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Poncho

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  1. Like
    Poncho got a reaction from StarvinArvin in How to make Custom map content [ Tutorial & Ongoing Support ]   
    I have noticed a few map additions with incorrect coding for certain buildings, this simply results in the building you have added not spawning any loot. 
     
     
     
    The problem comes with how most people create these 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):
    -mod=@Jon_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.   4. In the init folder you will find a file called server_functions.sqf, at the bottom of the file add this line: execVM "\z\addons\dayz_server\Maps\mapedit.sqf"; 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
     
     
    Phew... A long ass post, but it's pretty comprehensive. Still any questions just let me know.
     
     
    Hope this helped! :)
     
     
    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:



  2. Like
    Poncho got a reaction from CartoonrBOY in How to make Custom map content [ Tutorial & Ongoing Support ]   
    I have noticed a few map additions with incorrect coding for certain buildings, this simply results in the building you have added not spawning any loot. 
     
     
     
    The problem comes with how most people create these 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):
    -mod=@Jon_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.   4. In the init folder you will find a file called server_functions.sqf, at the bottom of the file add this line: execVM "\z\addons\dayz_server\Maps\mapedit.sqf"; 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
     
     
    Phew... A long ass post, but it's pretty comprehensive. Still any questions just let me know.
     
     
    Hope this helped! :)
     
     
    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:



  3. Like
    Poncho got a reaction from Cinjun in How to make Custom map content [ Tutorial & Ongoing Support ]   
    I have noticed a few map additions with incorrect coding for certain buildings, this simply results in the building you have added not spawning any loot. 
     
     
     
    The problem comes with how most people create these 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):
    -mod=@Jon_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.   4. In the init folder you will find a file called server_functions.sqf, at the bottom of the file add this line: execVM "\z\addons\dayz_server\Maps\mapedit.sqf"; 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
     
     
    Phew... A long ass post, but it's pretty comprehensive. Still any questions just let me know.
     
     
    Hope this helped! :)
     
     
    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:



  4. Like
    Poncho got a reaction from mgm in How to make Custom map content [ Tutorial & Ongoing Support ]   
    I have noticed a few map additions with incorrect coding for certain buildings, this simply results in the building you have added not spawning any loot. 
     
     
     
    The problem comes with how most people create these 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):
    -mod=@Jon_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.   4. In the init folder you will find a file called server_functions.sqf, at the bottom of the file add this line: execVM "\z\addons\dayz_server\Maps\mapedit.sqf"; 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
     
     
    Phew... A long ass post, but it's pretty comprehensive. Still any questions just let me know.
     
     
    Hope this helped! :)
     
     
    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:



  5. Like
    Poncho got a reaction from speaR in Around 14 hours of work - Tikhaya City   
    Well here it is guys, at least 14 hours of work, a bunch of coffee and a lot of dedication to making sure the addition is functional, attractive and offers balanced loot spawns to maximize the potential gameplay. It had been specifically designed for Epoch Chernarus in mind.
     
    What is it? 
     
    Well Tikhaya city (named so for its location above Bay Tikahaya on the SW corner of the map) is pretty much what it says on the tin, another city to add to the existing three; Chernogorsk, Electrovodsk and Berezino. It Contains:
     
    - Multiple lootable houses and pubs, 
    - Hospital, 
    - Fire station,
    - Large Railway station,
    - Railway car park with multiple salvageable vehicles,
    - Gas Station,
    - General store,
    - Church,
    - Large industrial area,  with more scattered around,
    - Farm houses scattered on the outskirts,
    - Hotel with 360 degree overview on the city,
    - Small military encampment.
     
    As mentioned the city is ideally positioned/built to accomodate for many different types of player game style to maximise potential gameplay, whether that be sniping into/out of the city. Close quarters combat in the narrow city streets, hit and run armed vehicle dashes to get supplies and get out quick and anything in between.
     
     
     
    Here is a link to the image album containing an overview of the city, and multiple screenshots showcasing the city at ground level so you can see the ridiculous amount of detail I pumped in to get this city perfect: 
    http://mechanistvideos.imgur.com/
    With code below:
    http://pastebin.com/hkGvYMRT
     
     
    For instructions on installation check out my other thread ----> http://dayzepoch.com/forum/index.php?/topic/2328-for-all-aspiring-dayz-architects-how-to-make-custom-map-content/ and skip to the end bit about publishing content, editing the exec VM where necessary.
     
     
    This is a large edit and may be worth adding a custom map marker indicating the location of the city so people know it is there, and please credit any use of the addition. I have taken so much from you guys as you help out me and so many others over the development of this mod, so thanks again guys. Hope you enjoy!  
  6. Like
    Poncho got a reaction from hogscraper in Discussion about Epoch Mod Information Update   
    Awesome! Thanks for giving this its own thread, I know this was on the minds of a lot of us.
     
     
     
    Wow, I have a completely different perspective. If the devs open this up too soon for people to start tearing into it and changing/customizing files all it leads to is every server owner trying to make their server unique, this in turn means that Epoch itself has no clear identity, which in turn makes it very difficult to improve/develop the core mod (default A3 Epoch) that is the foundation of every modified server out there.
     
    Why is this? Because every player/server owner starts posting up complaining/asking for assistance/giving feedback based specifically on their server/the server they play on. Something that the developers cannot possibly work to fix or improve upon due the the sheer amount of verity of modded servers and their features along with the different technical issues born from them.
     
    They need to keep it relatively 'In House' to start with so that we have a good quality, stable, and enjoyable 'core' game to play. With all the features that make it... well, Epoch, fully functioning and ready for use. It shouldn't be a case of: "Okay, they released the files, time to make my own mod". They are putting all this time and effort in to give what we all want Epoch A3 to be, instead of a box of bohemia branded lego with a loose set of instructions. Try to remember that it is these guys who have made the most popular dayz mod, who have listened to all we have said and fed it right back to us through patches and content updates, and who are trouncing the competition in the "Make ArmA not War" contest despite being relatively new to the ArmA modding scene. They are likely to know a lot more than one person and their sever of 50 players. Try to remember these guys don't owe you anything, it is if anything the other way round. They have received no payment for all this work bar that they have received from those of us who truly understand their efforts and are able to donate, yet have still poured 100% into it's development.
     
     
    To sum up:
    Hold onto your panties and let them do what they have been doing a pretty damn good job of so far. When it is ready, it is ready, and you will enjoy it. What you do with it from there is up to you. 
  7. Like
    Poncho got a reaction from Sequisha in Discussion about Epoch Mod Information Update   
    Awesome! Thanks for giving this its own thread, I know this was on the minds of a lot of us.
     
