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Anyone got a fix for rotating Skalisty Bridge?


mgm

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I am using Skalisty Bridge (a.k.a. Excelsior Bridge) code which works fine most of the time but sometimes its components rotate around, ~45 degrees to left as you can see.

I noticed similar issue acknowledged in the official thread here and here but no answers except this workaround of exiting to lobby & joining back. (BTW I tried it, didn't work for me).

 

So my question is, does anybody have a working permanent solution to this issue? Thanks.

 

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Try the following:

 

*Make a backup since this is untested*

 

1. Open the .sqf file of it. 

2. Add _this setvectordir [0,0,90]; on one of the bridge pieces. Adjust the 90 to your likings. 

 

Like I said, I'm not sure if this works, not able to test. 

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this happends cause its build on water, if you are using the same scalisty bridge as everyone else, the code to fix it is already added to the script but most likely your antihack is messing with some commands that are used for this.

 

 

Try the following:

 

*Make a backup since this is untested*

 

1. Open the .sqf file of it. 

2. Add _this setvectordir [0,0,90]; on one of the bridge pieces. Adjust the 90 to your likings. 

 

Like I said, I'm not sure if this works, not able to test. 

 

this will not change anything.

 

 

 

Or you can use (might be a bit easier) : 

setdir 90;

 

this will completly mess it up the buildings directions.

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Thats exactly what was happening to mine was trying all kinds of bridge codes all day even killzone kids im running Overpoch 1.0.5.1 steam patch 125548

 

until finally i found this version of code excellsior and it all smoothed out since

// Excelsior Bridge
// The land_nav_pier_m_2 is the double fenced bridge floor.  These can be changed to land_nav_pier_m_1 and spun 180 if you wanted only 1 fence.
 
// Installation
// Make sure to make a folder inside the mission file called "buildings" and save this file in there as "excbridge.sqf"
// Then add the following line as the VERY LAST line in in the "init.sqf" file.
// [] execVM "buildings\excbridge.sqf";
 
// Props to Rossymond for pointing out the new install method.
 
// Excelsior
// Server: Death DealerZ - DayzChernarus
 
if (isServer) then {
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13225.278, 3431.5159, -6.0489159], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setVehicleLock "LOCKED";
  _bldObj setPos [13225.278, 3431.5159, -6.0489159];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13247.008, 3398.5906, -6.1535072], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setVehicleLock "LOCKED";
  _bldObj setPos [13247.008, 3398.5906, -6.1535072];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_1", [13203.401, 3464.7751, -6.2994447], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 236.571701;
  _bldObj setVehicleLock "LOCKED";
  _bldObj setPos [13203.401, 3464.7751, -6.2994447];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13181.671, 3497.7451, -6.1785541], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setPos [13181.671, 3497.7451, -6.1785541];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13159.978, 3530.6299, -6.3031154], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setPos [13159.978, 3530.6299, -6.3031154];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13138.261, 3563.5496, -5.9914126], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setPos [13138.261, 3563.5496, -5.9914126];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13116.587, 3596.4583, -6.1611514], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setPos [13116.587, 3596.4583, -6.1611514];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13094.851, 3629.364, -6.0637994], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setPos [13094.851, 3629.364, -6.0637994];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_1", [13073.158, 3662.2742, -6.1899328], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setVehicleLock "LOCKED";
  _bldObj setPos [13073.158, 3662.2742, -6.1899328];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13051.535, 3695.0833, -6.376471], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setVehicleLock "LOCKED";
  _bldObj setPos [13051.535, 3695.0833, -6.376471];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13029.813, 3728.052, -6.1521502], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setVehicleLock "LOCKED";
  _bldObj setPos [13029.813, 3728.052, -6.1521502];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
// Control Tower near land (non-lootable) (blinking light).  Zombies and loot will not spawn over water.
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13067.721, 3647.5923, 4.2818656], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -303.12695;
  _bldObj setPos [13067.721, 3647.5923, 4.2818656];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8];
};
 
// Cement block under Control Tower near coast
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_c", [13061.675, 3654.853, 0.13833603], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -33.287552;
  _bldObj setPos [13061.675, 3654.853, 0.13833603];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
// Grocery on land (lootable)
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_A_GeneralStore_01", [13062.828, 3825.6414, 0.34161228], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -32.551853;
  _bldObj setPos [13062.828, 3825.6414, 0.34161228];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13260.079, 3378.8081, -3.0727394], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setVehicleLock "LOCKED";
  _bldObj setPos [13260.079, 3378.8081, -3.0727394];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
// Industrial Hangar on land
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_Hangar_2", [13013.877, 3793.1804, 3.8146973e-006], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -33.153507;
  _bldObj setPos [13013.877, 3793.1804, 3.8146973e-006];
};
 
// Control Tower near Island (non-lootable) (blinking light at night).  Zombies and loot will not spawn over water.
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13209.424, 3478.5696, 2.103996], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -484.14117;
  _bldObj setPos [13209.424, 3478.5696, 2.103996];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8];
};
 
// Cement block under Control Tower near Island
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_c", [13214.373, 3472.0823, -3.8479133], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -213.288;
  _bldObj setPos [13214.373, 3472.0823, -3.8479133];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
// Spinning Radar on coast
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["TK_GUE_WarfareBAntiAirRadar_Base_EP1", [13293.171, 3955.2397, 0.016692447], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -323.84015;
  _bldObj setPos [13293.171, 3955.2397, 0.016692447];
};
 
