Jump to content

boxman80

Member
  • Posts

    178
  • Joined

  • Last visited

Reputation Activity

  1. Like
    boxman80 reacted to MGT in Where's Maca?   
  2. Like
    boxman80 reacted to insertcoins in How do you admin your server?   
    all these things can be done using the database.

    1. Add a (pre-setup) backpack filled with building supplies
     
    2. Isdead (or isalive) value
     
    3. edit gear
  3. Like
    boxman80 reacted to Uro in Please Delete Me   
    As title reads
  4. Like
    boxman80 reacted to Richie in Please Delete Me   
    Nice share :) I done the same on my Tavi server, not enough Tavi files shared
  5. Like
    boxman80 reacted to Remix in [Solved] R3F Tow / Heli lift problems   
    this is what i use on my server https://dl.dropboxusercontent.com/u/10986549/DayZ/Tow/R3F_ARTY_AND_LOG.zip
    added in some stuff i found searching google to stop cars been attched half way in side the towing car
    and limited to only allow towing 1 vehicle
    to install it
     
    add to bottem of init.sqf
    execVM "R3F_ARTY_AND_LOG\init.sqf" and add to the bottem of description.ext
    #include "R3F_ARTY_AND_LOG\desc_include.h" allso replace your setpos.txt in battleye folder with
    5 "" !"FunctionsManager" !"Shot" !"z_doctor" !"z_hunter" !"z_new_villager1" !"z_new_villager2" !"z_new_villager3" !"z_new_villager4" !"z_new_worker1" !"z_new_worker2" !"z_new_worker3" !"z_new_worker4" !"z_policeman" !"z_priest" !"z_soldier_heavy" !"z_soldier_pilot" !"z_soldier" !"z_suit1" !"z_suit2" !"z_teacher" !"z_villager1" !"z_villager2" !"z_villager3" !"z_worker1" !"z_worker2" !"z_worker3" !"zZombie_Base" !"AN2_DZ" !"ATV_CZ_EP1" !"ATV_US_EP1" !"ArmoredSUV_PMC_DZ" !"C130J_US_EP1" !"CH_47F_EP1_DZ" !"CSJ_GyroC" !"CSJ_GyroCover" !"CSJ_GyroP" !"Fishing_Boat" !"GAZ_Vodnik" !"GAZ_Vodnik_MedEvac" !"GLT_M300_LT" !"GLT_M300_ST" !"GNT_C185" !"GNT_C185C" !"GNT_C185R" !"GNT_C185U !"HMMWV_Ambulance" !"HMMWV_Ambulance_CZ_DES_EP1" !"HMMWV_DES_EP1" !"HMMWV_DZ" !"HMMWV_M1035_DES_EP1" !"HMMWV_M1151_M2_CZ_DES_EP1" !"HMMWV_M998A2_SOV_DES_EP1" !"Ikarus" !"Ikarus_TK_CIV_EP1" !"JetSkiYanahui_Case_Blue" !"JetSkiYanahui_Case_Green" !"JetSkiYanahui_Case_Red" !"JetSkiYanahui_Case_Yellow !"KamazRefuel_DZ" !"Lada1" !"Lada1_TK_CIV_EP1" !"Lada2" !"Lada2_TK_CIV_EP1" !"LadaLM" !"LandRover_CZ_EP1" !"LandRover_MG_TK_EP1" !"LandRover_Special_CZ_EP1" !"LandRover_TK_CIV_EP1" !"MH6J_DZ" !"MMT_Civ" !"MTVR_DES_EP1" !"MV22_DZ" !"Mi17_Civilian_DZ !"Mi17_DZ" !"MtvrRefuel_DES_EP1_DZ" !"Offroad_DSHKM_Gue" !"Old_bike_TK_INS_EP1" !"Old_moto_TK_Civ_EP1" !"PBX" !"Pickup_PK_GUE" !"Pickup_PK_INS" !"Pickup_PK_TK_GUE_EP1" !"RHIB" !"S1203_TK_CIV_EP1" !"S1203_ambulance_EP1" !"SUV_Blue" !"SUV_Camo !"SUV_Charcoal" !"SUV_Green" !"SUV_Orange" !"SUV_Pink" !"SUV_Red" !"SUV_Silver" !"SUV_TK_CIV_EP1" !"SUV_White" !"SUV_Yellow" !"Skoda" !"SkodaBlue" !"SkodaGreen" !"SkodaRed" !"Smallboat_1" !"Smallboat_2" !"TT650_Civ" !"TT650_TK_CIV_EP1" !"UAZ_CDF" !"UAZ_INS !"UAZ_MG_TK_EP1" !"UAZ_Unarmed_TK_CIV_EP1" !"UAZ_Unarmed_TK_EP1" !"UAZ_Unarmed_UN_EP1" !"UH1H_DZ" !"UH1Y_DZ" !"UH60M_EP1_DZ" !"UralRefuel_TK_EP1_DZ" !"Ural_CDF" !"Ural_TK_CIV_EP1" !"Ural_UN_EP1" !"V3S_Open_TK_CIV_EP1" !"V3S_Open_TK_EP1" !"V3S_Refuel_TK_GUE_EP1_DZ" !"VIL_Star_S2000 !"VIL_Star_S2000o" !"VIL_alfa_civil" !"VIL_alfa_civil1" !"VIL_alfa_civil2" !"VIL_asistvan_DZE" !"VIL_berlingo" !"VIL_bmw7_civil" !"VIL_bmw7_civil1" !"VIL_bmw7_civil2" !"VIL_bmw7_civilvip" !"VIL_citrone_civil" !"VIL_citrone_civil1" !"VIL_citrone_civil2" !"VIL_citrone_civil3 !"VIL_ducato_bus" !"VIL_ducato_cargo" !"VIL_ducato_cargo2" !"VIL_fobia_civil" !"VIL_fobia_civil1" !"VIL_fobia_civil2" !"VIL_fobia_civil3" !"VIL_fobia_civil4" !"VIL_fobia_civil5" !"VIL_hilux1_civi2" !"VIL_hilux1_civi3" !"VIL_hilux1_civil" !"VIL_hilux1_police !"VIL_karoca_civil" !"VIL_karoca_civil_red" !"VIL_kia_ceed" !"VIL_kia_ceed2" !"VIL_kia_ceed3" !"VIL_kia_ceed4" !"VIL_kia_ceeddwa" !"VIL_kia_ceeddwa2" !"VIL_kia_ceeddwa3" !"VIL_kia_ceeddwa4" !"VIL_kia_ceeddwa6" !"VIL_lublin_freez" !"VIL_mondeo_civil" !"VIL_mondeo_civil3 !"VIL_mondeo_civil4" !"VIL_mondeo_civil5" !"VIL_octavia_civil" !"VIL_octavia_civil2" !"VIL_octavia_civil3" !"VIL_octavia_civil4" !"VIL_panda_civil" !"VIL_panda_civil1" !"VIL_passat_civil" !"VIL_passat_civil1" !"VIL_passat_civil2" !"VIL_passat_civil3" !"VIL_passat_civil4 !"VIL_passat_civil5" !"VIL_smart_civil" !"VIL_smart_civil1" !"VIL_smart_civil2" !"VIL_smart_civil4" !"VIL_smart_civil5" !"VIL_sprinter_cargo" !"VIL_transit_truck" !"VIL_vivaro_amb" !"VIL_vivaro_civ" !"VIL_volvofl" !"VIL_vwt4_banksec" !"VIL_vwt4_civ" !"VWGolf !"VolhaLimo_TK_CIV_EP1" !"Volha_2_TK_CIV_EP1" !"Zodiac" !"car_hatchback" !"car_sedan" !"datsun1_civil_1_open" !"datsun1_civil_2_covered" !"datsun1_civil_3_open" !"hilux1_civil_2_covered" !"hilux1_civil_3_open_EP1" !"policecar" !"tractor" 1 "" and attachto.txt
    1 "" !="VaultStorageLocked" !="LockboxStorageLocked" !="Hedgehog_DZ" !="Sandbag1_DZ" !="Fort_RazorWire" !="WoodGate_DZ" !="Land_HBarrier1_DZ" 1 "Ikarus" 1 "UH1H_DZ" 1 "Mi17_Civilian_DZ" 1 "Mi17_DZ" 1 "PBX" 1 "Zodiac" 1 "RHIB" 1 "Fishing_Boat" 1 "Smallboat_1" 1 "Smallboat_2" 1 "KamazRefuel_DZ" 1 "UralRefuel_TK_EP1_DZ" 1 "MtvrRefuel_DES_EP1_DZ" 1 "Ural_UN_EP1" 1 "Ural_TK_CIV_EP1" 1 "Ural_CDF" 1 "Kamaz" 1 "CSJ_GyroP" 1 "MH6J_DZ" 1 "AH6X_DZ" 1 "MTVR_DES_EP1" 1 "V3S_Civ" 5 "Parachute" 5 "VaultStorage" !"VaultStorageLocked" 5 "LockboxStorage" !"LockboxStorageLocked" to avoide getting kicked there must be a better way to do it but for now thats all i know hope this helps :)
  6. Like
    boxman80 reacted to Ped in Server Admins - Share your tales of crazy/interesting/funny players and their antics.   
    I don't mean to be rude nor post off topic, but as you're made this public I figure why not.
     
