gunnar
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Posts posted by gunnar
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tried to start this 2 times, always the same, loading and nothing happens, cant kill the process via Task Manager and Process Explorer. had to restart the computer
OS win7 x64, .net fx is installed
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delete the folder maps from the missions folder, you dont need this
copy kraemerepoch.sqf in the Maps folder (below the init folder)
add to your server_functions.sqf
execVM "\z\addons\dayz_server\maps\kraemerepoch.sqf";
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Remove the code please....
The Tutorial on first page has errors! But its self explaining.
If you look at the execVM part in your server_functions, youll see your mistake...
You pu a file named kraemerepoch.sqf in missions\maps folder in your server.pbo and you try to exec this file with missions\mapedit.sqf?
The first error is also obvious... The process cannot access the file
I'll always help, but this is a joke for me, try to learn the OS basics.
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Try to change the lines:
from:
_bldObj setDir -106.04213; _bldObj setPos [13588.283, 2879.6711, -0.0001335144];
to:
_bldObj setPos [13588.283, 2879.6711, -0.0001335144]; _bldObj setDir -106.04213;
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Yes they respawn after 1 Hour, but you can easy change it in your SAR:cfg_grps_chernarus.sqf
change:
// Zone Alpha [SAR_patrol_zone_alpha_inf_1,3,0,8,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_2,3,3,7,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_3,3,2,7,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_4,3,3,4,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_5,3,4,7,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_6,3,4,8,"fortify",true,3600] call SAR_AI; to // Zone Alpha [SAR_patrol_zone_alpha_inf_1,3,0,8,"patrol",false] call SAR_AI; [SAR_patrol_zone_alpha_inf_2,3,3,7,"patrol",false] call SAR_AI; [SAR_patrol_zone_alpha_inf_3,3,2,7,"patrol",false] call SAR_AI; [SAR_patrol_zone_alpha_inf_4,3,3,4,"patrol",false] call SAR_AI; [SAR_patrol_zone_alpha_inf_5,3,4,7,"patrol",false] call SAR_AI; [SAR_patrol_zone_alpha_inf_6,3,4,8,"fortify",false] call SAR_AI;
so the AI will not respawn.
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Use M on your Keyboard in 3D Editor.
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@ Ranoko yes its correct.
- replace _vehicle_19 with _bldObj
- delete line _vehicle_19 = _this;
- replace _this with _bldObj
Final result looks like:
_bldObj = objNull; if (true) then { _bldObj = createVehicle ["Concrete_Wall_EP1", [7936.5615, 13740.813, 0.00021362305], [], 0, "CAN_COLLIDE"]; _bldObj setDir -69.370018; _bldObj setPos [7936.5615, 13740.813, 0.00021362305]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Concrete_Wall_EP1", [7935.1016, 13737.817, 0.00012207031], [], 0, "CAN_COLLIDE"]; _bldObj setDir -58.284298; _bldObj setPos [7935.1016, 13737.817, 0.00012207031]; };
@Aristoi use the 2D Editor to select small Objects
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Hi, yes building will spawn loot. :)
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- Bartjelol, joaozz and SMiiTHERS42x
- 3
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Hi, how do I add a text marker to the map to show along with the circle marker?
Thanks
like this:
_myMarker1 = createMarker ["_myMarker1", [13100,3960]]; // Location of Marker _myMarker1 setMarkerText "my Text here"; // Marker Text _myMarker1 setMarkerType "City"; // for all supported icons read: http://community.bistudio.com/wiki/cfgMarkers _myMarker1 setMarkerColor "ColorBlack"; // for all supported colors read: http://community.bistudio.com/wiki/setMarkerColor _myMarker2 = createMarker ["_myMarker2", [13100,3960]]; _myMarker2 setMarkerColor "ColorRed"; _myMarker2 setMarkerShape "ELLIPSE"; // for all supported shapes read: http://community.bistudio.com/wiki/setMarkerShape _myMarker2 setMarkerBrush "Grid"; // for all supported brushes read: http://community.bistudio.com/wiki/setMarkerBrush _myMarker2 setMarkerAlpha 0.5; // transparency 0.0 - 1.0 _myMarker2 setMarkerSize [250,250]; // Marker size
creates 2 markers near Skalisty and Kamyshovo
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Here is an example:
save as myLoot.sqf
if (isServer) then { _vehicle_999999 = objNull; if (true) then { _this = createVehicle ["TKVehicleBox_EP1", [8000.0,10000.0], [], 0, "CAN_COLLIDE"]; _vehicle_999999 = _this; _this setDir 20; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addWeaponCargoGlobal ["NVGoggles",1]; _this addWeaponCargoGlobal ["MakarovSD",1]; _this addWeaponCargoGlobal ["G36K_camo",1]; _this addMagazineCargoGlobal ["MortarBucket",1]; _this addMagazineCargoGlobal ["PartGeneric",1]; _this addMagazineCargoGlobal ["8Rnd_9x18_MakarovSD",10]; _this addMagazineCargoGlobal ["ItemGoldBar10oz",1]; }; };
add to init.sqf
[] ExecVM "myLoot.sqf";
dont forget to edit the spawn location -> 8000.0,10000.0
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Hi, the items spawn in big crates near the 2nd crashed plane and 1 crate inside the barracks.
