BlackPlague_81st Posted December 8, 2014 Report Share Posted December 8, 2014 In game screenshots http://imgur.com/X3aNJaM,bPrLEEz,jvIT8m2,NfJuDAR,u45zw40,diEkNIX,4wM7Ql2,TDqFC2E *** This is only the beginning! If you're able to get your custom bases built, and implement them in game, please give credit! Took us a while to figure this out! :) *** *** This is only ALPHA version of this base. This base will be updated with a Marker, vehicles, and possibly some more infrastructure (buildings). So bare with us! *** Thanks to GZA on figuring out how to call the data from the PBO! Download: https://seafile.zombieapo.eu/f/50e38c2094/ Mirror Link #2 - Richie https://www.dropbox.com/s/rmnpmoret2njkwg/a3_epoch_server_building.pbo?dl=0 Almyra Base https://github.com/pumpkinpieman/A3EpochBase.git Install: Place the file into your @EpochHive/Addons folder. Bornholm Map update: Here are some addons I made for Bornholm. Here's an album where you can check them out before trying them on your server. These were all made with the M3Editor addon. The churches are not included in the image album. There is at least 1 large church added to each major town and multiple small churches dotted around the map in various areas to allow for additional Epoch loot spawns. Credit goes to GZA for the use of his addon PBO method. Enjoy! :) Bornholm map addons.zip 12/12 - Updated the mainbase.sqf for more camo nets, and more loot spawns. - So update your mainbase.sqf Files: \buildings\ mainbase.sqf > Main file being called. \init\ fn_init.sqf > File calling the mainbase.sqf from the location. \root\ config.cpp > File that initializes SERVER pbo configurations. PboPrefix.txt Quality check to ensure that the files are being called. Thanks to Devs for making an awesome game! I'll update this base as soon as I can to include some more features! Update: Include the following in your BattlEye/scripts.txt on the VERY top of the list. 5 !="execVM "\x\addons\a3_epoch_server\buildings\mainbase.sqf";" calamity, ShaneMartin, Cletis5 and 3 others 6 Link to comment Share on other sites More sharing options...
Nexy Posted December 8, 2014 Report Share Posted December 8, 2014 Im curious aswell, can we go about making map.sqm files and loading them server\client side as we did in epoch on arma 2? For people wondering about Arma 3 3D editing, get MCC which uses Zeus along with it, works perfectly. Link to comment Share on other sites More sharing options...
Creep Posted December 8, 2014 Report Share Posted December 8, 2014 if you wanna save bases to the sqm its quite a performance eater... Pro Tip: create a init in your mission pbo do a if (isServer) then { execVM "path\to\your\external\server.pbo\map.sqf"; }; do the map.sqf the same way as in arma 2 (there is guide on the forums) go to your battleyefolders search for the scripts.txt open it and search for execVM then add !="execVM "path\to\your\external\server.pbo\map.sqf";" behind everythings thats allready there RC_Robio, ProtossMaster and ispan55 3 Link to comment Share on other sites More sharing options...
Humpabry Posted December 8, 2014 Report Share Posted December 8, 2014 u have to rename builds to MAP instead of land for them to spawn loot right? Link to comment Share on other sites More sharing options...
