Jump to content

How to make Custom map content [ Tutorial & Ongoing Support ]


Poncho

Recommended Posts

Man this has easily been the most useful thread on this forum for me so far. Mind you this forum is incredible.  but for a one-stop thread of how-to edit it's second to none.

 

ok so!  I have hit a brick wall and banged my head against it on this issue.  

 

Takistan roads. Specifically the dry dirt roads. I cannot find them anywhere. Yes I have checked Jon_EditorUpdate, OA, AGS and MAP_EU. Among others. I cant find them anywhere. Does anyone have a MAP pack that includes the roads for Takistan or at the very least the Classnames for them?

Link to comment
Share on other sites

Hi,

BUILDINGS ON THE SERVER FILE

I believe to know one cons about have the buildings on the server file: this rise the use of the server bandwidth, and if your bandwidth is already at maximum use, this can generate lag and desync.

Anyone can confirm?

Explanation: the new buildings are streamed to the clients when they are near it.

Link to comment
Share on other sites

Man this has easily been the most useful thread on this forum for me so far. Mind you this forum is incredible.  but for a one-stop thread of how-to edit it's second to none.

 

ok so!  I have hit a brick wall and banged my head against it on this issue.  

 

Takistan roads. Specifically the dry dirt roads. I cannot find them anywhere. Yes I have checked Jon_EditorUpdate, OA, AGS and MAP_EU. Among others. I cant find them anywhere. Does anyone have a MAP pack that includes the roads for Takistan or at the very least the Classnames for them?

 