Thats the AI runs thru walls, yeah i noticed that too, have no fix for this.
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Have with all Char-IDs a total of 9k Zombie Kills, im using mostly the DMR and a headshot always kills them instantly. Cant confirm this "bug", maybe server laggs?
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reinstall the PBO Manager, i had the same problem.
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A small example for loot:
if (isServer) then { _vehicle_999991 = objNull; if (true) then { _this = createVehicle ["TKVehicleBox_EP1", [7909.4,13691.2], [], 0, "CAN_COLLIDE"]; _vehicle_999991 = _this; _this setDir 20; clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; _this addWeaponCargoGlobal ["NVGoggles",2]; _this addWeaponCargoGlobal ["Binocular_Vector",2]; _this addWeaponCargoGlobal ["ItemGPS",2]; _this addWeaponCargoGlobal ["ItemEtool", 2]; _this addWeaponCargoGlobal ["ItemFlashlightRed", 2]; _this addMagazineCargoGlobal ["Skin_Camo1_DZ", 2]; GunRandomizerA=floor(random 4); if (GunRandomizerA == 0) then { _this addWeaponCargoGlobal ["MakarovSD", 2]; _this addMagazineCargoGlobal ["8Rnd_9x18_MakarovSD", 25]; _this addWeaponCargoGlobal ["FN_FAL",2]; _this addmagazineCargoGlobal ["20Rnd_762x51_FNFAL",20]; _this addWeaponCargoGlobal ["DMR_DZ",2]; _this addmagazineCargoGlobal ["20Rnd_762x51_DMR",20]; _this addWeaponCargoGlobal ["M4A1_HWS_GL", 2]; _this addMagazineCargoGlobal ["30Rnd_556x45_Stanag", 30]; _this addWeaponCargoGlobal ["AK_107_kobra", 1]; _this addMagazineCargoGlobal ["30Rnd_545x39_AK", 30]; _this addWeaponCargoGlobal ["M4A1_AIM_SD_camo",2]; _this addMagazineCargoGlobal ["30Rnd_556x45_StanagSD", 30]; _this addWeaponCargoGlobal ["BAF_L85A2_RIS_SUSAT",2]; }; if (GunRandomizerA == 1) then { _this addWeaponCargoGlobal ["M9SD", 1]; _this addMagazineCargoGlobal ["15Rnd_9x19_M9SD", 25]; _this addWeaponCargoGlobal ["SVD_CAMO",2]; _this addmagazineCargoGlobal ["10Rnd_762x54_SVD",20]; _this addWeaponCargoGlobal ["M107_DZ",2]; _this addmagazineCargoGlobal ["10Rnd_127x99_m107",20]; _this addWeaponCargoGlobal ["G36K_camo",2]; _this addmagazineCargoGlobal ["30Rnd_556x45_G36",30]; _this addWeaponCargoGlobal ["M4A1_HWS_GL_SD_camo",2]; _this addMagazineCargoGlobal ["30Rnd_556x45_StanagSD", 30]; _this addWeaponCargoGlobal ["AKS_74_U", 1]; _this addMagazineCargoGlobal ["30Rnd_545x39_AK", 30]; _this addWeaponCargoGlobal ["BAF_L85A2_RIS_SUSAT",2]; }; if (GunRandomizerA == 2) then { _this addWeaponCargoGlobal ["UZI_SD_EP1", 1]; _this addMagazineCargoGlobal ["30Rnd_9x19_UZI_SD", 25]; _this addWeaponCargoGlobal ["BAF_AS50_TWS",1]; _this addmagazineCargoGlobal ["5Rnd_127x99_as50",20]; _this addWeaponCargoGlobal ["SCAR_H_LNG_Sniper_SD",2]; _this addmagazineCargoGlobal ["20Rnd_762x51_SB_SCAR",20]; _this addWeaponCargoGlobal ["M4A1_AIM_SD_camo", 2]; _this addMagazineCargoGlobal ["30Rnd_556x45_Stanag", 30]; _this addWeaponCargoGlobal ["RPK_74", 2]; _this addMagazineCargoGlobal ["75Rnd_545x39_RPK", 25]; _this addWeaponCargoGlobal ["AK_74_GL", 2]; _this addMagazineCargoGlobal ["30Rnd_545x39_AK", 30]; _this addWeaponCargoGlobal ["BAF_L85A2_RIS_Holo",2]; }; if (GunRandomizerA == 3) then { _this addWeaponCargoGlobal ["MakarovSD", 2]; _this addMagazineCargoGlobal ["8Rnd_9x18_MakarovSD", 25]; _this addWeaponCargoGlobal ["VSS_vintorez",1]; _this addmagazineCargoGlobal ["20Rnd_9x39_SP5_VSS",20]; _this