553]],"DSHKM_Gue",0.5,"",1,4,"","Random"] call spawn_static;
[[[13670.4,2944.5,2.616]],"DSHKM_Gue",0.5,"",1,4,"","Random"] call spawn_static;
[[[13709.4,2965.38,2.598]],"DSHKM_Gue",0.5,"",1,4,"","Random"] call spawn_static;
[[[13770.4,2933.77,2.574]],"DSHKM_Gue",0.5,"",1,4,"","Random"] call spawn_static;

// UNDER CAMO NET OR DEERSTAND
[[[13747.1,2912.41,0.001],[13726.3,2919.29,7.03]],"DSHKM_Gue",0.5,"",1,4,"","Random"] call spawn_static;

// KILL HOUSE BALCONY OR FIRST FLOOR WINDOW BACKYARD
[[[13886.2,2911.24,4.271],[13880.6,2921.68,3.836]],"DSHKM_Gue",0.5,"",1,4,"","Random"] call spawn_static;

// KILL HOUSE FIRST FLOOR LEFT OR RIGHT FROM BALCONY
[[[13881.8,2909.36,4.017],[13887.4,2915.88,4.274]],"DSHKM_Gue",0.5,"",1,4,"","Random"] call spawn_static;

// ROUND SANDBAG COMPOSITION OR S FORM
[[[13928.2,2924.04,0.002],[13942.4,2918.62,0.002]],"DSHKM_Gue",0.5,"",1,4,"","Random"] call spawn_static;

// SHOOTING RANGE OR AT LITTLE BUNKER BESIDE
[[[13908.7,2879.79,0.002],[13891.9,2872.48,0.002]],"DSHKM_Gue",0.5,"",1,4,"","Random"] call spawn_static;

// PUB UPPER OR LOWER BALCONY
[[[13778.8,2768.75,7.601],[13775.1,2766.74,10.551]],"DSHKM_Gue",0.5,"",1,4,"","Random"] call spawn_static;

// DOWNHILL HALF ROUND SANDBAG OR AT BOATHOUSE
[[[13420.6,2800.38,0.002],[13395.3,2869.29,2.737]],"DSHKM_Gue",0.5,"",1,4,"","Random"] call spawn_static;

// TWO BUNKERS NEXT TO BOATHOUSE
[[[13337.1,2828.71,3.028],[13291.7,2783.14,3.297]],"DSHKM_Gue",0.5,"",1,4,"","Random"] call spawn_static;

// LIGHTTOWER DOWNHILL OR OLD FIREPLACE
[[[13309.6,2735.75,0.002],[13413.9,2757.72,0.002]],"DSHKM_Gue",0.5,"",1,4,"","Random"] call spawn_static;
 

/*
Custom Chopper Patrol spawn Eg.

[[725.391,4526.06,0],    //Position to patrol
[0,0,0],                 // Position to spawn chopper at
2000,                    //Radius of patrol
10,                     //Number of waypoints to give
"UH1H_DZ",                //Classname of vehicle (make sure it has driver and two gunners)
1                        //Skill level of units
] spawn heli_patrol;

Place your heli patrols below
*/

//////////////////////////
//// CUSTOM HELI PATROLS//
//////////////////////////

/*
Classnames:
Mi17_rockets_RU
pook_H13_gunship_TAK
Ka137_MG_PMC
UH1H_TK_GUE_EP1
UH1H_DZ
Su34
GNT_C185T
C130J_US_EP1
CYBP_Camel_rus
AH6J_EP1
*/

[[7836.999,8390.3965,0],[0,0,0],8000,10,"CYBP_Camel_rus",1] spawn heli_patrol;
[[7515.7197,4156.8823,0],[0,0,0],8000,10,"AH6J_EP1",1] spawn heli_patrol;
[[7015.7197,6156.8823,0],[0,0,0],8000,10,"UH1H_TK_EP1",1] spawn heli_patrol;
// SECTOR B (Skalisty Island)
[[13773.146,2919.7261,0],[13773.146,2919.7261,0],1000,4,"GNT_C185T",0.5] spawn heli_patrol;



