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About freakneek

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  1. smoking scripts from the op.
  2. this is not working for me :-( installed as per instructions and there is nothing in the RPT any ideas?
  3. first off thanks for the reply :-) ill add something for that in the next 24 hours (im in bed now so it will have to wait)... is it just the rocks that that are the issue? or are their other objects that also have the same issue?
  4. G'day, Guys and Girls, you might want grab another Rabbitman Beer or R4Z0R soda (if your not allowed beer). This is gonna be a long one! This tutorial goes into some length and is for the most part, copy/paste, from @Poncho's How to make Custom map content [ Tutorial & Ongoing Support ] tutorial. I had a major issue today trying to figure out why my map edit wasn't working. but after many thanks to the awesome @JasonTM, for identifying the issue, It has been found that you need to use a compiles line instead of a execVM line in the code. ***NOTE*** This tutorial is not my work.... BUT, I felt that this could use an update. ***for those of you who already know how to do this scroll down to the server_functions.sqf part!*** Most people create these map additions, simply by launching dayz through an epoch server via dayz commander will give you a working editor, but some buildings (such as Barracks, Hospitals, and Fire Stations) will not spawn any loot. This is because of their class names. The default ARMA editor makes most building classnames begin with "Map_" . All buildings of this type will not spawn loot in dayz, this is inherited from the EU_ update to the editor. You may simply read through your code and change all these manually to (for example) "Land_A_Hospital" instead of the original "Map_A_Hospital" to trigger loot spawns within those buildings. There is however an easier way for those of you unfamiliar with code, which also adds a few extra items in. This will however remove some options brought by the EU_ update such as being able to place rocks/cliffs e.t.c so it is important to pick when you want to use the editor I am about to show you. It is called the Jon-C5- Editor Update by (surprisingly enough) Jon-C5-. It is available here http://www.armaholic.com/page.php?id=5932 To turn your map edits into functioning dayz map additions simply follow the instructions below (If you do not wish to use the Jon-C5-Editor, skip to step 4): 1) Download the zip file linked above. 2) Drag/copy&paste it into your Arma2 Operation Arrowhead folder (where your @dayz and @dayzepoch folder are stored) 3) Launch dayz with the following launch options (set via steam or dayz commander): -mo[email protected]_EditorUpdate 4) Once you are in the main menus press ALT+E 5) This will open up the editor click the Chernarus map then click ok. 6) A map view will then pop up, on the right hand side you will see a list of categories: - First click 'Centre' then right click on the map, select 'new', and press ok, - Next click 'Group' then right click on the map, slect 'new'. and press ok, - Now click 'Unit' then right click on the map, select the unit you want - default may be 'Alsatian' the change from 'non playable' to 'playable'. 7) You are now ready to start editing. To begin, enter the '3D View' and click on 'Vehicle' (this is where all the buildings are listed). Right click on the map and select 'new', The list will then appear. 8) Once you have selected an item, the ALT key will allow you to raise or lower items, with the SHIFT key allowing you to spin it around. 9) Once you are happy with the edit, save it (Name it something relative to the edit). Then check your edits, sometimes large items may shift from where you placed them. 10) Locate the mission.sqf file, usually in My Documents > Arma 2 > Missions > "Your mission name" 11) Open up the mission.sqf file, you must now make some small edits to allow it to add these items to your server. Example Below: Default mission.sqf code example, areas to edit show indicated. ----------------------------------------------------------Remove start Here activateAddons [ ]; Replace with: if (isServer) then { activateAddons []; initAmbientLife; ----------------------------------------------------------Remove End Here _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; ------------------------------------------------------------------------------------------ Remove Start Here _this = createCenter west; _center_0 = _this; _group_0 = createGroup _center_0; _unit_2 = objNull; if (true) then { _this = _group_0 createUnit ["GER_Soldier_EP1", [14116.508, 2764.6309, 4.0054321e-005], [], 0, "CAN_COLLIDE"]; _unit_2 = _this; _this setUnitAbility 0.60000002; if (true) then {_group_0 selectLeader _this;}; if (true) then {selectPlayer _this;}; if (true) then {setPlayable _this;}; }; ----------------------------------------------------------------------------------------- Remove End Here _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; ----------------------------------------------------------------------------------------Remove Start Here processInitCommands; runInitScript; Replace with: }; By Mr. Smith e.t.c finishMissionInit; ----------------------------------------------------------------------------------------Remove End Here Edited mission.sqf code example: if (isServer) then { _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; }; // By Mr. Smith e.t.c **If the code editing is not done as follows, it will crash your server on start up. Mainly because of the unit spawn (in this example "GER_Soldier_EP1"), follow the instructions for editing the code and it will work fine** The Custom Content is now ready for publishing! Here is a quick, safe and guaranteed way to get your [working] edits into your server: 1. Unpack your server.pbo 2. Create a folder in the root of the server.pbo called: Maps 3. Drag your mapedit.sqf into this folder. ***UPDATED PART FOR*** 4. In the init folder you will find a file called server_functions.sqf . Find these lines: // Precise base building 1.0.5 call compile preprocessFileLineNumbers Just above it add this line: call compile preprocessFileLineNumbers "\z\addons\dayz_server\maps\mapedit.sqf"; so now it looks like this.... call compile preprocessFileLineNumbers "\z\addons\dayz_server\maps\mapedit.sqf"; // Precise base building 1.0.5 call compile preprocessFileLineNumbers NOTE**: Be sure to change the mapedit.sqf to whatever it is you have named your file, and that it corresponds with the execVM in your server_functions.sqf ***END UPDATED PART FOR*** EXTRA HINTS AND TIPS: Having trouble moving roads and other similar items to where you want them? Want your buildings spawn straight and level like they do with the new epoch build system? _this setDir -415.88132; _this setVehicleInit "this setVectorUp [0,0,1];"; _this setPos [1939.5042, 14563.26, -0.068630017]; Beidi file should look as follows: Add the "INIT" line between the "AZIMUT" and "PARENT" lines. AZIMUT="-67.231117"; INIT="_this setVehicleInit "this setVectorUp [0,0,1];";"; PARENT=""; - Big thanks to @Wesley for that one! Want to edit the trader camps / locations (Chernarus Only)? Having trouble with buildings 'double-spawning'? (often creating duplicate doors in a building) Here is a little example of how to remove grass from in/around your buildings: Thanks goes out to @Fully for putting that one together. OK i think that is pretty much it..... HAPPY MAP EDITING!! -Freak
  5. im getting kicked with Script Restriction #35 when i turn on admin mode.... ive looked through the logs and can not find anything other than batteye Restriction #35 am i missing somthing? *EDIT* i re-checked the scripts log and found this 29.05.2018 10:18:40: freak ( 5909c8671e65832273c7fda2ace199b5 - #35 "{ if(((getPlayerUID _x) == '76561198011305357')) then { _x hideObject true; }; } forEach playableUnits;" ill see if i can make an exception and report back... *EDIT#2* I just used BattlEye Auto-Exception Generator v 1.0.5 Created by eraser1 this generated an exception in scripts.txt in the battleye folder u might have to do this a few times because other restrictions popped up for me Thanks to @LINKEN for pointing this noob (me) in the right direction Ill leave it here incase anyone else has this issue. :-)
  6. @jasonTM thank you so much for these.... im coming back into it after 2 or 3 years and all this has help me lots....
  7. this still work???, im thinking of giving it a go in a lan server.
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