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Dayz.Epoch.1.0.62 - 3d.Editor.Live.Mission with Database interaction -=Youtube Demo=- What is this A custom mission file for the purpose of testing/writing scripts for DayZ Epoch without the need of a server. It emulates the dayz_server and dayz_mission files, so you can write scripts using the 3d editor. No need to use a dayz_server for debugging anymore. We all know how time consuming that is. Features Full Database integration (yes thats right... [:)] I would suggest to have a maximum of 100 objects in your object_data table for faster results. Took 5 min to load 10000 objs from my real database, so also make sure you dont go crazy with the MaxVehicleLimit, MaxDynamicDebris values in the init.sqf Fully working GUI, zombies, hit registration, addactions, everything! Write code and execute it on the fly. No need to start a server and join with a client to test things. 100% of your scripts will work! (dynamic weather, default loadouts, custom scripts etc) 2 setups. A default 3d editor player with a default loadout or a Real database character based on your UID Includes most of BIS_fnc functions, so actions like BIS_fn_invAdd will work (i've added most common ones...more included though...check details bellow.) Everything works...when i say everything i mean EVERYTHING !. (Spawning objects on mission start, traders (buy/sell), maintenance, character update, events, stats...etc) New Features! All .FSM files have been converted to .SQF meaning the mission acts as a full fledged server / client merge. New character creation has been ignored though, so the server expects that the client that is about to connect exists in the database. The server will start, wait for a 'fake client connection to happen' (you pressing the Preview button), and then it will load your character from the database, spawn Hive objects and create new based on your MaxVehicleLimit values etc, then initialize the events and finally spawn the character to his worldspace location. Use AdminTools to spawn any Perm, Temp vehicle you want, including buildings, crates etc. Building objects is working as expected with a little AddAction trick. Unfortunately the primary display (eg: findDisplay 46) isnt working inside the editor. That means that building stuff or placing objects is very hard to do since we can't 'capture' keystrokes. Further details below after the Installation instructions. Arma2Net is not allowed by Battleye anymore, so i am using extDB3 now. Requirements: A mysql server on the same machine as your Arma2 editor. Well...a remote PC would work as well...just make sure YOU ARE NOT using your original database. Make a copy of it!. This mission will interact with your database ! If you don't have a mysql server on your pc...i suggest you get WampServer. It's the easiest php/mysql server out there. Installation Head over to the GitHub where the project is. Click Download on the right sidebar, and extract the rar file. Copy the 3d.live1062.DayzEpochTemplate.Chernarus mission file in your \My Documents\ArmA 2\missions\ folder If your active Arma profile is not the default one, then you probably should extract it in the \My Documents\ArmA 2 Other Profiles 2\missions\ folder, otherwise you won't be able to find the mission inside the editor. Copy everything inside "Arma2OA root folder" in your root Arma2OA folder (the same folder where @DayZ_Epoch_Server, MPMissions are). The real_date.dll...(Thanks to killzonekid) is used to get your machine's date/time to be used for live day/night cycles inside the game (...you can set a fixed day if you want...details bellow). The tbbmalloc - tbbmalloc_x64.dll files are provided by extDB3. They shouldnt interfere with your normal game, but they are needed for the mission to be able to connect to your MySQL server. (Make a backup of your original ones if you want, just be safe.) EATbaseExporter is used by the AdminTools, and allows you to export bases to an .sqf format so you can import them afterwards to your server. Now edit -=START HIVE MISSION=-.bat which was placed in your Arma2 folder, and fix the paths to their proper values. If you are using DZLauncher then the @Dayz_Epoch folder is probably where i placed it myself. Battleye needs to be disabled inside the editor otherwise the extDB3 addon will not work. The .bat is taking care of that. It will disable Battleye after 7 seconds. Depending on your machine, if you see that the time isn't sufficient, raise that value a little bit. A sample Database has been provided with me as a character and a basic loadout. You can of course use your own database, just remember to delete most of your Object_Data table vehicles. The more vehicles you have there, the longer it will take for the dayz_server to spawn them. If you just want to write a script independent of cars etc...why wait 5 minutes for the server to spawn 10000 vehicles :) Open "ArmaOA\@extDB\extdb3-conf.ini" and add your test database data there. I named the test SQL DB dayz_cherno [dayz_cherno] IP = localhost Port = 3306 Username = dayz Password = mypass123 Database = dayz_cherno # dayz_cherno is the name of the database (change it in both values) # localhost