/*
Custom Vehicle patrol spawns Eg. (Watch out they are stupid)

[[725.391,4526.06,0],   //Position to patrol
[725.391,4526.06,0],    // Position to spawn at
200,                    //Radius of patrol
10,                     //Number of waypoints to give
"HMMWV_Armored",        //Classname of vehicle (make sure it has driver and gunner)
1                        //Skill level of units
] spawn vehicle_patrol;

Place your vehicle patrols below this line
*/



/////////////////////////////
//// CUSTOM VEHICLE PATROLS//
/////////////////////////////

/*
Classnames:
UAZ_MG_TK_EP1
policecar
Offroad_SPG9_Gue
*/

// NW AF
[[4851.87,9855.55,0],[4680.0,10180.7,0],500,2,"UAZ_MG_TK_EP1",1] spawn vehicle_patrol;

// SECTOR B (on Skalisty Island)
[[14630.543,2847.8555,0.01],[14630.543,2847.8555,0.01],400,3,"RHIB",0.5] spawn vehicle_patrol;
[[14264.821,3673.2734,0.01],[14264.821,3673.2734,0.01],400,3,"RHIB",0.5] spawn vehicle_patrol;
[[12672.174,2848.8862,0.01],[12672,2650,0.01],400,3,"RHIB",0.5] spawn vehicle_patrol;
[[13667.554,2211.5637,0.01],[13667.554,2211.5637,0.01],400,3,"RHIB",0.5] spawn vehicle_patrol;

/*
// SECRET AF
[[6556.62,14177,0.001],[6556.62,14177,0.001],400,4,"T55_TK_EP1",0.7] spawn vehicle_patrol;
[[6656.62,14077,0.001],[6656.62,14077,0.001],400,4,"T34",1] spawn vehicle_patrol;
[[6602.82,14258.5,0.001],[6602.82,14258.5,0.001],400,4,"HMMWV_TOW",0.7] spawn vehicle_patrol;
*/


/*
Paradropped unit custom spawn Eg.

[[911.21545,4532.7612,2.6292224],  //Position that units will be dropped by
[0,0,0],                           //Starting position of the heli
400,                               //Radius from drop position a player has to be to spawn chopper
"UH1H_DZ",                         //Classname of chopper (Make sure it has 2 gunner seats!)
5,                                 //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

Place your paradrop spawns under this line
*/

/////////////////////////////
//// CUSTOM PARADROP SPAWNS//
/////////////////////////////

// SECTOR B (Skalisty Island)
[[13726.3,2919.29,0],[0,0,0],100,"UH1H_TK_EP1",6,1,"Random",1,"","GUE_Commander_DZ","Random",True] spawn heli_para;

 

Sector B on Skalisty Island (use with above AI customspawns)

mission.sqf
mission.biedi
 

 

Some other things:

 

Adding RPG7 to bandits.

I took this from the WAI post here in the forum.

It's hard to find when you're looking for it in all that sites, so I'll copy it also to this.

 

Refering to WAI and adding RPG7 to custom spawn groups follow these steps:

Open the SpawnGroup.sqf

Find this block:

 

if (count _this > 8) then {
    _mission = _this select 8;
} else {
    _mission = False;
};


and replace it with:

 

if (count _this > 8) then {
    _mission = _this select 8;
    _RPG = 1;
} else {
    _mission = False;
    _RPG = -1;
};


Find this:

 

for "_i" from 1 to _mags do {_unit addMagazine _magazine;};
_unit addBackpack _aipack;    


and replace it with:

 

for "_i" from 1 to _mags do {_unit addMagazine _magazine;};
if ((_x == 1) && (_RPG > 0)) then {
  _unit addweapon "RPG7V";
  _unit addmagazine "PG7VL";
  _unit addmagazine "PG7VL";
} else {
  _unit addBackpack _aipack;    
};