ca\roads_e\roads\asf10_w10_a0_286_r2000.p3d
ca\roads_e\roads\asf10_w10_a0_573_r1000.p3d
ca\roads_e\roads\asf10_w10_a0_573_r2000.p3d
ca\roads_e\roads\asf10_w10_a1_146_r1000.p3d
ca\roads_e\roads\asf10_w10_a1_146_r500.p3d
ca\roads_e\roads\asf10_w10_a11_459_r100.p3d
ca\roads_e\roads\asf10_w10_a11_459_r50.p3d
ca\roads_e\roads\asf10_w10_a15_279_r75.p3d
ca\roads_e\roads\asf10_w10_a2_292_r500.p3d
ca\roads_e\roads\asf10_w10_a2_865_r200.p3d
ca\roads_e\roads\asf10_w10_a22_918_r25.p3d
ca\roads_e\roads\asf10_w10_a22_918_r50.p3d
ca\roads_e\roads\asf10_w10_a45_837_r25.p3d
ca\roads_e\roads\asf10_w10_a5_73_r100.p3d
ca\roads_e\roads\asf10_w10_a5_73_r200.p3d
ca\roads_e\roads\asf10_w10_a7_639_r75.p3d
ca\roads_e\roads\asf10_w10_l10.p3d
ca\roads_e\roads\asf10_w10_l10_term.p3d
ca\roads_e\roads\asf10_w10_l20.p3d
ca\roads_e\roads\asf12_w12_a0_344_r2000.p3d
ca\roads_e\roads\asf12_w12_a0_688_r1000.p3d
ca\roads_e\roads\asf12_w12_a0_688_r2000.p3d
ca\roads_e\roads\asf12_w12_a1_375_r1000.p3d
ca\roads_e\roads\asf12_w12_a1_375_r500.p3d
ca\roads_e\roads\asf12_w12_a13_751_r100.p3d
ca\roads_e\roads\asf12_w12_a13_751_r50.p3d
ca\roads_e\roads\asf12_w12_a18_335_r75.p3d
ca\roads_e\roads\asf12_w12_a2_75_r500.p3d
ca\roads_e\roads\asf12_w12_a27_502_r25.p3d
ca\roads_e\roads\asf12_w12_a27_502_r50.p3d
ca\roads_e\roads\asf12_w12_a3_438_r200.p3d
ca\roads_e\roads\asf12_w12_a55_004_r25.p3d
ca\roads_e\roads\asf12_w12_a6_875_r100.p3d
ca\roads_e\roads\asf12_w12_a6_875_r200.p3d
ca\roads_e\roads\asf12_w12_a68_755_r10.p3d
ca\roads_e\roads\asf12_w12_a9_167_r75.p3d
ca\roads_e\roads\asf12_w12_l12.p3d
ca\roads_e\roads\asf12_w12_l12_term.p3d
ca\roads_e\roads\asf12_w12_l24.p3d
ca\roads_e\roads\dirt10_w10_a0_286_r2000.p3d
ca\roads_e\roads\dirt10_w10_a0_573_r1000.p3d
ca\roads_e\roads\dirt10_w10_a0_573_r2000.p3d
ca\roads_e\roads\dirt10_w10_a1_146_r1000.p3d
ca\roads_e\roads\dirt10_w10_a1_146_r500.p3d
ca\roads_e\roads\dirt10_w10_a11_459_r100.p3d
ca\roads_e\roads\dirt10_w10_a11_459_r50.p3d
ca\roads_e\roads\dirt10_w10_a15_279_r75.p3d
ca\roads_e\roads\dirt10_w10_a2_292_r500.p3d
ca\roads_e\roads\dirt10_w10_a2_865_r200.p3d
ca\roads_e\roads\dirt10_w10_a22_918_r25.p3d
ca\roads_e\roads\dirt10_w10_a22_918_r50.p3d
ca\roads_e\roads\dirt10_w10_a45_837_r25.p3d
ca\roads_e\roads\dirt10_w10_a5_73_r100.p3d
ca\roads_e\roads\dirt10_w10_a5_73_r200.p3d
ca\roads_e\roads\dirt10_w10_a7_639_r75.p3d
ca\roads_e\roads\dirt10_w10_l10.p3d
ca\roads_e\roads\dirt10_w10_l10_term.p3d
ca\roads_e\roads\dirt10_w10_l20.p3d
ca\roads_e\roads\dirt7_w7_a0_201_r2000.p3d
ca\roads_e\roads\dirt7_w7_a0_401_r1000.p3d
ca\roads_e\roads\dirt7_w7_a0_401_r2000.p3d
ca\roads_e\roads\dirt7_w7_a0_802_r1000.p3d
ca\roads_e\roads\dirt7_w7_a0_802_r500.p3d
ca\roads_e\roads\dirt7_w7_a1_604_r500.p3d
ca\roads_e\roads\dirt7_w7_a10_695_r75.p3d
ca\roads_e\roads\dirt7_w7_a16_043_r25.p3d
ca\roads_e\roads\dirt7_w7_a16_043_r50.p3d
ca\roads_e\roads\dirt7_w7_a2_005_r200.p3d
ca\roads_e\roads\dirt7_w7_a32_086_r25.p3d
