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

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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.

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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 ?

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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!

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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

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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 ;)

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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

 

 

 

 

/*


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";

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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.

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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 ;)

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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 :)

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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

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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

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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?

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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_

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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

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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?

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      If you are writing scripts that dont require the server to restart, then you can just go to 2D editor and press Preview again after you make the changes. No need to hit Restart. As long as you are doing changes that doesnt affect the Hive loading you can basically run things on the fly. For example in the init.sqf at the bottom i added a Add BankMonkey example. That command just loads the custom\money.sqf and shows a simple extDB3 example on how to select/update a DB table. Since this command doesnt require the server to restart, you can just hit Preview, test things out, and if you want to make changes, go back to 2D Editor, edit your changes in the money.sqf file and hit Preview again. No need to hit Restart and wait for the dayz_server functions to do their thing again.
      The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine.
      And a personal note....You will NEVER find an easier way to code stuff for Dayz....period. This is the fastest way to write code and see it in action.

      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!
      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
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