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Hi there, I would like to move this file to my server pbo. I have moved it to my mission pbo and tested by changing the call to this and it spawns fine. For some reason however I can not get it to spawn if it is placed server side and executed from server_functions.sqf either using [] execVm, execVm or call compile preprocessFileLineNumbers. The main reason for wanting to move this file is that when I edit my map I dont want to place any objects over existing ones. If it is not going to be possible then an alternative will be to load the buildings in the 3d editor make my map and just remove the duplicates that already spawn/exist in chernarus11.sqf Contents of chernarus11.sqf below extracted from dayz_code. Thanks in advance !
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G'day, Guys and Girls, you might want grab another Rabbitman Beer or R4Z0R soda (if your not allowed beer). This is gonna be a long one! This tutorial goes into some length and is for the most part, copy/paste, from @Poncho's How to make Custom map content [ Tutorial & Ongoing Support ] tutorial. I had a major issue today trying to figure out why my map edit wasn't working. but after many thanks to the awesome @JasonTM, for identifying the issue, It has been found that you need to use a compiles line instead of a execVM line in the code. ***NOTE*** This tutorial is not my work.... BUT, I felt that this could use an update. ***for those of you who already know how to do this scroll down to the server_functions.sqf part!*** Most people create these map additions, simply by launching dayz through an epoch server via dayz commander will give you a working editor, but some buildings (such as Barracks, Hospitals, and Fire Stations) will not spawn any loot. This is because of their class names. The default ARMA editor makes most building classnames begin with "Map_" . All buildings of this type will not spawn loot in dayz, this is inherited from the EU_ update to the editor. You may simply read through your code and change all these manually to (for example) "Land_A_Hospital" instead of the original "Map_A_Hospital" to trigger loot spawns within those buildings. There is however an easier way for those of you unfamiliar with code, which also adds a few extra items in. This will however remove some options brought by the EU_ update such as being able to place rocks/cliffs e.t.c so it is important to pick when you want to use the editor I am about to show you. It is called the Jon-C5- Editor Update by (surprisingly enough) Jon-C5-. It is available here http://www.armaholic.com/page.php?id=5932 To turn your map edits into functioning dayz map additions simply follow the instructions below (If you do not wish to use the Jon-C5-Editor, skip to step 4): 1) Download the zip file linked above. 2) Drag/copy&paste it into your Arma2 Operation Arrowhead folder (where your @dayz and @dayzepoch folder are stored) 3) Launch dayz with the following launch options (set via steam or dayz commander): -mo[email protected]_EditorUpdate 4) Once you are in the main menus press ALT+E 5) This will open up the editor click the Chernarus map then click ok. 6) A map view will then pop up, on the right hand side you will see a list of categories: - First click 'Centre' then right click on the map, select 'new', and press ok, - Next click 'Group' then right click on the map, slect 'new'. and press ok, - Now click 'Unit' then right click on the map, select the unit you want - default may be 'Alsatian' the change from 'non playable' to 'playable'. 7) You are now ready to start editing. To begin, enter the '3D View' and click on 'Vehicle' (this is where all the buildings are listed). Right click on the map and select 'new', The list will then appear. 8) Once you have selected an item, the ALT key will allow you to raise or lower items, with the SHIFT key allowing you to spin it around. 