// Pallet of boards on bridge (mid way protection)
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13158.683, 3537.4517, 3.5], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -35.139294;
  _bldObj setPos [13158.683, 3537.4517, 3.5];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5];
};
 
// Pallet of boards on bridge (mid way protection)
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13111.459, 3599.3118, 3.5], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -215.18845;
  _bldObj setPos [13111.459, 3599.3118, 3.5];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5];
};
 
};

called like this execVM "\z\addons\dayz_server\maps\skalb.sqf";       edit to your path and file name

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Thats exactly what was happening to mine was trying all kinds of bridge codes all day even killzone kids im running Overpoch 1.0.5.1 steam patch 125548

 

until finally i found this version of code excellsior and it all smoothed out since

// Excelsior Bridge
// The land_nav_pier_m_2 is the double fenced bridge floor.  These can be changed to land_nav_pier_m_1 and spun 180 if you wanted only 1 fence.
 
// Installation
// Make sure to make a folder inside the mission file called "buildings" and save this file in there as "excbridge.sqf"
// Then add the following line as the VERY LAST line in in the "init.sqf" file.
// [] execVM "buildings\excbridge.sqf";
 
// Props to Rossymond for pointing out the new install method.
 
// Excelsior
// Server: Death DealerZ - DayzChernarus
 
if (isServer) then {
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13225.278, 3431.5159, -6.0489159], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setVehicleLock "LOCKED";
  _bldObj setPos [13225.278, 3431.5159, -6.0489159];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13247.008, 3398.5906, -6.1535072], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setVehicleLock "LOCKED";
  _bldObj setPos [13247.008, 3398.5906, -6.1535072];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_1", [13203.401, 3464.7751, -6.2994447], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 236.571701;
  _bldObj setVehicleLock "LOCKED";
  _bldObj setPos [13203.401, 3464.7751, -6.2994447];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13181.671, 3497.7451, -6.1785541], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setPos [13181.671, 3497.7451, -6.1785541];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13159.978, 3530.6299, -6.3031154], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setPos [13159.978, 3530.6299, -6.3031154];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13138.261, 3563.5496, -5.9914126], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setPos [13138.261, 3563.5496, -5.9914126];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13116.587, 3596.4583, -6.1611514], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setPos [13116.587, 3596.4583, -6.1611514];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13094.851, 3629.364, -6.0637994], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setPos [13094.851, 3629.364, -6.0637994];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_1", [13073.158, 3662.2742, -6.1899328], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setVehicleLock "LOCKED";
  _bldObj setPos [13073.158, 3662.2742, -6.1899328];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13051.535, 3695.0833, -6.376471], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setVehicleLock "LOCKED";
  _bldObj setPos [13051.535, 3695.0833, -6.376471];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13029.813, 3728.052, -6.1521502], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setVehicleLock "LOCKED";
  _bldObj setPos [13029.813, 3728.052, -6.1521502];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
// Control Tower near land (non-lootable) (blinking light).  Zombies and loot will not spawn over water.
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13067.721, 3647.5923, 4.2818656], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -303.12695;
  _bldObj setPos [13067.721, 3647.5923, 4.2818656];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8];
};
 
// Cement block under Control Tower near coast
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_c", [13061.675, 3654.853, 0.13833603], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -33.287552;
  _bldObj setPos [13061.675, 3654.853, 0.13833603];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
// Grocery on land (lootable)
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_A_GeneralStore_01", [13062.828, 3825.6414, 0.34161228], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -32.551853;
  _bldObj setPos [13062.828, 3825.6414, 0.34161228];
};
 
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_m_2", [13260.079, 3378.8081, -3.0727394], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 56.571701;
  _bldObj setVehicleLock "LOCKED";
  _bldObj setPos [13260.079, 3378.8081, -3.0727394];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
// Industrial Hangar on land
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_Hangar_2", [13013.877, 3793.1804, 3.8146973e-006], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -33.153507;
  _bldObj setPos [13013.877, 3793.1804, 3.8146973e-006];
};
 
// Control Tower near Island (non-lootable) (blinking light at night).  Zombies and loot will not spawn over water.
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13209.424, 3478.5696, 2.103996], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -484.14117;
  _bldObj setPos [13209.424, 3478.5696, 2.103996];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8];
};
 
// Cement block under Control Tower near Island
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["land_nav_pier_c", [13214.373, 3472.0823, -3.8479133], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -213.288;
  _bldObj setPos [13214.373, 3472.0823, -3.8479133];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];
};
 
// Spinning Radar on coast
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["TK_GUE_WarfareBAntiAirRadar_Base_EP1", [13293.171, 3955.2397, 0.016692447], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -323.84015;
  _bldObj setPos [13293.171, 3955.2397, 0.016692447];
};
 
// Pallet of boards on bridge (mid way protection)
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13158.683, 3537.4517, 3.5], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -35.139294;
  _bldObj setPos [13158.683, 3537.4517, 3.5];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5];
};
 
// Pallet of boards on bridge (mid way protection)
_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13111.459, 3599.3118, 3.5], [], 0, "CAN_COLLIDE"];
  _bldObj setDir -215.18845;
  _bldObj setPos [13111.459, 3599.3118, 3.5];
  _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5];
};
 
};

called like this execVM "\z\addons\dayz_server\maps\skalb.sqf";       edit to your path and file name

Were looking for this, thanks!

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