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Found 2 results

  1. In your: \Arma 3\@epochhive\addons\a3_epoch_server_settings.pbo are the different maps... unpack the pbo and open \configs\maps MAPUWANTTOEDIT.H [ It is divided into the different maps. (Stratis, Altis, Cherno, add more if u need ...) ] Example:Altis.H start with: propsPos[] = { //in the propsPos you can add houses, atm, waterbarrels or everything you want. just.... propsPos[] = { //trader city #1 {"Land_MarketShelter_F", { 13315.3, 14512.4, 0.0361125 }, 119.966}, { "Land_ScrapHeap_2_F", { 13315.9, 14499, 0.00584948 }, 255.706 }, { "classnameyouneed" , { X , Z , offsetY }, azimut } // add more if u wish, but the last one without comma Important is only the last batch may not a "comma" so, look at the "," at the end from the line. Build what you want with the A3 Editor, save coordinates for your cpp (press "copy Epoch CFG to Clipbord"), then past this in a empty txt file, or directly into the cpp. *with the custom pbo you can specify more features, such as set vector and so Repack the .pbo and ready *If you want to build with the MCC Sandbox Tool or Zeus, save with MCC Sandbox (press "save all sqm"), then convert the coordinates and add this into the cpp. (Use the Mission converter)* The coordinates: useful tools and links:
  2. I didnt see this on alot of servers .. so a little bump for thoose who want it and dont know about it yet! It is terrible easy :) I do not take any credits or anything. init.sqf - add at the very bottom: _nul = [] execVM "custom\skins\suvskins.sqf"; Then create a new file called suvskins.sqf and paste the following into it: if (isServer) exitwith {}; waitUntil {sleep 1; count vehicles > 1}; sleep 1; { If (typeOf _x in ["SUV_Pink"]) then //use any SUV class to overwrite { nul = _x setObjectTexture [0,"custom\skins\yourskin.paa"] //can also be jpg }; } forEach (vehicles); Players joining the server will then see already spawned vehicles with the skin from above. What does currently not work: You can not change skins "on the fly". For example bought vehicles from traders will still appear with the default skin (in this example SUV_Pink). If anyone have a fix for this, i will update the above code with it.
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