ca\roads_e\roads\dirt7_w7_a4_011_r100.p3d
ca\roads_e\roads\dirt7_w7_a4_011_r200.p3d
ca\roads_e\roads\dirt7_w7_a40_107_r10.p3d
ca\roads_e\roads\dirt7_w7_a5_348_r75.p3d
ca\roads_e\roads\dirt7_w7_a8_021_r100.p3d
ca\roads_e\roads\dirt7_w7_a8_021_r50.p3d
ca\roads_e\roads\dirt7_w7_l14.p3d
ca\roads_e\roads\dirt7_w7_l7.p3d
ca\roads_e\roads\dirt7_w7_l7_term.p3d
ca\roads_e\roads\kr_t_asf10_w10_asf10_w10_asf10_w10.p3d
ca\roads_e\roads\kr_t_asf10_w10_asf10_w10_dirt10_w10.p3d
ca\roads_e\roads\kr_t_asf10_w10_asf10_w10_dirt7_w7.p3d
ca\roads_e\roads\kr_t_asf12_w12_asf12_w12_asf10_w10.p3d
ca\roads_e\roads\kr_t_asf12_w12_asf12_w12_asf12_w12.p3d
ca\roads_e\roads\kr_t_asf12_w12_asf12_w12_dirt10_w10.p3d
ca\roads_e\roads\kr_t_asf12_w12_asf12_w12_dirt7_w7.p3d
ca\roads_e\roads\kr_t_dirt10_w10_dirt10_w10_asf10_w10.p3d
ca\roads_e\roads\kr_t_dirt10_w10_dirt10_w10_dirt10_w10.p3d
ca\roads_e\roads\kr_t_dirt10_w10_dirt10_w10_dirt7_w7.p3d
ca\roads_e\roads\kr_t_dirt7_w7_dirt7_w7_asf10_w10.p3d
ca\roads_e\roads\kr_t_dirt7_w7_dirt7_w7_dirt10_w10.p3d
ca\roads_e\roads\kr_t_dirt7_w7_dirt7_w7_dirt7_w7.p3d
ca\roads_e\roads\kr_x_asf10_w10_dirt10_w10_asf10_w10_asf10_w10.p3d
ca\roads_e\roads\kr_x_asf10_w10_dirt7_w7_asf10_w10_asf10_w10.p3d
ca\roads_e\roads\kr_x_asf10_w10_dirt7_w7_dirt7_w7_asf10_w10.p3d
ca\roads_e\roads\kr_x_asf12_w12_asf10_w10_asf12_w12_asf10_w10.p3d
ca\roads_e\roads\kr_x_asf12_w12_dirt10_w10_asf12_w12_dirt10_w10.p3d
ca\roads_e\roads\kr_x_asf12_w12_dirt7_w7_asf12_w12_dirt10_w10.p3d
ca\roads_e\roads\kr_x_dirt10_w10_dirt7_w7_dirt10_w10_dirt10_w10.p3d
ca\roads_e\roads\kr_x_dirt10_w10_dirt7_w7_dirt10_w10_dirt7_w7.p3d
ca\roads_e\roads\road_invisible.p3d
ca\roads_e\roads\road_invisible_t.p3d
ca\roads_e\runway\runway_beton_end1_ep1.p3d
ca\roads_e\runway\runway_beton_end2_ep1.p3d
ca\roads_e\runway\runway_beton_ep1.p3d
ca\roads_e\runway\runway_dirt_1_ep1.p3d
ca\roads_e\runway\runway_dirt_2_ep1.p3d
ca\roads_e\runway\runway_dirt_3_ep1.p3d
ca\roads_e\runway\runway_end04_ep1.p3d
ca\roads_e\runway\runway_end06_ep1.p3d
ca\roads_e\runway\runway_end22_ep1.p3d
ca\roads_e\runway\runway_end24_ep1.p3d
ca\roads_e\runway\runway_main_40_ep1.p3d
ca\roads_e\runway\runway_main_ep1.p3d
ca\roads_e\runway\runway_poj_draha_ep1.p3d
ca\roads_e\runway\runway_poj_l_1_end_ep1.p3d
ca\roads_e\runway\runway_poj_l_1_ep1.p3d
ca\roads_e\runway\runway_poj_l_2_end_ep1.p3d
ca\roads_e\runway\runway_poj_l_2_ep1.p3d
ca\roads_e\runway\runway_poj_spoj_2_ep1.p3d
ca\roads_e\runway\runway_poj_spoj_ep1.p3d
ca\roads_e\runway\runway_poj_t_1_ep1.p3d
ca\roads_e\runway\runway_poj_t_2_ep1.p3d
ca\roads_e\sidewalks\sw_a_body_6m_ep1.p3d
ca\roads_e\sidewalks\sw_a_end_l_ep1.p3d
ca\roads_e\sidewalks\sw_a_end_r_ep1.p3d
ca\roads_e\sidewalks\sw_a_turn_ep1.p3d
ca\roads_e\sidewalks\sw_c_body_6m_ep1.p3d
ca\roads_e\sidewalks\sw_c_end_l_ep1.p3d
ca\roads_e\sidewalks\sw_c_end_r_ep1.p3d
ca\roads_e\sidewalks\sw_c_turn_ep1.p3d
Link to comment
Share on other sites

