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Charlatan

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  1. Like
    Charlatan got a reaction from Donnovan in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Ghost of Chernarus
    A map pack specifically made for Epoch
     
     
     
    Hello guys and girls.
    I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones.
     
     
    Features:
    Better protection at Trader Cities Immersive, some pretty eccentric structures Fully modular - each spot is a seperate sqf Hours of optimization work to reduce file size and increase performance Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean) Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances   etc. More alternative versions tailored to your personal wishes, just post em here =)  
    Current Progress:
     
    - Traders -
    Trader City Klen Enhancement:    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Trader City Stary Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Trader City Bash Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Northeast Aircraft Dealer Overhaul "The Boneyard"    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Bandit Trader Overhaul "Cutthroat's Corner"    -    100%     (+Optimization ! )
    Hero Trader Overhaul "Last Home"    -    100%
     
    - Landmarks -
    Willow Lake Castle Ruin: 100%     (+Optimization ! )
    "The Unburied" Battlefield Remnants: 100%     (+Optimization ! )     (+Alternative Versions ! )
     
     
    - Structure Improvements -
    Zelenogorsk - Rehabilitation Center & Warehouses: 100%
    Grishino - Construction Sites : 100%
     
     
     
    Files:
     
    Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar
     
    PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf
     
     
    FAQ:
     
     
    OMG I get an Error Message about "missing content" for "aif1_buildings" or "pook_h13"
    Don't worry, that didn't do any harm. Standard Epoch includes these two files, but they are not used on Chernarus so the Mod does not find them.
    The Readme file included in the download has instructions on page 2 how to remove the error message  !
    You can play without any problems despite getting the error message, btw.
      How do I install this?
    I suggest using the server.pbo, the Readme file has installation instructions !
      Do I need to change/add the traders manually?
    No, the traders and their market stalls all remain unchanged.
      Does the Castle in Klen disappear?
    No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots.  
    Permissions/Credits:
     
    As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;)
    Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team!
  2. Like
    Charlatan got a reaction from Webrene in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Ghost of Chernarus
    A map pack specifically made for Epoch
     
     
     
    Hello guys and girls.
    I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones.
     
     
    Features:
    Better protection at Trader Cities Immersive, some pretty eccentric structures Fully modular - each spot is a seperate sqf Hours of optimization work to reduce file size and increase performance Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean) Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances   etc. More alternative versions tailored to your personal wishes, just post em here =)  
    Current Progress:
     
    - Traders -
    Trader City Klen Enhancement:    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Trader City Stary Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Trader City Bash Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Northeast Aircraft Dealer Overhaul "The Boneyard"    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Bandit Trader Overhaul "Cutthroat's Corner"    -    100%     (+Optimization ! )
    Hero Trader Overhaul "Last Home"    -    100%
     
    - Landmarks -
    Willow Lake Castle Ruin: 100%     (+Optimization ! )
    "The Unburied" Battlefield Remnants: 100%     (+Optimization ! )     (+Alternative Versions ! )
     
     
    - Structure Improvements -
    Zelenogorsk - Rehabilitation Center & Warehouses: 100%
    Grishino - Construction Sites : 100%
     
     
     
    Files:
     
    Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar
     
    PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf
     
     
    FAQ:
     
     
    OMG I get an Error Message about "missing content" for "aif1_buildings" or "pook_h13"
    Don't worry, that didn't do any harm. Standard Epoch includes these two files, but they are not used on Chernarus so the Mod does not find them.
    The Readme file included in the download has instructions on page 2 how to remove the error message  !
    You can play without any problems despite getting the error message, btw.
      How do I install this?
    I suggest using the server.pbo, the Readme file has installation instructions !
      Do I need to change/add the traders manually?
    No, the traders and their market stalls all remain unchanged.
      Does the Castle in Klen disappear?
    No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots.  
    Permissions/Credits:
     
    As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;)
    Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team!
  3. Like
    Charlatan got a reaction from bernie234 in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Ghost of Chernarus
    A map pack specifically made for Epoch
     
     
     
    Hello guys and girls.
    I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones.
     
