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EPD

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Everything posted by EPD

  1. You can't just comment [_vehicle], even if you are not using any. Change: //[_vehicle], // cleanup objects to [], // cleanup objects
  2. It depends on your config file. If you have custom_per_world = true then place settings in chernarus.sqf If you are running single server then make it false and place settings in default.sqf
  3. I have never met them, do you have any working download link to that WAI system so i can download and see them? Converting old system missions to new one is pretty easy, you just need to see main frame and variables of the missions, new system got some new.
  4. Drop in spoiler your RPT, or contact me on skype. RPT will say you everything, always :D
  5. I've been working with WAI old one and this for longer time, reworked them for my server purposes, adding new missions, broadcast informations etc etc, and from my experience WAI 2.1.4 ++ is very heavy and causing massive lags for server. As im not 100% sure what is causing that, I was focused on external usage of mission system and changing how does it look for players, however in my opinion problem lies within timers for missions. Hero and Bandit missions have seperate timers with start, stop (timeout) and bit of randomizer while old WAI system got only start "time between missions" and timeout, with one mission type. If you enabled special mission types then you have 3 clocks working all the time in the background for mission system. I wont go further and explain how it is affecting server. Solution is simple, and yet not simple. Rework mission init system. I always wanted to have hero and bandit missions with cap of 2 missions for each side, So i have two options now: - I can go back to old WAI, and create 2 different mission systems, one bandit one hero with all improvements i've created. - Rework WAI 2+ init and timers. HINT for you coders: What I was thinking about and what i will do is to call missions from Epoch Events, so all timers will be gone (except of timeout, which will be built in mission itself), and there will be check and the beggining if there are allready missions on map (max 2) Before you will jump on me - RETHINK 5 TIMES case "I KNOW WHAT IM TALKING ABOUT", coz I've read a lot off let say gentle "not smart" opinions. Big thanks for creators of rewritten WAI system, you did hell of a job. Check what I could achieve with new system: Click on Gallery picture:
  6. No limit :D Only fun :D
  7. It seems like you called SQF twice somewhere. Its not only trader that is "doubled", i bet if you will use admin tools to delete one of the buildings in trader - you will have to do it twice. Check your init files, if it won't work out you can contact me on skype.
  8. My mistake, same name for Var and marker itself, try that one: _NWAFtrader = createMarker ["NWAFAir", [4107.6406, 10856.059, 0]]; _NWAFtrader setMarkerText " NWAF Air Trader"; _NWAFtrader setMarkerType "mil_dot"; _NWAFtrader setMarkerColor "ColorGreen"; _NWAFtrader setMarkerBrush "Solid"; NWAFtrader = _NWAFtrader; Sqf works same as any additional building, just place it in buildings and execute it like any other addon / trader city, look at first post Install section. I order to have AI static guns and AI troops running around you need to have either Wicked AI (WAI) or Wicked AI 2 (WAI2) installed, after that just place code for AI into static mission settings of WAI and be sure to have it enabled, especially in WAI2 , its turned off by default. I wont explain how to install WAI, but If more will ask for it i will add short guide how to install static code and make sure it will run.
