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Found 6 results

  1. Custom Balota Airfield (my first Work) Hello to every looking at this post right now i made this really awesome custom military area to balota That contains alot of barracks, Med Tents and Loot spawns and this is my first work so i will like to get some Critic back so i can imporve making this and im willing to do custom map work and install for free since im bored as f**k Well here is some pictures Here is your download Link: https://www.dropbox.com/s/iwabhxxbipydkox/Balota%20Military%20Area.rar?dl=0 OBS! This is edited it just needs to be uploaded to your server and then enabled
  2. Thought Id share something one of our members made for our event days. Pics. To get this on your server follow these instructions. Extract your dayz_server.pbo and make a new folder inside it called buildings. Download and put this inside your new buildings folder LINK Now find server_functions.sqf inside your init folder and edit it. All the way at the bottom add the following: //Custom Map Additions [] execVM "\z\addons\dayz_server\buildings\NapfEventZone.sqf"; //Event Zone for Napf - By Harkness Re-pack pbo. Re-upload Play. The Area is situated on one of the smaller islands just off the west coast.
  3. New airfield salt flats Almyra Download here: https://github.com/BoleParty/Almyra-Airfield You got two options to add this area to your server: 1. Pack the folder "a3_epoch_custom" into a .pbo file and throw in your @epochhive\addons. PLEASE NOTE: I wasn`t able to test the .pbo as the file was crashing my arma every time i tried to join my testserver so i can`t guarantee that the objects will spawn if you are using option 1. The server was running fine tho and the .rpt log file showed a running pbo. I can`t seem to say what is causing mentioned crashes unfortunately. Hopefully it`s just on my machine so that you can use the easy install version. Just try out if it`s working for you and if you encounter the same then you still have option 2. 2. Unpack your a3_epoch_server_settings.pbo(being located in @epochhive\addons) and replace your "altis.h" (being located in a3_epoch_server_settings\configs\maps) with mine. If you already have an edited altis.h file then just add the content of "almyra.txt" to it. Make it a .pbo again and throw back into @epochhive\addons. Regards
  4. Since Epoch version 1.0.4 this script is included in the default Epoch client. So you don't need to install it yourself anymore! :) Hey guys, another script release from me. :P This time area based maintenance for player bases, you know it can be a pain to maintain every single building part in your base, fear no more with this "simple" script. ;) With the default options it works like this: players will get an option to "Maintain Area" if they look at a plot pole (item can be changed but plot poles make sense I guess), then the script will maintain all base building parts within a specified range (default 50m around the plot pole), the same way as you would maintain every single part by hand. Because of the amount of affected parts admins can define other requirements to actually maintain the whole area (like a briefcase for more then 100 building parts or whatever you like there is an example in the script with some requirements for different amounts of building parts). This is just my first release, I had other plans with making the maintain requirements based on the actual building parts in the area. e.g. every part gets a value (similar then it is now but with items you can stack easily like gold), so it would calculate the exact costs like 2 gold for each wooden wall, 5 gold for metal floors etc.. just an idea there might be other problems with that and it may not be easy to implement this with ArmA scripts as far as my knowledge goes at least. So for now the maintain cost is only dependent on the amount of items to maintain, no matter what parts you use. But there can be multiple items defined for each amount, maybe someone of you have a better way of doing this, that's one reason I publish it here for all to use and improve on it (hopefully). There is also a preview option ("Maintain Area Preview") to see how many building parts would be affected and what the exact costs for that would be. This option does nothing and it won't remove anything from your gear, it only displays an information text on the screen. If you use the real "Maintain Area" option the required items will be removed from your gear, if you don't own them you get a message with the missing parts like with the default maintain option. Ok here comes the installation steps, it is pretty easy, similar to including self bloodbag to your server. Step 1: Add this to your fn_selfActions.sqf file right after the line with "_canDo = ..." around line 16 (I assume you already have the file set up for other changes, if not there are many topics with how to do that): // ---------------------------------------Maintain Area Start------------------------------------ if (_canDo && (speed player <= 1) && (cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { if (s_player_maintain_area < 0) then { s_player_maintain_area = player addAction ["<t color=""#ffffff"">Maintain Area</t>", "scripts\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction ["<t color=""#ccffffff"">Maintain Area Preview</t>", "scripts\maintain_area.sqf", "preview", 5, false]; }; } else { player removeAction s_player_maintain_area; s_player_maintain_area = -1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = -1; }; // ---------------------------------------Maintain Area End------------------------------------ If you want change the item where your players