When you want to be able to pick up the RPG7 from the dead bodies you're done. I'm pretty sure that you have to adjust your BEC filters to use it. Otherwise you get a kick for firing it.
When you want it they way I used it, also remove it from dead bodies do the following in addition:

Open the ai_killed.sqf and find:

 

private ["_unit","_player","_humanity","_banditkills"];
_unit = _this select 0;
_player = _this select 1;
_type = _this select 2;


and add this below:

_unit removeWeapon "RPG7V";
_unit removeMagazine "PG7VL";
_unit removeMagazine "PG7VL";


Take notice that there are different types of ammo for the RPG7:
PG7VR is almost a one shot kill
OG7 is less powerful, players will have a chance to survive a direct hit
PG7VL is a mix of both, less armored vehicles will be destroyed, AFV's will suffer track damage.

 

Adjusting BEC filters

Also not my description, special thanks again to BetterDeadThanZed, it was really helpful and finally I was able to spawn nice things like the M119 you see in the first picture above...

I just changed it a bit:

 

Example:
You spawn a AW159 (Lynx) helicopter and fire it rockets.

You'll get kicked for create vehicle restriction #17

Check your logs for your createvehicle.log (another kick another log to check of course)

You'll find this:
19.06.2014 11:43:22: Stollenwerk (IP DELETED:2334) UID DELETED - #17 "M_CRV7_AT" 3:35 3:31  [16132,7993,516] [0,-8,9]

You see the #17 and the M_CRV7_AT is what we finally got kicked for. (the rocket)

Now go to your BEC folder and check out the createvehicle.txt

//new
1 "" !="WeaponHolder" !="TinCan" !="Rabbit" !="Goat01_EP1" !="Goat02_EP1" !="Goat" !="WildBoar" !="Sheep" !="Sheep02_EP1" !="Sheep01_EP1" !="Hen" !="Cock" !="Cow01" !="Cow02" !="Cow03" !="Cow04" !="Cow01_EP1" !="zZombie_Base" !="z_hunter" !="z_teacher" !="z_doctor" !="z_suit1" !="z_suit2" !="z_worker1" !="z_worker2" !="z_worker3" !="z_villager1" !="z_villager2" !="z_villager3" !="z_soldier" !="z_soldier_heavy" !="z_soldier_pilot" !="z_policeman" !="z_priest" !="BoltSteelF" !="Land_Fire_DZ" !="SodaCan" !="JackDaniels" !="RoadFlare" !="ChemRed" !="ChemBlue" !="ChemGreen" !="Survivor1_DZ" !="Survivor2_DZ" !="Survivor3_DZ" !="SurvivorW2_DZ" !="Bandit1_DZ" !="CZ_VestPouch_EP1" !="DZ_Patrol_Pack_EP1" !="DZ_CivilBackpack_EP1" !="DZ_ALICE_Pack_EP1" !="SmokeShell" !="SmokeShellRed" !="SmokeShellGreen" !="MedBox0" !="Camo1_DZ" !="Soldier1_DZ" !="DZ_Backpack_EP1" !="Sniper1_DZ" !="DZ_Assault_Pack_EP1" !="BanditW1_DZ" !="G_40mm_HE" !="dog" !="WeaponHolder_MeleeCrowbar" !="WeaponHolder_ItemHatchet" !="WeaponHolder_PartGeneric" !="WeaponHolder_ItemJerrycan" !="WeaponHolder_PartFueltank" !="WeaponHolder_PartGlass" !="WeaponHolder_PartEngine" !="WeaponHolder_PartWheel" !="WeaponHolder_PartVRotor"  !="DZ_Czech_Vest_Puch" !="DZ_British_ACU" !="DZ_TK_Assault_Pack_EP1"
1 "SeaGull"
5 "box" !="DebugBoxPlayer_DZ" !="MedBox0" !="AmmoBoxSmall_556" !="AmmoBoxSmall_762" !="ItemMatchbox" !="ItemToolbox" !="CardBoardBox" !="FoodBox1" !="FoodBox2" !="FoodBox3" !="LockboxStorageLocked" !="LockboxStorage" !="WeaponHolder_ItemLockbox" !="USOrdnanceBox"
5 "Mine"
5 "ARTY_"
5 "SADARM_"
5 "LASER_"
5 "WP_"
5 "_MLRS"
5 "_81"
5 "_82"
5 "_105"
5 "_120"
5 "_122"
5 "_227"
1 "Bo_"
5 "_AA" !"Soldier_Bodyguard_AA12_PMC_DZ"
5 "_AT" !="R_M136_AT"
1 "R_M136_AT" //keep monitoring to catch obvious abuse