is your mysql server (could be an IP value as well) # 3306 your mysql port # dayz is your database username # mypass123 is your database password When the game launches, press Alt+E, select Chernarus, then Load mission 3d.live1062.DayzEpochTemplate.Chernarus Open \My Documents\ArmA 2\missions\3d.live1062.DayzEpochTemplate.Chernarus\init.sqf Go to line 61 and start editing the values there. DB_NAME is the name of your database (same as the extdb3 config file). Add your PlayerUID value (same as the DB one) in line 72. (That the player you want to load from the database) Depending which map you want to use, you have to change the dayZ_instance variable and also the MarkerP values (line 62) based on your mission.sqm file. Its for the Hive to spawn random vehicles, roadblocks and mines at proper locations based on the map. Just read the comments there for how to get the values. Its really simple. Just copy paste stuff from your mission.sqm file. Default setup vs Database setup There are 2 ways of initializing your player. A live database player based on his UID in the character_data table (coordinates, medical states, inventory etc) A default 3d editor player with a basic loadout. (Ignores Hive Loadouts and initial vehicle spawns) Default setup (extDB3) [DefaultTruePreMadeFalse = true;] This option is now the default one, because it's so much easier to set up, plus a lot of things have changed in the 1062 Epoch version. I couldn't totally separate the server files from the client files, so in the end a Database is necessary for the Mission files to work properly. To setup your character with this method, leave DefaultTruePreMadeFalse to true; Everything is database based..so no need to do anything else. The mission will start with all your stats, inventory, conditions and spawn you where your world coordinates are. Premade Character Setup [DefaultTruePreMadeFalse = false;] This setup DOES NOT initialize the character based on a database entry, or does any HIVE related queries on mission start. (like load objects etc). Instead it uses some premade stats that you set, and only uses the Database on updates (buy vehicles etc) The loadout of the player is set in the init.sqf in line 77 player setVariable ["CharacterID", "1", true]; // Set here the characterID of the player. It can be anything...just leave it 1 if you want. player setVariable ["playerUID", "111111", true]; // Set here the playerUID of the player you want to have. player setVariable["Z_globalVariable", 100000]; player setVariable["Z_BankVariable", 100000]; player setVariable["Z_MoneyVariable", 100000]; player setVariable["humanity", 11000]; player setVariable["humanKills", 10]; player setVariable["banditKills", 20]; player setVariable["zombieKills", 30]; player setVariable ["friendlies", ["222222","333333"], true]; //Both DZE_Friends and this must be set for friendlies to work properly DZE_Friends = ["222222","333333"]; Everything else should work fine with the database....like traders, salvaging, etc...Unfortunately since the 1062 ver had many differences from the 1051 one, i couldn't really make this Profile option a standalone one, without any Database interaction. So in order for you to minimize any errors in the log file, i would suggest you load my sample db file provided, and also change those CharacterID and PlayerUID values in PLAYER_Data and CHARACTER_Data tables to the ones you set up here, just in case.... The Premade character setup is for people that want to fast debug a script they are making and don't want to wait for the Hive to load all map objects and authenticate the player first. Further Details to change (in both Profile Cases) The description.ext, mission.sqf, mission.biedi files have your character's name in them. Just search for the word Sandbird in all of them and change it according to the PlayerName value you have in your Player_DATA table for your PlayerUID value. Example taken from description.ext. DONT change the actual My_Player text. The mission file needs that string to read what you typed in the name field. class My_Player { name="Sandbird"; face="Face20"; glasses="None"; speaker="Male01EN"; pitch=1.1; }; Important info Init.sqf values DefaultTruePreMadeFalse = true; // True: Read player's data from the database (based on UID), False: the normal player the editor has StaticDayOrDynamic = true; // A static date is set at the bottom of \dayz_server\init\server_function.sqf. Set this to false if you want real time/date inside the mission. DZEdebug = false; // Set to true if you want a more detailed log file Enable Keyboard actions (menu option) // (findDisplay 46) wont work inside the editor. That means that building stuff or placing objects is very hard to do since we cant 'capture' keystrokes. I kinda fixed this with a trick. In order to build something first you have to initiate the building action (holding the object in your hands) and then scroll with your mouse wheel and select Enable Keyboard actions. This will create a layer on your screen capturing your keystrokes thus allowing you to change orientations etc. Pressing ESC twice after and it will close the fake display and return to normal play mode. You will have to do