addWeaponCargoGlobal ["M40A3",2]; _this addmagazineCargoGlobal ["5Rnd_762x51_M24",20]; _this addWeaponCargoGlobal ["SVD", 2]; _this addMagazineCargoGlobal ["10Rnd_762x54_SVD", 20]; _this addWeaponCargoGlobal ["FN_FAL", 2]; _this addMagazineCargoGlobal ["20Rnd_762x51_FNFAL", 30]; _this addWeaponCargoGlobal ["MP5A5", 2]; _this addMagazineCargoGlobal ["30rnd_9x19_MP5", 30]; _this addWeaponCargoGlobal ["M240_DZ", 2]; _this addMagazineCargoGlobal ["100Rnd_762x51_M240", 25]; }; _this addbackpackCargoGlobal ["DZ_LargeGunBag_EP1",5]; _this setPos [7909.4,13691.2]; }; _vehicle_999992 = objNull; if (true) then { _this = createVehicle ["USVehicleBox", [8020.13,13633.4], [], 0, "CAN_COLLIDE"]; _vehicle_999992 = _this; _this setDir 130; clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; _this addmagazineCargoGlobal ["PartEngine",2]; _this addmagazineCargoGlobal ["PartGeneric",4]; _this addmagazineCargoGlobal ["PartVRotor",2]; _this addmagazineCargoGlobal ["PartWheel",5]; _this addmagazineCargoGlobal ["PartFueltank",2]; _this addmagazineCargoGlobal ["PartGlass",5]; _this addmagazineCargoGlobal ["ItemJerrycan",2]; _this addmagazineCargoGlobal ["50Rnd_127x107_DSHKM",5]; _this addmagazineCargoGlobal ["100Rnd_127x99_M2",5]; _this addmagazineCargoGlobal ["4000Rnd_762x51_M134",5]; _this addmagazineCargoGlobal ["100Rnd_762x51_M240",5]; GunCrateSRandomizer=floor(random 3); if (GunCrateSRandomizer == 0) then { _this addmagazineCargoGlobal ["ItemGoldBar10oz",6]; }; if (GunCrateSRandomizer == 1) then { _this addmagazineCargoGlobal ["ItemSilverBar10oz",12]; }; if (GunCrateSRandomizer == 2) then { _this addmagazineCargoGlobal ["ItemBriefcase10oz",1]; }; _this setPos [8020.13,13633.4]; }; _vehicle_999993= objNull; if (true) then { _this = createVehicle ["TKVehicleBox_EP1", [8007.18,13638.1], [], 0, "CAN_COLLIDE"]; _vehicle_999993 = _this; _this setDir 90.560677; clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; _this addWeaponCargoGlobal ["NVGoggles",1]; _this addWeaponCargoGlobal ["ItemGPS",1]; _this addmagazineCargoGlobal ["ItemBandage",10]; _this addmagazineCargoGlobal ["ItemPainkiller",10]; _this addmagazineCargoGlobal ["ItemMorphine",10]; _this addmagazineCargoGlobal ["ItemBloodBag",10]; _this addmagazineCargoGlobal ["ItemEpinephrine",10]; _this addmagazineCargoGlobal ["ItemAntibiotic",10]; _this addbackpackCargoGlobal ["DZ_LargeGunBag_EP1",2]; _this setPos [8007.18,13638.1]; }; };
rename this to zonealpha_loot.sqf
and add to you init.sqf the following line
[] ExecVM "zonealpha_loot.sqf";
this will be executed on every server start. Ive a much more complex script, but some errors with weapons, this script should work fine for you. If you want add a marker for this base, add these lines on the top in the same file
_marker = createMarker ["zoneAlpha", [8050,13550]]; _marker setMarkerColor "ColorBlack"; _marker setMarkerShape "ELLIPSE"; _marker setMarkerBrush "Grid"; _marker setMarkerAlpha 0.25; _marker setMarkerSize [500,500]; marker = _zoneAlpha;
with this you have a marker on your map
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For Sarge setup read the posts above
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I've a private pw protected server, play mostly with friends, PvP is on, but sometimes all play together to clean the base, thats why we have a bit more AI Units and very sharp player detection in that base.