    You're one of these admin who use hac...err "antihacks" to your own advantage. In other words, you don't play the game legit. That's all and fine but it's destructive to the game in general and obnoxious to players who have to work to actually build stuff. You might feel you are being helpful but you are absolutely not. You're showing off and if you are giving stuff to players, like free buildings, you're establishing an expectation.
     
    Either way, you spawned the box without any discussion with the guy. At no point did you mention saying to him not to take anything out of the box. Yet you call him a thief? I'm not sure how you consider him a thief. Had he taken something he was told not to take...that would make him a thief. No, you spawned a huge box of goodness in front of him with zero instructions. Of course he's going to take stuff out of the box!
     
    Instead of talking to him and showing the player a modicum of respect, you abuse your admin powers to harass and bully him.
     
    You should post your server details so people can know to avoid it.
  7. Like
    boxman80 reacted to Axe Cop in [Release] Multiple Character Support (now compatible with Epoch 1.0.5.1)   
    My new mod may change the way you play DayZ, simply put this mod enables all players on the server to get the choice of using multiple characters (without having to buy multiple copies of ArmA2:CO  :P). I've set up a prototype on my test server with a 3 character selection dialog (see picture below), this may be improved but the base mechanics itself are working great so far.   So when you join a server after the loading screen you see a dialog like this: you have to chose one of 3 character slots every time you log into the server, each character slot is completely independent (different humanity and other stats, like different players). the slot count isn't static but I though 3 is a good start, admins can change the character selection dialog to a different number of slots, if you want you can have 100 slots for each player. :D   This mod can't be archived with a little script, but I've tried to made the installation as easy as possible. For an overview this is what I've done to get this mod working: Database schema: added one extra column "Slot" to the "character_data" table (the database stays fully compatible to the default HiveExt.dll) Custom HiveExt.dll to add a new method for loading all character data of a player (CHILD:100), also a small change to the current load player method to support multiple characters (CHILD:101). I could have made completely new methods for the login process, but this way only a very few modifications are necessary in the Hive code and the script files, but this also means my modified HiveExt.dll is not compatible with servers who don't have the "Slot" column in the "character_data" table one new script for the server and a small change in the server_playerLogin.sqf (to send the slot id to the hive) for the client files I've changed the player monitor to inject the character selection before the login process (see player_monitor.fsm changes below) To visualize the changes made to the login process, take a look at this state machine diagram of the player_monitor.fsm (changes are highlighted in green):