     
    Features:
    Better protection at Trader Cities Immersive, some pretty eccentric structures Fully modular - each spot is a seperate sqf Hours of optimization work to reduce file size and increase performance Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean) Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances   etc. More alternative versions tailored to your personal wishes, just post em here =)  
    Current Progress:
     
    - Traders -
    Trader City Klen Enhancement:    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Trader City Stary Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Trader City Bash Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Northeast Aircraft Dealer Overhaul "The Boneyard"    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Bandit Trader Overhaul "Cutthroat's Corner"    -    100%     (+Optimization ! )
    Hero Trader Overhaul "Last Home"    -    100%
     
    - Landmarks -
    Willow Lake Castle Ruin: 100%     (+Optimization ! )
    "The Unburied" Battlefield Remnants: 100%     (+Optimization ! )     (+Alternative Versions ! )
     
     
    - Structure Improvements -
    Zelenogorsk - Rehabilitation Center & Warehouses: 100%
    Grishino - Construction Sites : 100%
     
     
     
    Files:
     
    Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar
     
    PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf
     
     
    FAQ:
     
     
    OMG I get an Error Message about "missing content" for "aif1_buildings" or "pook_h13"
    Don't worry, that didn't do any harm. Standard Epoch includes these two files, but they are not used on Chernarus so the Mod does not find them.
    The Readme file included in the download has instructions on page 2 how to remove the error message  !
    You can play without any problems despite getting the error message, btw.
      How do I install this?
    I suggest using the server.pbo, the Readme file has installation instructions !
      Do I need to change/add the traders manually?
    No, the traders and their market stalls all remain unchanged.
      Does the Castle in Klen disappear?
    No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots.  
    Permissions/Credits:
     
    As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;)
    Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team!
  4. Like
    Charlatan got a reaction from PredatoRX91 in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Ghost of Chernarus
    A map pack specifically made for Epoch
     
     
     
    Hello guys and girls.
    I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones.
     
     
    Features:
    Better protection at Trader Cities Immersive, some pretty eccentric structures Fully modular - each spot is a seperate sqf Hours of optimization work to reduce file size and increase performance Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean) Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances   etc. More alternative versions tailored to your personal wishes, just post em here =)  
    Current Progress:
     
    - Traders -
    Trader City Klen Enhancement:    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Trader City Stary Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Trader City Bash Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Northeast Aircraft Dealer Overhaul "The Boneyard"    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Bandit Trader Overhaul "Cutthroat's Corner"    -    100%     (+Optimization ! )
    Hero Trader Overhaul "Last Home"    -    100%
     
    - Landmarks -
    Willow Lake Castle Ruin: 100%     (+Optimization ! )
    "The Unburied" Battlefield Remnants: 100%     (+Optimization ! )     (+Alternative Versions ! )
     
     
    - Structure Improvements -
    Zelenogorsk - Rehabilitation Center & Warehouses: 100%
    Grishino - Construction Sites : 100%
     
     
     
    Files:
     
    Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar
     
    PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf
     
     
    FAQ:
     
     
    OMG I get an Error Message about "missing content" for "aif1_buildings" or "pook_h13"
    Don't worry, that didn't do any harm. Standard Epoch includes these two files, but they are not used on Chernarus so the Mod does not find them.
    The Readme file included in the download has instructions on page 2 how to remove the error message  !
    You can play without any problems despite getting the error message, btw.
      How do I install this?
    I suggest using the server.pbo, the Readme file has installation instructions !
      Do I need to change/add the traders manually?
    No, the traders and their market stalls all remain unchanged.
      Does the Castle in Klen disappear?
    No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots.  
    Permissions/Credits:
     
    As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;)
    Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team!
  5. Like
    Charlatan got a reaction from Slimdickens in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Ghost of Chernarus
    A map pack specifically made for Epoch
     
     
     
    Hello guys and girls.
    I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones.
     
