Darth_Rogue Posted January 19, 2015 Report Share Posted January 19, 2015 I'm curious as to how you can remove buildings from the map that are already there? Adding new ones is easy enough, but removing what is called from the map file...that's a new one for me. Care to educate? I'm ready to get my knowledge on! :) happydayz 1 Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted January 19, 2015 Report Share Posted January 19, 2015 You would need to re-author the map, then have users download this as a new map... I think. Prob a massive headache :) Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 19, 2015 Report Share Posted January 19, 2015 So is that how the folks are doing it who are redoing Chernarus as we speak? Yeah that would suck to have to download the map all over again. Seems like there would be more issues with players not being able to connect because they have the wrong map version. ZENITHOVMAN 1 Link to comment Share on other sites More sharing options...
second_coming Posted January 20, 2015 Report Share Posted January 20, 2015 So is that how the folks are doing it who are redoing Chernarus as we speak? Yeah that would suck to have to download the map all over again. Seems like there would be more issues with players not being able to connect because they have the wrong map version. When I asked the question before I was told it would just be a server side file which modified the AiA map: Darth_Rogue 1 Link to comment Share on other sites More sharing options...
Richie Posted January 20, 2015 Report Share Posted January 20, 2015 You would need to re-author the map, then have users download this as a new map... I think. Prob a massive headache :) Nope, you just destroy or hide anything you want to replace, no new download for anyone :) Link to comment Share on other sites More sharing options...
second_coming Posted January 20, 2015 Report Share Posted January 20, 2015 Nope, you just destroy or hide anything you want to replace, no new download for anyone :) Do you know how it's done? Link to comment Share on other sites More sharing options...
Tobias Solem Posted January 20, 2015 Report Share Posted January 20, 2015 I am curious, has anyone of you run any server & client performance comparisons of loading X amount of buildables? Link to comment Share on other sites More sharing options...
_LR_KevsNoTrev Posted January 20, 2015 Report Share Posted January 20, 2015 Do you know how it's done? Not a lot of time right now but here's a quick hint. check these commands. Nearestobjects HideObject disablesimulation that is my guess..... Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted January 23, 2015 Author Report Share Posted January 23, 2015 Some stuff I have been working on that's now live on the server :) Mind sharing that please? :D Link to comment Share on other sites More sharing options...
DirtySanchez Posted January 23, 2015 Report Share Posted January 23, 2015 Nice work man! Link to comment Share on other sites More sharing options...
ghostfur Posted January 27, 2015 Report Share Posted January 27, 2015 This topic is too much complicated? i putted a3_epoch_server_building.pbo in the map addons but what now? i dont see any custom building in my altis epoch map? what do i need to do to get this to work ? do i need to put something in my mission init map or what? can someone help me with this! Link to comment Share on other sites More sharing options...
Richie Posted January 27, 2015 Report Share Posted January 27, 2015 This topic is too much complicated? i putted a3_epoch_server_building.pbo in the map addons but what now? i dont see any custom building in my altis epoch map? what do i need to do to get this to work ? do i need to put something in my mission init map or what? can someone help me with this! There is a default base included, you're meant to create your own edits and use this to get buildings in game. Link to comment Share on other sites More sharing options...
bFe Posted January 27, 2015 Report Share Posted January 27, 2015 I'm using MCC/Zeus, any way to get the A2 buildings on those menus? Link to comment Share on other sites More sharing options...
Richie Posted January 27, 2015 Report Share Posted January 27, 2015 I'm using MCC/Zeus, any way to get the A2 buildings on those menus? Just load up the AiA TP when launching the game, with the addon enabled you'll see all the A2 buildings. Personally i couldn't get used to using MCC, I prefer GID - Object Positioning System (lxOPS), only snag is saving the building 1 by 1, i could never get it to save multiple buildings, it's very accurate though for tight spaces and tiny corrections. Link to comment Share on other sites More sharing options...
bFe Posted January 27, 2015 Report Share Posted January 27, 2015 Just load up the AiA TP when launching the game, with the addon enabled you'll see all the A2 buildings. Personally i couldn't get used to using MCC, I prefer GID - Object Positioning System (lxOPS), only snag is saving the building 1 by 1, i could never get it to save multiple buildings, it's very accurate though for tight spaces and tiny corrections. Thanks for the info. Just gave GID a go, seems a bit tedious if you can't move/rotate objects using your mouse. Reminds me too much of the map editor for GTA San Andreas. Link to comment Share on other sites More sharing options...
bFe Posted January 28, 2015 Report Share Posted January 28, 2015 When I try to add a custom a3_epoch_server_settings, the server wont load. The prefix etc is correct, what am I missing? Link to comment Share on other sites More sharing options...
fullaholes Posted January 29, 2015 Report Share Posted January 29, 2015 Deleted Link to comment Share on other sites More sharing options...
Darth_Rogue Posted February 3, 2015 Report Share Posted February 3, 2015 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 Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted February 3, 2015 Author Report Share Posted February 3, 2015 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 Added your map to the first post :D Link to comment Share on other sites More sharing options...
Darth_Rogue Posted February 3, 2015 Report Share Posted February 3, 2015 Added your map to the first post :D Thank you! :) Link to comment Share on other sites More sharing options...
Eolythique Posted February 4, 2015 Report Share Posted February 4, 2015 Hello, I added my own custom buildings in the config.cpp it works fine, and i tried your way with precompiled files like that i don't need to edit original server files. Just one problem... With precompiled PBO physics is activated and my items fall on the ground. With config.cpp physics is apparently disabled and my items left in place. I dunno if it is a bug or not... Is it possible to disabled physics in precomplied PBO ? Thx for your help. Sorry for my bad english, but it's not my native language. Link to comment Share on other sites More sharing options...
umfufu Posted February 5, 2015 Report Share Posted February 5, 2015 No. A2 and A3 coding is very different. Sry but this is from A2 Chernarus map , made on A2 - dayz-1602 if (isServer) then { _vehicle_0 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [13093.524, 10093.372, 0.50073987], [], 0, "CAN_COLLIDE"]; _vehicle_0 = _this; _this setDir -61.724037; _this setPos [13093.524, 10093.372, 0.50073987]; }; _vehicle_1 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [13092.001, 10105.41, 0.47798419], [], 0, "CAN_COLLIDE"]; _vehicle_1 = _this; _this setDir 55.126442; _this setPos [13092.001, 10105.41, 0.47798419]; }; same syntax , only the names of objects may differ Link to comment Share on other sites More sharing options...
umfufu Posted February 5, 2015 Report Share Posted February 5, 2015 OK simple with MACA's m3editor , just do your thing (build a base , a scrapyard full with new cars) and Save it (the second option , 1nr is Open) Then just make sure its saved (believe me shit can happen and it will do so) , than save it 'again' as "export sqf" (yourA3base.sqf) Next just open the new file in a text editor , and add this if (isServer) then { // add this --- this is yourA3base.sqf---- private ["_objs"]; _objs = [ // lots of lines of your addings } foreach _objs; -- end of yourA3base.sqf -- }; // This u need to add Save it as Mainbase.sqf , make the pbo Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted February 8, 2015 Report Share Posted February 8, 2015 pics of more work coming Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted February 8, 2015 Author Report Share Posted February 8, 2015 pics of more work coming Excellent. When you're ready to release Liquid Shadow, could you make a thread please? :D assasin172 1 Link to comment Share on other sites More sharing options...
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