Creep Posted December 8, 2014 Report Share Posted December 8, 2014 Idk about that but epoch is only spawning loot in certain objects (search for it in the loot fsm and variables) Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 8, 2014 Author Report Share Posted December 8, 2014 if you wanna save bases to the sqm its quite a performance eater... Pro Tip: create a init in your mission pbo do a if (isServer) then { execVM "path\to\your\external\server.pbo\map.sqf"; }; do the map.sqf the same way as in arma 2 (there is guide on the forums) go to your battleyefolders search for the scripts.txt open it and search for execVM then add !="execVM "path\to\your\external\server.pbo\map.sqf";" behind everythings thats allready there Thanks. I'll let you know how that works out. Also, I should delete out the "player" from that script as well correct? I'll also add in some lootable spawn points, and see if it works. I'll keep you guys updated. Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 9, 2014 Author Report Share Posted December 9, 2014 Loading the map file from the following: >>init.sqf if (isServer) then { execVM "EpochHive\Addons\a3_epoch_server.pbo\buildings\mainbase.sqf"; }; Correct? Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 9, 2014 Author Report Share Posted December 9, 2014 Getting the following: 18:19:27 Error in expression <ainbase.sqf" if (isServer) then { class _vehicle_10 { objectType="vehicle"; clas> 18:19:27 Error position: <_vehicle_10 { objectType="vehicle"; clas> 18:19:27 Error Missing ; 18:19:27 File @EpochHive\buildings\mainbase.sqf, line 2 18:19:27 Error in expression <ainbase.sqf" if (isServer) then { class _vehicle_10 { objectType="vehicle"; clas> 18:19:27 Error position: <_vehicle_10 { objectType="vehicle"; clas> 18:19:27 Error Missing ; 18:19:27 File @EpochHive\buildings\mainbase.sqf, line 2 Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 9, 2014 Author Report Share Posted December 9, 2014 if (isServer) then { execVM "\x\addons\a3_epoch_server\buildings\mainbase.sqf"; }; Trying the following Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 9, 2014 Author Report Share Posted December 9, 2014 Getting stuck at the server initializing screen: RPT: http://pastebin.com/hZ7eAu3Y Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 9, 2014 Author Report Share Posted December 9, 2014 Script \x\addons\a3_epoch_server\buildings\mainbase.sqf not found. Does anyone know how to call the files properly? Trying the following a3_epoch_server>init>fn_init.sqf Added the following to last line call compile preprocessFileLineNumbers "\x\addons\a3_epoch_server\buildings\mainbase.sqf";true // Unsuccessfull // If anyone wants to try; http://pastebin.com/3gDEYu1S Please give credit if you get this to work // The last try for the night: Mission PBO>>init.sqf call compile preprocessFileLineNumbers "\x\addons\a3_epoch_server\buildings\mainbase.sqf"; // ALMOST! MissionPBO>init.sqf call compile preprocessFileLineNumbers "\x\addons\a3_epoch_server\buildings\mainbase.sqf";true // Just about there! MissionPBO>init.sqf if (isServer) then { call compile preprocessFileLineNumbers "\x\addons\a3_epoch_server\buildings\mainbase.sqf";true }; /// Does not work. Server always says the following: Script "\x\addons\a3_epoch_server\buildings\mainbase.sqf" not found. I'll do some more testing tomorrow, and I'll let you guys know. Link to comment Share on other sites More sharing options...
Oshydaka Posted December 9, 2014 Report Share Posted December 9, 2014 u have to rename builds to MAP instead of land for them to spawn loot right? Nah, that was for ArmA 2 On Epoch A3, if you add a building that has loot spawn points, it will loot spawn. Like if you add a small church, or an military tower, they will spawn loots Humpabry 1 Link to comment Share on other sites More sharing options...
grafzahl Posted December 9, 2014 Report Share Posted December 9, 2014 DONT put anything inside the a3_epoch_server.pbo, the devs want to protect us from making misthakes ^^ and do a CRC check on the PBO if we changed anything, if the PBO was customized, the server will crash.The only thing you can change is the mission.pbo. Put your Custom Bases inside the Mission-Folder and call the script there, should work. Link to comment Share on other sites More sharing options...
Creep Posted December 9, 2014 Report Share Posted December 9, 2014 DONT put anything inside the a3_epoch_server.pbo, the devs want to protect us from making misthakes ^^ and do a CRC check on the PBO if we changed anything, if the PBO was customized, the server will crash. The only thing you can change is the mission.pbo. Put your Custom Bases inside the Mission-Folder and call the script there, should work. Thats not completely true, you can add pbos to a custom servermod... loading those bases by mission is a huge performance eater Link to comment Share on other sites More sharing options...
GZA Posted December 9, 2014 Report Share Posted December 9, 2014 Yes you can use a custom addon to load scripts. Just throw this (https://seafile.zombieapo.eu/f/50e38c2094/) addon in your @EpochHive/addons folder and your buildings will spawn ;) Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 9, 2014 Author Report Share Posted December 9, 2014 Yes you can use a custom addon to load scripts. Just throw this (https://seafile.zombieapo.eu/f/50e38c2094/) addon in your @EpochHive/addons folder and your buildings will spawn ;) Thanks, I'll give this a go, and I'll let you know how it works out. Keep in mind, this is a TEST run for others to follow, so let's get this right! :D Link to comment Share on other sites More sharing options...
grafzahl Posted December 9, 2014 Report Share Posted December 9, 2014 Thats not completely true, you can add pbos to a custom servermod... loading those bases by mission is a huge performance eaterWhy should it be a performance-eater unless you make sure its only executed by isServer and only done once? There should be no difference - Only the Missionfile gets a few KB bigger. Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 9, 2014 Author Report Share Posted December 9, 2014 The mission file is running about 100% of the time. Player logs in? Load mission file. Player disconnects? update mission file Player makes a new base? (Database AND Mission file are updated) Performance issues? Too large of a mission file Mission file should NOT be changed, unless the mission.sqm file is being changed itself for addressing addons. Link to comment Share on other sites More sharing options...