this every time you want to build something. Related to coding Since the Editor has some limitations because its not a real server some things will never work. For example: _playerUID = getPlayerUID player; will never work in the editor. To get the _playerUID you have to do this: _playerUID = player getVariable ["playerUID", 0]; This is the most important thing to remember. Lots of scripts use getPlayerUID. You have to remember to change it every time you want to use it. Of course the player value is just an example here. If you were inside a loop and it had (getPlayerUID _x) then you have to rewrite it like this: (_x getVariable["PlayerUID",0]) findDisplay 46 does not work in the editor. If you are using/making a script that uses Display 46 try using my Enable Keyboard action. It might work in your case. publicvariableServercommands don't exist in the editor. There is no server to accept the command. If you want to use addpublicvariableeventhandler you can do it with call/spawn commands. You can find the handlers usually in the PublicEH.sqf. Example: PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariable "PVDZE_plr_Save"; can be written like: PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariableServer "PVDZE_plr_Save"; // keeping this so when you move the code to the real server you remember to add it. [player,dayz_Magazines,false,true] spawn server_playerSync; // what to call is usually inside publicEH.sqf. In this case search for PVDZE_plr_Save in the PublicEH file and check the call it makes in the end. You could also change the publicVariableServer to publicVariable. That should work inside the editor. But keep in mind these changes wont work on the live server, since one command broadcasts something to the server while the other just to the client running it. I would suggest you keep the original value and do the PublicEH call instead, marking it down with some debug comments next to it, so when you are done and want to transfer the files to your live server you just remove the call and everything should work as expected. Don't forget to change the paths when you are adding addons to test/modify them. For example, notice the differences here: player_switchModel = compile preprocessFileLineNumbers "dayz_code\compile\player_switchModel.sqf"; player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf"; The first line will look up for player_switchModel.sqf inside the editor mission files, while the 2nd one will go to the @Dayz_Epoch map file and get the .sqf file. Same thing applies for the dayz_server files (server_functions.sqf). Once you are done with your script and you have added new compile lines, you need to fix them back to their proper values before you upload them to your live server. If you are missing any BIS_fnc functions then check the folder dayz_code\system\functions and see if it's available there to include it in the compiles.sqf. Set DZEdebug = true; in the init.sqf. And ALWAYS check your RPT log file for debugging. Its located at : %AppData%\Local\ArmA 2 OA folder. Related to mission file included You'll notice when you start the mission there are 2 bots standing there. If you double click the soldier you'll see that he initiates this script scripts\BotInit.sqf. I left that in purpose in case you want to do some scripting that requires 'another player', and you want to initialize the fake player like that. The other bot can be deleted. I just left it there because i was testing a Tag Friendly script, and needed a 3rd 'player' that has me as a friend. I've included a simple Fireworks script i made a while back only this time i used some better effects taken from aliascartoons work. Just add a 'SMAW_HEDP' into your inventory and right click on it to test it out. Here is how the old script used to look like Fireworks. Also you'll find a little 'hat script' in the files, just right click a 'IRStrobe' item to add a hat to your player. Both script were written inside the editor using the mission file above...just a small example to show you how easy it is to write code there. The @extDB folder contains a folder called debug_files. These .dlls (when replaced the ones provided) activate a more detailed log file (found under arma 2 operation arrowhead\logs folder). It will show ALL MySQL queries going in/out of the database. Very useful if you are running any custom SQL queries and the RTP log file isn't enough. Final Notes These are heavily modified files...Dont overwrite them with your own files. Add to them instead of replacing them. If you are writing scripts that dont require the server to restart, then you can just go to 2D editor and press Preview again after you make the changes. No need to hit Restart. As long as you are doing changes that doesnt affect the Hive loading you can basically run things on the fly. For example in the init.sqf at the bottom i added a Add BankMonkey example. That command just loads the custom\money.sqf and shows a simple extDB3 example on how to select/update a DB table. Since this command doesnt require the server to restart, you can just hit Preview, test things out, and if you want to make changes, go back to 2D Editor, edit your changes in the money.sqf