        Download latest version for Epoch 1.0.5 and 1.0.5.1: http://dl.bintray.com/vos/dayz/multichar1.3.3.zip Older versions are available here (for other Epoch version since 1.0.3.1).   Installation instructions I've tried to make the installation as easy as possible and still do it the proper way and change the files like the Epoch devs would do it. Some steps could be changed and the code simply be put in the init.sqf instead of changing the Epoch files, if you have some experience with ArmA script you can do that but if you follow my instructions it is the best way to do it like this in my opinion.   Pre-requirements: a PBO manager and basic knowledge of ArmA script editing.   Note: I've added all changed files to the download package, so you can see how they should look like with the changes applied. If you didn't make any custom changes to those files you can also just use them instead of following my instructions to change the files below.   run the SQL query to add the "Slot" column to the "Character_DATA" table in your Epoch database:
    ALTER TABLE `Character_DATA` ADD COLUMN `Slot` TINYINT UNSIGNED NOT NULL DEFAULT 1 AFTER `PlayerUID`; copy the file HiveExt.dll to the @DayZ_Epoch_Server folder (overwrite the Epoch file) Note: the source code of the HiveExt with my changes can be found here. unpack your dayz_server.pbo and copy the file server_playerCharacters.sqf to the compile sub-folder open the file compile\server_playerLogin.sqf, around line 47 replace
    _key = format["CHILD:101:%1:%2:%3:",_playerID,dayZ_instance,_playerName]; with
    _key = format["CHILD:101:%1:%2:%3:%4:",_playerID,dayZ_instance,_playerName,_this select 2]; open the file init\server_functions.sqf and add the line
    server_playerCharacters = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerCharacters.sqf"; after the line 9
    BIS_Effects_Burn = {}; repack your dayz_server.pbo unpack your mission.pbo (e.g. DayZ_Epoch_11.Chernarus.pbo) if necessary and copy the file RscDisplayCharacterSelect.hpp into the mission folder, open the file description.ext and add this line at the very bottom:
    #include "RscDisplayCharacterSelect.hpp" unpack your dayz_code.pbo (on your PC @DayZ_Epoch\addons\dayz_code.pbo) and copy the files init\publicEH.sqf and system\player_monitor.sqf to a "custom" folder in your mission folder (if you don't already have custom versions of those files), change the references to those files in your init.sqf to something like "custom\publicEH.sqf" and "custom\player_monitor.sqf" copy my custom file player_monitor.fsm to your "custom" folder (the changes in this file are not easy to reproduce, so it may be best you use my custom file instead of adding the changes yourself) open the file publicEH.sqf and add this line above the line starting with "PVDZE_plr_Login" (around line 54):
    "PVDZE_plr_Characters" addPublicVariableEventHandler {_id = (_this select 1) spawn server_playerCharacters}; open the file player_monitor.sqf and change the path to my custom player_monitor.fsm so that the line looks something like this:
    _id = [] execFSM "custom\player_monitor.fsm"; repack your mission.pbo if necessary   That's it! Yeah I know not the easiest mod to install, but that is DayZ/Epoch.. I Hope I didn't forget anything, but I think that is all.  :P     Restrictions (since version 1.1) I've added two restrictions to minimize the possibilities for players to abuse quick character switching: character switch timeout - how often a player can switch to another living character (in minutes), the last used slot is always available and the player can also spawn fresh if he has a dead character or never used slot minimum distance to dead bodies of the same player - calculates the distance to previously died characters of the player (in meters), this will prevent the player from "stacking" two or more characters at the same place (like a base) and switch to another character if one dies There are global config variables for changing the default settings for the restrictions:
    DZE_CharacterSwitchTimeout = 30; // default 30 minutes timeout (0 to disable) DZE_CharacterMinDistance = 1000; // default 1000 meters min distance (0 to disable) You can add those variables to the config section in the init.sqf.
     
    Here a screenshot how it may look like with active restrictions:

    Disabled character slots are displayed with a red disabled button (cannot be pressed) with info text on the button.
    If one or more restrictions apply there is also be an info text displayed at the bottom of the screen.
     
    Note: at the moment there is no automatic timer or anything to count the timeout down, you have to manually press the refresh button to refresh the character data and last login time.
     
     
    Suggestions and ideas welcome. Also for the character selection dialog what do you like to see on there?
  8. Like
    boxman80 reacted to Axe Cop in [Release] Vehicle Service Point (Refuel, Repair, Rearm) [Script]   
    Just made a new script for proper vehicle service points where you are able to refuel, repair and rearm your vehicles! (I could not find a good one, so I did it myself)
    "Proper" meaning everything is done like it should be in Epoch and saved to the database, e.g. the script is really repairing all vehicle parts and not just setting the damage to 0, so it's the same as if you would repair every damaged part yourself.
     