  9. Not MIA, just a "bit" busy :D During weekend i will try to release some new stuff. :)
  10. Look at first post, There is Spoiler section with all install instructions :)
  11. Chernarus: NWAF Aircraft Trader Top: 041 Side: 045 With many disadvantages of having one Aircraft Trader at NE Airfield second one was needed to give players option which one to choose. Trader is selling same stuff as his NE equivalent. Trader inside is fixed to standard Neutral traders in your server_traders.sqf from Chernarus mission file. (instance 11) Marker: _NWAFtrader = createMarker ["NWAFair", [4107.6406, 10856.059, 0]]; _NWAFtrader setMarkerText " NWAF Air Trader"; _NWAFtrader setMarkerType "mil_dot"; _NWAFtrader setMarkerColor "ColorGreen"; _NWAFtrader setMarkerBrush "Solid"; NWAFtrader = _NWAFtrader; NWAFtrader.zip
  12. AI STATIC CHERNARUS: Prison AIPrison.sqf start as any of other custom place sqf. PrisonCrate put into "crates" folder in your buildings folder One of many AI static missions I have created for dayz servers, Prison site have two possible locations: Version 1. Top: 028 Side: 108 Version 2. Top: 003 Side: 109 AIPrison1.zip AIPrison2.zip prisoncrate.zip
  13. AI STATIC CHERNARUS: Construction Site Top: 013 Side: 028 One of many AI static missions I have created for dayz servers, Construction site is located far North East part of map and by completing it you can get construction materials as a reward. AIContruction.sqf start as any of other custom place sqf. ConstructionCrate put into "crates" folder in your buildings folder Marker: _Contruction = createMarker ["ContructionCamp", [1382.1833, 12527.856]]; _Contruction setMarkerText " AI Construction Site"; _Contruction setMarkerType "Dot"; _Contruction setMarkerBrush "Solid"; _Contruction setMarkerSize [0.8, 0.8]; Contruction = _Contruction; WAI 2 static setup: // Construction [[1472, 12537,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group; [[1331, 12485,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group; [[1424, 12472,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group; [[[1356.66,12494.9,3.65],[1359.9459, 12532.396, 4.35043],[1366.6877, 12517.218, -0.055966262],[1380.8385, 12553.244, 7.7632465],[1386.1068, 12497.722, 11.530006],[1421.0057, 12525.689, 13.765746]], "KORD_high_TK_EP1","hard","GUE_Soldier_Sab","Bandit","Random",2,"","Random"] call spawn_static; WAI (old) static setup: // Construction [[1472, 12537,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group; [[1331, 12485,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group; [[1424, 12472,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group; [[[3050.7842, 10881.893, 13.765746],[3015.981, 10853.813, 12.447275],[3010.5227, 10909.313, 7.7632465], [2996.4946, 10873.238, 0.56721449],[2989.7017, 10888.398, 3.8481393]], "M2StaticMG",0.5,"GUE_Soldier_Sab",1,2,"","Random"] call spawn_static; AIconstruction.zip ConstructionCrate.zip
  14. NAPF: Chatzbach Trader City Top: 078 Side: 116 One of three Trader Cities I have created for NAPF map, Chatzbach is same as Lopatino Trader but transfered to NAPF map to fill empty space in central part of map. Blackmarket trader included Traders inside are fixed to standard Neutral traders in your server_traders.sqf from Napf mission file. (instance 17) Marker: _Chatzbach = createMarker ["ChatzbachTrader", [7841.8633, 8851.4551, 0]]; _Chatzbach setMarkerText " Chatzbach Trader City"; _Chatzbach setMarkerType "mil_circle"; _Chatzbach setMarkerColor "ColorBlack"; _Chatzbach setMarkerBrush "Solid"; Chatzbach = _Chatzbach; ChatzbachTrader.NAPF.zip
  15. NAPF: Buckten Trader City Top: 053 Side: 148 One of three Trader Cities I have created for NAPF map, Buckten is placed in SW part of map. Blackmarket trader included Traders inside are fixed to standard Neutral traders in your server_traders.sqf from Napf mission file. (instance 17) Marker: _Buckten = createMarker ["BucktenTrader", [5317.0972, 5650.1455, 0]]; _Buckten setMarkerText " Buckten Trader City"; _Buckten setMarkerType "mil_circle"; _Buckten setMarkerColor "ColorBlack"; _Buckten setMarkerBrush "Solid"; Buckten = _Buckten; BucktenTrader.NAPF.zip
  16. For Napf I will release 3 trader cities, and Transportatin system which will give you opportunity to fast travel between borders of map. Comming soon :D