file and hit Preview again. No need to hit Restart and wait for the dayz_server functions to do their thing again. The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine. And a personal note....You will NEVER find an easier way to code stuff for Dayz....period. This is the fastest way to write code and see it in action. Hope this code will help you write code faster and easier ! ### Credits This mission file would not be possible without the help of these addons/people DayzEpochTeam | http://epochmod.com killzonekid | http://killzonekid.com extDB3 | https://bitbucket.org/torndeco/extdb3/wiki/Home ebayShopper | https://github.com/ebayShopper/TestKit JasonTM (for the latest beta AdminTools)| https://epochmod.com/forum/topic/44863-release-epoch-admin-tools-v-1107-test-branch/
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Hi all, Thought I'd post this up here as I spent the morning looking for a solution to this issue whilst trying to add some extra roads to my server but eventually found a work-around to the problem buried somewhere on the internet so wanted to share with others (as a lot of other people seem to give up with the frustration) The problem: So unlike placing objects and buildings in the Arma2 map editor, when laying down roads, dirt tracks and side walks the user is unable to select them to move them/align them correctly. The solution: To do this simply add a "draggable" object next to the road item (I added a bush) , using the left mouse button drag over the road item and the "draggable" item (both will then be selected), hovering over the "draggable" item and then dragging or rotating that will work for both the road and the other item. - Place your road into the correct location then "Save" - This is important as I've noticed that the map editor after saving moves the road slightly out of position the first time that so simple move it back and then save one more time! - After the second save the road will stay there, then you can delete the "draggable" item (the bush in my case) and your done! Hope this helps out some other people in future... Cheers, Bobby
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- dirt track
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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
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I was wondering if someone could help me out with an issue I am having with making custom content in the 3D editor. I've done a bunch of custom content for my server and it all works just fine ... except for things like roads, trees, bushes, and rocks; they never show up on my server. I have access to my server FTP and I can see that in @Epoch there is an addons folder with a ton of PBOs. I know it has the @map_eu addon and a few others like @plants and @trees ... etc. I open my Arma2 OA and go into my Epoch server, then back out and open my editor with CTRL E. After placing and saving everytime I put a road down, I get them all set and save my content into an .sqf as normal. I do the proper edits to the file and launch my server. I see all the custom stuff except the roads and trees. I even placed my exec command after the "spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf";" line. So what am I doing wrong? I see lots of custom content using these things and I just can't figure it out. Second question ... if I add a new file like @Jon_edit into my FTP @EPOCH\Addons folder, do I then need to add that same @file into the top of my missions.sqm code? Thanks for the help in advance!
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More info goto http://maca134.co.uk/portfolio/m3editor-arma-3-map-editor/ I will not be announcing updates on this forums anymore. a3_epoch_custom.zip @m3editor.zip convert.htm
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Hello I Was Interested on makeing and editing GUI'S I found a tool but im not sure how to use it is really good from what i see for GUI It can be used in arma 2,arma 2 OA,and arma 3 LINK: https://community.bistudio.com/wiki/User_Interface_Editor_%28Arma_2%29 I can see alot more mod's and stuff coming out with this But i dont understand how this work nor how to get it started. If You know how to start it or use it Post it on the forums
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Hi there, anyone can give an advice how to convert mission.sqm from pre-3DEN format to a newer (you can compare diffreneces from 0.3.7 and 0.3.8 builds of Epoch). Older: ... class Mission { class Intel{}; class Groups{}; class Vehicles{}; class Markers{}; }; ... Newer: class Mission { class Entities { Item0 { type = "Group"; ... }; Item2 { type = "Vehicle"; ... }; Item2 { type = "Marker"; ... }; }; };
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Need a little help, does anyone know the location in Arma 2 Editor where I can find the bunker_pmc. I can not find it. UPDATE: Found it. location was: object (military) just about C-130 static
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I have been learning how to create addons in Editor for Arma 3. I just don't know where to add the sqf file and the pointer line that I know you have to add. Any help would be grateful.