     
    Features:
    Better protection at Trader Cities Immersive, some pretty eccentric structures Fully modular - each spot is a seperate sqf Hours of optimization work to reduce file size and increase performance Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean) Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances   etc. More alternative versions tailored to your personal wishes, just post em here =)  
    Current Progress:
     
    - Traders -
    Trader City Klen Enhancement:    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Trader City Stary Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Trader City Bash Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Northeast Aircraft Dealer Overhaul "The Boneyard"    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Bandit Trader Overhaul "Cutthroat's Corner"    -    100%     (+Optimization ! )
    Hero Trader Overhaul "Last Home"    -    100%
     
    - Landmarks -
    Willow Lake Castle Ruin: 100%     (+Optimization ! )
    "The Unburied" Battlefield Remnants: 100%     (+Optimization ! )     (+Alternative Versions ! )
     
     
    - Structure Improvements -
    Zelenogorsk - Rehabilitation Center & Warehouses: 100%
    Grishino - Construction Sites : 100%
     
     
     
    Files:
     
    Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar
     
    PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf
     
     
    FAQ:
     
     
    OMG I get an Error Message about "missing content" for "aif1_buildings" or "pook_h13"
    Don't worry, that didn't do any harm. Standard Epoch includes these two files, but they are not used on Chernarus so the Mod does not find them.
    The Readme file included in the download has instructions on page 2 how to remove the error message  !
    You can play without any problems despite getting the error message, btw.
      How do I install this?
    I suggest using the server.pbo, the Readme file has installation instructions !
      Do I need to change/add the traders manually?
    No, the traders and their market stalls all remain unchanged.
      Does the Castle in Klen disappear?
    No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots.  
    Permissions/Credits:
     
    As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;)
    Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team!
  6. Like
    Charlatan got a reaction from F507DMT in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    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:
     
    _unit = objNull; if (true) then { _unit = createAgent ["RU_Doctor", [12528.427, 14978.729, 0.068014488], [], 0, "CAN_COLLIDE"];      _unit setPos [12528.427, 14978.729, 0.068014488]; _unit setDir -4.08; _unit setUnitAbility 0.6; // need it???? _unit allowDammage false; _unit disableAI 'FSM'; _unit disableAI 'MOVE'; _unit disableAI 'AUTOTARGET'; _unit disableAI 'TARGET'; _unit setBehaviour 'CARELESS'; _unit forceSpeed 0;_unit enableSimulation false; };
  7. Like
    Charlatan got a reaction from F507DMT in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    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.
     
     
    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.
  8. Like
    Charlatan got a reaction from F507DMT in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Ghost of Chernarus
    A map pack specifically made for Epoch
     
     
     
    Hello guys and girls.
    I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones.
     
     
    Features:
    Better protection at Trader Cities Immersive, some pretty eccentric structures Fully modular - each spot is a seperate sqf Hours of optimization work to reduce file size and increase performance Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean) Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances   etc. More alternative versions tailored to your personal wishes, just post em here =)  
    Current Progress:
     
    - Traders -
    Trader City Klen Enhancement:    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Trader City Stary Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Trader City Bash Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Northeast Aircraft Dealer Overhaul "The Boneyard"    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Bandit Trader Overhaul "Cutthroat's Corner"    -    100%     (+Optimization ! )
    Hero Trader Overhaul "Last Home"    -    100%
     
    - Landmarks -
    Willow Lake Castle Ruin: 100%     (+Optimization ! )
    "The Unburied" Battlefield Remnants: 100%     (+Optimization ! )     (+Alternative Versions ! )
     
     
    - Structure Improvements -
    Zelenogorsk - Rehabilitation Center & Warehouses: 100%
    Grishino - Construction Sites : 100%
     
     
     
    Files:
     
    Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar
     
    PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf
     
     
    FAQ:
     
     
    OMG I get an Error Message about "missing content" for "aif1_buildings" or "pook_h13"
    Don't worry, that didn't do any harm. Standard Epoch includes these two files, but they are not used on Chernarus so the Mod does not find them.
    The Readme file included in the download has instructions on page 2 how to remove the error message  !
    You can play without any problems despite getting the error message, btw.
      How do I install this?
    I suggest using the server.pbo, the Readme file has installation instructions !
      Do I need to change/add the traders manually?
    No, the traders and their market stalls all remain unchanged.
      Does the Castle in Klen disappear?
    No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots.  
    Permissions/Credits:
     
    As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;)
    Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team!
  9. Like
    Charlatan got a reaction from ElDubya in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Ghost of Chernarus
    A map pack specifically made for Epoch
     
     
     
    Hello guys and girls.
    I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones.
     