  17. CHERNARUS: Solnichniy map addons Top: 131 Side: 084 Solnichniy additional buildings is same addon like others within custom addons for map. It fills empty space and area in East part of map, and giving fresh players opportunity to find something in first minutes of gameplay. solnichniy.zip
  18. CHERNARUS: Komarovo addons Top: 034 Side: 130 Komarovo additional buildins is same addon like Kamyshovo. It fills empty space and area in SW part of map, and giving fresh players opportunity to find something in first minutes of gameplay. komarovo.zip
  19. CHERNARUS: Custom NE Airfield Top: 120 Side: 026 Custom North East Airfield for Chernarus Map. Trader is relocated to better place outside of hangar. Airfield looks modern, with small medical camp nearby. Trader inside is fixed to standard Neutral traders in your server_traders.sqf from Chernarus mission file. Marker: _neairtrader = createMarker ["neairtrader", [12060.471,12638.533]]; _neairtrader setMarkerText " NEAF Air Trader"; _neairtrader setMarkerShape "ICON"; _neairtrader setMarkerType "mil_dot"; _neairtrader setMarkerColor "ColorGreen"; neairtrader = _neairtrader; NEairfield.Chernarus.zip
  20. CHERNARUS map addon: Kamyshovo Military Camp Top: 125 Side: 117 Kamyshovo small military camp is one of many shore addons i created for Chernarus map. Simple yet filling empty loot are on SE part of map. kamcamp.zip
  21. CHERNARUS: Staroye Trader City Top: 100 Side: 099 One of many Chernarus Trader Cities i created, Staroye was one of my first and one of most simple. Traders inside are fixed to standard Neutral traders in your server_traders.sqf from Chernarus mission file. Staroye Trader also cointains working Blackmarket Trader Marker: _staroye = createMarker ["staroye", [10049.321, 5429.9766]]; _staroye setMarkerText " Staroye Trader"; _staroye setMarkerType "mil_circle"; _staroye setMarkerBrush "Solid"; staroye = _staroye; staroyetrader.Chernarus.zip
  22. CHERNARUS: Lopatino Trader City Top: 023 Side: 057 One of many Chernarus Trader Cities i created, Lopatino was one of my first and one of most simple and yet beautiful places to visit and trade. Traders inside are fixed to standard Neutral traders in your server_traders.sqf from Chernarus mission file. Marker: _lopatino = createMarker ["lopatino", [2303.8218, 9635.6641]]; _lopatino setMarkerText " Lopatino Trader"; _lopatino setMarkerType "mil_circle"; _lopatino setMarkerBrush "Solid"; lopatino = _lopatino; Lopatino Trader.Chernarus.zip
  23. Hello everyone, I'm EPD, and in this thread i will release most of my works in Arma2 as DayZ Community and Servers Developer. I will explain how to install them and get working on your server. I was creating custom missions and locations in Arma 2 editor for around 2 years, also editing existing scripts, mission systems and other DayZ addons. My Steam account shows almost 3000 hours in Arma2 Operation Arrowhead, and in my editor i have more than 200 saved mission files, so its time for me to share my knowledge with you. In this thread i will release: - Custom Trader cities - Custom AI sites - Custom Map addons - Edited by me custom settings for servers including weather system, snowing, mission systems. My released items will be dedicated for several maps: - Chernarus - Panthera - Namalsk - Napf - Lingor - Taviana And however my released items will be dedicated for one of those, you can always ask me to convert it and place on different map. So look below, choose whatever you want and fully customize your map, like you always wanted to do! List and links to released items: ========================================================================= TRADERS: Custom Map Addons: AI Static Missions: http://epochmod.com/forum/index.php?/topic/31399-epds-mega-release-thread/?p=199906 ========================================================================= Every single day i will try to convert and add here another file / site / addon. How to install my items: If you want to thank me for my effort and spent time on doing this and releasing concider donation! Thank you! If you have any problems with installing, changing etc, try to contact me via Skype or PM. Skype: kisiel_epd89 Steam: el_epd
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