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Preview: Ghost of Chernarus Epoch-Specific Map Pack


Charlatan

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Update - 17.05.2014 18:34

 

Most errors in the first Platform have been fixed:

 

Upload of the new File coming soon.

 

  • The ladders at the harbor loading bay are too low and cannot be used from below
  • 4 Objects: 2x Pier Platform, 2x CnCBlock Wall  are misplaced for unknown reasons.
  • 2 Transport containers in the loading bay are floating
  • The walls around the industrial hangar clip a bit
  • Overlapping model faces near the stairs upwards
  • Loot Boxes temporarily disabled as they cause errors
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Stranger, put "aif_arma1buildings" in you mission.sqm like this

version=11;
class Mission
{
	addOns[]=
	{
		"chernarus",
		"ca_modules_animals",
		"dayz_anim",
		"dayz_code",
		"dayz_communityassets",
		"dayz_weapons",
		"dayz_equip",
		"dayz_epoch",
		"dayz_vehicles",
		"cacharacters_pmc",
		"ca_modules_functions",
		"glt_m300t",
		"pook_h13",
		"csj_gyroac",
		"map_eu",
		"jetskiyanahuiaddon",
		"aif_arma1buildings"
	};

And don't forget the semi-colon before it (in my example "jetskiyanahuiaddon", )

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Thanks for the report oshydaka !

 

That is really strange. The Ramp and the Tent look different on my test-server. The objects aren't supposed to be so jumbled about.

 

Setting up the new Issue List:

 

  • The ladders at the harbor loading bay are too low and cannot be used from below
  • 4 Objects: 2x Pier Platform, 2x CnCBlock Wall  are misplaced for unknown reasons.
  • 2 Transport containers in the loading bay are floating
  • The walls around the industrial hangar clip a bit
  • Overlapping model faces near the stairs upwards
  • Loot Boxes temporarily disabled as they cause errors
  • Bouncing Tire at the low harbor   (Error found, fix coming soon)

  • Floating Box at the Ramparts   (Error found, fix coming soon)

  • Ramp Pillar misplacement   (Error found, fix coming soon)

  • Tent crates jumbled about.   (Error found, fix coming soon)
     

  • Some Zombies seem to spawn, whereas DayZ Code should prevent zombies and loot over the ocean... and I used no zombiefied objects.
    This could be caused by the somewhat recent Epoch Addition spawning Zombies near wrecks, in that case it can't be changed.
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The bad news is the second and further platforms have vastly more objects and will take a bit still

 

The good news is I think I have finally eliminated even the last typical error in the transition between Arma2 Editor and a working .sqf.

If I am not mistaken there, I finally know when and how it happens that objects are positioned differently ingame for no apparent reason.

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  • 2 weeks later...

Stranger, put "aif_arma1buildings" in you mission.sqm like this

version=11;
class Mission
{
	addOns[]=
	{
		"chernarus",
		"ca_modules_animals",
		"dayz_anim",
		"dayz_code",
		"dayz_communityassets",
		"dayz_weapons",
		"dayz_equip",
		"dayz_epoch",
		"dayz_vehicles",
		"cacharacters_pmc",
		"ca_modules_functions",
		"glt_m300t",
		"pook_h13",
		"csj_gyroac",
		"map_eu",
		"jetskiyanahuiaddon",
		"aif_arma1buildings"
	};

And don't forget the semi-colon before it (in my example "jetskiyanahuiaddon", )

 

Not sure why but I dont have this in my mission.sqm?

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is it best to put these in the Server PBO rather than the Mission PBO?

 

Basically yes, though as with all map additions, there is the problem of A.I. Bots not recognizing the structures.

 

A method to circumvent this was posted here recently though :)

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Since this has been asked before, and my current availability of time creates so many delays, I've uploaded the raw Work-In-Progress map files of BSI.

 

This doesn't mean I'm stopping  , just that people can look/use/optimize them too :)

 

http://www.charlatan.at/DayZ/BSI%20WIP%20Files.rar

 

so do i add each BS part as a separate file? so I would have

Blah_Blah_Blah_Blah_BS01

Blah_Blah_Blah_Blah_BS02

Blah_Blah_Blah_Blah_BS03

Blah_Blah_Blah_Blah_BS04

Blah_Blah_Blah_Blah_BS05

as individual lines at the bottom of my Server_Function listed (with five .sqf's in the Map folder relating to each one?)

 

or are they just updates of each other?

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so do i add each BS part as a separate file? so I would have

Blah_Blah_Blah_Blah_BS01

Blah_Blah_Blah_Blah_BS02

Blah_Blah_Blah_Blah_BS03

Blah_Blah_Blah_Blah_BS04

Blah_Blah_Blah_Blah_BS05

as individual lines at the bottom of my Server_Function listed (with five .sqf's in the Map folder relating to each one?)

 

or are they just updates of each other?

 

Woah, no, don't add them to your server.

 

These are the Work-In-Progress maps from the Arma2 Editor, they are not exactly compatible with DayZ ingame. I uploaded them since people repeatedly offered to help optimizing :)

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