9) Once you are happy with the edit, save it (Name it something relative to the edit). Then check your edits, sometimes large items may shift from where you placed them. 10) Locate the mission.sqf file, usually in My Documents > Arma 2 > Missions > "Your mission name" 11) Open up the mission.sqf file, you must now make some small edits to allow it to add these items to your server. Example Below: Default mission.sqf code example, areas to edit show indicated. ----------------------------------------------------------Remove start Here activateAddons [ ]; Replace with: if (isServer) then { activateAddons []; initAmbientLife; ----------------------------------------------------------Remove End Here _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; ------------------------------------------------------------------------------------------ Remove Start Here _this = createCenter west; _center_0 = _this; _group_0 = createGroup _center_0; _unit_2 = objNull; if (true) then { _this = _group_0 createUnit ["GER_Soldier_EP1", [14116.508, 2764.6309, 4.0054321e-005], [], 0, "CAN_COLLIDE"]; _unit_2 = _this; _this setUnitAbility 0.60000002; if (true) then {_group_0 selectLeader _this;}; if (true) then {selectPlayer _this;}; if (true) then {setPlayable _this;}; }; ----------------------------------------------------------------------------------------- Remove End Here _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; ----------------------------------------------------------------------------------------Remove Start Here processInitCommands; runInitScript; Replace with: }; By Mr. Smith e.t.c finishMissionInit; ----------------------------------------------------------------------------------------Remove End Here Edited mission.sqf code example: if (isServer) then { _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; }; // By Mr. Smith e.t.c **If the code editing is not done as follows, it will crash your server on start up. Mainly because of the unit spawn (in this example "GER_Soldier_EP1"), follow the instructions for editing the code and it will work fine** The Custom Content is now ready for publishing! Here is a quick, safe and guaranteed way to get your [working] edits into your server: 1. Unpack your server.pbo 2. Create a folder in the root of the server.pbo called: Maps 3. Drag your mapedit.sqf into this folder. ***UPDATED PART FOR 1.0.6.2*** 4. In the init folder you will find a file called server_functions.sqf . Find these lines: // Precise base building 1.0.5 call compile preprocessFileLineNumbers Just above it add this line: call compile preprocessFileLineNumbers "\z\addons\dayz_server\maps\mapedit.sqf"; so now it looks like this.... call compile preprocessFileLineNumbers "\z\addons\dayz_server\maps\mapedit.sqf"; // Precise base building 1.0.5 call compile preprocessFileLineNumbers NOTE**: Be sure to change the mapedit.sqf to whatever it is you have named your file, and that it corresponds with the execVM in your server_functions.sqf ***END UPDATED PART FOR 1.0.6.2)*** EXTRA HINTS AND TIPS: Having trouble moving roads and other similar items to where you want them? Want your buildings spawn straight and level like they do with the new epoch build system? _this setDir -415.88132; _this setVehicleInit "this setVectorUp [0,0,1];"; _this setPos [1939.5042, 14563.26, -0.068630017]; Beidi file should look as follows: Add the "INIT" line between the "AZIMUT" and "PARENT" lines. AZIMUT="-67.231117"; INIT="_this setVehicleInit "this setVectorUp [0,0,1];";"; PARENT=""; - Big thanks to @Wesley for that one! Want to edit the trader camps / locations (Chernarus Only)? Having trouble with buildings 'double-spawning'? (often creating duplicate doors in a building) Here is a little example of how to remove grass from in/around your buildings: Thanks goes out to @Fully for putting that one together. OK i think that is pretty much it..... HAPPY MAP EDITING!! -Freak
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- map additions
- editor
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Hi I'm new around here so please go easy on me :P Myself an a few others have started a new overpochins server called [SS]|Overpochins|Coins|ActiveADMINS|FullCustom|Semi-Militarized IP:193.111.186.217:2306 Me and a few others have added some features/scripts like unpack little bird,towlift,missons,bankmoney ect... but were having problems finding a working sector b script which isn't out of date an a origins build trader w/buildings. Would appreciate it if anyone could help us an would be willing to give you guys who help some goodies on the server to start with. The server only holds upto 20 people so far but we will increase it when a few more people join. Using GTX servers. Cheers.
