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Endriex

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    Endriex reacted to ElDubya in [Release] Overpochins Taviana Server with LOTS and LOTS of mods   
    Hi all,    I have decided to zip and release my OverpochOrigins server as I had a heart attack recently which was followed by complicated surgery and feel I need to scale back on things in my life that aren't as important as other stuff (like my family, kids, etc) so I am shutting this server down, so here are the files. First a bit about the server and what it has installed.   Please note, this server is FULLY WORKING with no errors either server or client side.   It has :    Origins 1.7.9.5 as base mod. All Origins vehicles. Fully working Excavator, Taviander, Beast Kamaz, Buhanker, Scrap Ferry, M3 Bimmer, Submarine, etc, etc. (apart from upgrading them with armour, but SchwEde has a solution for that in one of his threads)  Most Origins buildings. (Thanks SchwEde) Level 1, 2 and 3 HERO houses, garages, pyramid and stronghold (except electronests). No bandit houses as I run PVE servers but isn't hard to add them in. Mudzereli's Deploy Anything. R3F Towing/Lifting Zupa's Single Currency Axecop/Zupa Single Currency Service Points Zupa's Advanced Trading eBay's ESSv2 Graphical Spawn Select Central Locking Car Sounds, ore mining sounds, stronghold door sounds. MV22/Armed SUV/Submarine and Excavator animations. Smoke Hemp Script. Zupa's Plot Management. Adjust View Distance With Binoculars Right Click Pistol for Suicide Right Click Toolbox for Personal Bike Mikeeeys Precise Base Building Raymix's Snap Build Pro Striker's Vector Building Piggd's Chameleon Skin Changer The Farix's Enhanced Vehicle Deployment (for Origins Housing) 2 Missions Systems (WAI and DZMS for missions, Sector B mayor, guards and Isle Krk guards) Fully working Sector B with mayor, AI helipatrols, AI and loot Urals on both Sector B and Isle Krk) 4 Roaming AI Heli Patrols over Taviana and Novistrana. 2 seperate mining areas using sledgehammer to get ore to build origins housing. Use animated excavator to knock down Origins housing. (Thanks SchwEde). Submarine submerge and rise animations (Thanks SchwEde). Trader Safezones Lots of zombies. Zombie Free Plotpole Areas. Vehicle Godmode in Plotpole Areas (After a restart). Coins on dead AI. Remote execution of events (Only admins and must have "cobalt file" in their inventory to trigger menu). Zombie Free Sector B. Players can't log out on Sector B. Map Markers for traders, mining area and Isle Krk. Custom Loading Screen (will need to be changed for your own). Custom Welcome Credits (will need to be changed for your own). Custom Loot Tables. Overwatch Weapons and Skins Right Click Base Buildables Custom Billboards (will need to be changed for your own). Custom GUI. Aircraft Vendors sell Origins vehicles. 2 Hero vendors (as I run PVE servers, you will need to change one to a bandit vendor for PVP). Enhanced Death Messages. Forced Name Tags (disable for PVP). Force Save Vehicle Location. Full Moon Nights. R3F Weight Disabled. Self Bloodbag. God Mode Bases. Reduced Construction Count. (1) Config Based Single Currency Traders. New Spawn Loadouts.   Plus MANY, MANY bug fixes, etc.   As I said, this server was running live until recently and totally error free.    