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Poncho

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  1. Like
    Poncho reacted to veeshan in ARMA 3 PVE - A suggestion thread   
    I do play WoW. I like Dayz Epoch PVE. Thus, I would like Amra3 Epoch to have more PVE support. No one is forcing you to play PVE, so why do you care?
  2. 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.  
  3. Like
    Poncho reacted to oxygen220 in Around 14 hours of work - Tikhaya City   
    awesome thanks :D 
     
    (you da baws)
  4. Like
    Poncho reacted to Crystal in Is it time to move on? Epoch standalone or Arma3 mod?   
    After playing Epoch, I've gone off the idea of the standalone.
     
    I hope Epoch migrates to Arma3 eventually :)
  5. Like
    Poncho reacted to MatthewK in 1.0.3.1. - admin panel BEC restriction?   
    It's going to be one of those days... So for that reason, I'm out! 
  6. 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!  
  7. Like
    Poncho reacted to Bags2247 in How to make Custom map content [ Tutorial & Ongoing Support ]   
    And to back PONCHO up on this, any AI added won't be able to walk or shoot through it either..
     
    IMHO, easily the best way to do them
     
    just my 2cents worth btw.
     
    Bags
  8. Like
    Poncho got a reaction from motionblurrr in Never mind the Blackhawk... I want a wooden post   
    I really, reaaaally hope there will be Posts and 1/3 Posts to match the heights of walls and 1/3 walls. Just a small thing that will make a big difference. It just opens up a lot more building opportunities that would otherwise look silly. I hate seeing floating and other such unrealistic looking buildings. 
     
    Just imagine it, a base up on posts to raise it up out of low-lying water such as the lakes, and coast. Or even one built up into the treeline and on-top of rock peaks that look like they could actually be there without being blown down by the next mild wind. Even just for supports, patching and realism inside bases to put that polishing touch on your happy little home :D
  9. Like
    Poncho got a reaction from Axle in Chainsaw epicness!   
    I don't know, I stopped adding items like this to the traders. There are a good few items in Epoch which should be loot only. It creates more gameplay and player interaction as they flock to likely spawn points, either for a quick dash or to hold and cycle. Adding them to the traders just removes gameplay in my mind, and if your players moan about them not being there instead of just going out in search of them then they are not the quality of player/person you want in your server. 
     
    Too many items added to the traders leads to people just hunting for high value targets, planes and the like. Selling them then buying their way through what would have been hours of gameplay. I loved how Epoch brought in people holding and fighting over industrial spawns instead of the classic dayz monotony of NW and other such location battles. It just opens the map up a lot more and makes the game more interesting for everyone :)
  10. Like
    Poncho got a reaction from MatthewK in People ask, you offer, they bitch! lol   
    I feel you there buddy, It comes with anything. If they see something with a lot of time and effort put into it, something that deep down they are impressed with, they get pleasure of trying to run you down by trying to make you believe that your efforts were all for nothing or that you shouldn't of even bothered in the first place. 
     
    You have the right response though, these people can go elsewhere, or make something of their own. When something gets popular you will always get this bullshit. Best bet is to let it slide off your shoulder then their pointless and frankly childish efforts to piss you off will have gone to waste and the 30 minutes of their lives they took to write out this 50 word evil mastermind of internet douchbaggery will have gone to waste. 
     
    Keep fighting the goodfight ;)
  11. Like
    Poncho reacted to MatthewK in People ask, you offer, they bitch! lol   
    Anyone else here offered a certain someone on here asking for an Epoch server to join, a place on your server and then had them send you a long snotty nosed ill-informed uneducated reply full of bullshit about lag related features connected with your server, like animated heli crashes and "a butt load of other scripts".  My server runs at 45-50fps with half load, with all my scripts running and this upstart who obviously has a stick up his arse replies to my offer telling me before he's even tried my server, that my server does not meet his very high standards, for many reasons but mostly that all my scripts WILL cause massive lag (he talks like he's the wizzard of dayz or something), not to mention that animated heli crashes cause massive lag too you know (fact, apparently).. He goes on to mention that having bandit camps at NE and Skali makes it difficult for others to build bases (wtf?) and that my 30+ bandit missions are laggy and make it difficult for base building or something, I lost interest after 2 paragraphs of him slagging off my efforts.  
     
    He ends his message by saying "I'll keep searching"..
     
    Yeah, good...
     
    *$&£~@:"$%! hate people like that.. Makes me 3 times as grumpy than normal..  
     
    I don't care what people say, every server owner I know works bloody hard to keep the lag issues down, not to mention even harder to keep their players happy.  So, MR Lag-Be-Gone , if you're so ****** knowledgeable on this shit, build your own server and join that..
     
    Lots of love,
    Mr Grumpy, 
  12. Like
    Poncho reacted to Mercules in When the Arma 3 Epoch mod is released..   
    Actually they are. While I do use the Armored SUV I would be the first to tell you that it probably shouldn't be in Epoch. Depending on what direction they determine to go with it now that it is uncoupled from DayZ a full blown Aircraft Carrier and fighter jets probably shouldn't be in a "survival" game. I assume Epoch will continue to be a survival style game but if it is going to go toward military sim then I would be wrong. 

    Ever hear the phrase, "Less is more."? It can be applied here. ARMA III can have all the extra military sim things, let Epoch continue to be survival based. 
  13. 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:



  14. 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:



  15. 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!  
  16. 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!  
  17. Like
    Poncho got a reaction from epochfail in Around 14 hours of work - Tikhaya City   
    Thanks again for all the praise guys, might not have anything new out for a while. Work has been pretty constant and the internat on ship is pretty poor. Still glad to hear you are all enjoying it. I had some great pvp experiences in there before I left. I'd love to hear about some of yours!
     
    Best would have to be when I was soloing a loot run in there when I came across a large hostile squad, I announced friendly but they started shooting and soon it became a man hunt. They may have had more men but I had an advantage, I built this place, this was my world, my maze, and they were rats trapped in it. I know every nook and cranny, every back path and vantage point. I didn't get them all but I left with the stuff I had looted and a few extra goodies from their bodies ;)
  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 Wesley in Around 14 hours of work - Tikhaya City   
    Thanks Wesley Great Help! Can't thank you enough :)
     
    Also what RPT errors were you getting ebay? Cant say I had any trouble with them on our server.
  20. Like
    Poncho reacted to Wesley in Around 14 hours of work - Tikhaya City   
    Some of the buildings are off vertical, specifically the Panelak type.
     
    Please add the "setVehicleInit" line to the SQF file for these buildings, or any other that are leaning.  
    _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=""; Hope this helps dude, you do great work!
  21. Like
    Poncho reacted to CarlJ in Around 14 hours of work - Tikhaya City   
    Great work man! awsome addition!
  22. Like
    Poncho got a reaction from robin 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!  
  23. Like
    Poncho got a reaction from Sofabear 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!  
  24. Like
    Poncho reacted to chisel in Around 14 hours of work - Tikhaya City   
    Looks great.  Just what we're looking for.  Map additions that look like they should be there!  I'll be adding this to our server tonight.  Will be a fine addition to similar ones we've made throughout our map.
     
    Thank you for sharing.
  25. Like
    Poncho got a reaction from Aristoi 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!  
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