     
    Features:
    Better protection at Trader Cities Immersive, some pretty eccentric structures Fully modular - each spot is a seperate sqf Hours of optimization work to reduce file size and increase performance Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean) Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances   etc. More alternative versions tailored to your personal wishes, just post em here =)  
    Current Progress:
     
    - Traders -
    Trader City Klen Enhancement:    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Trader City Stary Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Trader City Bash Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Northeast Aircraft Dealer Overhaul "The Boneyard"    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Bandit Trader Overhaul "Cutthroat's Corner"    -    100%     (+Optimization ! )
    Hero Trader Overhaul "Last Home"    -    100%
     
    - Landmarks -
    Willow Lake Castle Ruin: 100%     (+Optimization ! )
    "The Unburied" Battlefield Remnants: 100%     (+Optimization ! )     (+Alternative Versions ! )
     
     
    - Structure Improvements -
    Zelenogorsk - Rehabilitation Center & Warehouses: 100%
    Grishino - Construction Sites : 100%
     
     
     
    Files:
     
    Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar
     
    PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf
     
     
    FAQ:
     
     
    OMG I get an Error Message about "missing content" for "aif1_buildings" or "pook_h13"
    Don't worry, that didn't do any harm. Standard Epoch includes these two files, but they are not used on Chernarus so the Mod does not find them.
    The Readme file included in the download has instructions on page 2 how to remove the error message  !
    You can play without any problems despite getting the error message, btw.
      How do I install this?
    I suggest using the server.pbo, the Readme file has installation instructions !
      Do I need to change/add the traders manually?
    No, the traders and their market stalls all remain unchanged.
      Does the Castle in Klen disappear?
    No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots.  
    Permissions/Credits:
     
    As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;)
    Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team!
  10. Like
    Charlatan got a reaction from speaR in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Ghost of Chernarus
    A map pack specifically made for Epoch
     
     
     
    Hello guys and girls.
    I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones.
     
     
    Features:
    Better protection at Trader Cities Immersive, some pretty eccentric structures Fully modular - each spot is a seperate sqf Hours of optimization work to reduce file size and increase performance Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean) Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances   etc. More alternative versions tailored to your personal wishes, just post em here =)  
    Current Progress:
     
    - Traders -
    Trader City Klen Enhancement:    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Trader City Stary Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Trader City Bash Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Northeast Aircraft Dealer Overhaul "The Boneyard"    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Bandit Trader Overhaul "Cutthroat's Corner"    -    100%     (+Optimization ! )
    Hero Trader Overhaul "Last Home"    -    100%
     
    - Landmarks -
    Willow Lake Castle Ruin: 100%     (+Optimization ! )
    "The Unburied" Battlefield Remnants: 100%     (+Optimization ! )     (+Alternative Versions ! )
     
     
    - Structure Improvements -
    Zelenogorsk - Rehabilitation Center & Warehouses: 100%
    Grishino - Construction Sites : 100%
     
     
     
    Files:
     
    Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar
     
    PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf
     
     
    FAQ:
     
     
    OMG I get an Error Message about "missing content" for "aif1_buildings" or "pook_h13"
    Don't worry, that didn't do any harm. Standard Epoch includes these two files, but they are not used on Chernarus so the Mod does not find them.
    The Readme file included in the download has instructions on page 2 how to remove the error message  !
    You can play without any problems despite getting the error message, btw.
      How do I install this?
    I suggest using the server.pbo, the Readme file has installation instructions !
      Do I need to change/add the traders manually?
    No, the traders and their market stalls all remain unchanged.
      Does the Castle in Klen disappear?
    No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots.  
    Permissions/Credits:
     
    As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;)
    Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team!
  11. Like
    Charlatan got a reaction from TheRockGaming in Ghost of Chernarus Map Pack finally finished !   
    Heya,
     
    I just wanted to announce here that my map-pack project "Ghost of Chernarus" is no longer WIP., the planned maps are finally finished.
    There is still another part that will be made, a large A.I. Stronghold to be exact, but its not directly part of that Map Pack.
     
    Since I am only mapping here, I'm searching people well-versed in the setup of custom AI guards and/or database-compatible vehicles.
     