     
     
    Wow, I have a completely different perspective. If the devs open this up too soon for people to start tearing into it and changing/customizing files all it leads to is every server owner trying to make their server unique, this in turn means that Epoch itself has no clear identity, which in turn makes it very difficult to improve/develop the core mod (default A3 Epoch) that is the foundation of every modified server out there.
     
    Why is this? Because every player/server owner starts posting up complaining/asking for assistance/giving feedback based specifically on their server/the server they play on. Something that the developers cannot possibly work to fix or improve upon due the the sheer amount of verity of modded servers and their features along with the different technical issues born from them.
     
    They need to keep it relatively 'In House' to start with so that we have a good quality, stable, and enjoyable 'core' game to play. With all the features that make it... well, Epoch, fully functioning and ready for use. It shouldn't be a case of: "Okay, they released the files, time to make my own mod". They are putting all this time and effort in to give what we all want Epoch A3 to be, instead of a box of bohemia branded lego with a loose set of instructions. Try to remember that it is these guys who have made the most popular dayz mod, who have listened to all we have said and fed it right back to us through patches and content updates, and who are trouncing the competition in the "Make ArmA not War" contest despite being relatively new to the ArmA modding scene. They are likely to know a lot more than one person and their sever of 50 players. Try to remember these guys don't owe you anything, it is if anything the other way round. They have received no payment for all this work bar that they have received from those of us who truly understand their efforts and are able to donate, yet have still poured 100% into it's development.
     
     
    To sum up:
    Hold onto your panties and let them do what they have been doing a pretty damn good job of so far. When it is ready, it is ready, and you will enjoy it. What you do with it from there is up to you. 
  8. Like
    Poncho reacted to vbawol in Epoch Mod Information Update   
    We are going for the long haul here guys. The A3 Epoch project will likely take a few years before we are at at 100% finished state. Alpha status will last until 1.0 at which point we will enter the beta phase.
     
    Beta phase will be mostly feature complete with a slower/larger update cycles. Closed alpha is likely to last up to version 0.5 and hosting will be done by our own developers and will only allow whitelisted players to join.
     
    Open alpha will likely start sometime after 0.5 (50% complete) and at this time we will start to welcome some server hosts to join in the testing. During open alpha we are going to only allow server hosting via an application process with acceptance of specific terms. For GSP's that want to host during the alpha we will ask that customers ability to access server files is limited from making any modifications to our files.
     
    All of this is so that we can get proper feedback on our own work and fix any issues that are from the mod and hopefully make the game we all want to play.
     
    Discussion here: 

  9. Like
    Poncho got a reaction from axeman in Around 14 hours of work - Tikhaya City   
    Well here it is guys, at least 14 hours of work, a bunch of coffee and a lot of dedication to making sure the addition is functional, attractive and offers balanced loot spawns to maximize the potential gameplay. It had been specifically designed for Epoch Chernarus in mind.
     
    What is it? 
     
    Well Tikhaya city (named so for its location above Bay Tikahaya on the SW corner of the map) is pretty much what it says on the tin, another city to add to the existing three; Chernogorsk, Electrovodsk and Berezino. It Contains:
     
    - Multiple lootable houses and pubs, 
    - Hospital, 
    - Fire station,
    - Large Railway station,
    - Railway car park with multiple salvageable vehicles,
    - Gas Station,
    - General store,
    - Church,
    - Large industrial area,  with more scattered around,
    - Farm houses scattered on the outskirts,
    - Hotel with 360 degree overview on the city,
    - Small military encampment.
     
    As mentioned the city is ideally positioned/built to accomodate for many different types of player game style to maximise potential gameplay, whether that be sniping into/out of the city. Close quarters combat in the narrow city streets, hit and run armed vehicle dashes to get supplies and get out quick and anything in between.
     
     
     
    Here is a link to the image album containing an overview of the city, and multiple screenshots showcasing the city at ground level so you can see the ridiculous amount of detail I pumped in to get this city perfect: 
    http://mechanistvideos.imgur.com/
    With code below:
    http://pastebin.com/hkGvYMRT
     
     
    For instructions on installation check out my other thread ----> http://dayzepoch.com/forum/index.php?/topic/2328-for-all-aspiring-dayz-architects-how-to-make-custom-map-content/ and skip to the end bit about publishing content, editing the exec VM where necessary.
     
     
    This is a large edit and may be worth adding a custom map marker indicating the location of the city so people know it is there, and please credit any use of the addition. I have taken so much from you guys as you help out me and so many others over the development of this mod, so thanks again guys. Hope you enjoy!  
  10. Like
    Poncho reacted to blackwiddow in Around 14 hours of work - Tikhaya City   
    Fantastic area Poncho. I have to admit your area gave me some inspiration to make my own. Great addition!
  11. Like
    Poncho reacted to vbawol in Development path? A message for the Devs.   
    We are going for the long haul here guys. The A3 Epoch project will likely take a few years before we are at at 100% finished state. Alpha status will last until 1.0 at which point we will enter the beta phase. Beta phase will be mostly feature complete with a slower/larger update cycles.

    Closed alpha is likely to last up to version 0.5 and hosting will be done by our own developers and will only allow whitelisted players to join. Open alpha will likely start sometime after 0.5 (50% complete) and at this time we will start to welcome some server hosts to join in the testing. During open alpha we are going to only allow server hosting via an application process with acceptance of specific terms. For GSP's that want to host during the alpha we will ask that customers ability to access server files is limited from making any modifications.

    All of this is so that we can get proper feedback on our own work and fix any issues that are from the mod and hopefully make the game we all want to play. 
  12. Like
    Poncho reacted to TheVampire in Development path? A message for the Devs.   
    The problem he was touching with that was, if you have custom file edits, whenever a new version comes out the only real option you have is to redo those file edits. This can take some server admins days to do.
  13. Like
    Poncho got a reaction from Mr.Exodus in Development path? A message for the Devs.   
    I am writing this to try and understand what sort of development path you guys (the devs) will be following. I know everyone really wants to get in and play the game, we all loved the Arma2 mod and we know that this will be even better.
            But one massive problem I (and indeed many others) had with the Arma2 DayZ Epoch mod, was how you updated and developed the game. Constant updates to the mod version, followed by various patches and hotfixes. This made life very difficult for the people (myself included) that were running servers, As players always want the most up-to-date version, both existing and potential. 
     
    My hopes are that you won't bow to the pressure of the 'I WANT IT NOW!!!' side of the community, and give us something that is stable and functional, and if you intend to do an initial release with multiple versions to follow, that you don't release small, highly frequent, and insufficiently tested versions that give the community, and those of us that finance and admin servers for them, so much trouble.
     
