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Posts posted by Charlatan
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(+Optimization ! ) - what is optimized?
My note "+Optimization !" means that I looked through all objects manually and mostly deleted unnecessary numbers/digits/lines. Also, it means I checked through most places to look for clipping / collision problems.
_vehicle_22 = objNull;
if (true) then
{
_this = createVehicle ["Land_GuardShed", [14300.908, 12412.609, -0.16525249], [], 0, "CAN_COLLIDE"];
_vehicle_22 = _this;
_this setDir 269.04272;
_this setPos [14300.908, 12412.609, -0.16525249];
};
If you use the code above, it will only work with small .sqf files.
If your map is larger, it causes errors for the server, going as far as to spawn objects wrongly, and even stop spawning any new objects at some point. Why this happens, I can only guess, but I think it collides with the server vehicle limit at some point.
For example, if you write the map code using _vehicle_ , my Trader City: Klen would cause errors when the server starts and only spawn less than half of the objects, with many spawning with the wrong rotation etc. But defining the objects as _bldObj works flawlessly - it will not cause errors unless something else interrupts.
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Thanks Slimdickens, unfortunately nobody has approached me as of yet.
But: There MUST be a lot of people who still have the files. According to my webspace statistics, GOC.rar was downloaded over 6900 times in the first 6 months, and a lot of time has passed since then. This statistic showed all downloads, not unique IPs, but still, there must have been a lot of users.
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Hey man it's in the mission.sqf on your sever
Heya Recon!
I don't have an Epoch Server anymore ;)
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Oi there !
Here's a taste of my typical luck:
My webspace upgrade deleted the old files AND my backup HDD conveniently stopped working right at this moment.
So I am left with an outdated version of my own work, which is problematic when I want to return to Epoch for more. Also, people can't download the recent version atm.
If anyone has the most recent files, could they rar them and upload them somewhere?
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Unfortunately not, only a concept to test if the wood walkways are accepted by the AI :/
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First off I want to say thank you for the awesome additions. I have the maps working through the mission file fine, but end up with a large mission file. When I try to add it in the dayz_server.pbo, I make a folder called Maps and call the execvm....
In the server functions sqf and the buildings dont spawn. It reports in the rpt that it cant find the maps
Heya messeduprex !
Hm I've seen that before. What's your server host ?
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I understand exactly what you mean, the problems that certain game mechanics and editor mechanics pose were the main reason this project took many many hours to complete, and also why BSI, while actually next-to-finished, only exists as Editor-Files with only 1 platform finished for Server use.
Thanks for the kind words, enjoyment is exactly what I intended :>
@ Everyone
As said above - the BSI WIP Files can be fired up in the Editor at any time. If you are curious what would have come to you, or want to give it a go yourself to convert them to a server-compatible format, feel free ! It'd be a pity if its never used at all just because my timescale is narrow.
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Hello people !
Unfortunately I have to let you know that the additional content of BSI simply doesn't fit into my timescale at the moment, and support for the required AI is lacking. If Arma2 Epoch endures, i'll definitely look into it again.
It's far more likely that i'll take this to Arma3 Epoch however once the resources are advanced enough.
BSI was never official part of Ghost of Chernarus Map pack and started due to high demand - for GOC I'll ofc still work on fixing errors and all.
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Heya Traesket, thanks for the feedback !
These two issues were new to me :o I will look into the building at the Hero Trader, but I can't reproduce the error with the stairs at Trader City Bash.
With middle, do you mean the middle of each of the two stairs, or the wooden bar between them ?
For NPC tips, not yet unfortunately, its a whole different type of work :O
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The "MAP_nav_pier" objects in the Water Category are the largest flat concrete ground objects there are.
If you want rough dirt ground there are the "MAP_dirthump" in Misc
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so do i add each BS part as a separate file? so I would have
Blah_Blah_Blah_Blah_BS01
Blah_Blah_Blah_Blah_BS02
Blah_Blah_Blah_Blah_BS03
Blah_Blah_Blah_Blah_BS04
Blah_Blah_Blah_Blah_BS05
as individual lines at the bottom of my Server_Function listed (with five .sqf's in the Map folder relating to each one?)
or are they just updates of each other?
Woah, no, don't add them to your server.
These are the Work-In-Progress maps from the Arma2 Editor, they are not exactly compatible with DayZ ingame. I uploaded them since people repeatedly offered to help optimizing :)
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Thanks ^^
About BSI I'll repeatedly update to show the Work-In-Progress instead of just throwing out the whole thing once its done.
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I think this belongs here: http://epochmod.com/forum/index.php?/forum/38-epoch-custom-bases/
Hah, yeah, kinda silly of me but I thought the "Custom Bases" section is there to show in-game creations.
When i add all of this to my server I just get Waiting for Host when starting up the game, Any ideas?
Willing to pay someone to sort it out for me :)
Add me on skype
Jmole93
That is pretty common to appear occasionally ! After the first start I usually get Waiting for Host for ~30s longer than usual.