     
    Here's the links:
     
    Map-Pack Overview and Screenshots: http://www.charlatan.at/DayZ/GOC.pdf
     
    The Map-Pack: http://www.charlatan.at/DayZ/GOC.rar
     
    The old WIP Topic:
     
     
    Feel free to send me a P.M. if you are interested and can:
     
    => Set up proper NPC enemies both stationary and patrolling
     
    or
     
    => Know how to add editor-placed vehicles to the database so they don't explode
  12. Like
    Charlatan got a reaction from Novuhz in Ghost of Chernarus Map Pack finally finished !   
    Heya,
     
    I just wanted to announce here that my map-pack project "Ghost of Chernarus" is no longer WIP., the planned maps are finally finished.
    There is still another part that will be made, a large A.I. Stronghold to be exact, but its not directly part of that Map Pack.
     
    Since I am only mapping here, I'm searching people well-versed in the setup of custom AI guards and/or database-compatible vehicles.
     
     
    Here's the links:
     
    Map-Pack Overview and Screenshots: http://www.charlatan.at/DayZ/GOC.pdf
     
    The Map-Pack: http://www.charlatan.at/DayZ/GOC.rar
     
    The old WIP Topic:
     
     
    Feel free to send me a P.M. if you are interested and can:
     
    => Set up proper NPC enemies both stationary and patrolling
     
    or
     
    => Know how to add editor-placed vehicles to the database so they don't explode
  13. Like
    Charlatan got a reaction from cring0 in Ghost of Chernarus Map Pack finally finished !   
    Heya,
     
    I just wanted to announce here that my map-pack project "Ghost of Chernarus" is no longer WIP., the planned maps are finally finished.
    There is still another part that will be made, a large A.I. Stronghold to be exact, but its not directly part of that Map Pack.
     
    Since I am only mapping here, I'm searching people well-versed in the setup of custom AI guards and/or database-compatible vehicles.
     
     
    Here's the links:
     
    Map-Pack Overview and Screenshots: http://www.charlatan.at/DayZ/GOC.pdf
     
    The Map-Pack: http://www.charlatan.at/DayZ/GOC.rar
     
    The old WIP Topic:
     
     
    Feel free to send me a P.M. if you are interested and can:
     
    => Set up proper NPC enemies both stationary and patrolling
     
    or
     
    => Know how to add editor-placed vehicles to the database so they don't explode
  14. Like
    Charlatan got a reaction from Glenn in Ghost of Chernarus Map Pack finally finished !   
    Heya,
     
    I just wanted to announce here that my map-pack project "Ghost of Chernarus" is no longer WIP., the planned maps are finally finished.
    There is still another part that will be made, a large A.I. Stronghold to be exact, but its not directly part of that Map Pack.
     
    Since I am only mapping here, I'm searching people well-versed in the setup of custom AI guards and/or database-compatible vehicles.
     
     
    Here's the links:
     
    Map-Pack Overview and Screenshots: http://www.charlatan.at/DayZ/GOC.pdf
     
    The Map-Pack: http://www.charlatan.at/DayZ/GOC.rar
     
    The old WIP Topic:
     
     
    Feel free to send me a P.M. if you are interested and can:
     
    => Set up proper NPC enemies both stationary and patrolling
     
    or
     
    => Know how to add editor-placed vehicles to the database so they don't explode
  15. Like
    Charlatan got a reaction from raymix in Ghost of Chernarus Map Pack finally finished !   
    Heya,
     
    I just wanted to announce here that my map-pack project "Ghost of Chernarus" is no longer WIP., the planned maps are finally finished.
    There is still another part that will be made, a large A.I. Stronghold to be exact, but its not directly part of that Map Pack.
     
    Since I am only mapping here, I'm searching people well-versed in the setup of custom AI guards and/or database-compatible vehicles.
     
     
    Here's the links:
     
    Map-Pack Overview and Screenshots: http://www.charlatan.at/DayZ/GOC.pdf
     
    The Map-Pack: http://www.charlatan.at/DayZ/GOC.rar
     
    The old WIP Topic:
     
     
    Feel free to send me a P.M. if you are interested and can:
     
    => Set up proper NPC enemies both stationary and patrolling
     
    or
     
    => Know how to add editor-placed vehicles to the database so they don't explode
  16. Like
    Charlatan got a reaction from Mr.Exodus in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    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 :)
     
    http://www.charlatan.at/DayZ/BSI%20WIP%20Files.rar
  17. Like
    Charlatan got a reaction from mcgough in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Ghost of Chernarus
    A map pack specifically made for Epoch
     
     
     
    Hello guys and girls.
    I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones.
     