    I am a significant donator, both simply for the truly great experience you have provided us with, and more recently for the nifty looking T-Shirt :p So please don't consider this a rant/rage post. Consider it simply as friendly advice/feedback from a long time supporter and genuine fan. I love ArmA 3 and have been looking forward to this mod as much as I have titles such as 'The Division', 'The Witcher 3', and 'Star Citizen'. I am not sure how you as developers think of the game you have made and are now making, but there are many of us here that put it in the same class as the titles I have mentioned, and we know you won't let us down.
     
    Any response from you guys would be great.
     
    Good luck and many thanks, 
    Poncho.
  14. Like
    Poncho got a reaction from Styx in How to make Custom map content [ Tutorial & Ongoing Support ]   
    I have noticed a few map additions with incorrect coding for certain buildings, this simply results in the building you have added not spawning any loot. 
     
     
     
    The problem comes with how most people create these 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):
    -mod=@Jon_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.   4. In the init folder you will find a file called server_functions.sqf, at the bottom of the file add this line: execVM "\z\addons\dayz_server\Maps\mapedit.sqf"; 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
     
     
    Phew... A long ass post, but it's pretty comprehensive. Still any questions just let me know.
     
     
    Hope this helped! :)
     
     
    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:



  15. Like
    Poncho got a reaction from Ferret in How to make Custom map content [ Tutorial & Ongoing Support ]   
    I have noticed a few map additions with incorrect coding for certain buildings, this simply results in the building you have added not spawning any loot. 
     
     
     
    The problem comes with how most people create these 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):
    -mod=@Jon_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.   4. In the init folder you will find a file called server_functions.sqf, at the bottom of the file add this line: execVM "\z\addons\dayz_server\Maps\mapedit.sqf"; 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
     
     
    Phew... A long ass post, but it's pretty comprehensive. Still any questions just let me know.
     
     
    Hope this helped! :)
     
     
    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:



  16. Like
    Poncho got a reaction from JohnesNumb in ARMA 3 PVE - A suggestion thread   
    So I have heard multiple people talking about how ARMA 3 will not have zombies anymore, this concept excites some people, and concerns many others.
     
    I for one am all for no zombies in the ARMA 3 version, and can entirely understand why it would be better to remove them but I still think some variant of PVE is necessary in/around most loot spawning areas. Here are my reasons:
     
    PVE is something that results in bringing players together, whether that be for special loot drops or Co-op looting runs it makes the game more exiting and fundamentally it is gameplay, removing it would lessen the experience in my mind.
     
    Secondly there are a lot of players out there, with many different play styles, some people want nothing but PVP, others enjoy PVE content more, some/most a mixture of the two.
     
    Thirdly, and this one really depends on server player limits, but the map areas are usually quite large on ARMA 3. Players could easily avoid others on purpose or by accident, forcing player interaction (In epoch's case, mainly by fighting over resources) is needed and again is great gameplay. A gunshot sounds in the distance and surrounding players move to investigate. A gunshot that without any PVE contact may not have been fired in the first place, that and it makes the supplies/loot more difficult to obtain if there is an absence of player activity in the area .
     
    I love the thrill of the hunt, or of being hunted, or even just spontaneous and sudden player contact. Where two players meet and the question pops up immediately, friend or foe? I also however really enjoy just chilling out by going with a but tonne of ammo and shredding down the zeds for resources or even just for a laugh.
     
     
    So okay, there are no zombies. So what could there be?
    Well I would love to see AI, maybe three factions:
    - Bandits.
    - Military.
    - Scavengers.
     
     
    - Bandits made up of ex-military, survivors, anyone who wants to take their supplies by force instead of searching for them themselves. These guys will   shoot anything that moves and leave nothing to waste, not even the meat on your bones. I'm talking real sadistic bastards here. Holed up in bandit
      holdouts, rickety looking structures, usually loosely fortified villages or parts of town using rusted metal, wooden planks, burnt out cars, anything to
      hand. Decorated with the classic 'KEEP OUT' and other graffiti roughly spray painted over any place that allow it. Some may be seen on small patrols
      searching for their next victim
             
      AI Mechanic:  - Shoots all players
                                    - Dynamic / intermittently spawning "Holdouts" (Bandit style fortified villages) For players to assault for their supplies.
                                    - Dynamically spawning Bandit AI wandering the map out for blood.
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    - Military, soldiers stranded on the Island (map) by whatever caused the apocalypse. Perhaps trying to rebuild law and order to some degree. These
      guys are usually friendly although they are highly cautious. Towns under their control will have traders in selling military grade weaponry and
      ammunition, as well as clothing and importantly - high grade medical supplies.  
                There could also be a Bounty Hunters Office of sorts, a 'Sheriff' in each major Military town who could offer a contract to
      players. When accepted a mission would pop up on the map of the player who initiated the contract, after this time there could be a 5 minute timer to
      allow for friends to join the contract, with a maximum number of participants based on the size of the mission (Reward split between the participants -
      less players means a greater share for yourself) Once a contract is full / the timer runs out the Sheriff will simply announce 'A contract is already
      underway' to anyone else who tried to take a new one during the current missions progress to prevent too many missions spawning in. Timers would
      be in place for each mission, maybe 1 hour for completion, 30 minutes to claim the reward. You can fill in the blanks yourself but you get the idea.
               Set up in military style fortifications, steel and sandbags. Effective and efficient barriers. Their forts are clean cut, basically everything you would   expect from such a setup. Some smaller groups may be seen patrolling the surrounding areas.
         
      AI Mechanic:  -  Opens fire on any player who raises their weapon within a set proximity if not lowered within 5 seconds after a verbal command by
                                      the AI - "LOWER YOUR WEAPON!".
                                  -  Static / Permanent Fortifications / Fortified towns (Equivalent of trader zones in the ARMA 2 version)
                                  -  Traders Selling Military Apparel, Weaponry and Ammunition as well as High grade Medical Items.
                                  -  Sheriff's Office offering contracts (Player Triggered PVE Missions) 
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    - Scavengers, these hardy and nomadic people wander the map in search of anything of use. Either on their own or in small group, some times even
       setting up a small shop in certain random locations, they may be traded with weather they are out scavenging or at a static location.
           For now lets split them up into wandering and static scavengers.
                    - Wandering scavengers, following a predefined path from point to point (town to town for example) they offer their wares along the way, but
                      only have a limited stock, if you buy everything they may replenish their stocks after a set amount of time at their next point (or town) as if
                      they have actually scavenged it during their stay. They are very temperamental, and will also fire upon a player if they have their weapon
                      raised, although their verbal commands are spoken with less authority than the military - "Come on now friend, lower your weapon", or
                      "Don't do anything stupid there friend" If killed they will drop their whatever it is they were selling at the time. These wandering traders
                       stocks could vary depending on where it is they are looting and they may have some rarer items available.
                    - Static scavengers, dynamically spawning in a small group of scavengers they set up a small loosely fortified encampments with tents and                        sell their wares from it, with a few of them making the trades and the rest guarding the area. Again hostile to anyone with a raised weapon.                    They sell a large amount of assorted items such as civilian/wasteland clothing, weaponry, base building items, ammunition, more common
                       medical supplies and there is lootable chest/crate in the camp that you may try to steal from, anyone trying to steal from this will be fired                        upon immediately but having it gives a reason to assault the encampment. 
     
