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sam_ last won the day on May 7 2021

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  1. Update :) -Added "Decimal Places" option to determine how many decimal places are used eg. (3 -> 3.141) or (5 -> 3.14159) -Added "Copy to Clipboard" button to copy current output to clipboard -Added "Normalize Direction" converts all directional values to be between 0-360 -Fixed regional floating point formatting -Fixed bug causing the last object to be discarded Download: https://github.com/sam563/MissionSQFManager/releases/tag/1.2
  2. Mission SQF Manager Update -Added ability to discard vehicles (objects and vehicles now handled uniquely) - Thanks to AirwavesMan for uploading list of vehicles for epoch 1.0.7-Fixed relative position not updating when a new file is loaded-Added button to automatically set the relative position to the center of all objects (primarily as a way to revert user inputted relative position)-Changed default preset-Filter checkboxes now only enabled when there is more than 0 objects of their type Download: https://github.com/sam563/MissionSQFManager/releases/tag/1.1
  3. Thanks, let me know if you run into any issues or if there is anything else you would like to see added to it.
  4. MissionSQFManager Download: https://github.com/sam563/MissionSQFManager/releases/tag/1.2 Video Preview: Tools for managing Arma generated SQF mission files to make the creation of custom map addons and custom missions easier. Output Formats Formatted SQF Biedi SQM Features User inputted formatting of SQF including prefix and suffix lines. Presets that predetermine almost all options defined in and expandable from the config. Option to automatically sort objects by their classname Option to replace object classnames from the config (This is primarily for switching map_eu classnames with their lootable and standard Arma counterparts). Option for converting all positions to positions relative to either a user inputted position, or an automatically determined point (the center point of all objects) Options to filter out Units, Vehicles and Objects
  5. Edited, thanks for letting me know! :D
  6. Prisoner Zombie: https://imgur.com/a/kCnr595 Install: Download (142 KB) overall_prison_co.paa Put the .paa into a folder on your mission file named textures Example: YourMissionFileName.Map\textures\overall_prison_co.paa In your custom compiles add the line: zombie_generate = compile preprocessFileLineNumbers "dayz_code\compile\zombie_generate.sqf"; into if (!isDedicated) then { From the Epoch client copy: dayz_code\compile\zombie_generate.sqf to: MPMissions\YourMissionFileName.Map\dayz_code\compile\zombie_generate.sqf In your zombie_generate.sqf find the line: _agent = createAgent [_type, _position, [], _radius, "CAN_COLLIDE"]; directly below it add: if (_type == "z_worker2") then { _agent setVehicleInit "this setObjectTexture [0, ""textures\overall_prison_co.paa""];"; processInitCommands; }; Note: If you want to edit where the zombie can spawn redirect your CfgLoot to your mission file and edit the files in: Configs\CfgLoot\Buildings Add/Remove "z_worker2" in zombieClass in whichever building.hpp you want to enable/disable this zombie type from spawning in I prefer to have this guy only spawn in military zones :) Remember to edit battleye filters
  7. https://youtu.be/b-MtH3sAKvU Download Link https://github.com/sam563/map/blob/master/skalka.sqf Before https://imgur.com/FAxEtFH After https://i.imgur.com/wDCll41_d.jpg?maxwidth=640&shape=thumb&fidelity=medium HOW TO INSTALL add map\skalka.sqf to your mission file In your init.sqf in if (isServer) then { add the line: call compile preprocessFileLineNumbers "map\skalka.sqf"; INFO To disable vehicle wrecks, dead bodies, tents etc... to fit better into epoch change: _apocalyptic = true; to _apocalyptic = false;
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