    Main Features:
    dynamic service points where you are able to select the options (default at every fuel station, if you want it's easy to add the epoch fuel pumps so you can build a service point in your base, you can also add vehicles or units if you want, like a NPC trader) you can refuel and repair any vehicle by just sitting inside and get close to a service station (default 10m), then you get the actions menu attached to the vehicle, with rearm you have to be in the gunner seat because only that turret will be rearmed (for all cases the vehicle has to be local to your PC, so your have to be the driver/pilot or are alone in the vehicle) the services don't have to be for free, you can add a price to every option like the traders (e.g. refuel is free but repair would cost 2 gold and rearm 3 10oz gold) dynamic costs based on vehicle type you can also disable any option if you don't want or need it, like disabling the rearm option completely anything important is configurable in one place with config variables (there are comments in the config block, just take a look at the file service_point.sqf)  
    The Installation is pretty simple, it's just a client side script.
    Add this to your init.sqf in the "if (!isDedicated) then { PUT HERE SOMEWHERE (at the end is ok) }" block (so it will only be started on your client and not the server):
    if (!isDedicated) then { // ... some other stuff ... // add the next line somewhere in this block execVM "service_point\service_point.sqf"; }; Download all files from here into a folder "service_point" inside your mission folder: https://github.com/vos/dayz/tree/master/service_point
    If you want to change the path, there is one config variable in the file service_point.sqf called "_folder", you have to change that so it can access the other files needed for the script.
     
    Here a screenshot how it looks like (click on the preview to show a full screenshot with the UAZ DShKM):

     
    Feel free to add features and tell me your ideas. :)
  9. Like
    boxman80 reacted to Poncho in Around 14 hours of work - Tikhaya City   
    Thanks boxman80, I have to say apart from some issues with lag in the area, which are stated and not really a problems with the update but with people's hardware I have not seen or heard of any problems, especially regarding the quality which has always been highly praised, and I have don't know how you could call it messy :S I put a lot of time in to ensure that this was a city and not just a collection of buildings.
     
    As you say it may have been a problem with them not loading between restarts, or maybe it could have been a problem with his client files? Either way thanks for the feedback and the heads up :)
     
     
    Also thanks Rawr, always nice to hear kind words for my efforts :D
  10. Like
    boxman80 got a reaction from amandabif in Bloody Dayz   
    Patial refund for a free mod? Or do you mean War Z?
  11. Like
    boxman80 reacted to BetterDeadThanZed in This is chaos.......discrepancies between .pbo and github   
    You might as well stop trying the update. 1.0.3.1 will be out shortly and you'll need to start all over again. What scares me is the mention of the server file restructuring... 
  12. Like
    boxman80 reacted to ToejaM in [How To] [CPC] Indestructible Bases   
    I would just like to point out that my script is working entirely flawlessly for the new patch (1.0.3) however the line numbers are wrong in some cases but they are easy enough to see where it goes instead by searching for the correct words. All the information you need is in the OP.
  13. Like
    boxman80 reacted to MGT in Wish epoch could get this vehicle addon included   
    Afaik they were on Overwatch and had problems registering damage and they were taken out.
  14. Like
    boxman80 reacted to Axe Cop in [How To] [CPC] Indestructible Bases   
    Check the file on YOUR PC! :D
    "C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead\@DayZ_Epoch\addons\dayz_code.pbo"
     
    I guess we need a FAQ for this questions ^^
  15. Like
    boxman80 reacted to Richie in Definitive working weapons/vehicles list for epoch?   
    Anything i've added to the traders don't show until the next server restart.
    I'm almost positive i read somewhere that Epoch uses Rmod 1.0, you should be able to add almost any weapon that's included with ArmA 2/OA
  16. Like
    boxman80 reacted to PtitFloO in [Multi-Release]Custom Chernarus by PtitFloO   
    Industrial and residential expansion of tchernogorsk
    script name "tchernex.sqf"
     

     
     
    and
     
     
     

     
    City expansion of Kamenka and military checkpoint
    script name "kamenkex.sqf"
     

     
     
    and
     
     

     
    Scrap Yard
    script name "scrapyard.sqf"
     

     
     
    Krasno airstrip
    script name "kranex.sqf"
     

     
     
    And
     

     
    Installation Steps
     
    Step 1
     
    Install the "custom" folder into the root of your MPMission Chernarus.
    http://dayzcom.fr/dayz/custom.rar
     
    Step 2
     
    Put this code at the bottom of your init.sqf file.
     