     AI Mechanic:  - Lone or small groups of wandering scavengers (traders) patrol the map for a chance to pick up some interesting items, for a decent 
                               price. Hostile to any player with a raised weapon (as mention with a warning).
                            -  Small Trade Encampments dynamically/intermittently spawning around allowing for supplies items to be bought / sold. 
                            -  Possibly of escort contracts for wandering traders? A fee payed for the safe escort of the wandering scavengers to their next point,
                               the fee depending on how many you got to the next point alive.
            
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    As I have stated the AI is hostile to players with weapons raised, this is as an alternative to the current system of humanity. An additional or alternate means for AI to determine friend from foe would be to put in a faction system. Working differently for each faction as shown below:
     
    Bandits: 
    - They hate everyone and just want you gear, so no system is necessary 
     
    Military:
    - Completing contracts for them will increase your standing with them, the value depending on the size of the mission, perhaps from +20/+40/+50
    - Killing Bandits also increase your status as a lawman with the military so each Bandit kill = +10
    - Killing Military AI will increase you notoriety with the Military, so each Militarily Kill =  -10
    - The Military are connected everywhere, no bad deed goes unpunished so each Scavenger kill = -10
     
    Scavenger
    - They care little for the quarrels of others, just their own lives. They are unaffected by Bandit or Military Kills
    - They do however take offense to people killing innocent scavengers so each scavenger kill = -20
    - Increasing your standing with the scavengers by completing escort contract awards = +20
     
    A total of - 100 could mean that that faction is directly hostile to you, where as + 100 means they are more accepting, perhaps opening up more trade options.
    This should also be reset upon death, the death of your character meaning the death of your relations,  meaning you are not punished for your past lives nor gifted higher standing from fresh spawning.
     
    This could all be displayed in a social menu, if any of you have played ARMA 3 Wasteland you might have seen an option to press the tilde key (¬) This allows you to see players on the server and invite players to your squad (a great addition for Epoch I might add), different sections are divided by use of tabs within this menu, having them in your squad allows you to see each other on the map as well as commune in a squad chat. This could also have a tab for factions allowing you to see your current standing with each faction. 
     
    I like the idea of these systems as you are not punished by the game or its traders for you interaction with players, but instead with the traders themselves, which makes far more sense. Trader zones are more realistic because you are not magically protected from a clip to the face by a safezone, but by the AI in and around the camps/holdouts/forts themselves. Again the systems I have suggested are ONLY suggestions, they are in no doubt in need of major tweaking. The feasibility and practicality of some may not suit the ARMA 3 Engine so much but I just liked this concept and thought I would put it to you. Let me know what you think, and here is a poll to voice your opinions in the role of PVE in ARMA 3 Epoch.  
  17. Like
    Poncho got a reaction from Dave in Around 14 hours of work - Tikhaya City   
    Well here it is guys, at least 14 hours of work, a bunch of coffee and a lot of dedication to making sure the addition is functional, attractive and offers balanced loot spawns to maximize the potential gameplay. It had been specifically designed for Epoch Chernarus in mind.
     
    What is it? 
     
    Well Tikhaya city (named so for its location above Bay Tikahaya on the SW corner of the map) is pretty much what it says on the tin, another city to add to the existing three; Chernogorsk, Electrovodsk and Berezino. It Contains:
     
    - Multiple lootable houses and pubs, 
    - Hospital, 
    - Fire station,
    - Large Railway station,
    - Railway car park with multiple salvageable vehicles,
    - Gas Station,
    - General store,
    - Church,
    - Large industrial area,  with more scattered around,
    - Farm houses scattered on the outskirts,
    - Hotel with 360 degree overview on the city,
    - Small military encampment.
     
    As mentioned the city is ideally positioned/built to accomodate for many different types of player game style to maximise potential gameplay, whether that be sniping into/out of the city. Close quarters combat in the narrow city streets, hit and run armed vehicle dashes to get supplies and get out quick and anything in between.
     
     
     
    Here is a link to the image album containing an overview of the city, and multiple screenshots showcasing the city at ground level so you can see the ridiculous amount of detail I pumped in to get this city perfect: 
    http://mechanistvideos.imgur.com/
    With code below:
    http://pastebin.com/hkGvYMRT
     
     
    For instructions on installation check out my other thread ----> http://dayzepoch.com/forum/index.php?/topic/2328-for-all-aspiring-dayz-architects-how-to-make-custom-map-content/ and skip to the end bit about publishing content, editing the exec VM where necessary.
     
     
    This is a large edit and may be worth adding a custom map marker indicating the location of the city so people know it is there, and please credit any use of the addition. I have taken so much from you guys as you help out me and so many others over the development of this mod, so thanks again guys. Hope you enjoy!  
  18. Like
    Poncho got a reaction from Anthraxx in Around 14 hours of work - Tikhaya City   
    Well here it is guys, at least 14 hours of work, a bunch of coffee and a lot of dedication to making sure the addition is functional, attractive and offers balanced loot spawns to maximize the potential gameplay. It had been specifically designed for Epoch Chernarus in mind.
     
    What is it? 
     
    Well Tikhaya city (named so for its location above Bay Tikahaya on the SW corner of the map) is pretty much what it says on the tin, another city to add to the existing three; Chernogorsk, Electrovodsk and Berezino. It Contains:
     
    - Multiple lootable houses and pubs, 
    - Hospital, 
    - Fire station,
    - Large Railway station,
    - Railway car park with multiple salvageable vehicles,
    - Gas Station,
    - General store,
    - Church,
    - Large industrial area,  with more scattered around,
    - Farm houses scattered on the outskirts,
    - Hotel with 360 degree overview on the city,
    - Small military encampment.
     
    As mentioned the city is ideally positioned/built to accomodate for many different types of player game style to maximise potential gameplay, whether that be sniping into/out of the city. Close quarters combat in the narrow city streets, hit and run armed vehicle dashes to get supplies and get out quick and anything in between.
     