So after reading this thread I now know that you place "_this setVectorUp [o.o.1];" on an obect to set it horizontal. After I edit the object and place this parm in it sets it properly but when I try to move it around it goes right back to whatever the terrain is. Whats the secret to keeping the object horizontal while I adjust it in the editor?

Link to comment
Share on other sites

Fully, I tried to use the roads from your post but I could never get them to show up in the 3D editor. I placed an object (sign) in the 3D editor, saved, went to the saved sqf file and replaced the sign class name with the road class name you listed, loaded the game and the sign was still there. What am I missing? 

Link to comment
Share on other sites

So after reading this thread I now know that you place "_this setVectorUp [o.o.1];" on an obect to set it horizontal. After I edit the object and place this parm in it sets it properly but when I try to move it around it goes right back to whatever the terrain is. Whats the secret to keeping the object horizontal while I adjust it in the editor?

 

You could try and name the vehicle. this is how I do it. It is random how it looks. Sometimes straight other times its learning more than the Tower Of Pisa :/

_vehicle_1 = objNull;
if (true) then
{
  _this = createVehicle ["MAP_Panelak2", [12262.567, 9572.6133, 8.4877014e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_1 = _this;
  _this setDir 292.03546;
  _this setVehicleVarName "build01";
  build01 = _this;
  _this setVehicleInit "build01 setVectorUp [0,0,1]";
  _this setPos [12262.567, 9572.6133, 8.4877014e-005];
};
Link to comment
Share on other sites

Fully, I tried to use the roads from your post but I could never get them to show up in the 3D editor. I placed an object (sign) in the 3D editor, saved, went to the saved sqf file and replaced the sign class name with the road class name you listed, loaded the game and the sign was still there. What am I missing? 

Sorry m8, I have no idea what the class names are. You could lay down a normal road, then rename it in the sqf.

Its all trial and error.

I would try it with Zargabad map in the editor and make sure you are using the addons that it lists.

ca\roads_e\runway\runway_end22_ep1.p3d class name might be runway_end22_ep1 as the classname. You have to piss around with it to work it out =)

Sorry I carnt be any more help on this.

Might be worth reading this :/

http://dev.withsix.com/issues/13031

 

Link to comment
Share on other sites

Hi all, i'm gettin ga little problem with the mapping added on the server.

 

Since yesterday all my adding a added X3

You v got 3 object pasted one on one that s mean IE:

- for a barrack you v got 3 door to open to let you entering

- For vein you v got 3 vein and then can destruct it 3 times and getting 3 X the loot

Etc.

 

What's wrong and how to fix that?

( Since yesterday everything was fine)

Link to comment
Share on other sites

Hey just wondering if anyone knows a way to stop people picking items up? I have a bit of eye candy in my map editions but I don't want people to pick them up or even open them. (Hunting Rifle, 5.56 ammo box etc)

 

I haven't checked latterly but last time I toyed around with that sort of stuff I just locked the item in the editor and they were still able to pick them up 

Link to comment
Share on other sites

No one fixed the problem about maping added and pasted each object 3 time at the same place?

 

I unisntalled each maping.

Launching the server.

Connectiong to the server.

Then stoped the server.

Added maping again

restarted the server.

But it snt fixed.

All my maping is added server side.

i'm lost with it and would love to fix this damn bug

Link to comment
Share on other sites

On server side:

I take a small exemple then ( it s the same for every maping script added)

 

server.pbo/map_updates/patrouille1.sqf

if (isServer) then {

_vehicle_48 = objNull;
if (true) then
{
  _this = createVehicle ["MAP_posed", [13063.883, 6941.9766], [], 0, "CAN_COLLIDE"];
  _vehicle_48 = _this;
  _this setDir -168.38283;
  _this setPos [13063.883, 6941.9766];
};

_vehicle_50 = objNull;
if (true) then
{
  _this = createVehicle ["MAP_posed", [13081.846, 6951.8525, -7.6293945e-006], [], 0, "CAN_COLLIDE"];
  _vehicle_50 = _this;
  _this setDir 5.6743083;
  _this setPos [13081.846, 6951.8525, -7.6293945e-006];
};

_vehicle_52 = objNull;
if (true) then
{
  _this = createVehicle ["MAP_CamoNet_EAST", [13063.482, 6952.6401], [], 0, "CAN_COLLIDE"];
  _vehicle_52 = _this;
  _this setDir -83.96122;
  _this setPos [13063.482, 6952.6401];
};

_vehicle_54 = objNull;
if (true) then
{
  _this = createVehicle ["Land_HBarrier_large", [13079.466, 6934.8936, -0.15724678], [], 0, "CAN_COLLIDE"];
  _vehicle_54 = _this;
  _this setDir 11.234885;
  _this setPos [13079.466, 6934.8936, -0.15724678];
};

_vehicle_56 = objNull;
if (true) then
{
  _this = createVehicle ["Land_HBarrier_large", [13063.095, 6937.6025, -0.25064418], [], 0, "CAN_COLLIDE"];
  _vehicle_56 = _this;
  _this setDir 11.234885;
  _this setPos [13063.095, 6937.6025, -0.25064418];
};

_vehicle_58 = objNull;
if (true) then
{
  _this = createVehicle ["Land_HBarrier_large", [13050.721, 6946.5234, -0.27679136], [], 0, "CAN_COLLIDE"];
  _vehicle_58 = _this;
  _this setDir -76.731682;
  _this setPos [13050.721, 6946.5234, -0.27679136];
};