     
    Save it
     
    biedi files on request only
    Enjoy
  17. Like
    boxman80 reacted to Aidem in 4 types of Side Missions (Events)   
    so i have 4 Events running on my server
    You need remote_messages on your server in order to get the mission popups http://dayzepoch.com/forum/index.php?/topic/1026-server-side-hintglobalchat-fix-deathmsg-fix/

    Download Links

    Military.sqf
    https://www.dropbox.com/s/wr94dil93tnja03/Military.sqf

    Treasure.sqf
    https://www.dropbox.com/s/c6q6re09nxxisol/Treasure.sqf

    Supplyitems.sqf
    https://www.dropbox.com/s/1sarjs76pee92kz/Supplyitems.sqf

    Construction.sqf
    https://www.dropbox.com/s/74xqw68utxpx0qj/Construction.sqf



    Installation Instructions
    in order to get these mission started you need to modify the events in your init.sqf

    Search for EpochEvents = [
    Add these for each mission behind it
    ["any","any","any","any",10,"Military"], ["any","any","any","any",25,"Treasure"], ["any","any","any","any",40,"Supplyitems"], ["any","any","any","any",55,"Construction"], Last thing you need to do is place the files you just made in your server sided pbo in the existing map `modules`


    Disable Hint message System
    Search inside my missions sql`s for:
    // Send Top Right message to users , requires Remote message script _hint = parseText format["<t align='center' color='#0D00FF' shadow='2' size='1.75'>Supply Crate</t><br/><t align='center' color='#ffffff'>UN Agency drops life-saving supplies for Survivors, Check your Map for the Location!</t>"]; customRemoteMessage = ['hint', _hint]; publicVariable "customRemoteMessage"; // Send center message to users //[nil,nil,rTitleText,"UN Agency drops life-saving supplies for Survivors, Check your Map for the Location!", "PLAIN",10] call RE; Change it too
    // Send Top Right message to users , requires Remote message script //_hint = parseText format["<t align='center' color='#0D00FF' shadow='2' size='1.75'>Supply Crate</t><br/><t align='center' color='#ffffff'>UN Agency drops life-saving supplies for Survivors, Check your Map for the Location!</t>"]; //customRemoteMessage = ['hint', _hint]; //publicVariable "customRemoteMessage"; // Send center message to users [nil,nil,rTitleText,"UN Agency drops life-saving supplies for Survivors, Check your Map for the Location!", "PLAIN",10] call RE; This will give you the message in the center of the screen
  18. Like
    boxman80 reacted to JoSchaap in Zombies walking thru walls at preset barn   
    you can keep m out with floor/ceiling :)
     
    just make a wood ceiling on top over the length of your walls and they wont walk inn :)
     
    we converted into a balkony for base defence while at it :P
  19. Like
    boxman80 got a reaction from nedfox in [1.0.2.5] Help no border at Hungry , Combat , Thirsty Icon   
    This is where other indicators would help out such as audio prompts. For example when getting hungry the character could get stomach grumblings, when thirsty he could start panting or something (lol that would be quite funny actually), stuff like that. 
  20. Like
    boxman80 reacted to nedfox in [1.0.2.5] Help no border at Hungry , Combat , Thirsty Icon   
    ^^ I'm colour blind, and the old icons worked far better for me then the new ones.. Not enough contrast. And yes, I have already very good and expensive glasses :)
  21. Like
    boxman80 reacted to Firefly in NWAF Military base   
    Something I am currently getting killed at in my own server. 
     
    Idea behind the base was an early outbreak fortified area based at the airfield complete with refugee area, medical area, barracks, HQ & Comms, Heli landing zone and a vehicle service area.
     