     
     
    Here is a link to the image album containing an overview of the city, and multiple screenshots showcasing the city at ground level so you can see the ridiculous amount of detail I pumped in to get this city perfect: 
    http://mechanistvideos.imgur.com/
    With code below:
    http://pastebin.com/hkGvYMRT
     
     
    For instructions on installation check out my other thread ----> http://dayzepoch.com/forum/index.php?/topic/2328-for-all-aspiring-dayz-architects-how-to-make-custom-map-content/ and skip to the end bit about publishing content, editing the exec VM where necessary.
     
     
    This is a large edit and may be worth adding a custom map marker indicating the location of the city so people know it is there, and please credit any use of the addition. I have taken so much from you guys as you help out me and so many others over the development of this mod, so thanks again guys. Hope you enjoy!  
  19. Like
    Poncho got a reaction from TheVampire in ARMA 3 PVE - A suggestion thread   
    So I have heard multiple people talking about how ARMA 3 will not have zombies anymore, this concept excites some people, and concerns many others.
     
    I for one am all for no zombies in the ARMA 3 version, and can entirely understand why it would be better to remove them but I still think some variant of PVE is necessary in/around most loot spawning areas. Here are my reasons:
     
    PVE is something that results in bringing players together, whether that be for special loot drops or Co-op looting runs it makes the game more exiting and fundamentally it is gameplay, removing it would lessen the experience in my mind.
     
    Secondly there are a lot of players out there, with many different play styles, some people want nothing but PVP, others enjoy PVE content more, some/most a mixture of the two.
     
    Thirdly, and this one really depends on server player limits, but the map areas are usually quite large on ARMA 3. Players could easily avoid others on purpose or by accident, forcing player interaction (In epoch's case, mainly by fighting over resources) is needed and again is great gameplay. A gunshot sounds in the distance and surrounding players move to investigate. A gunshot that without any PVE contact may not have been fired in the first place, that and it makes the supplies/loot more difficult to obtain if there is an absence of player activity in the area .
     
    I love the thrill of the hunt, or of being hunted, or even just spontaneous and sudden player contact. Where two players meet and the question pops up immediately, friend or foe? I also however really enjoy just chilling out by going with a but tonne of ammo and shredding down the zeds for resources or even just for a laugh.
     
     
    So okay, there are no zombies. So what could there be?
    Well I would love to see AI, maybe three factions:
    - Bandits.
    - Military.
    - Scavengers.
     
     
    - Bandits made up of ex-military, survivors, anyone who wants to take their supplies by force instead of searching for them themselves. These guys will   shoot anything that moves and leave nothing to waste, not even the meat on your bones. I'm talking real sadistic bastards here. Holed up in bandit
      holdouts, rickety looking structures, usually loosely fortified villages or parts of town using rusted metal, wooden planks, burnt out cars, anything to
      hand. Decorated with the classic 'KEEP OUT' and other graffiti roughly spray painted over any place that allow it. Some may be seen on small patrols
      searching for their next victim
             
      AI Mechanic:  - Shoots all players
                                    - Dynamic / intermittently spawning "Holdouts" (Bandit style fortified villages) For players to assault for their supplies.
                                    - Dynamically spawning Bandit AI wandering the map out for blood.
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    - Military, soldiers stranded on the Island (map) by whatever caused the apocalypse. Perhaps trying to rebuild law and order to some degree. These
      guys are usually friendly although they are highly cautious. Towns under their control will have traders in selling military grade weaponry and
      ammunition, as well as clothing and importantly - high grade medical supplies.  
                There could also be a Bounty Hunters Office of sorts, a 'Sheriff' in each major Military town who could offer a contract to
      players. When accepted a mission would pop up on the map of the player who initiated the contract, after this time there could be a 5 minute timer to
      allow for friends to join the contract, with a maximum number of participants based on the size of the mission (Reward split between the participants -
      less players means a greater share for yourself) Once a contract is full / the timer runs out the Sheriff will simply announce 'A contract is already
      underway' to anyone else who tried to take a new one during the current missions progress to prevent too many missions spawning in. Timers would
      be in place for each mission, maybe 1 hour for completion, 30 minutes to claim the reward. You can fill in the blanks yourself but you get the idea.
               Set up in military style fortifications, steel and sandbags. Effective and efficient barriers. Their forts are clean cut, basically everything you would   expect from such a setup. Some smaller groups may be seen patrolling the surrounding areas.
         
      AI Mechanic:  -  Opens fire on any player who raises their weapon within a set proximity if not lowered within 5 seconds after a verbal command by
                                      the AI - "LOWER YOUR WEAPON!".
                                  -  Static / Permanent Fortifications / Fortified towns (Equivalent of trader zones in the ARMA 2 version)
                                  -  Traders Selling Military Apparel, Weaponry and Ammunition as well as High grade Medical Items.
                                  -  Sheriff's Office offering contracts (Player Triggered PVE Missions) 
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    - Scavengers, these hardy and nomadic people wander the map in search of anything of use. Either on their own or in small group, some times even
       setting up a small shop in certain random locations, they may be traded with weather they are out scavenging or at a static location.
           For now lets split them up into wandering and static scavengers.
                    - Wandering scavengers, following a predefined path from point to point (town to town for example) they offer their wares along the way, but
                      only have a limited stock, if you buy everything they may replenish their stocks after a set amount of time at their next point (or town) as if
                      they have actually scavenged it during their stay. They are very temperamental, and will also fire upon a player if they have their weapon
                      raised, although their verbal commands are spoken with less authority than the military - "Come on now friend, lower your weapon", or
                      "Don't do anything stupid there friend" If killed they will drop their whatever it is they were selling at the time. These wandering traders
                       stocks could vary depending on where it is they are looting and they may have some rarer items available.
                    - Static scavengers, dynamically spawning in a small group of scavengers they set up a small loosely fortified encampments with tents and                        sell their wares from it, with a few of them making the trades and the rest guarding the area. Again hostile to anyone with a raised weapon.                    They sell a large amount of assorted items such as civilian/wasteland clothing, weaponry, base building items, ammunition, more common
                       medical supplies and there is lootable chest/crate in the camp that you may try to steal from, anyone trying to steal from this will be fired                        upon immediately but having it gives a reason to assault the encampment. 
     
     AI Mechanic:  - Lone or small groups of wandering scavengers (traders) patrol the map for a chance to pick up some interesting items, for a decent 
                               price. Hostile to any player with a raised weapon (as mention with a warning).
                            -  Small Trade Encampments dynamically/intermittently spawning around allowing for supplies items to be bought / sold. 
                            -  Possibly of escort contracts for wandering traders? A fee payed for the safe escort of the wandering scavengers to their next point,
                               the fee depending on how many you got to the next point alive.
            