Many thanks to the people I mentioned whose scripts I used, to SchwEde for the HOURS and HOURS of coding he provided to animate vehicles, houses and other Origins stuff and to anyone else I forgot to thank for the minor scripts, bug fixes and help along the way. This server was great to play on as it had everything you could ever want from an Overpochins server.    I had infiSTAR running on this server (that I have removed so you will need to add your own copy or use Admin Tools from Noxicarius) and was using infiSTAR to add money to players, spawn donator boxes, spawn origins boxes so players could build houses, spawn Origins vehicles, etc, etc. Players can build houses themselves by having the required humanity, a toolbox, etool and sledgehammer in their inventory, right clicking on the toolbox which will give the option to build a wooden crate in front of them that they then have to put the required items into to build the respective house. The building recipes I used were :   DZE_Origins_Humanity =  [ ["Hero1",5000], ["Hero2",12000], ["Hero3",25000], ["Bandit1",-5000], ["Bandit2",-12000], ["Bandit3",-25000] ];   //Whats needed for Building Houses DZE_Origins_House1 = [ ["PartWoodPile", 20], ["PartOreSilver", 20], ["ItemCombolock", 1], ["PartGlass", 1], ["CinderBlocks", 5], ["MortarBucket", 2], ["PartGeneric", 5], ["ItemWire", 4], ["ItemWoodWall", 3], ["ItemWoodWallDoor", 1], ["ItemTankTrap", 5], ["ItemORP", 5] ]; DZE_Origins_House2 = [ ["PartWoodPile", 40], ["PartOreSilver", 40], ["ItemCombolock", 1], ["ItemCorrugated", 2], ["CinderBlocks", 10], ["MortarBucket", 4], ["PartGeneric", 10], ["ItemWire", 8], ["ItemWoodWall", 6], ["ItemWoodWallDoor", 1], ["ItemTankTrap", 10], ["ItemAVE", 10] ]; DZE_Origins_House3 = [ ["PartWoodPile", 60], ["PartOreSilver", 60], ["ItemCombolock", 1], ["PartVRotor", 2], ["CinderBlocks", 15], ["MortarBucket", 6], ["PartGeneric", 15], ["ItemWire", 12], ["ItemWoodWall", 9], ["ItemWoodWallDoor", 1], ["ItemTankTrap", 15], ["ItemARM", 15] ]; DZE_Origins_SG = [ ["PartWoodPile", 80], ["PartOreSilver", 80], ["ItemCombolock", 1], ["PartFueltank", 1], ["CinderBlocks", 20], ["MortarBucket", 8], ["PartGeneric", 20], ["ItemWire", 16], ["ItemWoodWall", 12], ["ItemWoodWallDoor", 1], ["ItemTankTrap", 20], ["ItemLRK", 20]  ]; DZE_Origins_LG = [ ["PartWoodPile", 100], ["PartOreSilver", 100], ["ItemCombolock", 1], ["ItemJerrycan", 1], ["PartVRotor", 1], ["CinderBlocks", 25], ["MortarBucket", 10], ["PartGeneric", 25], ["ItemWire", 20], ["ItemWoodWall", 12], ["ItemWoodWallDoor", 1], ["ItemTankTrap", 25], ["ItemTNK", 25]  ]; DZE_Origins_King = [ ["PartWoodPile", 150], ["PartOreSilver", 75], ["ItemCombolock", 1], ["ItemLightBulb", 1], ["CinderBlocks", 300], ["MortarBucket", 50], ["PartGeneric", 50], ["ItemWire", 40], ["ItemWoodWall", 12], ["ItemWoodWallDoor", 1], ["ItemTankTrap", 50], ["ItemAVE", 30] ]; DZE_Origins_Stronghold = [ ["PartWoodPile", 500], ["PartOreSilver", 75], ["ItemCombolock", 1], ["ItemGenerator", 1], ["PartEngine", 1], ["CinderBlocks", 50], ["MortarBucket", 50], ["PartGeneric", 50], ["ItemWire", 40], ["ItemWoodWall", 25], ["ItemWoodWallDoor", 12], ["ItemTankTrap", 50], ["ItemARM", 35] ];   Documents required to build houses are found on Sector B AI, the Mayor on Sector B, Isle Krk AI and some mission crates/AI. Only 2 ore veins spawn on the map, but players can "mine" for ore using sledgehammers at the two marked "mining" locations to gather enough ore to build the houses. Traders do not buy or sell ore.    