The first line is commented out (//New), so this line doesn't count.
Start with the second line, as line 0. That means that 19 is the line that prevents that weapon from being fired.

Means:
5 "_AT" !="R_M136_AT"

We were kicked for "M_CRV7_AT".
As you see at the beginning of that line is 5 "_AT".
That means that if someone fires a weapon that has _AT in it, he will be kicked (5 means kick. 1 means simply log it).
So, we need to add an exception for this weapon.

Change line 19 to this:
5 "_AT" !="R_M136_AT" !="M_CRV7_AT"

I hope this clarifies how to edit your filters.

 

Some helpful links from my forum:

 

Epoch Wiki Main Page
Controls
Crafting System
Modular Building
Chernarus Map
Backpacks
Vehicle Capacity
Object Library
Arma 2 Vehicles
Arma 2 OA Vehicles
Arma 2 Weapons
Very good total view of weapons
Changelogs
Ore Veins (new with Patch 1.0.2.4)
 

 

I know how hard it is to keep players busy and pleased.

So for the ones of you keeping up an DayZ Server, hopefully my files will be of help to keep it interesting.

If you have questions don't hesitate to ask me.

Have fun and shoot some zeds for me!

 

Yours,
Stoll

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I couldn't join my own server anymore since the update and I tried 2 weeks...!

You may check this:

 

But guys, even if I could handle this crappy update and get back onto my server, there are so many peeps around the web having problems with this.

In my opinion was this steam update the deathblow for DayZ. Peeps will try multiple times, surrender and quit. No one wants to update/downgrade, copy files from here to there, adding launch parameters, configure new Dayz Launchers, only to play this game. DayZ Commander was famous and easiest to use. Without it servers will bleed out and many did already...

More and more owners giving up their servers, because they're simply sick of this and loosing more and more players due to this crap doesn't makes sense to keep a server up...

And even on the best times it was hard to gain new players and to hold them. Now it's nearly impossible and it isn't worth the hassle.

 

Updated my first post! (customspawns.sqf, new script for Skalisty Island and some links from my forum)

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I couldn't join my own server anymore since the update and I tried 2 weeks...!

You may check this:

 

But guys, even if I could handle this crappy update and get back onto my server, there are so many peeps around the web having problems with this.

In my opinion was this steam update the deathblow for DayZ. Peeps will try multiple times, surrender and quit. No one wants to update/downgrade, copy files from here to there, adding launch parameters, configure new Dayz Launchers, only to play this game. DayZ Commander was famous and easiest to use. Without it servers will bleed out and many did already...

More and more owners giving up their servers, because they're simply sick of this and loosing more and more players due to this crap doesn't makes sense to keep a server up...

And even on the best times it was hard to gain new players and to hold them. Now it's nearly impossible and it isn't worth the hassle.

 

Updated my first post! (customspawns.sqf, new script for Skalisty Island and some links from my forum)

 

I totally sympathize with your position. I spend most dayz alone on my server, some players come and go almost instantly. But every now and then some-one comes along who 'gets it' and finds common ground with me. It a rare thing, but one which I relish and is the sole reason I continue to pay £30/month in the hope that I'll meet a like minded player. Having said that I have questioned my loyalty more often lately and consider giving up in favour of something else. But I've invested considerable cash and time to get to this point I'd find it hard to give up just yet.