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    As I have stated the AI is hostile to players with weapons raised, this is as an alternative to the current system of humanity. An additional or alternate means for AI to determine friend from foe would be to put in a faction system. Working differently for each faction as shown below:
     
    Bandits: 
    - They hate everyone and just want you gear, so no system is necessary 
     
    Military:
    - Completing contracts for them will increase your standing with them, the value depending on the size of the mission, perhaps from +20/+40/+50
    - Killing Bandits also increase your status as a lawman with the military so each Bandit kill = +10
    - Killing Military AI will increase you notoriety with the Military, so each Militarily Kill =  -10
    - The Military are connected everywhere, no bad deed goes unpunished so each Scavenger kill = -10
     
    Scavenger
    - They care little for the quarrels of others, just their own lives. They are unaffected by Bandit or Military Kills
    - They do however take offense to people killing innocent scavengers so each scavenger kill = -20
    - Increasing your standing with the scavengers by completing escort contract awards = +20
     
    A total of - 100 could mean that that faction is directly hostile to you, where as + 100 means they are more accepting, perhaps opening up more trade options.
    This should also be reset upon death, the death of your character meaning the death of your relations,  meaning you are not punished for your past lives nor gifted higher standing from fresh spawning.
     
    This could all be displayed in a social menu, if any of you have played ARMA 3 Wasteland you might have seen an option to press the tilde key (¬) This allows you to see players on the server and invite players to your squad (a great addition for Epoch I might add), different sections are divided by use of tabs within this menu, having them in your squad allows you to see each other on the map as well as commune in a squad chat. This could also have a tab for factions allowing you to see your current standing with each faction. 
     
    I like the idea of these systems as you are not punished by the game or its traders for you interaction with players, but instead with the traders themselves, which makes far more sense. Trader zones are more realistic because you are not magically protected from a clip to the face by a safezone, but by the AI in and around the camps/holdouts/forts themselves. Again the systems I have suggested are ONLY suggestions, they are in no doubt in need of major tweaking. The feasibility and practicality of some may not suit the ARMA 3 Engine so much but I just liked this concept and thought I would put it to you. Let me know what you think, and here is a poll to voice your opinions in the role of PVE in ARMA 3 Epoch.  
  20. Like
    Poncho got a reaction from airtonix in ARMA 3 PVE - A suggestion thread   
    So I have heard multiple people talking about how ARMA 3 will not have zombies anymore, this concept excites some people, and concerns many others.
     
    I for one am all for no zombies in the ARMA 3 version, and can entirely understand why it would be better to remove them but I still think some variant of PVE is necessary in/around most loot spawning areas. Here are my reasons:
     
    PVE is something that results in bringing players together, whether that be for special loot drops or Co-op looting runs it makes the game more exiting and fundamentally it is gameplay, removing it would lessen the experience in my mind.
     
    Secondly there are a lot of players out there, with many different play styles, some people want nothing but PVP, others enjoy PVE content more, some/most a mixture of the two.
     
    Thirdly, and this one really depends on server player limits, but the map areas are usually quite large on ARMA 3. Players could easily avoid others on purpose or by accident, forcing player interaction (In epoch's case, mainly by fighting over resources) is needed and again is great gameplay. A gunshot sounds in the distance and surrounding players move to investigate. A gunshot that without any PVE contact may not have been fired in the first place, that and it makes the supplies/loot more difficult to obtain if there is an absence of player activity in the area .
     
    I love the thrill of the hunt, or of being hunted, or even just spontaneous and sudden player contact. Where two players meet and the question pops up immediately, friend or foe? I also however really enjoy just chilling out by going with a but tonne of ammo and shredding down the zeds for resources or even just for a laugh.
     
     
    So okay, there are no zombies. So what could there be?
    Well I would love to see AI, maybe three factions:
    - Bandits.
    - Military.
    - Scavengers.
     
     
    - Bandits made up of ex-military, survivors, anyone who wants to take their supplies by force instead of searching for them themselves. These guys will   shoot anything that moves and leave nothing to waste, not even the meat on your bones. I'm talking real sadistic bastards here. Holed up in bandit
      holdouts, rickety looking structures, usually loosely fortified villages or parts of town using rusted metal, wooden planks, burnt out cars, anything to
      hand. Decorated with the classic 'KEEP OUT' and other graffiti roughly spray painted over any place that allow it. Some may be seen on small patrols
      searching for their next victim
             
      AI Mechanic:  - Shoots all players
                                    - Dynamic / intermittently spawning "Holdouts" (Bandit style fortified villages) For players to assault for their supplies.
                                    - Dynamically spawning Bandit AI wandering the map out for blood.
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    - Military, soldiers stranded on the Island (map) by whatever caused the apocalypse. Perhaps trying to rebuild law and order to some degree. These
      guys are usually friendly although they are highly cautious. Towns under their control will have traders in selling military grade weaponry and
      ammunition, as well as clothing and importantly - high grade medical supplies.  
                There could also be a Bounty Hunters Office of sorts, a 'Sheriff' in each major Military town who could offer a contract to
      players. When accepted a mission would pop up on the map of the player who initiated the contract, after this time there could be a 5 minute timer to
      allow for friends to join the contract, with a maximum number of participants based on the size of the mission (Reward split between the participants -
      less players means a greater share for yourself) Once a contract is full / the timer runs out the Sheriff will simply announce 'A contract is already
      underway' to anyone else who tried to take a new one during the current missions progress to prevent too many missions spawning in. Timers would
      be in place for each mission, maybe 1 hour for completion, 30 minutes to claim the reward. You can fill in the blanks yourself but you get the idea.
               Set up in military style fortifications, steel and sandbags. Effective and efficient barriers. Their forts are clean cut, basically everything you would   expect from such a setup. Some smaller groups may be seen patrolling the surrounding areas.
         