_vehicle_61 = objNull;
if (true) then
{
  _this = createVehicle ["Land_HBarrier_large", [13052.477, 6954.5552, -0.34336239], [], 0, "CAN_COLLIDE"];
  _vehicle_61 = _this;
  _this setDir -76.731682;
  _this setPos [13052.477, 6954.5552, -0.34336239];
};

_vehicle_63 = objNull;
if (true) then
{
  _this = createVehicle ["Land_HBarrier_large", [13054.249, 6962.7183, -0.56157893], [], 0, "CAN_COLLIDE"];
  _vehicle_63 = _this;
  _this setDir -76.731682;
  _this setPos [13054.249, 6962.7183, -0.56157893];
};

_vehicle_65 = objNull;
if (true) then
{
  _this = createVehicle ["Land_HBarrier_large", [13088.159, 6937.876, -0.2965866], [], 0, "CAN_COLLIDE"];
  _vehicle_65 = _this;
  _this setDir -76.731682;
  _this setPos [13088.159, 6937.876, -0.2965866];
};

_vehicle_67 = objNull;
if (true) then
{
  _this = createVehicle ["Land_HBarrier_large", [13090.813, 6950.9565, -0.42933008], [], 0, "CAN_COLLIDE"];
  _vehicle_67 = _this;
  _this setDir -76.731682;
  _this setPos [13090.813, 6950.9565, -0.42933008];
};

_vehicle_69 = objNull;
if (true) then
{
  _this = createVehicle ["Land_HBarrier_large", [13083.815, 6959.5991, -0.18064995], [], 0, "CAN_COLLIDE"];
  _vehicle_69 = _this;
  _this setDir -174.68065;
  _this setPos [13083.815, 6959.5991, -0.18064995];
};

_vehicle_71 = objNull;
if (true) then
{
  _this = createVehicle ["Land_HBarrier_large", [13066.298, 6962.5864, -0.31926921], [], 0, "CAN_COLLIDE"];
  _vehicle_71 = _this;
  _this setDir 18.692812;
  _this setPos [13066.298, 6962.5864, -0.31926921];
};

_vehicle_73 = objNull;
if (true) then
{
  _this = createVehicle ["Land_HBarrier_large", [13058.69, 6964.7905, -0.4701958], [], 0, "CAN_COLLIDE"];
  _vehicle_73 = _this;
  _this setDir -162.20468;
  _this setPos [13058.69, 6964.7905, -0.4701958];
};

_vehicle_75 = objNull;
if (true) then
{
  _this = createVehicle ["Hedgehog_EP1", [13074.561, 6934.1177, 1.5258789e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_75 = _this;
  _this setPos [13074.561, 6934.1177, 1.5258789e-005];
};

_vehicle_77 = objNull;
if (true) then
{
  _this = createVehicle ["Hedgehog_EP1", [13073.149, 6934.6133], [], 0, "CAN_COLLIDE"];
  _vehicle_77 = _this;
  _this setPos [13073.149, 6934.6133];
};

_vehicle_79 = objNull;
if (true) then
{
  _this = createVehicle ["Hedgehog_EP1", [13071.813, 6935.1406, 1.5258789e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_79 = _this;
  _this setPos [13071.813, 6935.1406, 1.5258789e-005];
};

_vehicle_81 = objNull;
if (true) then
{
  _this = createVehicle ["Hedgehog_EP1", [13065.996, 6927.9717, -7.6293945e-006], [], 0, "CAN_COLLIDE"];
  _vehicle_81 = _this;
  _this setPos [13065.996, 6927.9717, -7.6293945e-006];
};

_vehicle_83 = objNull;
if (true) then
{
  _this = createVehicle ["Hedgehog_EP1", [13067.142, 6927.5381, 1.5258789e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_83 = _this;
  _this setPos [13067.142, 6927.5381, 1.5258789e-005];
};

_vehicle_85 = objNull;
if (true) then
{
  _this = createVehicle ["Hedgehog_EP1", [13068.372, 6927.0679, 7.6293945e-006], [], 0, "CAN_COLLIDE"];
  _vehicle_85 = _this;
  _this setPos [13068.372, 6927.0679, 7.6293945e-006];
};

