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Found 9 results

  1. 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
  2. Does anyone have info or tutorials on how to add static AI to a custom base? Something like patrolling AI and respawn on server restart? Im currently on Arma 2 Dayz Epoch 1.0.6.2 Chernarus map.
  3. Use this extructure to get different loot places/map addons , then your map will be look diferent on each server restar. 1-Place all your mapaddons into dayz_server/maps/ 2-in your server_functions.sqf at very bottom paste: Note: you can add any amount of map addons just change the random numbers. example if u have 10 files of map addons: OPTIONAL!!!! (prevent issues with not included addons/buildings) in mission.sqm find: change by:
  4. Well here it is guys, at least 14 hours of work, a bunch of coffee and a lot of dedication to making sure the addition is functional, attractive and offers balanced loot spawns to maximize the potential gameplay. It had been specifically designed for Epoch Chernarus in mind. What is it? Well Tikhaya city (named so for its location above Bay Tikahaya on the SW corner of the map) is pretty much what it says on the tin, another city to add to the existing three; Chernogorsk, Electrovodsk and Berezino. It Contains: - Multiple lootable houses and pubs, - Hospital, - Fire station, - Large Railway station, - Railway car park with multiple salvageable vehicles, - Gas Station, - General store, - Church, - Large industrial area, with more scattered around, - Farm houses scattered on the outskirts, - Hotel with 360 degree overview on the city, - Small military encampment. As mentioned the city is ideally positioned/built to accomodate for many different types of player game style to maximise potential gameplay, whether that be sniping into/out of the city. Close quarters combat in the narrow city streets, hit and run armed vehicle dashes to get supplies and get out quick and anything in between. Here is a link to the image album containing an overview of the city, and multiple screenshots showcasing the city at ground level so you can see the ridiculous amount of detail I pumped in to get this city perfect: http://mechanistvideos.imgur.com/ With code below: http://pastebin.com/hkGvYMRT For instructions on installation check out my other thread ----> http://dayzepoch.com/forum/index.php?/topic/2328-for-all-aspiring-dayz-architects-how-to-make-custom-map-content/ and skip to the end bit about publishing content, editing the exec VM where necessary. This is a large edit and may be worth adding a custom map marker indicating the location of the city so people know it is there, and please credit any use of the addition. I have taken so much from you guys as you help out me and so many others over the development of this mod, so thanks again guys. Hope you enjoy!
  5. First things first here is a preview of the addition. Situated in central Chernogorsk it acted as a last attempt to quell the infection, and save any survivors from the infected. But like most places on Chernarus it soon became too dangerous, and it's inhabitants were scattered to the wastes. The 'Chernogorsk Quarantine Zone' holds many items of values, apart from encircling two lootable buildings it also houses multiple military, medical and vehicle salvage points. Nothing too overpowered for a coastal town, but still something worth a trip to. https://www.youtube.com/watch?v=C6k1PVnGMWQ **All loot spawns are fully functional within this edit, they do not appear in this video preview as it was filmed in the map editor, tried and tested on multiple servers - confirmed working** To install simply: 1) Copy the code below into a file called 'ChernoQuarantine_Zone.sqf' 2) Make a folder called 'Maps' in the root of your mission.pbo (skip if you already have a folder used for this) 3) Insert the 'ChernoQuarantie_Zone.sqf' into this folder 4) Finally in your init.sqf add this line of code at the bottom: [] execVM "Maps\ChernoQuarantine_Zone.sqf"; Note* if you already have a folder for custom map content edit the following as required: [] execVM "your folder\your file name.sqf"; Following is the code content for the ChernoQuarantine_Zone.sqf http://pastebin.com/hJgGSee3 **There are also fixed loot spawns added, these will respawn with each server restart, they are clearly indicated in the code should you wish to remove them** Alternately you may add the content server side to reduce mission file size for new players joining your server. At the bottom of server_functions.sqf add this line: execVM "\z\addons\dayz_server\init\quarantinezone.sqf"; Then save code in OP in a new .sqf in \init folder named quarantinezone.sqf Please leave a like on the youtube vid if you liked the addition, and let me know what you think :)
  6. This is a small base/military outpost I've built on Skalisty Island, with the purpose of being used in conjunction with DZAI's custom spawns. The Mi17 doesn't spawn in as default (it would be wiped by the "kill a hacker" function), so spawn in your own via the database, or if you use InfiSTAR's AH you can spawn and save it manually. Most people will raid the base for basic tent loot and the bandits' weapons anyway, but the Mi17 is what really motivates people to go in usually. Also, Skalisty is only reachable by boat unless you use a custom bridge, I use the Excelsior Bridge (couldn't find the original thread to the author :|) Pics: Download: skalisty.sqf Installation is as usual: Make a custom folder in your missionfile's main folder named "map" (or use your own if you have one).Put "skalisty.sqf" into this folder.Then add the following line at the bottom of your "init.sqf" file:[] execVM "map\skalisty.sqf";
  7. This is a custom city placed west of Kamenka made by Jobgood. The inner parts are perfect for reward placement and the main buildings spawn loot as usual. The rewards and AI placements are not included since every server has its own settings and we would like to let server admins do that to keep the ballance. Special thanks to JG for making this add. I hope you like it. AI camp kamenkawest.Chernarus.zip
  8. This is a custom base placed north of Gvozdno made by myself. It has 4 entrances and makes a perfect setting for CQC fans. The rewards and AI placements are not included since every server has its own settings and we would like to let server admins do that to keep the ballance. I hope you like it. AI camp pobedadam.Chernarus.zip
  9. Hi there I used this video to add some buildings on my server, but there no loot at all ? video: I used this link: http://dayz.codeit.org.ua/parser.php to convert the ".biedi" into text that i then placed into my mission.sqm and placed it between "Groups" and "Marker" (like it says on the next page after you upload the file). I used @ASG and @Jon_EditorUpdate on the Map editor My server info: Map: Chernarus version: 1.0.2.1 Custom scripts added (Sarge AI - remove cloth - lift and tow - self bb and fast robe) Will my problem we solved if i upload it to my Mysqm database instead of using the mission.sqm ? (by using this link: http://dayz.wofjwof.com/map.php)
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