      AI Mechanic:  -  Opens fire on any player who raises their weapon within a set proximity if not lowered within 5 seconds after a verbal command by
                                      the AI - "LOWER YOUR WEAPON!".
                                  -  Static / Permanent Fortifications / Fortified towns (Equivalent of trader zones in the ARMA 2 version)
                                  -  Traders Selling Military Apparel, Weaponry and Ammunition as well as High grade Medical Items.
                                  -  Sheriff's Office offering contracts (Player Triggered PVE Missions) 
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    - Scavengers, these hardy and nomadic people wander the map in search of anything of use. Either on their own or in small group, some times even
       setting up a small shop in certain random locations, they may be traded with weather they are out scavenging or at a static location.
           For now lets split them up into wandering and static scavengers.
                    - Wandering scavengers, following a predefined path from point to point (town to town for example) they offer their wares along the way, but
                      only have a limited stock, if you buy everything they may replenish their stocks after a set amount of time at their next point (or town) as if
                      they have actually scavenged it during their stay. They are very temperamental, and will also fire upon a player if they have their weapon
                      raised, although their verbal commands are spoken with less authority than the military - "Come on now friend, lower your weapon", or
                      "Don't do anything stupid there friend" If killed they will drop their whatever it is they were selling at the time. These wandering traders
                       stocks could vary depending on where it is they are looting and they may have some rarer items available.
                    - Static scavengers, dynamically spawning in a small group of scavengers they set up a small loosely fortified encampments with tents and                        sell their wares from it, with a few of them making the trades and the rest guarding the area. Again hostile to anyone with a raised weapon.                    They sell a large amount of assorted items such as civilian/wasteland clothing, weaponry, base building items, ammunition, more common
                       medical supplies and there is lootable chest/crate in the camp that you may try to steal from, anyone trying to steal from this will be fired                        upon immediately but having it gives a reason to assault the encampment. 
     
     AI Mechanic:  - Lone or small groups of wandering scavengers (traders) patrol the map for a chance to pick up some interesting items, for a decent 
                               price. Hostile to any player with a raised weapon (as mention with a warning).
                            -  Small Trade Encampments dynamically/intermittently spawning around allowing for supplies items to be bought / sold. 
                            -  Possibly of escort contracts for wandering traders? A fee payed for the safe escort of the wandering scavengers to their next point,
                               the fee depending on how many you got to the next point alive.
            
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    As I have stated the AI is hostile to players with weapons raised, this is as an alternative to the current system of humanity. An additional or alternate means for AI to determine friend from foe would be to put in a faction system. Working differently for each faction as shown below:
     
    Bandits: 
    - They hate everyone and just want you gear, so no system is necessary 
     
    Military:
    - Completing contracts for them will increase your standing with them, the value depending on the size of the mission, perhaps from +20/+40/+50
    - Killing Bandits also increase your status as a lawman with the military so each Bandit kill = +10
    - Killing Military AI will increase you notoriety with the Military, so each Militarily Kill =  -10
    - The Military are connected everywhere, no bad deed goes unpunished so each Scavenger kill = -10
     
    Scavenger
    - They care little for the quarrels of others, just their own lives. They are unaffected by Bandit or Military Kills
    - They do however take offense to people killing innocent scavengers so each scavenger kill = -20
    - Increasing your standing with the scavengers by completing escort contract awards = +20
     
    A total of - 100 could mean that that faction is directly hostile to you, where as + 100 means they are more accepting, perhaps opening up more trade options.
    This should also be reset upon death, the death of your character meaning the death of your relations,  meaning you are not punished for your past lives nor gifted higher standing from fresh spawning.
     
    This could all be displayed in a social menu, if any of you have played ARMA 3 Wasteland you might have seen an option to press the tilde key (¬) This allows you to see players on the server and invite players to your squad (a great addition for Epoch I might add), different sections are divided by use of tabs within this menu, having them in your squad allows you to see each other on the map as well as commune in a squad chat. This could also have a tab for factions allowing you to see your current standing with each faction. 
     
    I like the idea of these systems as you are not punished by the game or its traders for you interaction with players, but instead with the traders themselves, which makes far more sense. Trader zones are more realistic because you are not magically protected from a clip to the face by a safezone, but by the AI in and around the camps/holdouts/forts themselves. Again the systems I have suggested are ONLY suggestions, they are in no doubt in need of major tweaking. The feasibility and practicality of some may not suit the ARMA 3 Engine so much but I just liked this concept and thought I would put it to you. Let me know what you think, and here is a poll to voice your opinions in the role of PVE in ARMA 3 Epoch.  
  21. Like
    Poncho reacted to Bambit in ARMA 3 PVE - A suggestion thread   
    For me PVE version. For one, AI is programmed to behave in one way or another. AI bandits are meant to be bandits and don't get a boner each time they KoS a player or camp somewhere being all trigger happy. Secondly AI don't insult you if you track them down and chop them down with a hatchet. I've met too many assholes in this game to enjoy anything but PVE. When I want some PVP I play Wasteland mod or BF4.
    Multiplayer games have too many trolls and assholes that spoil the game for normal users.
    It should be up to the server owners/hosts what kind of gameplay they prefer.
  22. Like
    Poncho got a reaction from IT07 in ARMA 3 PVE - A suggestion thread   
    Never been a fan of WoW I prefer Guild wars to be honest, I'm not entirely sure what your post is Radiix. An attempted off hand insult at people who play games such as world of warcraft? Because obviously it is totally acceptable for you to play dayz but anyone who plays WoW is a geek... I enjoy PVE in any Multiplayer game, it adds to the experience and offers more gameplay. This is a suggestion thread, in a discussion section on the forums. Please try to keep it constructive, thanks.
  23. Like
    Poncho got a reaction from IT07 in ARMA 3 PVE - A suggestion thread   
    So I have heard multiple people talking about how ARMA 3 will not have zombies anymore, this concept excites some people, and concerns many others.
     
    I for one am all for no zombies in the ARMA 3 version, and can entirely understand why it would be better to remove them but I still think some variant of PVE is necessary in/around most loot spawning areas. Here are my reasons:
     
    PVE is something that results in bringing players together, whether that be for special loot drops or Co-op looting runs it makes the game more exiting and fundamentally it is gameplay, removing it would lessen the experience in my mind.
     
    Secondly there are a lot of players out there, with many different play styles, some people want nothing but PVP, others enjoy PVE content more, some/most a mixture of the two.
     
    Thirdly, and this one really depends on server player limits, but the map areas are usually quite large on ARMA 3. Players could easily avoid others on purpose or by accident, forcing player interaction (In epoch's case, mainly by fighting over resources) is needed and again is great gameplay. A gunshot sounds in the distance and surrounding players move to investigate. A gunshot that without any PVE contact may not have been fired in the first place, that and it makes the supplies/loot more difficult to obtain if there is an absence of player activity in the area .
     
    I love the thrill of the hunt, or of being hunted, or even just spontaneous and sudden player contact. Where two players meet and the question pops up immediately, friend or foe? I also however really enjoy just chilling out by going with a but tonne of ammo and shredding down the zeds for resources or even just for a laugh.
     
     
    So okay, there are no zombies. So what could there be?
    Well I would love to see AI, maybe three factions:
    - Bandits.
    - Military.
    - Scavengers.
     