can activate the "Maintain Area" option (default plot pole - "Plastic_Pole_EP1_DZ"). You can also change the color of the menu (default white - #ffffff) and the path where you want to safe the actual script (default "scripts\maintain_area.sqf" in your mission.pbo). Step 2: Here is the complete maintain area script: private ["_missing","_missingQty","_proceed","_itemIn","_countIn","_qty","_num_removed","_removed","_removed_total","_tobe_removed_total","_obj","_objectID","_objectUID","_classname","_location","_dir","_objectCharacterID","_object","_temp_removed_array","_textMissing","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_itemText","_option"]; if (TradeInprogress) exitWith { cutText ["Maintenance already in progress." , "PLAIN DOWN"]; }; TradeInprogress = true; player removeAction s_player_maintain_area; s_player_maintain_area = 1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = 1; _target = cursorTarget; // Plastic_Pole_EP1_DZ _objectClasses = ["ModularItems", "DZE_Housebase"]; _range = 50; // set the max range for the maintain area _objects = nearestObjects [_target, _objectClasses, _range]; // TODO dynamic requirements based on used building parts? _count = count _objects; _requirements = []; switch true do { case (_count <= 10): {_requirements = [["ItemGoldBar10oz",1]]}; case (_count <= 50): {_requirements = [["ItemGoldBar10oz",4],["ItemGoldBar",2]]}; // 42 gold case (_count <= 100): {_requirements = [["ItemBriefcase100oz",1]]}; case (_count <= 200): {_requirements = [["ItemBriefcase100oz",2]]}; case (_count <= 300): {_requirements = [["ItemBriefcase100oz",3]]}; case (_count <= 400): {_requirements = [["ItemBriefcase100oz",4]]}; case (_count > 400): {_requirements = [["ItemBriefcase100oz",5]]}; }; _option = _this select 3; switch _option do { case "maintain": { _missing = ""; _missingQty = 0; _proceed = true; { _itemIn = _x select 0; _countIn = _x select 1; _qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player; if (_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; }; } forEach _requirements; if (_proceed) then { player playActionNow "Medic"; [player,_range,true,(getPosATL player)] spawn player_alertZombies; _temp_removed_array = []; _removed_total = 0; _tobe_removed_total = 0; { _removed = 0; _itemIn = _x select 0; _countIn = _x select 1; _tobe_removed_total = _tobe_removed_total + _countIn; { if ((_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then { _num_removed = ([player,_x] call BIS_fnc_invRemove); _removed = _removed + _num_removed; _removed_total = _removed_total + _num_removed; if (_num_removed >= 1) then { _temp_removed_array set [count _temp_removed_array,_x]; }; }; } forEach magazines player; } forEach _requirements; // all required items removed from player gear if (_tobe_removed_total == _removed_total) then { { _obj = _x; // Find objectID _objectID = _obj getVariable ["ObjectID","0"]; // Find objectUID _objectUID = _obj getVariable ["ObjectUID","0"]; if (_objectID == "0" && _objectUID == "0") exitWith { cutText ["At least one building part is not setup yet.", "PLAIN DOWN"];}; // Get classname _classname = typeOf _obj; // Get position _location = _obj getVariable["OEMPos",(getposATL _obj)]; // Get direction _dir = getDir _obj; // Find CharacterID _objectCharacterID = _obj getVariable ["CharacterID","0"]; // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _object setDir _dir; // Set location _object setPosATL _location; PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,_objectID,_objectUID]; publicVariableServer "PVDZE_obj_Swap"; player reveal _object; } forEach _objects; cutText [format["You have maintained %1 building parts.", _count], "PLAIN DOWN", 5]; // uncomment the next 2 lines if you want logging of area maintenance to the server report file (Arma2OAserver.RPT) //maintainArea_log = [player, _target, _count]; //publicVariableServer "maintainArea_log"; } else { {player addMagazine _x;} forEach _temp_removed_array; cutText [format["Missing Parts after first check Item: %1 / %2",_removed_total,_tobe_removed_total], "PLAIN DOWN"]; }; } else { _textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName"); cutText [format["Missing %1 more of %2", _missingQty, _textMissing], "PLAIN DOWN"]; }; }; case "preview": { _cost = ""; { _itemIn = _x select 0; _countIn = _x select 1; _itemText = getText(configFile >> "CfgMagazines" >> _itemIn >> "displayName"); if (_cost != "") then { _cost = _cost + " and "; }; _cost = _cost + (str(_countIn) + " of " + _itemText); } forEach _requirements; cutText [format["%1 building parts in range, maintenance would cost %2.", _count, _cost], "PLAIN DOWN"]; }; }; TradeInprogress = false; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; Save it as "scripts\maintain_area.sqf" in your mission.pbo or whatever you have defined in the menu before. Step 3 (optional): change the default options in the script: _range (line 13): sets the maximum range for the maintain area around the plot pole (default 50m). _requirements (line 18+): defines the required items for the amount of affected base building parts, there are some examples just take a look it should be easy to extend/modify. Step 4 (optional): logging of area maintenance to the server report file (Arma2OAserver.RPT): Since the script runs on the client (player computer who starts the maintenance) it can be desirable to log additional info in the server report file to keep track what player did the maintenance at what time and position on the map and how many building parts were affected, to do this the script has to send that info to the server. This can be done with the "publicVariableServer" command, just uncomment (remove the leading //) the 2 lines in the script where