Anyway, enjoy the server. It is super easy to set up. Just copy the files in the "Server" folder to your server root directory :   DayZ_Epoch_Server Battleye Folder Keys folder DayzOrigins1.7.9.5 (not included)  DayzOverwatch (not included)   And copy the folder in the "Client" folder to your missions folder :    DayZ_Epoch_13.Tavi   Adjust the loading screen, welcome credits and change the configs and variables in the init.sqf to your liking and away you go! The server also has support for JSRS (Jarhead Sounds) and Blastcore Visual Effects. If you don't want them, just delete the following from the keys folder :    jsrs15_v2.bikey six_blastcore_visuals.bikey warfxpe.bikey    Please note : I will NOT be providing ANY support to get this working. It's a straightforward install that anyone that knows what they are doing could do blindfolded.   Have fun!   PS : Don't forget to adjust your launch parameters. Mine were :    "-mod=@DayzOrigins1795;@DayzOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server;"   EDIT : This might help you out a bit as well if you will be using infiSTAR with this :    _ALLOWED_Dialogs = [-1,106,2200,6900,6901,6902,6903,420420,41144,88890,711194,711197]; // -1 Epoch Safe/Lockbox Keycode UI // 106 Inventory (Gear) // 2200 Blood Test // 6900,6901,6902,6903 New Player (select Gender and such things) // 20001,20002,20003,20004,20005, 20006 Chameleon Skin Changer // 420420 Epoch Trader // 41144 Epoch Door Keycode UI // 129 Diary // 666,667 Clay Car Radio // 4444 Radio Communication // 65431,65432,65433,65434,65440,65441,65442 R3F ARTY Lift/Tow/Transport. // 88890 ESS Spawn Selection v2 // 711194 Plot Management (http://epochmod.com/forum/index.php?/topic/16166-release-plot-management/) // 711197 Zupa Advanced Trading _ALLOWED_Dialogs = _ALLOWED_Dialogs + [81000,20001,20002,20003,20004,20005,20006,118338,118339,711197,711195]; // adding some others from community addons /* ALLOWED CMDMenus "_cMenu" are only used if you have "_BCM = false;" which I would not recommend. */ _cMenu = [ "","RscMainMenu","RscMoveHigh","#WATCH","#WATCH0", "RscWatchDir","RscDisplayClassSelecter","RscDisplayGenderSelect","#USER:adminmenu", "RscDisplaySpawnSelecter","RscWatchMoreDir","#GETIN","RscStatus","#USER:ChameleonMenu", "RscCombatMode","#USER:playermenustart","#USER:Helpmenu","RscFormations","RscTeam","RscSelectTeam","RscReply", "RscCallSupport","#ACTION","#CUSTOM_RADIO","RscRadio","RscGroupRootMenu", "BTC_Hud","PlotManagement" ]; /* ALLOWED Actions "_dayzActions" are only used if you have "_CSA = true;" */ _dayzActions = [ "DonorSkins","wardrobe","s_player_maintain_area","s_player_maintain_area_preview","BTC_SganciaActionId","BTC_liftActionId","BTC_liftHudId","dayz_myLiftVehicle","s_player_heli_detach", "dayz_myCursorTarget","s_player_craftZombieBait","s_player_butcher_human","s_player_makeBomb","s_player_zombieShield","s_player_upgrademoto", "s_player_smeltRecipes","null","churchie_check","churchie_defuse","churchie_rig_veh","player_Cannibalism","s_player_fillfuel210","s_player_knockout","s_player_upgradegyro","ActionMenu", "manatee_craft_menu","manatee_craft_menu_wea","manatee_craft_menu_sur","manatee_craft_menu_ind","s_player_craftZombieBaitBomb","horror_traders","s_player_takeOwnership","s_siphon","s_player_suicide", "silver_myCursorTarget","stow_vehicle","menu_Worker2","neutral","menu_RU_Citizen1","menu_RU_Citizen4","menu_TK_CIV_Takistani04_EP1","menu_RU_Villager3","menu_RU_Functionary1","menu_Doctor", "menu_Dr_Hladik_EP1","menu_Profiteer4","menu_Worker3","menu_Pilot_EP1","menu_RU_Citizen3","menu_CIV_EuroMan02_EP1","menu_Rita_Ensler_EP1","menu_RU_WorkWoman5","menu_RU_WorkWoman1", "menu_Woodlander1","menu_Woodlander3","menu_Rocker4","menu_CIV_EuroMan01_EP1","Tow_settings_action_heliporter","Tow_settings_action_heliport_larguer", "Tow_settings_action_deplacer_objet","Tow_settings_action_relacher_objet","Tow_settings_action_selectionner_objet_charge","Tow_settings_action_charger_selection", "Tow_settings_action_charger_deplace","Tow_settings_action_selectionner_objet_remorque","Tow_settings_action_remorquer_selection","Tow_settings_action_remorquer_deplace", "Tow_settings_action_detacher","Tow_settings_action_contenu_vehicule","Tow_settings_dlg_CV_titre","Tow_settings_dlg_CV_btn_decharger","Tow_settings_dlg_CV_btn_fermer", "s_player_makePLBomb","s_player_stats","s_player_deploybike","s_player_packbike","s_player_deploygyro","s_player_upgradebike","nul", "s_player_equip_carry","s_player_showname","s_player_showname1","s_player_smeltItems","s_building_snapping","s_player_downgrade_build", "s_player_debug","s_player_calldog","s_player_speeddog","s_player_movedog","s_player_followdog","s_player_warndog","s_player_barkdog","s_player_trackdog", "s_player_staydog","s_player_waterdog","s_player_feeddog","s_player_tamedog","s_player_repair_crtl","s_player_towing", "s_player_fillgen","s_player_maint_build","s_player_fuelauto2","s_player_fuelauto","s_player_information", "s_player_upgrade_build","s_player_packvault","s_player_unlockvault","s_player_checkGear","s_player_run_events", "s_player_lockUnlock_crtl","s_player_deleteBuild","s_player_pzombiesfeed","s_player_pzombiesattack", "s_player_pzombiesvision","s_player_callzombies","s_player_removeflare","s_player_fishing_veh", "s_player_forceSave","s_player_fillfuel20","s_player_fillfuel5","s_player_lockvault","s_player_dragbody", "s_player_packFdp","s_player_otkdv","s_player_isCruse","s_player_cnbb","bis_fnc_halo_action", "s_player_rest","s_player_flipvehiclelight","s_player_flipvehicleheavy","s_player_1bupd", "s_halo_action","s_player_smelt_scrapmetal","s_player_grabflare","s_player_fishing", "s_player_smelt_engineparts","s_player_smelt_fueltank","s_player_smelt_windscreenglass", "s_player_smelt_mainrotoraryparts","s_player_smelt_wheel","s_player_smelt_jerrycan","s_player_siphonfuel", "s_player_flipveh","s_player_fillfuel","s_player_dropflare","s_player_butcher","s_player_cook", "s_player_boil","s_player_fireout","s_player_packtent","s_player_sleep","s_player_studybody", "NORRN_dropAction","s_player_selfBloodbag","s_clothes","s_player_holderPickup","s_player_gather", "s_player_recipeMenu","s_player_deleteCamoNet","s_player_netCodeObject","s_player_codeRemoveNet", "s_player_enterCode","s_player_codeObject","s_player_codeRemove","s_player_disarmBomb", "unpackRavenAct","disassembleRavenAct","launchRavenAct","strobeRavenResetAct","strobeRavenTestAct", "batteryLevelCheckRavenAct","batteryRechargeRavenAct","mavBaseStationActionName_00","mavBaseStationActionName_001", "mavBaseStationActionName_01","mavBaseStationActionName_02","mavBaseStationActionName_03","mavBaseStationActionName_04", "s_player_dance","s_player_igniteTent","s_player_clothes","s_player_scrollBandage", "STR_R3F_LOG_action_heliporter","STR_R3F_LOG_action_heliport_larguer","s_vehicle_lockUnlock_crtl", "STR_R3F_LOG_action_relacher_objet","STR_R3F_LOG_action_deplacer_objet","STR_R3F_LOG_action_remorquer_deplace", "STR_R3F_LOG_action_selectionner_objet_remorque","STR_R3F_LOG_action_detacher","STR_R3F_LOG_action_charger_deplace", "STR_R3F_LOG_action_selectionner_objet_charge","STR_R3F_LOG_action_remorquer_selection","STR_R3F_LOG_action_charger_selection", "STR_R3F_LOG_action_contenu_vehicule","STR_R3F_ARTY_action_ouvrir_dlg_SM", "s_player_removeActions","s_player_repairActions","r_player_actions","r_player_actions2","s_player_parts","s_player_combi","s_player_parts", "s_player_lockunlock","s_vehicle_lockunlock","s_player_toggleSnap","s_player_toggleSnapSelect","s_player_toggleSnapSelectPoint", "s_player_evacCall","s_player_makeEvacChopper","s_player_clearEvacChopper", "s_player_deploybike2","s_player_deploymoped","s_player_deploymoped2","s_player_deploymozzie","s_player_deploymozzie2", "2066","SP_refuel_action","SP_repair_action","SP_rearm_actions","s_player_setVectorsReset","s_player_setVectorsForward", "s_player_setVectorsBack","s_player_setVectorsLeft","s_player_setVectorsRight","s_player_setVectors1","s_player_setVectors5","s_player_setVectors45", "s_player_setVectors90","s_player_paint","DoorManagement","Entercode","mv22_fold","mv22_unfold","mv22_open","mv22_close","suv_close","suv_open" ];  
  2. Like
    Endriex reacted to juandayz in [Release] Advanced Trading 2.1 !UPDATED!   
    *******For player who have issues with install guide.********
    *If you cant see advanced trade menu:
    1-First u need add a custom fn_selfActions.sqf in MPmissions\yourinstance can be chernarus11 or other\custom\
    find fn_selfactions in : \@DayZ_Epoch\addons\dayz_code\compile\
    2- u need add a custom  compiles.sqf in MPmissions\yourinstance can be chernarus11 or other\custom\
    find compiles.sqf in : @DayZ_Epoch\addons\dayz_code\init\
     
    3-now open your init.sqf and change for lines in blue if yours dsnt look like this: (this means you need make a new call for fn_selfaction & compiles.slqf located in your custom folder)
    4-Now go to your CUSTOM compiles.sqf and coment or delete lines in blue. (dsnt matter if ure calling fn_selfActions.sqf from custom folder or dayz_server folder, just remove it, must be called from init.sqf u will see in preview step)  
    5-then goes to your CUSTOM fn_SelfActions.sqf and place it if u dont have: (like zupa say in install guide)
    above
    6-Onces you make it.. goes to your description.ext and in very bottom add: (Note.  ZSCdefines.hpp are into ZSC folder (coins system) if ure using coins..then u dont need add this include. just add the second "advancedTrading.hpp")
    Example for Gold System
    For Coin System
    7-**remember:  in  \MPMissions\DayZ_Epoch_11.Chernarus\zupa\advancedTrading\config.sqf  and change false by true.. in this line:
    IF YOU ARE USING GOLD ,SILVER SYSTEM AND ITEMS DSNT SHOW IN ADV TRADE MENU then:
    1-extract from dayz_epoch_b.pbo  your CfgServerTrader folder and place it on mpmissions\yourinstance\  
     path to Category folder:  \@DayZ_Epoch\addons\dayz_epoch_b\CfgServerTrader
    2-Then in description.ext add 
    #include "CfgServerTrader\cfgServerTrader.hpp"
     
     
  3. Like
    Endriex reacted to juandayz in [Release] Advanced Trading 2.1 !UPDATED!   