     
    - Bandits made up of ex-military, survivors, anyone who wants to take their supplies by force instead of searching for them themselves. These guys will   shoot anything that moves and leave nothing to waste, not even the meat on your bones. I'm talking real sadistic bastards here. Holed up in bandit
      holdouts, rickety looking structures, usually loosely fortified villages or parts of town using rusted metal, wooden planks, burnt out cars, anything to
      hand. Decorated with the classic 'KEEP OUT' and other graffiti roughly spray painted over any place that allow it. Some may be seen on small patrols
      searching for their next victim
             
      AI Mechanic:  - Shoots all players
                                    - Dynamic / intermittently spawning "Holdouts" (Bandit style fortified villages) For players to assault for their supplies.
                                    - Dynamically spawning Bandit AI wandering the map out for blood.
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    - Military, soldiers stranded on the Island (map) by whatever caused the apocalypse. Perhaps trying to rebuild law and order to some degree. These
      guys are usually friendly although they are highly cautious. Towns under their control will have traders in selling military grade weaponry and
      ammunition, as well as clothing and importantly - high grade medical supplies.  
                There could also be a Bounty Hunters Office of sorts, a 'Sheriff' in each major Military town who could offer a contract to
      players. When accepted a mission would pop up on the map of the player who initiated the contract, after this time there could be a 5 minute timer to
      allow for friends to join the contract, with a maximum number of participants based on the size of the mission (Reward split between the participants -
      less players means a greater share for yourself) Once a contract is full / the timer runs out the Sheriff will simply announce 'A contract is already
      underway' to anyone else who tried to take a new one during the current missions progress to prevent too many missions spawning in. Timers would
      be in place for each mission, maybe 1 hour for completion, 30 minutes to claim the reward. You can fill in the blanks yourself but you get the idea.
               Set up in military style fortifications, steel and sandbags. Effective and efficient barriers. Their forts are clean cut, basically everything you would   expect from such a setup. Some smaller groups may be seen patrolling the surrounding areas.
         
      AI Mechanic:  -  Opens fire on any player who raises their weapon within a set proximity if not lowered within 5 seconds after a verbal command by
                                      the AI - "LOWER YOUR WEAPON!".
                                  -  Static / Permanent Fortifications / Fortified towns (Equivalent of trader zones in the ARMA 2 version)
                                  -  Traders Selling Military Apparel, Weaponry and Ammunition as well as High grade Medical Items.
                                  -  Sheriff's Office offering contracts (Player Triggered PVE Missions) 
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    - Scavengers, these hardy and nomadic people wander the map in search of anything of use. Either on their own or in small group, some times even
       setting up a small shop in certain random locations, they may be traded with weather they are out scavenging or at a static location.
           For now lets split them up into wandering and static scavengers.
                    - Wandering scavengers, following a predefined path from point to point (town to town for example) they offer their wares along the way, but
                      only have a limited stock, if you buy everything they may replenish their stocks after a set amount of time at their next point (or town) as if
                      they have actually scavenged it during their stay. They are very temperamental, and will also fire upon a player if they have their weapon
                      raised, although their verbal commands are spoken with less authority than the military - "Come on now friend, lower your weapon", or
                      "Don't do anything stupid there friend" If killed they will drop their whatever it is they were selling at the time. These wandering traders
                       stocks could vary depending on where it is they are looting and they may have some rarer items available.
                    - Static scavengers, dynamically spawning in a small group of scavengers they set up a small loosely fortified encampments with tents and                        sell their wares from it, with a few of them making the trades and the rest guarding the area. Again hostile to anyone with a raised weapon.                    They sell a large amount of assorted items such as civilian/wasteland clothing, weaponry, base building items, ammunition, more common
                       medical supplies and there is lootable chest/crate in the camp that you may try to steal from, anyone trying to steal from this will be fired                        upon immediately but having it gives a reason to assault the encampment. 
     
     AI Mechanic:  - Lone or small groups of wandering scavengers (traders) patrol the map for a chance to pick up some interesting items, for a decent 
                               price. Hostile to any player with a raised weapon (as mention with a warning).
                            -  Small Trade Encampments dynamically/intermittently spawning around allowing for supplies items to be bought / sold. 
                            -  Possibly of escort contracts for wandering traders? A fee payed for the safe escort of the wandering scavengers to their next point,
                               the fee depending on how many you got to the next point alive.
            
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    As I have stated the AI is hostile to players with weapons raised, this is as an alternative to the current system of humanity. An additional or alternate means for AI to determine friend from foe would be to put in a faction system. Working differently for each faction as shown below:
     
    Bandits: 
    - They hate everyone and just want you gear, so no system is necessary 
     
    Military:
    - Completing contracts for them will increase your standing with them, the value depending on the size of the mission, perhaps from +20/+40/+50
    - Killing Bandits also increase your status as a lawman with the military so each Bandit kill = +10
    - Killing Military AI will increase you notoriety with the Military, so each Militarily Kill =  -10
    - The Military are connected everywhere, no bad deed goes unpunished so each Scavenger kill = -10
     
    Scavenger
    - They care little for the quarrels of others, just their own lives. They are unaffected by Bandit or Military Kills
    - They do however take offense to people killing innocent scavengers so each scavenger kill = -20
    - Increasing your standing with the scavengers by completing escort contract awards = +20
     
    A total of - 100 could mean that that faction is directly hostile to you, where as + 100 means they are more accepting, perhaps opening up more trade options.
    This should also be reset upon death, the death of your character meaning the death of your relations,  meaning you are not punished for your past lives nor gifted higher standing from fresh spawning.
     
    This could all be displayed in a social menu, if any of you have played ARMA 3 Wasteland you might have seen an option to press the tilde key (¬) This allows you to see players on the server and invite players to your squad (a great addition for Epoch I might add), different sections are divided by use of tabs within this menu, having them in your squad allows you to see each other on the map as well as commune in a squad chat. This could also have a tab for factions allowing you to see your current standing with each faction. 
     
    I like the idea of these systems as you are not punished by the game or its traders for you interaction with players, but instead with the traders themselves, which makes far more sense. Trader zones are more realistic because you are not magically protected from a clip to the face by a safezone, but by the AI in and around the camps/holdouts/forts themselves. Again the systems I have suggested are ONLY suggestions, they are in no doubt in need of major tweaking. The feasibility and practicality of some may not suit the ARMA 3 Engine so much but I just liked this concept and thought I would put it to you. Let me know what you think, and here is a poll to voice your opinions in the role of PVE in ARMA 3 Epoch.  
  24. Like
    Poncho reacted to tamaster92 in Server Admins we are looking for your feedback for 1.0.4   
    Some extra vehicle and weapons would be nice too, and more skins!
  25. Like
    Poncho reacted to Axle in If map can use with Epoch it look good.   
    No need. I'm already working on trader cities :D
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