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

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Hey guys, it's great to see this thread still going on and helping people! I however sadly do not have the time so much anymore and am busy with work a lot (sailing the mighty oceans  ^_^ ) so if any of you wonderful people that have been carrying out all this super community help wanna pm me with any adjustments I should make to the original thread or additions based on updates to the mod itself please feel free to pm me or simply reply here and i'll get it updated at the next chance I get.

 

Stay awesome Epoch community  :D

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Eager, I am not sure you can using this method tho it may be possible. A protective dome may be an easier solution for that. The items added this way would however respawn every restart tho if they were blown up.

Edited by DaveA

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I am having trouble with barracks in my sqf files having double doors to have to open. I am running my buildings server side on an Epoch, Chernarus Map server. I saw in an early post about DayZ that the info to alter is in server monitor, but it is not there on the Epoch server. Does anyone know how to fix this issue?

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Think this might be something on my end but when I spawn in a building in the 3d editor I can hold LMB to move it around but changing the height or rotating doesn't seem to work. I hold either shit or alt and the cursor changes to rotate or change height but nothing actually happens. It just stays where it is and won't go up or down or rotate. Anyone know what I'm doing wrong?

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    • By Sandbird
      Dayz.Epoch.1.0.62 - 3d.Editor.Live.Mission with Database interaction


      -=Youtube Demo=-
       
      What is this
      A custom mission file for the purpose of testing/writing scripts for DayZ Epoch without the need of a server.
      It emulates the dayz_server and dayz_mission files, so you can write scripts using the 3d editor. No need to use a dayz_server for debugging anymore. We all know how time consuming that is.

      Features
      Full Database integration (yes thats right... [:)] I would suggest to have a maximum of 100 objects in your object_data table for faster results.
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      Hope this code will help you write code faster and easier !
      ### Credits
      This mission file would not be possible without the help of these addons/people

      DayzEpochTeam | http://epochmod.com
      killzonekid | http://killzonekid.com
      extDB3 | https://bitbucket.org/torndeco/extdb3/wiki/Home
      ebayShopper | https://github.com/ebayShopper/TestKit
      JasonTM (for the latest beta AdminTools)| https://epochmod.com/forum/topic/44863-release-epoch-admin-tools-v-1107-test-branch/
    • 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!
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      10) Locate the mission.sqf file, usually in My Documents > Arma 2 > Missions > "Your mission name"
       
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      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**
       
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      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:
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      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
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