Humpabry Posted December 9, 2014 Report Share Posted December 9, 2014 Nah, that was for ArmA 2 On Epoch A3, if you add a building that has loot spawn points, it will loot spawn. Like if you add a small church, or an military tower, they will spawn loots thank you that was wat i wanted to hear :) thanks again Link to comment Share on other sites More sharing options...
Humpabry Posted December 9, 2014 Report Share Posted December 9, 2014 call compile preprocessFileLineNumbers "x\addons\a3_epoch_server\buildings\mapbuildings.sqf"; so if i add this line to my fn_init.sqf that will load my buildings up? Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 9, 2014 Author Report Share Posted December 9, 2014 call compile preprocessFileLineNumbers "x\addons\a3_epoch_server\buildings\mapbuildings.sqf"; so if i add this line to my fn_init.sqf that will load my buildings up? Try the following format Yes you can use a custom addon to load scripts. Just throw this (https://seafile.zombieapo.eu/f/50e38c2094/) addon in your @EpochHive/addons folder and your buildings will spawn ;) Link to comment Share on other sites More sharing options...
Humpabry Posted December 9, 2014 Report Share Posted December 9, 2014 the a3_epoch_server_building did you just add that folder to your server as a extra? Link to comment Share on other sites More sharing options...
Humpabry Posted December 9, 2014 Report Share Posted December 9, 2014 also i use mcc sandbox + zeus and for some reason my coding is much different to yours. checked your file out and know wat to do now but check this coding out if (isServer) then { class Vehicles { items= 171; class Item0 { position[]={2622.79,-0.0107269,652.19}; azimut=31.0519; id=1; side= "EMPTY"; vehicle="Land_Factory_Main_F"; skill=0.6; offsetY=0.000205994; }; not sure why its different or if it will work Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 9, 2014 Author Report Share Posted December 9, 2014 also i use mcc sandbox + zeus and for some reason my coding is much different to yours. checked your file out and know wat to do now but check this coding out if (isServer) then { class Vehicles { items= 171; class Item0 { position[]={2622.79,-0.0107269,652.19}; azimut=31.0519; id=1; side= "EMPTY"; vehicle="Land_Factory_Main_F"; skill=0.6; offsetY=0.000205994; }; not sure why its different or if it will work Now I had the following in the beginning: if (isServer) then { class _vehicle_10 { objectType="vehicle"; class Arguments { POSITION="[23565.727, 18799.27, -1.9073486e-006]"; TYPE="Land_HBarrierBig_F"; PARENT=""; }; }; Which would tell A3 that it's a new object, but would throw off an error code: 18:19:27 Error in expression <ainbase.sqf" if (isServer) then { class _vehicle_10 { objectType="vehicle"; clas> 18:19:27 Error position: <_vehicle_10 { objectType="vehicle"; clas> 18:19:27 Error Missing ; 18:19:27 File @EpochHive\buildings\mainbase.sqf, line 2 18:19:27 Error in expression <ainbase.sqf" if (isServer) then { class _vehicle_10 { objectType="vehicle"; clas> 18:19:27 Error position: <_vehicle_10 { objectType="vehicle"; clas> 18:19:27 Error Missing ; 18:19:27 File @EpochHive\buildings\mainbase.sqf, line 2 So, specifically, that code wouldn't work. What you need, is the following: if (isServer) then { _vehicle_10 = objNull; if (true) then { _this = createVehicle ["Land_HBarrierBig_F", [23565.727, 18799.27, -1.9073486e-006], [], 0, "CAN_COLLIDE"]; _vehicle_10 = _this; _this setPos [23565.727, 18799.27, -1.9073486e-006]; }; See the difference? Link to comment Share on other sites More sharing options...
Humpabry Posted December 9, 2014 Report Share Posted December 9, 2014 ye defo see the difference but does this mean i gotta go recode all my buildings same way as you? or is they some way i can get the editor to save them your way? Link to comment Share on other sites More sharing options...
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