blackwiddow Posted June 14, 2014 Report Share Posted June 14, 2014 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 filehttps://github.com/IanHardy/ChernarusBuildings/blob/master/balota.sqfScreenshots of the areahttp://imgur.com/a/oUI5L ---------------------------------------------------------------------------- More areas from my 'Chernarus Enhancements' series: Kamenka - NEAF + Krasnostav - NWAF - Vybor - Zelenogorsk + 3 Army Bases - adzvaughan, pure3, Brummelpuh and 6 others 9 Link to comment Share on other sites More sharing options...
Nocturnal Entertainment™ Posted June 15, 2014 Report Share Posted June 15, 2014 Very Cool, Thanks for sharing, Quick Q though, How did you move the run way parts around in the 3D editor? You can't click and drag them. That's the only thing I haven't been able to figure out but I'm sure its super simple. Mind lending me a brain cell. Thanks blackwiddow 1 Link to comment Share on other sites More sharing options...
fr1nk Posted June 15, 2014 Report Share Posted June 15, 2014 Very Cool, Thanks for sharing, Quick Q though, How did you move the run way parts around in the 3D editor? You can't click and drag them. That's the only thing I haven't been able to figure out but I'm sure its super simple. Mind lending me a brain cell. Thanks Drop a chair right next to the runway. Click-drag to select both -> move/rotate around. blackwiddow 1 Link to comment Share on other sites More sharing options...
pure3 Posted June 15, 2014 Report Share Posted June 15, 2014 Simply awesome. Thank you very much. :) I'm using two of your maps. One question, why have you deleted krasno.sqf? (Just wanted to know ^^) Greetings blackwiddow 1 Link to comment Share on other sites More sharing options...
blackwiddow Posted June 15, 2014 Author Report Share Posted June 15, 2014 Hi pure3. I removed krasno.sqf as I will be releasing my finalised version soon along with the rest of this series. I'm currently working on North East Airfield and will release it today. Thanks so much for the feedback guys. A lot of effort has gone into these areas so I really appreciate it. pure3 1 Link to comment Share on other sites More sharing options...
blackwiddow Posted June 15, 2014 Author Report Share Posted June 15, 2014 Drop a chair right next to the runway. Click-drag to select both -> move/rotate around. Yes, it's as simple as that. I personally use a boulder as it's easy to spot, select and move around. I call it my rotation device! Haha Link to comment Share on other sites More sharing options...
Nocturnal Entertainment™ Posted June 15, 2014 Report Share Posted June 15, 2014 Thanks for the tips guys, Ill try it out and get making some super awesome airfields XD **edit** Works like a charm feel like a bit of an idiot actually as I never thought of that before blackwiddow 1 Link to comment Share on other sites More sharing options...
blackwiddow Posted June 18, 2014 Author Report Share Posted June 18, 2014 lol Nocturnal, let us know how you get on and what new things you create! Looking forward to it. Glad we could be of service! Nocturnal Entertainment™ 1 Link to comment Share on other sites More sharing options...
blackwiddow Posted July 12, 2014 Author Report Share Posted July 12, 2014 Updated with links to other areas in my series so far Link to comment Share on other sites More sharing options...
sinister Posted July 17, 2014 Report Share Posted July 17, 2014 hi there puting your balota map edit in but it dont work your other ones do i dont understand Link to comment Share on other sites More sharing options...
blackwiddow Posted July 17, 2014 Author Report Share Posted July 17, 2014 hi there puting your balota map edit in but it dont work your other ones do i dont understand Hmmm that's strange, have you tried disabling the other map edits and only enabling balota? I have a test server with all my edits running together so I know that they do all work together... Could be some sort of conflict. Also, I'm not going to assume you made a mistake, but just incase you mistyped the name for the call have a look at that? If you are still stuck pm me and I'll try and help you out! Link to comment Share on other sites More sharing options...
adzvaughan Posted July 18, 2014 Report Share Posted July 18, 2014 Best Balota addition around! It has been made with real thought and precision and is greatly appreciated on my server. Top work! blackwiddow 1 Link to comment Share on other sites More sharing options...
Phobix Posted July 18, 2014 Report Share Posted July 18, 2014 Hey there, Just wanted to let you know that I downloaded your files from github and they were all mislabled. What they were named was not what the code was. Might want to check that. Other than that, thanks for your contribution! Link to comment Share on other sites More sharing options...
blackwiddow Posted July 19, 2014 Author Report Share Posted July 19, 2014 Thanks Adz, murder central last time I checked lol! I'll take a look Phobix, thanks for the info. adzvaughan 1 Link to comment Share on other sites More sharing options...
Raptoruk Posted July 21, 2014 Report Share Posted July 21, 2014 stupid question, I have installed these once, and come to do so again, where are the commands to put inside the init.sqf ??? have they been deleted or am I going mad ? Link to comment Share on other sites More sharing options...
blackwiddow Posted July 21, 2014 Author Report Share Posted July 21, 2014 There are two main ways to do so... 1. If you place the balota.sqf inside your mission.pbo just use the call [] execVM "buildings\balota.sqf"; at the bottom of your init.sqf file. 2. If placing it inside your server.pbo use the call call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\buildings\balota.sqf"; at the bottom of your server_functions.sqf in your server.pbo init folder. Obviously edit the location so it represents where you place it. I use a folder called buildings and place all my custom edits in there, hence the file pathname. Link to comment Share on other sites More sharing options...
blackwiddow Posted August 4, 2014 Author Report Share Posted August 4, 2014 Just updated with a new small industrial area near the docks. It's an optional addition but it adds an interesting area for new spawns and also gives any Balota camping snipers on top of the fire station an area to worry about. You will need to add "warehouse" to your mission.sqm to stop the error message. As soon as I get home I will add the option to use the other version of the building with no error messages. Just have to uncomment the building you would like to use but for now it's the enterable one. Screenshots to come. Link to comment Share on other sites More sharing options...
PcKoPaT Posted August 5, 2014 Report Share Posted August 5, 2014 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! 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 - thxx. Link to comment Share on other sites More sharing options...
blackwiddow Posted August 5, 2014 Author Report Share Posted August 5, 2014 np! :) Link to comment Share on other sites More sharing options...
alecwilcox Posted August 5, 2014 Report Share Posted August 5, 2014 Two questions First does it make any difference if we put it in server.pbo or mission pbo (like will it still download to client side if in server.pbo) Second after adding this i am getting a missing warehouse error. Link to comment Share on other sites More sharing options...
blackwiddow Posted August 6, 2014 Author Report Share Posted August 6, 2014 To fix the missing warehouse error add "warehouse" to your mission.sqm file in the addons section. Like this as an example. addOns[]= { "chernarus", "ca_modules_animals", "dayz_anim", "dayz_code", "dayz_communityassets", "dayz_weapons", "dayz_equip", "dayz_epoch", "dayz_vehicles", "cacharacters_pmc", "ca_modules_functions", "glt_m300t", "pook_h13", "csj_gyroac", "map_eu", "jetskiyanahuiaddon", "warehouse" }; If you put the file into your server then you mission file will be smaller for players who join. And if it's server sided AI interact with the buildings properly. Link to comment Share on other sites More sharing options...
blackwiddow Posted August 6, 2014 Author Report Share Posted August 6, 2014 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! To use the optional building delte the default vehicle and uncomment the optional version :) The unenterable version which causes no errors is the default one used in the .sqf file. Screenshots Default - http://imgur.com/HcMX15s,iReVwh8#1 Optional - http://imgur.com/HcMX15s,iReVwh8#0 Link to comment Share on other sites More sharing options...
Slimdickens Posted October 15, 2014 Report Share Posted October 15, 2014 Your creations are awesome, just wanted to start off with that. But my question is how do you make the fences around the airfield so you can drive through them? So many broken wheels or cars exploding because we always forget. Figured I would ask since you may know. If not I will tell everyone to live with it :) Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted October 15, 2014 Report Share Posted October 15, 2014 How do you have an object laying on it's side like in this picture? Link to comment Share on other sites More sharing options...
Corper Posted October 16, 2014 Report Share Posted October 16, 2014 How do you have an object laying on it's side like in this picture? by using: _this setVehicleInit "this setvectorup [0,0,1]"; _vehicle_489 = objNull; if (true) then { _this = createVehicle ["MAP_vez", [4881.0801, 2361.1638, 8.5830688e-006], [], 0, "CAN_COLLIDE"]; _vehicle_489 = _this; _this setDir -150.72551; _this setVehicleInit "this setvectorup [0,0,1]"; _this setPos [4881.0801, 2361.1638, 8.5830688e-006]; }; Link to comment Share on other sites More sharing options...
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