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- server
- overpochins
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Hi guys, this is a multi-release from me. This is my enhanced version of Zelenogorsk together with 3 military type compounds/bases that I created. Zelenogorsk now has a town center with a fire station, hospital, school and police station. I also added some apartments near the church and some trees and stone walls for cover along the dirt road as it felt very open. The military bases are situated at Bor, Dichina Hill (similar to DayZ Standalone) and at Novy Lug. Each military base is surrounded by a wall/fence and loot-wise has a military house, 2 or 3 barracks, a guardhouse and some tents here and there. I always found they were great for placing 2-4 AI at them for players to go to for a little challenge. Here are some coords for a map marker and 2 AI coordinates for each area: Bor Map Marker - 2882.0723, 4492.1831, 0 Bor AI 1 - 2888.9021, 4475.9678, 3.0517578e-005 Bor AI 2 - 2880.7908, 4490.1411, -3.0517578e-005 ---- Dichina Map Marker - 4482.2632, 8297.4492, 3.0517578e-005 Dichina AI 1 - 4454.1675, 8281.6689, -6.1035156e-005 Dichina AI 2 - 4500.3486, 8299.2656, -3.0517578e-005 ---- Novy Map Marker - 9339.9453, 11508.91, 7.6293945e-005 Novy AI 1 - 9331.9229, 11506.843, 0.00021362305 Novy AI 2 - 9283.7344, 11499.81, -0.00010681152 Enjoy! Screenshots of the areas Zelenogorsk - http://imgur.com/a/58wMJ Military Bases - http://imgur.com/a/UnCVT Links to the .sqf files Zelenogorsk - https://github.com/IanHardy/ChernarusBuildings/blob/master/zeleno.sqf Bor Base - https://github.com/IanHardy/ChernarusBuildings/blob/master/basebor.sqf Dichina Base - https://github.com/IanHardy/ChernarusBuildings/blob/master/basedichina.sqf Novy Lug Base - https://github.com/IanHardy/ChernarusBuildings/blob/master/basenovy.sqf ---------------------------------------------------------------------------- More areas from my 'Chernarus Enhancements' series: Balota - Kamenka - NEAF + Krasnostav - NWAF - Vybor -
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Hi again! Once again, this has been done many times before, but I feel like my Balota is different from what other people have created and as such I wanted to share it with you guys. I have tried to bring some elements of Standalone over to the mod, in terms of graphical enhancements with my areas. Balota was the first area I decided to rework after having seen what it looked like in Standalone. Don't worry, I'm not trying to sell Standalone, but some things they have done are nice and perhaps I can bring some of that over to the mod! As usual, my areas won't have crazy barracks and weird buildings placed everywhere. I have surrounded the entire airfield with a wall/fence and added some military loot areas and a few areas of interest. The runway also has lights so it will look good on servers with night enabled! I have updated the file with a new industrial area just south of the airstrip near the dock there. This will add some anti-sniper spots for those annoying fire station campers! It is entirely optional, so remove the section AFTER the update marker in the .sqf if you do not want to have the addition! If you DO however use it and want to use the optional building that is enterable please remember to add "warehouse" to your AddOns section in your mission.sqm to stop that annoying error! The unenterable version which causes no errors is the default one used in the .sqf file. Link to the .sqf file https://github.com/IanHardy/ChernarusBuildings/blob/master/balota.sqf Screenshots of the area http://imgur.com/a/oUI5L ---------------------------------------------------------------------------- More areas from my 'Chernarus Enhancements' series: Kamenka - NEAF + Krasnostav - NWAF - Vybor - Zelenogorsk + 3 Army Bases -
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I ran into something weird while trying to set up a new town kamenka. I got it to work in the mpmission files, by editing the init.sqf file, but when I take it out of there to load from server side it wont load in. I don't get no error messages, its just not there. I loaded the file into the dayz_server.pbo, in newbuildings/kamenka.sqf. Then I edited the server_functions.sqf with this line at the bottom [] execVM "\z\addons\dayz_server\newbuildings\kamenka.sqf"; and nothing happens So what am I overlooking her, any help will do.
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Is there any way to perform full backup of the database file copying? My server is Vilayer Host, and want to make a local backup because I'm having trouble on the host. Downloading the file '' dump.rdb '' could only recover player character. Unable to recover buildings on the map. How to back up the constructions on the map?