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I would like to hear which editors you guys use. I started out with Notepad++ when i started coding for arma related stuff. Mainly because of the SQF highlight syntax of a community member. Later i switched to Sublime Text 2 because it was on the hype train. Better design than Notepad++. SQF syntax highlighting by a community member. ( Sublime 3 is payed, so future doesn't look bright for free edition.) Today i switched to Atom. It looks very promissing. You can download my Arma syntax package in the Settings section. Looks very customisable since it's open code. https://atom.io/ For me git integration is really important. And that is where sublime fails for me. Atom is going in good direction with that. So i'm voting for Atom. Screenshots: Atom: Sublime:
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Trying to make a static mining area for my Overpoch server i was wondering if the rocks for mining aka nodes were in the editor for placement? or would there be another way to do this? -Sorry if i posted in the wrong section-
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Okay guys, I have seen a lot of people having trouble adding weapons and items to their traders. I will admit that I was having the same problem as well. So I decided to make a program for myself to help out with the problem. Today I finally decided to release the program to the community to help others out. :) So first things first, You can download the program from Here Check out all of the spoilers for help. When you open it up it will look something like this, depending on your version of windows. And just so everyone feels a little safer. http://virusscan.jotti.org/en/scanresult/4bfc071e4742ab59a219a0d2e6b4eab6b138023f https://www.virustotal.com/en/file/338be750f28a82f855525615e8ff1f851dd555947e3d4fbee782097068ef5685/analysis/1400816403/
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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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hey guys thought id post here about my armaholic page that went up today. hopefully if the devs like it and use it, they will smash out code alot faster so we can all have some great fun :D. its basically a syntax highlighter + autocomplete + quick docs for the SQF language. i know alot of work gets done in c++ but hey thats what visual studio is for. and hopefully for the pbo side of things this will help :) http://www.armaholic.com/page.php?id=26952 also great work with epoch feels like you guys have a solid base to work from which is only promising for the future of the mod. and finnally excited for this combined with shoting from vehicles. life will be complete. any feedback or issues / suggestions to make it better greatly apreciated thanks.
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Can I edit the Taviana map? I'm thinking about a Taviana Server but only if I can add custom content to it. I have tried to get it into the editor but cant seem to work out how I do this? Any help would be met with a big smile :D
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How can I mess with Epoch in the editor? I've found most of the building supplies, but cant seem to find the guns, etc. Also, the mod doesn't seem to start correctly with the editor. I know from exp. in arma 2, that you had to run a module for the mod, but nothing happens with Epoch. It just doesn't seem to work. I can get walls to spawn, but if I try to interact with them, nothing happens. Its like, the basics are there, but its not usable. I asked Axle, and he told me I had to use Zeus, so I got a Zeus module and synced it to my character, but that didn't help. Can someone help me out here? I have a lot of mission making exp. in arma 2, but Im not quite used to the arma 3 editor, so maybe I'm missing something? Thanks in advance!
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I'm trying to load up Napf and Epoch items in the Arma editor without first logging on to an Epoch server. I wanted to simply add launch parameters to a OA executable shortcut that I have on my desktop, but nothing I've tried seems to work. I'm sure most people that edit here don't go through the process of logging in to a server and backing out to get to the editor.. Any help would be appreciated since my ISP is a POS and I'm only able to connect to the internet about 25% of the time. :_: The closest thing I've found is where someone suggested launching the beta.. but that didn't work.
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- parameters
- launch
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Does anyone know of a way to stop the grass from coming through the runways. I made a runway for the North East Airfield. After I put it in and went into game I was running around and the grass is all over the place. When I'm in the air I don't see grass. If anyone can help me, I thank you for your time. Thug
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Hi, some images from a new area I put together. Lots of gold veins, with a lucky few getting a Ruby, Sapphire, Emerald - ect. I've also set up a Gem trader on the coast, with some top $dollar$ for the above. Gives the area a purpose :) There's a shed load of crazy ass Zombies knocking about so be prepared to work for it. Walker Man Game I.P 109.169.18.153:2302 Influenced by Brutus' good work.
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- Rocky Mountain
- Editor
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