     
    Features:
    Better protection at Trader Cities Immersive, some pretty eccentric structures Fully modular - each spot is a seperate sqf Hours of optimization work to reduce file size and increase performance Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean) Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances   etc. More alternative versions tailored to your personal wishes, just post em here =)  
    Current Progress:
     
    - Traders -
    Trader City Klen Enhancement:    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Trader City Stary Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Trader City Bash Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Northeast Aircraft Dealer Overhaul "The Boneyard"    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Bandit Trader Overhaul "Cutthroat's Corner"    -    100%     (+Optimization ! )
    Hero Trader Overhaul "Last Home"    -    100%
     
    - Landmarks -
    Willow Lake Castle Ruin: 100%     (+Optimization ! )
    "The Unburied" Battlefield Remnants: 100%     (+Optimization ! )     (+Alternative Versions ! )
     
     
    - Structure Improvements -
    Zelenogorsk - Rehabilitation Center & Warehouses: 100%
    Grishino - Construction Sites : 100%
     
     
     
    Files:
     
    Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar
     
    PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf
     
     
    FAQ:
     
     
    OMG I get an Error Message about "missing content" for "aif1_buildings" or "pook_h13"
    Don't worry, that didn't do any harm. Standard Epoch includes these two files, but they are not used on Chernarus so the Mod does not find them.
    The Readme file included in the download has instructions on page 2 how to remove the error message  !
    You can play without any problems despite getting the error message, btw.
      How do I install this?
    I suggest using the server.pbo, the Readme file has installation instructions !
      Do I need to change/add the traders manually?
    No, the traders and their market stalls all remain unchanged.
      Does the Castle in Klen disappear?
    No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots.  
    Permissions/Credits:
     
    As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;)
    Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team!
  18. Like
    Charlatan got a reaction from HisShadow in Ghost of Chernarus Map Pack finally finished !   
    Heya,
     
    I just wanted to announce here that my map-pack project "Ghost of Chernarus" is no longer WIP., the planned maps are finally finished.
    There is still another part that will be made, a large A.I. Stronghold to be exact, but its not directly part of that Map Pack.
     
    Since I am only mapping here, I'm searching people well-versed in the setup of custom AI guards and/or database-compatible vehicles.
     
     
    Here's the links:
     
    Map-Pack Overview and Screenshots: http://www.charlatan.at/DayZ/GOC.pdf
     
    The Map-Pack: http://www.charlatan.at/DayZ/GOC.rar
     
    The old WIP Topic:
     
     
    Feel free to send me a P.M. if you are interested and can:
     
    => Set up proper NPC enemies both stationary and patrolling
     
    or
     
    => Know how to add editor-placed vehicles to the database so they don't explode
  19. Like
    Charlatan reacted to Flattermann in Ghost of Chernarus Map Pack finally finished !   
    you sir are a genius
  20. Like
    Charlatan reacted to Saizyn in Ghost of Chernarus Map Pack finally finished !   
    That is absolutely beautiful.
  21. Like
    Charlatan got a reaction from Saizyn in Ghost of Chernarus Map Pack finally finished !   
    Heya,
     
    I just wanted to announce here that my map-pack project "Ghost of Chernarus" is no longer WIP., the planned maps are finally finished.
    There is still another part that will be made, a large A.I. Stronghold to be exact, but its not directly part of that Map Pack.
     
    Since I am only mapping here, I'm searching people well-versed in the setup of custom AI guards and/or database-compatible vehicles.
     
     
    Here's the links:
     
    Map-Pack Overview and Screenshots: http://www.charlatan.at/DayZ/GOC.pdf
     
    The Map-Pack: http://www.charlatan.at/DayZ/GOC.rar
     
    The old WIP Topic:
     
     
    Feel free to send me a P.M. if you are interested and can:
     
    => Set up proper NPC enemies both stationary and patrolling
     
    or
     
    => Know how to add editor-placed vehicles to the database so they don't explode
  22. Like
    Charlatan reacted to velvetchaos381 in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Arghh...i was following Ventana's post #138...
     