If you want to use my setup, try it ;)
// Infantry - Zone Alpha _this = createMarker ["SAR_patrol_zone_alpha_inf_1", [8134,13461]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [50, 50]; SAR_patrol_zone_alpha_inf_1 = _this; // Infantry - Zone Alpha _this = createMarker ["SAR_patrol_zone_alpha_inf_2", [8062.5,13578]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [50, 50]; SAR_patrol_zone_alpha_inf_2 = _this; // Infantry - Zone Alpha _this = createMarker ["SAR_patrol_zone_alpha_inf_3", [8031,13651]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [50, 50]; SAR_patrol_zone_alpha_inf_3 = _this; // Infantry - Zone Alpha _this = createMarker ["SAR_patrol_zone_alpha_inf_4", [7969,13647]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [50, 50]; SAR_patrol_zone_alpha_inf_4 = _this; // Infantry - Zone Alpha _this = createMarker ["SAR_patrol_zone_alpha_inf_5", [8093,13698]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [100, 100]; SAR_patrol_zone_alpha_inf_5 = _this; // Infantry - Zone Alpha _this = createMarker ["SAR_patrol_zone_alpha_inf_6", [8200,13360]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [50, 50]; SAR_patrol_zone_alpha_inf_6 = _this; // Zone Alpha [SAR_patrol_zone_alpha_inf_1,3,0,8,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_2,3,3,7,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_3,3,2,7,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_4,3,3,4,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_5,3,4,7,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_6,3,4,8,"fortify",true,3600] call SAR_AI;
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Take a look at your SARGE\map_config\SAR_cfg_grps_chernarus.sqf
Its rly easy to create your own AI spawn points, here is an example of my helicopter spawns.
// Heli 1 - Zone Alpha _this = createMarker ["SAR_marker_zone_alpha_1", [8000, 13250]]; _this setMarkerShape "ELLIPSE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [1000, 1000]; SAR_marker_zone_alpha_1 = _this; // Heli 2 - Zone Alpha _this = createMarker ["SAR_marker_zone_alpha_2", [8100, 13400]]; _this setMarkerShape "ELLIPSE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [750, 750]; SAR_marker_zone_alpha_2 = _this; // Heli 3 - Zone Alpha _this = createMarker ["SAR_marker_zone_alpha_3", [8000, 13500]]; _this setMarkerShape "ELLIPSE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [500, 500]; SAR_marker_zone_alpha_3 = _this; // Zone Alpha [SAR_marker_zone_alpha_1,3,false] call SAR_AI_heli; [SAR_marker_zone_alpha_2,3,false] call SAR_AI_heli; [SAR_marker_zone_alpha_3,3,false] call SAR_AI_heli;
Its all explained in this sqf file. Like this
//---------------------------------------------------------------------------------
// Static, predefined heli patrol areas with configurable units
//---------------------------------------------------------------------------------
//
// format: [areamarker,type_of_group,(respawn),(respawntime)] call SAR_AI;
//
// areamarker : Name of an area, as defined in your area definitions (MUST NOT BE similar to SAR_area_ ! THIS IS IMPORTANT!)
// type_of_group : 1 = military, 2 = survivors, 3 = bandits
//
// respawn : true or false (optional)
// respawntime : time in secs until group respawns (optional)
// air_vehicle_type : classnema of the air vehicle you want to use
//
//
// Note: The crew will be automatically seized to man any available gun in the airplane / heli.
//
// Examples:
//
// A) military air group patrolling, respawning, respawn time = default configured time, using default randomized vehicles
//
// [sAR_marker_DEBUG,1,true] call SAR_AI_heli;
//
// B) bandit air group patrolling, not respawning,
//
// [sAR_marker_DEBUG,3] call SAR_AI_heli;
//
// C) survivor air group patrolling, respawning, respawn time = 120 seconds
//
// [sAR_marker_DEBUG,true,120] call SAR_AI_heli;
//
//--------------------------------------------------------------------------------- -
Hi,
i download some Bases from other ppl, but most i didnt like them because of buildings not fit into that location, so i did my own version. I spend alot of time for the streets (messed up while saving), after several testings all seems to be ok. If you like it, leave a comment.
Here are some screenshots.
Download:
sry for bad english ;)
Show Off Your Base
in General Discussion.
Posted
95% of these bases doesnt fit into the game. Simply a overkill of uglyness