    Dont know if this can halp you but....try open your \MPMissions\DayZ_Epoch_11.Chernarus\zupa\advancedTrading\config.sqf  and change false by true.. in this line:
    *Another thing about Coins... goes to your @DayzEpoch_Server\...\dayz_server\system\server_monitor.sqf and change all words called "itentory" by "inventory"
  4. Like
    Endriex reacted to juandayz in [Release] Advanced Trading 2.1 !UPDATED!   
    about banking,, sory dont know i only use single currency 3.0 it uses Safes,vehicles,tents.. to storage the money.
    to add items or change prices go to
    MPMissions\DayZ_Epoch_11.Chernarus\ZSC\config\Category\
    here u have a lot of hpp files. with items by category. If u gonna make new categoryes then u need add this categories into server_trader_cherno_11.sqf
    If u only add items or change prices this is not necesary
  5. Like
    Endriex reacted to juandayz in [Release] Advanced Trading 2.1 !UPDATED!   
    @Endriex
    Endriex
     
  6. Like
    Endriex reacted to Gr8 in Taviana map. How to get it ?   
  7. Like
    Endriex reacted to ElDubya in [HOW TO] Adding Intro Music!   
    Fixed it for you, use this : http://pastebin.com/Hy1TMbNe
    class CfgSounds { sounds[] = { carLock,introSong }; class carLock { name="carLock"; sound[]={carlock.ogg,0.9,1}; titles[] = {}; }; class introSong { name="introSong"; sound[]={introSong.ogg,0.9,1}; titles[] = {}; }; }; You had that part wrong is all :)
  8. Like
    Endriex reacted to ElDubya in Taviana map. How to get it ?   
    Origins
     
    Download it though DayZ Launcher 
  9. Like
    Endriex reacted to BetterDeadThanZed in Script for removing parts from wrecks?   
    You can also remove garbage piles and roadblocks in the same manner. 
  10. Like
    Endriex reacted to SchwEde in Script for removing parts from wrecks?   
    O_o
    this is standard epoch script, nothing very special at all
    the file is called remove.sqf and is located in your dayz_code\actions
  11. Like
    Endriex reacted to SchwEde in [Help] Some problems and questions about scripts installed on server.   
    you see that:
    21:41:00 Error in expression <playerPos, dayz_updateObjects, 10]); }; }; > 21:41:00 Error position: <}; > 21:41:00 Error Brak { 21:41:00 File mpmissions\DayZ_Epoch_11.Chernarus\scripts\server_onPlayerDisconnect.sqf, line 74 Seems like you have messed up alot of things on your trial to install some things.
     
    Best thing is to start from scratch and add one script after another, one by one and only install the next script if the previous is wokring correctly. 
    After you have installed them after the tutorials and be sure they work as they should be you can start to customize them ;)
  12. Like
    Endriex reacted to SchwEde in [Help] Some problems and questions about scripts installed on server.   
    nothing wrong in there, post your client RPT
  13. Like
    Endriex reacted to SchwEde in [Help] Some problems and questions about scripts installed on server.   
    post your RPT.
     
    Look around in the DZAI Configs to set up the chance to spawn them or something like that
  14. Like
    Endriex reacted to AllenFromStacysmom in [Help] Some problems and questions about scripts installed on server.   
    Go to your DZAI, go to DZAI\init\ config.sqf:
    DZAI_staticAI = true; DZAI_respawnTimeMin = 2000; DZAI_respawnTimeMax = 3000; DZAI_despawnWait = 125; //Respawn limits. Set to -1 for unlimited respawns. (Default: -1 for each). DZAI_respawnLimit0 = -1; //Respawn limit for low level AI found in low-value areas (Default: -1) DZAI_respawnLimit1 = -1; //Respawn limit for mid level AI found in cities and other mid-value areas (Default: -1) DZAI_respawnLimit2 = -1; //Respawn limit for high level AI found in places with military loot (Default: -1) DZAI_respawnLimit3 = -1; //Respawn limit for very high level AI in places with high-grade military loot (Default: -1)   DZAI_spawnChance0 = 0.50; //Spawn chance for low-skill AI typically found in small towns (Default: 0.40) DZAI_spawnChance1 = 0.50; //Spawn chance for mid-level AI typically found in cities and large towns (Default: 0.60) DZAI_spawnChance2 = 0.50; //Spawn chance for high-level AI typically found in places with military-grade loot (Default: 0.80) DZAI_spawnChance3 = 0.50; //Spawn chance for expert-level AI found in areas with high-grade military loot (Default: 0.90)   change the time you want the AI respawn
     
    If you wanna turn off certain spawn points in some city/town
    Go to DZAI\init\world_spawn_configs\world_MAPNAME.sqf 
    put a "//" in front of the spawn point you wanna delete
  15. Like
    Endriex reacted to Sandbird in [Release] Dayz.Epoch.3d.Editor.Live.Mission   
    you only need the .sqf file not the .beidi for the server.
    You also need to 'run' the file from the dayz_server to be loaded on map.
     
    Open your dayz_server/init/server_functions.sqf and at the bottom of the file put your map file like this :
    [] execVM "\z\addons\dayz_server\custom_buildings\mymap.sqf"; (Assuming inside the dayz_server folder you have a sub folder called custom_buildings and in there is your map .sqf  called mymap.sqf)
    Recombile the dayz_server into a pbo....and restart your server...
  16. Like
    Endriex reacted to Sandbird in [Release] Dayz.Epoch.3d.Editor.Live.Mission   
    You mean import an .sqf file for edit ?
    well you cant 'move' things around from an .sqf file...it just imports the buildings and thats it....you can only see them.
    You would have to convert the .sqf file to .beidi file. Beidi is the editor's extension file...and converting an .sqf to .beidi is hard. There is no script to do it automatically.
    You have to open a .beidi file in a mission you loaded in the editor...then see how its structured then open your .sqf file and one by one add the objects inside the beidi file with the proper structure the file needs.
    After that you save and reload your mission in the editor...and you should be able to see everything there in 3d....and move them around.
    If i am not mistaken you can load them up in the 2D editor and move them around in 2D...but thats totally blind editing...you cant be sure what goes where.
     
    Sorry...it would be easier to just redo your map in the editor and then save that .beidi file for future edits.
  17. Like
    Endriex reacted to Sandbird in [Release] Dayz.Epoch.3d.Editor.Live.Mission   
    You could right click and edit every road in the map and add that command in that init box. Ita the same thing. No easier way....Arma editor sucks
  18. Like
    Endriex reacted to Sandbird in [Release] Dayz.Epoch.3d.Editor.Live.Mission   
    Its not my map editor :P Its Arma's. I couldnt possibly be able to make that map look like this even if i wanted to :P
    The landscape is not flat. After you save the mission and grab the the .sqf file you have to (i think) add the vector up command to 'attach' them on the ground.
    On every road object add this to it:
    _this setVectorUp [0, 0, 1]; so for example if you had:
    _vehicle_4614 = objNull; if (true) then { _this = createVehicle ["EntranceGate_EP1", [13395.145, 5733.0786, 2.1457672e-005], [], 0, "CAN_COLLIDE"]; _vehicle_4614 = _this; _this setDir -178.35524; _this setPos [13395.145, 5733.0786, 2.1457672e-005]; }; Do it:
    _vehicle_4614 = objNull; if (true) then { _this = createVehicle ["EntranceGate_EP1", [13395.145, 5733.0786, 2.1457672e-005], [], 0, "CAN_COLLIDE"]; _vehicle_4614 = _this; _this setDir -178.35524; _this setPos [13395.145, 5733.0786, 2.1457672e-005]; _this setVectorUp [0, 0, 1]; };
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