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squshy7

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Posts posted by squshy7

  1. We are toying with a multiple custom load out script for various donators (look through my posts I just posted in the thread), and we need a reliable way to call a load out for normal players. It's looking like we might just Use else if statements, though I WOULD like to know about playerid wildcards and if it's possible. Would you care to elaborate a little?

  2. What the max vehicle does is stop any more vehicles spawning on server start past say 300.

     

    I.e. if you have 300 vehicles + say 100 vehicles bought on the server. There will be 400 vehicles on the server start, but no more will dynamically spawn until the 300 vehicle limit is gone below again.

     

    Oh I understand this, that's not my issue. Our server isn't even opened up to the public yet. What I'm saying is that every time I manually restart my server the number of dynamically spawned vehicles goes up past the max limit, as indicated by the number of rows in object_data. I know these are dynamic vehicles and not purchased ones, as our server is locked down right now, and we're only testing on it.

  3. So, we have a server on dayz.st that we've reset our pbo's back to default after the 1.0.2.1 patch. The only thing that has been modified is the list of vehicles in the dynamic_vehicle.sqf file, and their corresponding soft limits, and we changed our maxvehicle limit to 500.

    Our issue right now is this: we noticed after the 1st inital server start up, the number of vehicles that spawned in was around 300, which is fine, as I've read it can take a couple restarts to get to the max number. So we manualy restarted a couple times, and now the number of rows in Object_DATA is well over 500, and keeps increasing by around 20-50 each restart. I can provide a copy of my server_functions.sqf (though it's untouched from dayz.st), my init.sqf and my rpt log if that helps. Unless this is a known issue right now?

    EDIT: I suppose a good question to ask also, is if the numbers of individual vehicle limits adds up to more than the maxcehicle limit, does that override the global limit?

  4. Lol, so do tanks :p

    In all honesty though, I think this is something that should be implemented, if possible. In my case, I have an idea in my head to build a tower, which I would want to build temporary stairs and platforms as a scaffolding to make it easier. I obviously don't want that extraneous stuff hanging around when I'm done, and shooting them down seems less than ideal :(

  5. You can remove stuff I think by editing out the mission.sqf file as this is where everything spawns in, and why you can't see the trader cities in the normal editor. Klen has a three piece castle wall around it, 2 bastion walls and one gate. There is also a hesco wall to the rear area. 

     

    I'm the process of building  FOB Revolver in that area so will be deleting the standard Klen items. I was thinking I could remove the building items from the mission.sqf file and have them spawn into the usual map additions way. I've already changed the traders models over to the Force Recon team from the Arma 2 SP campaign. 

     

    For the Klen items I just replicated them on the standard editor, the gate sits in front of the road and the bastion pieced can only go one way giving a good idea of where they are in Epoch. Did you just load the epoch mission file into the editor?

     

    Not sure about the position of the units in the map editor. My plan was to use a placeholder item in the new position I want the traders to be in, get the coords for the placeholder item and enter that into the mission.sqf for the trader I wanted to move. 

     

    The only thing I can't work out at the moment is where and how vehicles load in when you purchase them. If I move the trader I will need to move the spawn in location. I also wanted to move the spawn in location for helis for the hero trader since I've lost helis spawning in badly before. 

    So it can actually be easier than that. What you do is grab the mission.biedel from epoch's github, then throw that into a new folder in the same location where your custom maps get stored (the documents\arma 2 other profiles\etc etc), but create a new folder in there. So for example, I made a custom map named "test", that got saved in a folder called test.Chernarus. In the same location where this folder is, I created a new folder called original.Chernarus. Throw the mission.biedel in there, then go to your mission.pbo and grab the mission.sqf out of there and stick it in the same folder. Now when you open up the map editor and hit load, you'll see it, and bam, the trader cities are pre-populated in the editor for you to manipulate.

     

    as far as editing the traders themselves, I think you have it right, the only way Ive found to edit them is to place a placeholder then find it and replace it with a trader type in the sqf file.

     

    Now, the only major problem I've had with this method is that when I save my new modified trader map, the sqf file it creates is different in a couple ways than the default sqf that comes with epoch. There's a bunch of beginning and end code that's arma specific, so that's easily stripped out, but what I found was that somewhere there was an extra 30 lines of code that wasn't accounted for in my edits. I didn't feel comfortable using that sqf as it came (minus the arma 2 code of course), so I just copied and pasted my manipulations back into the original sqf, as you said. 

  6. So, after pulling my hair out, I finally figured out how to get the trader cities to populate in the Arma 2 map editor, which was dead simple once I realized there was a mission.biedel on Epoch's github *facepalm*

     

    Now what I'm caught up on, is that while I can view the trader cities and manipulate the buildings etc., the actual traders themselves don't show up. They're in the list on the left of the editor, but they come up as ? in the 2d editor, and they're completely non-existent in the 3d editor. I assume that's because the editor can't resolve their character names (worker3, RU_workwoman3, etc.)...I couldn't even add new characters if I wanted to, they don't show up in the available units to add. so what do I need to do to the editor to get these to work? 

     

    Also, on a related note, while I can manipulate the trader cities, the giant fort wall around Klen doesn't show up, which I would like to remove...any tips on this as well?

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