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Hi all, this is the custom Stary Trader I use on my server. It is quite simple and not OTT IMO. Save the script in the spoiler as a .sqf file named StaryTrader and add it to the root of your server. Open your init.sqf and add to the very bottom, [] ExecVM "StaryTrader.sqf"; //iCEtIMeds Stary Trader (Or if you keep your custom edits somewhere else, adjust the address.) Screenshots Enjoy! :)
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This is the Custom Gem Trader that I use on my server. Save the script in the spoiler as a .sqf file named Gem_Trader and add it to the root of your server. Open your init.sqf and add to the very bottom, [] ExecVM "Gem_Trader.sqf"; //iCEtIMeds GemTrader (Or if you keep your custom edits somewhere else, adjust the address.) You will need to add the trader to your database. A guide to doing this, written by mysticviperx is here. (In the tutorial when he talks about the mission.sqm, he is talking of the one in the @DayZ_Epoch_Server, addons, pbo file. To add the marker, open your mission.sqm (mine is here - C:\Servers\Arma2Epoch_Server\MPMissions\DayZ_Epoch_11.Chernarusand) and search for; class Markers { items=17; class Item0 { position[]={7839.6055,381.33774,8414.7324}; name="center"; type="Empty"; }; Add one more to the items= number (You will have a different number of items, mine is 17 so I would change it to 18.(it needs always be 1more than the number of items you have) then scroll down untill you reach the last item and add this; class Item17 { position[]={2249.6472,289.70795,6245.127}; name="GemTrader"; text="Gem Trader"; type="mil_dot"; colorName="ColorGreen"; }; (Remember to change the class item number to the number you have, my last item was 16 so for me it is 17) Screenshots: I hope you like it, enjoy! :)
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This is only for DayzEpoch! Please Leave a comment down below on what you want to see next! Check out my Dayz Epoch Server that has the most recent version! Here is a album http://imgur.com/a/JqVlP Updates V 1.4 New Roads to New Places New Main Road to Airfield Streetlights V 1.3: Added space for C-130 to take off and land Re-textured dirt road on Komorovo Side Rearranged buildings for a better look! New ALBUM of updated pictures! If you have any recommendations comment below! Installing Server Side: Step 1 First Download the BalotaAdditions.sqf, Link Below: https://www.dropbox.com/s/w6mf410mkoegev3/BalotaAddition.sqf Step 2 Next make a Folder in the main directory of your server.pbo called Buildings Step 3 Then Place the .sqf file in there Step 4 Almost done just go to your init folder then open up Server_functions.sqf Step 5 Scroll to the bottom and paste this //Balota Additions call compile preProcessFileLineNumbers "z\addons\dayz_server\buildings\BalotaAddition.sqf"; Step 6 - Done Know just save and Re-Pack
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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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I currently load up 1mb (1000kb+) of editor buildings (map edits/added buildings) throughout the Chernarus map server side. I am wondering whether it would be possible to have those buildings loaded up by a headless client somehow, and whether it would be effective in offloading some strain from the actual server? I have noticed quite a difference in server FPS with the buildings in and not in. (Tested by removing all my buildings for one restart.) With the buildings removed at 35 players i was getting approximately double of what i was getting with the buildings in. (IE. 35 players 5FPS =>> 9-10FPS) I already have the .sqf's in a different format with the hope of it helping a bit.. if (isServer) then { _obj = createVehicle ["MAP_runway_poj_T_1", [12075.845, 12692.144, -0.0001373291], [], 0, "CAN_COLLIDE"]; _obj setDir -70.805382; _obj setPos [12075.845, 12692.144, -0.0001373291]; _obj = createVehicle ["MAP_runway_poj_T_1", [12302.975, 12613.788], [], 0, "CAN_COLLIDE"]; _obj setDir -70.805382; _obj setPos [12302.975, 12613.788]; }; Not really needing an explanation on how to set up HC w buildings (unless you know and are feeling generous) but would just like to know whether it is possible and whether it could help. Thanks
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- Headless client
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Hi guys, here is my enhanced version of Vybor. I always felt like this area was missing something and having played Standalone and seeing what they did with the area I thought I would give Vybor a facelift. I have tried to transform Vybor into a larger city, more like Zeleno, Elektro etc. I have added a hospital, firestation, large industrial area with smoke stacks (one is still smoking) and added housing with roads and a farm complex to the south. Also some graphical touches, like the pond under the bridge. Thanks for supporting my Chernarus Enhancements series so far, there will be more to come once I get around to making sure they are ready for the update. Enjoy! Screenshots of the area http://imgur.com/a/cuDN5 Link to the .sqf file https://github.com/IanHardy/ChernarusBuildings/blob/master/vybor.sqf ---------------------------------------------------------------------------- More areas from my 'Chernarus Enhancements' series: Balota - Kamenka - NEAF + Krasnostav - NWAF - Zelenogorsk + 3 Army Bases -
- 6 replies
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- Loot
- Standalone