    "First, open each map .sqf and comment out the following code with // :
    //if (isServer) then //{ and the }; at the very bottom of your .sqf file.
     
    //};
     
    When you're done upload the files to your building folder.
     
    1. Go to your dayz_server folder. 
    2. Open the system folder.
    3. Open up server_monitor.sqf.
     
    Search for //Set the time block and add the following code at the end of the time block
    or
    search for //Stream in objects and enter the code directly above this block:
    //Custom Buildings
    Enter this code:
    call compile preProcessFileLineNumbers "\z\addons\dayz_server\Buildings\yourfilename.sqf"; Change "yourfilename.sqf" to whatever you named the file.  Repeat for all the files you want to add. Ive done this and it works 100% on my Epoch 1.0.2.5 server...." I also tried this in the server_functions.sqf just like was outlined by Charlatan and it didnt work.  ive tried it with the "[] execVM" and just "execVM"  at the very bottom of my server_functions.sqf and when my server loads, nothing is changed.  i cant figure out whats wrong.  ive tried cpbo, pbo manager and eleteness to pack my pbo's and all 3 have the same result....it doesnt work.  so i have no idea what im doing wrong. 
     
    here is a link to my server and mission pbo's
    https://www.dropbox.com/sh/dfea0bix0hprduy/XPxAtNmozx
     
    maybe someone can figure out what the problem is?
     
    thanks
     
     
    EDIT:
    ok, I have tried every method mentioned on this forum to get this script to work and finally got it to work but, not using any method listed here.  Heres how i got it to work.  I took each seperate .sqf and removed them from the folder "Maps" because for some reason, when I had them in the folder, nothing worked.  I then placed all the .sqf files inside my mission pbo.  then under the "if (!isDedicated) then {"  I did this:
     
    if (!isDedicated) then {
        execVM "GOC_TE_stary.sqf";
        execVM "GOC_TE_bash.sqf",
        execVM "GOC_TE_btcc.sqf",
        execVM "GOC_TE_htlh.sqf",
        execVM "GOC_TE_klen.sqf",
        execVM "GOC_TE_neaf.sqf",
        //Conduct map operations
        0 fadeSound 0;
        waitUntil {!isNil "dayz_loadScreenMsg"};
        dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
     
    Ive gotten no errors from my RPT log and I have logged in and out of my server, shut it down and restarted 10 times and every new map addition is on my server and running stable so far.  I dont know why any of the other methods didnt work except this one.  Not sure if it makes a difference, but my server host is Survival Servers.
     
    So, not sure if this is the "correct" way to do it but it seems to be working for me.
    Now, if I could get build snapping, evac heli, heli tow and lift and a few other scripts to work...I would be a happy camper!   :wub:
     
    Thanks
  23. Like
    Charlatan got a reaction from Flattermann in Ghost of Chernarus Map Pack finally finished !   
    Heya,
     
    I just wanted to announce here that my map-pack project "Ghost of Chernarus" is no longer WIP., the planned maps are finally finished.
    There is still another part that will be made, a large A.I. Stronghold to be exact, but its not directly part of that Map Pack.
     
    Since I am only mapping here, I'm searching people well-versed in the setup of custom AI guards and/or database-compatible vehicles.
     
     
    Here's the links:
     
    Map-Pack Overview and Screenshots: http://www.charlatan.at/DayZ/GOC.pdf
     
    The Map-Pack: http://www.charlatan.at/DayZ/GOC.rar
     
    The old WIP Topic:
     
     
    Feel free to send me a P.M. if you are interested and can:
     
    => Set up proper NPC enemies both stationary and patrolling
     
    or
     
    => Know how to add editor-placed vehicles to the database so they don't explode
  24. Like
    Charlatan reacted to ethan123war in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    When is the Ai strong holds going to be complete i cant wait no more to see them? :D  :D
  25. Like
    Charlatan reacted to karamell in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    its gone take some time before Bleeding Sun Island is released i belive hes not done adding items to it and after that he has to optimize it
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