_vehicle_87 = objNull;
if (true) then
{
  _this = createVehicle ["Hedgehog_EP1", [13079.136, 6962.0859, 3.0517578e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_87 = _this;
  _this setPos [13079.136, 6962.0859, 3.0517578e-005];
};

_vehicle_89 = objNull;
if (true) then
{
  _this = createVehicle ["Hedgehog_EP1", [13077.628, 6962.5742, -7.6293945e-006], [], 0, "CAN_COLLIDE"];
  _vehicle_89 = _this;
  _this setPos [13077.628, 6962.5742, -7.6293945e-006];
};

_vehicle_91 = objNull;
if (true) then
{
  _this = createVehicle ["Hedgehog_EP1", [13076.335, 6963.0107, -7.6293945e-006], [], 0, "CAN_COLLIDE"];
  _vehicle_91 = _this;
  _this setPos [13076.335, 6963.0107, -7.6293945e-006];
};

_vehicle_93 = objNull;
if (true) then
{
  _this = createVehicle ["Hedgehog_EP1", [13073.585, 6969.478, 7.6293945e-006], [], 0, "CAN_COLLIDE"];
  _vehicle_93 = _this;
  _this setPos [13073.585, 6969.478, 7.6293945e-006];
};

_vehicle_95 = objNull;
if (true) then
{
  _this = createVehicle ["Hedgehog_EP1", [13072.28, 6969.8145], [], 0, "CAN_COLLIDE"];
  _vehicle_95 = _this;
  _this setPos [13072.28, 6969.8145];
};

_vehicle_97 = objNull;
if (true) then
{
  _this = createVehicle ["Hedgehog_EP1", [13070.901, 6970.248, -2.2888184e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_97 = _this;
  _this setPos [13070.901, 6970.248, -2.2888184e-005];
};
};

called from server.pbo/init/server_functions.sqf ( on the bottom of the file)

server_setLocalObjVars = {
	private ["_obj","_holder","_weapons","_magazines","_backpacks","_player","_objectID","_objectUID"];

	_obj = _this select 0;
	_holder = _this select 1;
	_player = _this select 2;

	_objectID 	= _obj getVariable["ObjectID","0"];
	_objectUID	= _obj getVariable["ObjectUID","0"];

	_weapons = 		getWeaponCargo _obj;
	_magazines = 	getMagazineCargo _obj;
	_backpacks = 	getBackpackCargo _obj;
	
	deleteVehicle _obj;

	_holder setVariable ["WeaponCargo", _weapons];
	_holder setVariable ["MagazineCargo", _magazines];
	_holder setVariable ["BackpackCargo", _backpacks];
	
	diag_log format["SAFE LOCKED: ID:%1 UID:%2 BY %3(%4)", _objectID, _objectUID, (name _player), (getPlayerUID _player)];
};
// Map custom
[] execVM "\z\addons\dayz_server\map_updates\patrouille1.sqf";

here it's the things.

Link to comment
Share on other sites

For the past 2-3 hours, I have been editing my map. I finally got it done and did the steps that I was told to do. It still doesn't work. 

 

Here is where my maps folder is located : http://gyazo.com/39f2ffe239be4f938b0eb3708a78d471

 

Inside my maps folder is my Outpost.sqf folder, which includes all of this.. : http://pastebin.com/jNNpBwJi

 

and inside my server_functions is this

server_setLocalObjVars = {
	private ["_obj","_holder","_weapons","_magazines","_backpacks","_player","_objectID","_objectUID"];

	_obj = _this select 0;
	_holder = _this select 1;
	_player = _this select 2;

	_objectID 	= _obj getVariable["ObjectID","0"];
	_objectUID	= _obj getVariable["ObjectUID","0"];

	_weapons = 		getWeaponCargo _obj;
	_magazines = 	getMagazineCargo _obj;
	_backpacks = 	getBackpackCargo _obj;
	
	deleteVehicle _obj;

	_holder setVariable ["WeaponCargo", _weapons];
	_holder setVariable ["MagazineCargo", _magazines];
	_holder setVariable ["BackpackCargo", _backpacks];
	
	diag_log format["SAFE LOCKED: ID:%1 UID:%2 BY %3(%4)", _objectID, _objectUID, (name _player), (getPlayerUID _player)];
};
 // Map Custom
 execVM "\z\addons\dayz_server\Maps\Outpost.sqf";

What did I do wrong? Please help!