    Please make sure, if you plan to use it, to read the bullet notes below:
    Setup for static weapon emplacements, three on addon. These will kill and kick any who use them without appropriate modification of server files. If you do not want these please delete or comment out objects, 2576, 3837, 2193 and 3847.  At the end of the mission file is a number of spawn in loot boxes. These have a sample cargo used in a previous edit. Cargo can be changed by adding the appropriate class name. Please note if you use them as is, firing the Stinger will result in a kick. You will also need to add the ammo boxes to allowed objects or the server will delete them as part of clean up.  There are a large number of loot spawns in this area, high end military and medical so the boxes are not really needed. They are there to increase the bounty on my server as we tend to lose 4-10 briefcases worth of equipment at this location.  Originally I had planned only two entrances, however, Sarges AI failed to navigate the wall and would stack up against it. So other entrances were added. It should work without AI on populated server just for the loot spawns, plenty of cover, dark areas but good sight lines and ambush potential. For night time it is lit up by ground lights placed at most area entrances and road junctions. These give out enough light for people without NVG to navigate but not enough to blind people with NVG.
     
    To install place the mission file in the required folder, NWAF.SQF, and add this at the end of your Ini file:
    [] ExecVM "*_*\NWAF.sqf"; Where *_* is the folder name where you have placed the file. PBO the mission file back up and upload to your server. 
     
    Mission file can be found here: https://www.dropbox.com/s/syvaenz7fgsn1gz/NWAF.rar
     

  22. Like
    boxman80 reacted to Firefly in NWAF Military base   
    A small addition to Cherno proper. Consisting of a sealed compound with a one road entrance that splits left and right to two compounds. The left hand compound is designed as a vehicle repair type area with heli pad while the left is a military barracks with parade area in front of a commemorative statue. 
     
    Due to having armour on our server the whole compound is tank trapped preventing quick access to most vehicles. The entrance road is also tank trapped but there is enough space to manoeuvre anything up to a Ural in size through the gap. The vehicle will have to slow down and there is the chance of getting caught up on the tank traps creating a good kill zone.
     
    Near the top of the you have the road branches left and right, vehicles will have to enter into the compounds to turn or do a 3 or more point turn to face the entrance slowing them down and creating the second possible kill zone.
     
    At the end of the road inside you have a KORD 12.7mm heavy machine gun facing the entrance, you will have to remove this if you don't want to include these weapons but even without it you gain a position to cover the main entrance while team mates loot. There is also the possibility of two M240 nests on top of the concrete bunkers but these are commented out by default. The nest facing Cherno offers a great position for covering the compound and most of Cherno. 
     
    The whole compound is overlooked by the work in progress building next door, construction crane and hill behind. For the confident sniper the high industrial buildings in central cherno, including the hospital will also provide good vantage points.  
     
    Inside are two possible loot locations, one still active, providing basic gear comment out or delete these as necessary. This was a AI friendly area. Recommend one group placed in the central road on ambush. AI set to ambush place anti-tank mines that are triggered by weight. Most vehicles are safe but Urals and armoured vehicles will set them off. One mine is powerful enough to directly destroy most modules on an Abrams. 
     
    EDIT*
     
    There is an error with the ladders on the concrete bunkers, while they work and won't kill you once you mounted them you climb up them on the side, not sure why. Perhaps I need to play with the ladder type or its a Arma 2 quirk. 
     
    Point two: The green military watch towers "Land_Vez" these you can access, you can also loot while still on the ladder but note if you are planning to go into them run forward immediately after getting off the ladder or you will fall off and break something. This is a problem with the model as far as I can tell and not something I can do anything about. 
     
    Can be found here:
     
    https://www.dropbox.com/s/kowb5k8ctyd56cr/Chernobarracks.rar
     

     

  23. Like
    boxman80 got a reaction from Poncho in Around 14 hours of work - Tikhaya City   
    Fantastic map addition. Good work! 
  24. Like
    boxman80 reacted to Poncho 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!  
  25. Like
    boxman80 reacted to Poncho 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:



×
×
  • Create New...