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Hi guys, I have been wanting to share my custom areas with the community for a while now and I am going to start with my custom city I made west of Kamenka. I know this has been done many times but I still wanted to share my creation as I wanted to give something back to this fantastic community. This city took a long time to make and a lot of detail and effort has gone into placing buildings, roads and trees etc on top of existing patches on the ground to make it seem realistic. This area is Epoch 1.0.5 ready. All buildings that will be enterable will have no bushes or ground lurking inside them! Link to the .sqf https://github.com/IanHardy/ChernarusBuildings/blob/master/kamenka.sqf Photo album of the area http://imgur.com/a/rlP6m ---------------------------------------------------------------------------- More areas from my 'Chernarus Enhancements' series: Balota - NEAF + Krasnostav - NWAF - Vybor - Zelenogorsk + 3 Army Bases -
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I put my admin base.sqf in my maps folder in vilayercodecustom/missions/epoch.chernarus/maps then at the bottom of the init I put [] ExecVM "maps\admin base.sqf";. When I join my server, I receive mission file (140 KB). Then I get the error, "Cannot load texture ibr\ibr_hangars\icons\icon5.paa" When I click continue, I get requesting authentication, retrying to authenticate, repeat. Then I get disconnected. If I remove the "[] ExecVM "maps\admin base.sqf";", it launches normally, but with no admin base.I followed the instructions on: . The IP is 64.31.51.162:2402. If anyone could help that would be great.Thanks Here is the .sqf http://speedy.sh/c8RgT/admin-base.sqf .
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- mission file
- init
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Hi All, I have logged into my server twice now and the bases has disappeared including all safes across the map for everyone. is this a normal problem or am I being hacked the bases are a day old on the first instance, then 4 days then last night at 5 days old, but it’s the lot, every single brick and even people who made a base the night before! Really don’t know where to start :/ I don’t have Admintools or Anti hack SW installed yet which makes me think someone could be doing it (I can’t get InfiStar to install - is why I haven’t done it) Thanks Aaron
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On my server all of the custom cities have spawned in twice. There is no visual impact, however when trying to open a door you have to open it multiple times in order to enter. I presume this is due to the server reading the spawn command in two different locations however I do not know where! Any help would be awesome. My custom buildings are kept in the: vilayercodecustom\dayz_epoch\buildings\ : http://prntscr.com/37rprn \dayz_epoch\init\server_functions.sqf. : http://prntscr.com/37rpcl As you can see in this screenshot: http://prntscr.com/37rrxp the doors of the fire-station open and reveal more doors. This only applies to the custom buildings, not the default. This issue has also only just started happening
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- door
- custom buildings
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So in-game everyone knows that epoch lets you place down buildings etc. Well for some reason you can't place any buildings, you can't rotate them at all nor build them. So whats the problem ?? We have infistar installed and a staff member thinks its something with the debug. HELP PLEASE !!
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Hey! I have this problem on my server that tents and other collidable items in general are generally double. The tents at stary for example has one at the outside and another at the inside slightly offset. Is this a common problem cause I have tried reinstalls and stuff. I have allot of scripts, but the problem also exists on a fresh install I did today. Thanks for your time and any help ;)
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Hi guys, a simple question really, but I can't seem to find anything conclusive related to my question online... When putting custom buildings into the server.pbo is there a limit on how much you can add? The reason I am asking is when I put all my custom areas in some of the buildings in certain .sqf's (not all) ignore z axis and build to the terrain rather than upright, yet when I test each individual .sqf on their own the buildings in each .sqf build perfectly upright (as they should - I have "this setvectorup [0,0,1]" set for all the relevant buildings). I have 14 individual .sqf files. They total 1431.95KB. My single largest .sqf file is 377KB. I am quite lost on this one. For more information I use call compile preprocessFileLineNumbers as my call function for each area. Thanks in advance for any help regarding this. Ian - blackwiddow - Ixxo
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Hey all, I am trying to make a base for myself, I spent a day going through tutorials, finding outdated stuff, eventually getting to the Arma II built in editor, and after spending a long time finding what I wanted in there, and building a couple bases to get the right feel, I saved the mission, copied the mission.sqf over to my server replacing the one that is already there, and nothing changed. The server started but when I went to that location nothing was there, which is frustrating since I spent all that time on nothing. How can I edit my existing server mission file to add stuff to the Chernarus map? I have seen a couple mentions of a server.pbo but my server is not set up like that, I can't recall the tutorial, but I have a main folder with a bunch of files with instance_etc_mapname, and batch files for each one, at the actual mission is in a mpmissions folder, the folder being instance_11_chenarus, inside I have init.sqf, mission.sqf, mission.sqm and a couple other files. The editor did not make a mission.sqm, is that perhaps part of the issue? I noticed there are new entries in the changelog, so I feel I should update my server anyways, can anyone point to a good tutorial with a simple way to set it up new that would work well to add buildings?
