WEB11 Posted January 1, 2014 Report Share Posted January 1, 2014 On 1/1/2014 at 1:17 AM, SN1P3R said: http://imgur.com/Svgb9Vj Im trying to build in the map editor a floor ike this but can't find it anywhere. Please help :D Maybe it isn't possible? that looks like it was there before they built it. Link to comment Share on other sites More sharing options...
SN1P3R Posted January 2, 2014 Report Share Posted January 2, 2014 On 1/1/2014 at 12:49 PM, Richie said: I know how to change the height and rotate them, I want to turn a tall rock into a long rock so it can be a roof. I thought that's what setVectorUp was for ? INIT="this setVectorUp [0,0,-1];"; If you do this it will turn the object upside down if that helps. Link to comment Share on other sites More sharing options...
Richie Posted January 2, 2014 Report Share Posted January 2, 2014 On 1/2/2014 at 12:12 AM, SN1P3R said: INIT="this setVectorUp [0,0,-1];"; If you do this it will turn the object upside down if that helps. Thanks SN1P3R, I want to turn something on it's side though, not upside down. Rather than up / down i wan't it left / right, does that make sense ? Link to comment Share on other sites More sharing options...
Fully Posted January 8, 2014 Report Share Posted January 8, 2014 Is there a trick to moving roads around in 3D? I can never select the road itsself if ya get what I mean. Nevermind Just found it in the spoiler in the OP =) Link to comment Share on other sites More sharing options...
Poncho Posted January 9, 2014 Author Report Share Posted January 9, 2014 Yeah, sorry about that fully, the post is too big if it includes all in it as standard so I have to tuck some away ;) Sorry I have not been around the thread much for help but work has been pretty crazy and the ship's internet pretty much died for a while... Anyway once again the great epoch community *que heavenly shining light and choir sounds* has, as always, been there to jump in and save the day :) As for all of you wondering how to make caves e.t.c by getting the large pillar style rocks on their side, there is a simple way to do it, but it is not always reliable, so when doing it save often to see if it is actually working. There is nothing worse then spending time making a large structure only to have a major shift on saving :/ What to do: Spawn a large rock piece in the position of the cave wall (for tighter angles the smaller rocks will need to be used, but this is a little harder), then adjust the height of the rock piece to the desired height of the cave roof. Place a few of these around as a rough outline for your cave and save. After this spawn in either the 'wide cliff piece' or 'long pillar piece' drag these pieces over the ones you placed in the outline, if they are at the correct altitude their bases will 'stick' to the positioned outline rocks, then as you adjust their horizontal position you will find their angle will change allowing you to make (near enough) horizontal pieces. Small alterations in height may also need to be made during this process also to keep the base of the roof rock 'stuck' to the outline rock. This process can be very trick and involves lots of very small adjustments. Even after all this it may not save properly and the code may make the item spawn vertical again. It can be a very long process but if done right, and with a bit of luck, you can get some really interesting edits out of this. (As of now I do not know of any code (.sqf or .beidi) edits to make them spawn on their sides) Like I said just save often, and be sure to do it in stages. Most importantly, good luck! Link to comment Share on other sites More sharing options...
BrokenTwig Posted January 17, 2014 Report Share Posted January 17, 2014 Stuck as usual.. I have followed every instruction 3 times at least..I have read this tutorial 20 more times but naught...I am running a ST server and I am finding all the right spots but when I paste execVM "\z\addons\dayz_server\Missions\mapedit.sqf"; of course with missions replaced with maps and name of sqf I load great till server starting authorization...Nothing from this point..I am prolly 1 of the newest to this and usually figure these things out but not this time so I am going to swallow my pride and plead for help.. BrokenTwig is truly BROKEN Link to comment Share on other sites More sharing options...
Poncho Posted January 18, 2014 Author Report Share Posted January 18, 2014 Haha, OK buddy :) are you using your own map edit? If so just paste it here in a spoiler box, or if you don't want to show it, just pm me it and I will have a run through it for you. Make sure we are all set that side ;) Link to comment Share on other sites More sharing options...