 

Players are rare these dayz, though it suits the landscape. But I do yearn for more players, the Companion Ai doesn't talk...

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my server has been nearly empty for 3 weeks now.

I had problems joining my server at first. then I added my launch parameter like this

@DayzOverwatch;@DayZ_Epoch;@expansion\beta\expansion 

after adding this red part I was able to join

oh and I copy my arma 2 addons to my arma 2 OA folder

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I totally sympathize with your position. I spend most dayz alone on my server, some players come and go almost instantly. But every now and then some-one comes along who 'gets it' and finds common ground with me. It a rare thing, but one which I relish and is the sole reason I continue to pay £30/month in the hope that I'll meet a like minded player. Having said that I have questioned my loyalty more often lately and consider giving up in favour of something else. But I've invested considerable cash and time to get to this point I'd find it hard to give up just yet.

 

Players are rare these dayz, though it suits the landscape. But I do yearn for more players, the Companion Ai doesn't talk...

 

Well, I had only to pay for the very first month for my server. After that it lived from donations.

I had a little community of regular players, approximately 10 all over the 9 months.

Overall, I recognized a leck of players the last months, it wasn't that bad at the beginning.

I can confirm that most of new players stayed for some minutes or hours and never came back again.

I don't know why, I spent months of work for the server and always kept peeps busy, was online every day, also my admins were.

We were very active and helpful to anybody.

So, even when it's still a famous and great mod, I simply guess the glory dayz for DayZ are over.

Maybe this crappy update was a good point for a cut and to start over with something new.

Me and my regular players are waiting now for the release of H1Z1...

 

my server has been nearly empty for 3 weeks now.

I had problems joining my server at first. then I added my launch parameter like this

@DayzOverwatch;@DayZ_Epoch;@expansion\beta\expansion 

after adding this red part I was able to join

oh and I copy my arma 2 addons to my arma 2 OA folder

 

It's too late for me to try this, well, I could but why? I already canceled the service for the server...

But I wonder about to add a beta expansion to the parameters, because the steam update doesn't use it. Maybe I'm wrong on that...

However, I don't give a shit anymore about it... ^_^

Oh and to copy the addons folder didn't do nothing for me.

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Thanks for releasing your files.

I took the liberty of using your customSpawn for WAI, I just made some modifications.

You dont happen to have the BIEDI file for the map addon at Skalisty?

bFe

 

I posted it already. You find the SQF and BIEDI for Skalisty right below the spoiler of my CustomSpawn.sqf ;)

 

True .

 I know the feeling @stollenwerk , We Lost alot of players on all our servers because of this also. Good luck with that ever you decide to do next.

 

So much the more remarkable that you don't throw the towel like I did. :)

I really would like to see Steam without any servers they would have to provide.

Again and again: Fuck you Steam for killing a great community! :angry:

 

Oh and btw, I took notice of a little thing I forgot to add...

You'll find in the mother.sqf at the very bottom these lines:

_vehicle_4541 = objNull;

if (true) then

{

  _this = createVehicle ["MAP_buoy_small", [10004.237, 583.33423], [], 0, "CAN_COLLIDE"];

  _vehicle_4541 = _this;

  _this setDir 62.944458;

  _this setVehicleInit "this setpos [(getpos this select 0),(getpos this select 1), 0]; nul = [this] execVM ""custom\buildings\lhd.sqf""";

  _this setPos [10004.237, 583.33423];

};

 

It's used to spawn an aircraft carrier. I used a position south from Electro for it.

You'll need of course the lhd.sqf to have it spawned.

I added it to my first post.

I also added descriptions how to add RPG7 to bandits and how to adjust BEC filters.

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