Phenomenal work! Puts to shame the map editor work I've done :-P Question for you: How did you rotate/tilt the objects in the map editor? I'm referring to things like wooden pallets tilted at 45-degree angles to form ramps, like those on the hangar roof in the Boneyard (and other places), and the vehicle wrecks tilted at different angles. I know how to use Shift and Alt to change x/y/z axis, but how do you *tilt* objects?? Please tell me you didn't have to manually change the lines of code in the mission file(!)
I'd like to know too !
In editor's normal controls you can only rotate an object around the Z Axis. To rotate the objects like I did, you have to apply rotation in the form of Vector Data. This can be done with this setVectorDirAndUp[[x,y,z],[x,y,z]];
PS: Yes the trial & error + exact placement related to this in the Arma2 Editor was a real pain. Some maps are littered with unusually rotated objects.
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is it best to put these in the Server PBO rather than the Mission PBO?
Basically yes, though as with all map additions, there is the problem of A.I. Bots not recognizing the structures.
A method to circumvent this was posted here recently though :)
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Since this has been asked before, and my current availability of time creates so many delays, I've uploaded the raw Work-In-Progress map files of BSI.
This doesn't mean I'm stopping , just that people can look/use/optimize them too :)
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The bad news is the second and further platforms have vastly more objects and will take a bit still
The good news is I think I have finally eliminated even the last typical error in the transition between Arma2 Editor and a working .sqf.
If I am not mistaken there, I finally know when and how it happens that objects are positioned differently ingame for no apparent reason.
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Thanks, but ahead of you there, it's fixed already in my local version, just didn't upload it yet ;)
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Thanks for the report oshydaka !
That is really strange. The Ramp and the Tent look different on my test-server. The objects aren't supposed to be so jumbled about.
Setting up the new Issue List:
The ladders at the harbor loading bay are too low and cannot be used from below4 Objects: 2x Pier Platform, 2x CnCBlock Wall are misplaced for unknown reasons.2 Transport containers in the loading bay are floatingThe walls around the industrial hangar clip a bitOverlapping model faces near the stairs upwardsLoot Boxes temporarily disabled as they cause errors-
Bouncing Tire at the low harbor (Error found, fix coming soon)
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Floating Box at the Ramparts (Error found, fix coming soon)
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Ramp Pillar misplacement (Error found, fix coming soon)
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Tent crates jumbled about. (Error found, fix coming soon)
- Some Zombies seem to spawn, whereas DayZ Code should prevent zombies and loot over the ocean... and I used no zombiefied objects.
This could be caused by the somewhat recent Epoch Addition spawning Zombies near wrecks, in that case it can't be changed.
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Update - 17.05.2014 19:08
The last known error with the first Section of BSI is fixed too. I uploaded the updated file. Moving on to Section 02 !
Loot Boxes temporarily disabled as they cause errors
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Update - 17.05.2014 18:34
Most errors in the first Platform have been fixed:
Upload of the new File coming soon.
The ladders at the harbor loading bay are too low and cannot be used from below4 Objects: 2x Pier Platform, 2x CnCBlock Wall are misplaced for unknown reasons.2 Transport containers in the loading bay are floatingThe walls around the industrial hangar clip a bitOverlapping model faces near the stairs upwards
- Loot Boxes temporarily disabled as they cause errors
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I get some error if i put that Heroe Trader Stuff in - aif_arma2buildings or kinda like that.
Mission Dowloadable content blabla.
I removed the AIF Buildings but it seems that they are really usefull and some buildings just floating in air now
The error message is cosmetical only don't worry. The included Readme has a guide how to fix it !
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I have added a Progress-Map at the Opening Post that should clarify things for everyone.
Puttin' it here too:
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Oh BTW, testing the Bleeding Sun Island, i've seen taht there is missing a part of the island i think.
There is some sort of "bridge" going up with lights on it, but lead to nothing
Yes, this is only platform 01 / 05 as said above.
Edited the post to clarify ^^
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This pack is freaking awesome.
My good sir, you have my beans !
I really like your work btw, I use it on my server too.
Thanks guys, stay tuned for more ;)
Preview: Ghost of Chernarus Epoch-Specific Map Pack
in A2: Custom Bases (1.0.5.1)
Posted
Objects, Structures, Decoration, Trees, anything not mobile, it's better to use _bldObj
4 things:
1. You know you have to add soldiers to the mission file directly, yes? It won't work in a .sqf
2. For some reason, the game automatically saves these blocks with Position set a second time with setPos, it is missing in your example? IF your object MUST be placed absolutely exact, it makes sense to use it
3. If you keep this setPos that normally is there, you have to put any setDir and setVectorUP and setVectorDirAndUP afterwards, because if you use setPos or setPosASL, the rotation is reset to default.
4. setUnitAbility it doesn't matter what you set there, but the game will want SOME value.
5. Careful, I never created soldiers / AI units myself, but this should work anyway.
Here's how the block should place the soldier exactly as it should: