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[RELEASE] Ixxo's Chernarus Enhancements - Balota

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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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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.

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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.

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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!

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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!

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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.

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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.

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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!

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.

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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.

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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

 

Defaulthttp://imgur.com/HcMX15s,iReVwh8#1

Optionalhttp://imgur.com/HcMX15s,iReVwh8#0

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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 :)

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How do you have an object laying on it's side like in this picture?

 

vPktPLp.jpg

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];
};

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}; class Item48 { position[]={1293.4785,-0.00021362305,5616.0273}; id=48; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1293.4785, 5616.0273, -0.00021362305];"; }; class Item49 { position[]={1361.7677,0.0001373291,5605.0732}; id=49; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1361.7677, 5605.0732, 0.0001373291];"; }; class Item50 { position[]={1395.4496,0.00010681152,5770.7378}; id=50; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1395.4496, 5770.7378, 0.00010681152];"; }; class Item51 { position[]={1387.2894,0.0002746582,5826.9111}; id=51; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1387.2894, 5826.9111, 0.0002746582];"; }; class Item52 { position[]={1333.8317,3.0517578e-005,5666.271}; id=52; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1333.8317, 5666.271, 3.0517578e-005];"; }; class Item53 { position[]={1291.162,0.00051879883,5633.918}; id=53; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1291.162, 5633.918, 0.00051879883];"; }; class Item54 { position[]={1245.4023,9.1552734e-005,5722.3335}; id=54; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1245.4023, 5722.3335, 9.1552734e-005];"; }; class Item55 { position[]={1382.7906,0.00015258789,5688.6479}; id=55; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1382.7906, 5688.6479, 0.00015258789];"; }; class Item56 { position[]={1317.1052,0.00010681152,5610.771}; id=56; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1317.1052, 5610.771, 0.00010681152];"; }; class Item57 { position[]={1304.2625,3.0517578e-005,5696.6387}; id=57; side="EMPTY"; vehicle="MAP_t_picea3f"; skill=0.2; init="this setpos [1304.2625, 5696.6387, 3.0517578e-005];"; }; class Item58 { position[]={1329.5486,0.00016784668,5707.4805}; id=58; side="EMPTY"; vehicle="MAP_t_picea3f"; skill=0.2; init="this setpos [1329.5486, 5707.4805, 0.00016784668];"; }; class Item59 { position[]={1338.825,6.1035156e-005,5618.6816}; id=59; side="EMPTY"; vehicle="MAP_t_picea3f"; skill=0.2; init="this setpos [1338.825, 5618.6816, 6.1035156e-005];"; }; class Item60 { position[]={1292.2566,0.00018310547,5660.4814}; azimut=-189.29378; id=60; side="EMPTY"; vehicle="UH1Wreck"; skill=0.2; init="this setpos [1292.2566, 5660.4814, 0.00018310547];"; }; class Item61 { position[]={1357.3984,0.00033569336,5723.8389}; azimut=55.139076; id=61; side="EMPTY"; vehicle="hiluxWreck"; skill=0.2; init="this setpos [1357.3984, 5723.8389, 0.00033569336];"; }; class Item62 { position[]={1326.6917,18.652861,5740.6152}; azimut=-10.305964; id=62; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1326.6917, 5740.6152, 18.652861];"; }; class Item63 { position[]={1285.3906,18.872669,5737.8501}; id=63; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1285.3906, 5737.8501, 18.872669];"; }; class Item64 { position[]={1311.3625,-9.6852903,5776.6274}; azimut=46.218235; id=64; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1311.3625, 5776.6274, -9.6852903];"; }; }; class Markers { items=1; class Item0 { position[]={1307.9352,6.1035156e-005,5755.5313}; name="Hallows Cave"; text="Hallows Cave"; type="Dot"; colorName="ColorBlack"; }; }; }; class Intro { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=7826573; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; }; class OutroWin { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=7826573; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; }; class OutroLoose { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=7826573; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; };

    • By freakneek
      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:
       
      OK i think that is pretty much it.....
      HAPPY MAP EDITING!!
      -Freak
    • By Tricks
      Hello community,
      I am working on a custom mission that takes place over the waters of Chernarus. Its actually an Aircraft Carrier mission I had on my server in 2014. However I can't seem to get loot to spawn on the ship.
      Has anyone had any success in spawning custom loot boxes over water or on the carrier?
      Thanks!
    • By webbie
      Hi all, Pretty big noob too Epoch.
      Ive done Lots of Arma and Exile but for something new and seeing some good development going on with Epoch, I thought we would give it a try. 
      I want to use lingor, its working fine however i'm really not seeing any loot maybe 1 very sparingly so is their a trick to making this work?
      I do alot of my own research but being in totally foreign turf I thought Id ask some experts,
       
      Thax in Advance
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