BrokenTwig Posted January 18, 2014 Report Share Posted January 18, 2014 I am using the maps that was posted in another thread that is now elusive to me I also tried to install them server side but was stuck on authorization screen then booted to lobby...Would rather them be on server side so it dont lag out alot I can tell you the files a from GOC but thats about all..I do have a TS that I am in alot(more than ant person should be) wblz.clanvent.com:4306 Reveal hidden contents /* For DayZ Epoch Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz */ startLoadingScreen ["","RscDisplayLoadCustom"]; cutText ["","BLACK OUT"]; enableSaving [false, false]; //REALLY IMPORTANT VALUES dayZ_instance = 145; //The instance dayzHiveRequest = []; initialized = false; dayz_previousID = 0; // Enabling this option will disable the instant map features involving player healing and loadout changes dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled //disable greeting menu player setVariable ["BIS_noCoreConversations", true]; //disable radio messages to be heard and shown in the left lower corner of the screen enableRadio false; // May prevent "how are you civillian?" messages from NPC enableSentences false; // DayZ Epoch config spawnShoremode = 1; // Default = 1 (on shore) spawnArea= 1500; // Default = 1500 MaxHeliCrashes= 5; // Default = 5 MaxVehicleLimit = 100; // Default = 50 MaxDynamicDebris = 100; // Default = 100 dayz_MapArea = 14000; // Default = 10000 dayz_maxLocalZombies = 30; // Default = 30 dayz_paraSpawn = false; dayz_minpos = -1; dayz_maxpos = 16000; dayz_sellDistance_vehicle = 10; dayz_sellDistance_boat = 30; dayz_sellDistance_air = 40; dayz_maxAnimals = 8; // Default: 8 dayz_tameDogs = true; DynamicVehicleDamageLow = 0; // Default: 0 DynamicVehicleDamageHigh = 85; // Default: 100 DynamicVehicleFuelLow = 0; DynamicVehicleFuelHigh = 35; DZE_vehicleAmmo = 1; //Default = 0, deletes ammo from vehicles with machine guns every restart if set to 0. DZE_BackpackGuard = false; //Default = True, deletes backpack contents if logging out or losing connection beside another player if set to true. DZE_BuildingLimit = 700; //Default = 150, decides how many objects can be built on the server before allowing any others to be built. Change value for more buildings. DZE_TRADER_SPAWNMODE = false; //Vehicles bought with traders will parachute in instead of just spawning on the ground. EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]]; dayz_fullMoonNights = true; //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs call compile preprocessFileLineNumbers "scripts\compiles.sqf"; //Compile custom compiles progressLoadingScreen 1.0; "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; if (isServer) then { call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf"; //Compile vehicle configs // Add trader citys _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf"; _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; }; if (!isDedicated) then { [] execVM "scripts\kh_actions.sqf"; //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; // Anti Hack if (true) then { [] execVM "ATPExclusion\antihack.sqf"; }; //Lights if (true) then { //[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; }; if (dayz_REsec == 1) then { #include "\z\addons\dayz_code\system\REsec.sqf" }; //Start Dynamic Weather if(true) then { execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf"; }; #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf" [] ExecVM "Maps\GOC_LM_tubf.sqf"; [] execVM "Maps\GOC_LM_wlcr.sqf"; [] execVM "Maps\GOC_TE_bash.sqf"; [] execVM "Maps\GOC_TE_klen.sqf"; [] execVM "Maps\GOC_TE_stary.sqf"; [] execVM "Maps\GOC_TE_neaf.sqf"; [] execVM "Maps\GOC_TE_btcc.sqf"; Link to comment Share on other sites More sharing options...
calamity Posted January 20, 2014 Report Share Posted January 20, 2014 I am trying to add my own custom buildings in the arma II editor epoch 1.0.3.1, I have downloaded others custom tavi buildings and saved em in my server.pbo and called em in my server_functions.sqf they work fine a few questions though. 1. some custom content has this at the top /* ---------------------------------------- Created by Hertizch for Sliced N' Diced. great work BTW ---------------------------------------- */ others have this at the top and the close bracket at bottom if (isServer) then { which is correct ??? 2. should it be placed in server.pbo and called in server_functions.sqf or placed in mission.pbo and called in init.sqf like most tutorials say all downloaded content says to put in server.pbo which working fine, except my own custom work dont ;( I delete the top and bottom just like instructed I have added both starts and ends but still nothing works. my buddy made a dam, he sent to me I added the */ at the top no closing bracket and his works fine but not mine. Link to comment Share on other sites More sharing options...
calamity Posted January 20, 2014 Report Share Posted January 20, 2014 ok I got it my custom map working I had a soldier in there. guess I added 2 soldiers. oops. Link to comment Share on other sites More sharing options...
Poncho Posted January 20, 2014 Author Report Share Posted January 20, 2014 Quote 1. some custom content has this at the top /* ---------------------------------------- Created by Hertizch for Sliced N' Diced. great work BTW ---------------------------------------- */ others have this at the top and the close bracket at bottom if (isServer) then { which is correct ??? 2. should it be placed in server.pbo and called in server_functions.sqf or placed in mission.pbo and called in init.sqf like most tutorials say 1.others have this at the top and the close bracket at bottom if (isServer) then { You need this for the code to work. These: /* ---------------------------------------- Created by Hertizch for Sliced N' Diced. great work BTW ---------------------------------------- */ ...are just credits, added by the creator. Anything with the slashes and stars at the beginning and end are ignored by the code. 2.Either will work, but server side is better. It means a smaller mission size, edits are loaded server size, not client side, and AI won't walk through the walls ;) Link to comment Share on other sites More sharing options...