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i have a question.... on my new dayz epoch server is a map with more barracks hangars and houses(not a lot) and the map is nice but in the new buildings aren´t spawn loot and we don´t know who we fix that....... the map is editet with §deditor please send me something thanks
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So i have been changing alot on my newly started server. i would like to start from scratch with some new generated vehicles, since i have been modyfying "dynamic_vehicles.sqf". i have already reached my max limit on vehicles on the server, so nothing new is spawning. 1.Can i just delete all vehicles under "object.data" in my sqf files? to generate new ones?? :) - (but not the ones with "Character_ID") 2. While trying to fix it i saw that things i build is also pasted into the same database as vehicles.. Is there away to fix so they have their own database? 3. i haven`t tested any safes yet.. will they get a database separately from the other ones with a possibility to see what the safe codes are? Thx for the help. -Mr.Exodus BTW i am hosting at Vilayers
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- object.data
- newbie
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Special Thanks Goes Out To machine On Open DayZ He helped me out with this problem alot. Thanks machine , Your awesome !! ( http://opendayz.net/members/machine.2338/ ) And whoever created this tutorial,code etc. THANK YOU VERY MUCH !! Tutorial Step 1 . Once you have finished doing all of your editing on your map in Arma's 3D Editor.Save your map under what ever you want.For Example we will use MyMapName. Once Saved correctly it goes here: C:\Documents and Settings\username\My Documents\ArmA 2\missions\MyMapName Step 2. Open the mission.sqm file in MyMapName folder. Copy all of the code in your file. Code From Our Example: _vehicle_11 = objNull; if (true) then { _this = createVehicle ["Land_Mil_Barracks_i", [4635.2856, 10493.992, 3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_11 = _this; _this setDir 58.857197; _this setPos [4635.2856, 10493.992, 3.0517578e-005]; }; The code above is just one building,Make sure to copy all of the buildings like that. do not copy the playable character you used in the editor. Step 3. Make a new file called buildings.sqf Inside that file you want it to look like this: Code From Our Example: if (isServer) then { _vehicle_11 = objNull; if (true) then { _this = createVehicle ["Land_Mil_Barracks_i", [4635.2856, 10493.992, 3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_11 = _this; _this setDir 58.857197; _this setPos [4635.2856, 10493.992, 3.0517578e-005]; }; }; Step 4. And save this file in you mission folder. Now in your mission folder open your init.sqf,After that scroll towards the bottom and paste the code below on the bottom of the init.sqf file. Code: //buildings [] ExecVM "buildings.sqf"; Finale : Pack up your mission.pbo and upload and test ! If you need anything such as help please don't hesitate to ask,Just upload your mission.pbo with everything and your mission.sqm
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A player was asking if the light on top of his base could be deleted. One of the Admins went up there, pressed the DEL key ("Delete Item?" appeared in the menu) followed by "1". Instead of the light being deleted, it deleted the castle wall. (Whoops.) We thought it would return after a restart but it hasn't. We've pretty sure it was the InfiStar antihack that removed the wall (rather than an Epoch function). Does anyone have any ideas how to restore the wall? (I'm thinking the 3D Editor but can't test it as I'm in work.)