it says so for logging (line 110+111). For the server to receive that variable and log the info you have to add an public variable event handler with "addPublicVariableEventHandler", this can be done at any place in the mission.pbo, but usually all event handlers are handled in the file "dayz_code\init\publicEH.sqf", copy that file to your mission.pbo and change the reference to it in the init.sqf if you haven't already and add the following to the "Server only" block (after the line with "PVDZE_plr_DeathB" is fine): "maintainArea_log" addPublicVariableEventHandler { _val = _this select 1; _player = _val select 0; _playerName = name _player; _playerID = getPlayerUID _player; _target = _val select 1; _position = position _target; _count = _val select 2; diag_log format["MAINTAIN_AREA: Player %1 (%2) has maintained %3 building parts at position %4", _playerName, _playerID, _count, _position]; }; This will log a line like this every time a player runs the maintenance script: 14:33:01 "MAINTAIN_AREA: Player Axe Cop (12345678) has maintained 245 building parts at position [4937,9421.44,-0.796936]" If you are lazy your can add the event handler to your init.sqf after the line "_serverMonitor = ... " without changing the file publicEH.sqf :P That's it, should be easy enough to get the script working on your server. ;) One major problem with the whole maintenance thing in Epoch (not this script) is the fact, that you can't visually see if your base needs to be maintained or when it was last maintained, I hope that will be fixed with the next Epoch updates because I don't see any way of even accessing the last maintain date form the script itself. What Epoch does is just set a small damage value to every part to indicate that it needs to be maintained soon, but you can't see that damage in game (yet). For now my script just maintains every single part within range, no matter when it was last maintained. I could change it so it only affects damaged parts like Epoch does when maintenance is needed (just to decrease the maintenance cost for players). Also keep in mind the maintain process replaces the objects rather then just removing the damage and resetting the date, don't ask me why but I guess there is a reason for it so I did it the same way in my script. At last sorry for the long text, as always if you have any questions or ideas to make this script better please tell me or improve the script. :) Edit: logging of area maintenance (see step 4)
  5. Hi guys, it's me again! Another release from my series of Chernarus Enhancements. This is a dual-release as both areas are in close proximity. North East Airfield has been done by many people but I feel like my version is different from what other people have created and wanted to share it with you guys. I have surrounded the entire airfield with a fence and added some military loot areas and a few areas of interest. The runway also has lights so it will look good at night and a turning area for large aircraft so you can finally takeoff and land a C130! Krasnostav now has a hospital area with parking and details added around, added apartments near the general store with a parking lot, some added detail around the back of the store and there is also a small industrial area on the outskirts towards the airfield. As always, my areas won't have crazy barracks and weird buildings placed everywhere. Links to the .sqf files Krasnostav - https://github.com/IanHardy/ChernarusBuildings/blob/master/krasno.sqf North East Airfield - https://github.com/IanHardy/ChernarusBuildings/blob/master/northeast.sqf Photo albums of the areas Krasnostav - http://imgur.com/a/Z6FIA North East Airfield - http://imgur.com/a/HGaBR ---------------------------------------------------------------------------- More areas from my 'Chernarus Enhancements' series: Balota - Kamenka - NWAF - Vybor - Zelenogorsk + 3 Army Bases - Enjoy!
  6. Hi guys, I've been busy lately messing around with OverPoch and working like a madman but have finally got around to releasing my customised Cherno, Elektro and Berezino files. These were originally grouped together in a massive file I made a while ago that added buildings to every single town in Chernarus but I decided to split theses cities from that file. I have grouped these 3 together into 1 file for this release but please let me know if you guys would prefer separate .sqf for each city. I mainly focused on the usual areas, for enhancement, like Cherno industrial area but I have added lootable containers in and around the city where appropriate to encourage looting for supplies. I always felt that once a player was kitted out they just stayed north but hopefully this will encourage players to loot for cinder etc. I also added a second fire station to Cherno and 2 new fire stations to Berezino so that each of the three main cities have 2 Fire Stations. Elektro has a few unique additions, the central fire station has a small compound to make use of that wasted space, some apartments and a few well placed trees to give bandit snipers on top of the hill and fire stations something to think about. I basically focused on making those annoying Elektro snipers a bit less advantaged. Also, notice the walls along the dirt road heading out of town to help fresh spawns get into cover. Enjoy! Link to the .sqf https://github.com/IanHardy/ChernarusBuildings/blob/master/3cities.sqf Photo album of the areas http://imgur.com/a/BJ97u ---------------------------------------------------------------------------- More areas from my 'Chernarus Enhancements' series: Balota - Kamenka - NEAF + Krasnostav - NWAF - Vybor - Zelenogorsk + 3 Army Bases -
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