Poncho Posted January 20, 2014 Author Report Share Posted January 20, 2014 As for you broken twig I can't help without some more information if the guide is not solving your issue. Just post me he code you are adding, otherwise there really is not much I can do. I get back to the country on Sunday, maybe I can have a chat with you some time after then :) Link to comment Share on other sites More sharing options...
BrokenTwig Posted January 20, 2014 Report Share Posted January 20, 2014 I have placed them in my mission.pbo for now and they are working they are Ghost of Chernarus files but still unable to get them going serverside. I dont really understand all of it as I told ya I was very new but if you are able to join our ts or message what you need to see I will gather the info and get it to you Thanks for your response Poncho Link to comment Share on other sites More sharing options...
sm1l3r Posted January 23, 2014 Report Share Posted January 23, 2014 Hi i have followed this and it works well but any vehicles i seem to spawn in and get in they just blow up and kill me ? any ideas? Link to comment Share on other sites More sharing options...
williamjbrown Posted January 23, 2014 Report Share Posted January 23, 2014 Just going to throw this out there as my optomizer for added buildings! Replace = _vehicle_(\d+) = objNull; WITH _bldObj = objNull; Delete = _vehicle_(\d+) = _this; Replace = _vehicle_(\d+) WITH _bldObj Replace = _this WITH _bldObj Works a wonder for me and a few people have posted this but this is a collective optomizer including all the steps. Optomizer.txt Link to comment Share on other sites More sharing options...
Randomness Posted January 25, 2014 Report Share Posted January 25, 2014 Is it possible to block interaction with spawned objects, like vehicles, plot poles , safes , stuff like that? Link to comment Share on other sites More sharing options...
Fully Posted January 25, 2014 Report Share Posted January 25, 2014 _bldObj setVehicleLock "LOCKED"; or _this setVehicleLock "LOCKED"; Link to comment Share on other sites More sharing options...
MadWookie Posted January 27, 2014 Report Share Posted January 27, 2014 After adding all of the buildings I need/want onto the map I upload the map to the server then about half of the buildings arent in-game, I have done everything I can think of and it still is not working. *NOTE* I didnt use all "EU_" items. Might that be the problem? Link to comment Share on other sites More sharing options...
Randomness Posted January 27, 2014 Report Share Posted January 27, 2014 On 1/25/2014 at 1:31 PM, Fully said: _bldObj setVehicleLock "LOCKED"; or _this setVehicleLock "LOCKED"; this doesnt block interact with plotpoles/gunracks Link to comment Share on other sites More sharing options...
XOIIO Posted February 4, 2014 Report Share Posted February 4, 2014 The map editor mod does not work, it causes a few different bugs, will this still work with the default editor? I am not worried about the buildings I add not spawning stuff. Link to comment Share on other sites More sharing options...
calamity Posted February 4, 2014 Report Share Posted February 4, 2014 in taviana epoch if I place a mash building would I just name it Land_mash to get it to spawn loot same with the hospital tents ??? Link to comment Share on other sites More sharing options...
Richie Posted February 4, 2014 Report Share Posted February 4, 2014 On 2/4/2014 at 11:03 PM, calamity said: in taviana epoch if I place a mash building would I just name it Land_mash to get it to spawn loot same with the hospital tents ??? You can keep them as Map_mash if you want, Epoch includes the Map EU addon. The buildings will spawn but for loot some might be to be called Land_ Link to comment Share on other sites More sharing options...
calamity Posted February 5, 2014 Report Share Posted February 5, 2014 I have a question about adding buildings for taviana 2.0 non epoch I have added lots to my epoch tavi server but cant seem to get custom building on regular taviana I do the same way ?? in server fuctions or do I have to do it through init.sqf ?? any1 help would be great Link to comment Share on other sites More sharing options...
calamity Posted February 5, 2014 Report Share Posted February 5, 2014 nevermind I had a typo in the folder name Link to comment Share on other sites More sharing options...
Novuhz Posted February 8, 2014 Report Share Posted February 8, 2014 Just wondering why is nothing spawning in the building I made? What am I doing wrong? EDIT: reading the topic again... seems I ran the editor wrong? Because I tho i ran the Jon_Editor so it should of made LAND_ instead of MAP_ right? Confused here X_X Should I only run DayZ without Epoch mod on? With Jon_Editor on? EDIT: Fixed it myself :) Another question, how do you flat the terrain? Link to comment Share on other sites More sharing options...
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