Link to comment
Share on other sites

@Brutis

 

Depack/extract your dayz_server.pbo

 

REMOVE all your addons =)

 

Open system/server_monitor.sqf

 

look around line 21 for this

// Custom Configs

 

 

Just under it paste this

call compile preProcessFileLineNumbers "\z\addons\dayz_server\map_updates\patrouille1.sqf";

Upload your patrouille1.sqf to the map_updates folder inside your dayz_server.pbo

 

Repack and upload to your server.

 

Restart and you should be all good.

Link to comment
Share on other sites

Hey guys! I have been on a pretty long sea voyage with work, which for the most part has been internet free :/ I'm so glad to see this thread still going and running by itself to keep on helping each other out. I am still at sea now using satellite internet, so if you have or know of anything which you believe should be added to the original post please let me know and I will add it up there as soon as I can. Keep up the good work!

Link to comment
Share on other sites

@Brutis

 

Depack/extract your dayz_server.pbo

 

REMOVE all your addons =)

 

Open system/server_monitor.sqf

 

look around line 21 for this

 

Just under it paste this

call compile preProcessFileLineNumbers "\z\addons\dayz_server\map_updates\patrouille1.sqf";

Upload your patrouille1.sqf to the map_updates folder inside your dayz_server.pbo

 

Repack and upload to your server.

 

Restart and you should be all good.

 

Ok i ll try this way,

I always used this way and didnt get problems, let' see if your way will fix it and thx in advance

Link to comment
Share on other sites

For the past 2-3 hours, I have been editing my map. I finally got it done and did the steps that I was told to do. It still doesn't work. 

 

Here is where my maps folder is located : http://gyazo.com/39f2ffe239be4f938b0eb3708a78d471

 

Inside my maps folder is my Outpost.sqf folder, which includes all of this.. : http://pastebin.com/jNNpBwJi

 

and inside my server_functions is this

server_setLocalObjVars = {
	private ["_obj","_holder","_weapons","_magazines","_backpacks","_player","_objectID","_objectUID"];

	_obj = _this select 0;
	_holder = _this select 1;
	_player = _this select 2;

	_objectID 	= _obj getVariable["ObjectID","0"];
	_objectUID	= _obj getVariable["ObjectUID","0"];

	_weapons = 		getWeaponCargo _obj;
	_magazines = 	getMagazineCargo _obj;
	_backpacks = 	getBackpackCargo _obj;
	
	deleteVehicle _obj;

	_holder setVariable ["WeaponCargo", _weapons];
	_holder setVariable ["MagazineCargo", _magazines];
	_holder setVariable ["BackpackCargo", _backpacks];
	
	diag_log format["SAFE LOCKED: ID:%1 UID:%2 BY %3(%4)", _objectID, _objectUID, (name _player), (getPlayerUID _player)];
};
 // Map Custom
 execVM "\z\addons\dayz_server\Maps\Outpost.sqf";

What did I do wrong? Please help!

 

 

Into your outpost.sqf correct the begining it should be:

 

if (isServer) then {

 

.....

 

 

And not 

 

Replace with: if (isServer) then {

 

.....

 

 

Delee this block too:

 

  1. _this = createCenter west;
  2. _center_2 = _this;
  3.  
  4. _group_4 = createGroup _center_2;
  5.  
  6. _unit_39 = objNull;
  7. if (true) then
  8. {
  9.   _this = _group_4 createUnit ["DZ_Pastor", [12694.875, 12872.161, -30.984913], [], 0, "CAN_COLLIDE"];
  10.   _unit_39 = _this;
  11.   _this setUnitAbility 0.60000002;
  12.   if (true) then {_group_4 selectLeader _this;};
  13.   if (true) then {setPlayable _this;};
  14. };
Dont never keep center block and units block into your map.sqf

 

PS: you may too change some name of your object if you care to let them looting item inside...

 

MAP_Mil_Barracks_i = no loot and no zombie will spawn

Land_Mil_Barracks_i = loot and zombies will spawn

Link to comment
Share on other sites

  • 2 weeks later...

I have heard that if you leave those buildings labeled as vehicles, does that affect the amount of vehicles being spawned in on your server? I have no idea of this, it was mentioned to me by someone who heard about that being an issue. They said to changed them into items? Could someone elaborate on that?

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...