peipo118 Posted March 4, 2014 Report Share Posted March 4, 2014 <-------- Would love to help ;) I can set up triggers etc too if you should need any of that, and even do the configuration for the multiple AI systems out there if you want ;) Link to comment Share on other sites More sharing options...
Charlatan Posted March 4, 2014 Author Report Share Posted March 4, 2014 @ peipo118 & @ xBowBii Great ! Indeed, I'd need help there, with the following things: How to add Locations and Triggers to an Epoch Server without causing it to skip the related .sqf file (maps containing triggers and locations dont load) How to configure NPCs into two states: Stationary (24/7 standing guard at the same spot) and Premade Patrol Routes. @ Everyone If you are interested, here's a pack of Preview Screenshots of Bleeding Sun Island. Possible Spoilers for those who want to take it on in full danger ! http://www.charlatan.at/DayZ/GOC_BSI_Preview.rar Note that B.S.I. is heavy WIP and things can change a lot. xBowBii 1 Link to comment Share on other sites More sharing options...
peipo118 Posted March 4, 2014 Report Share Posted March 4, 2014 So i can answer both of your questions :P 1. The triggers / markers have to be done in the mission.sqm file (under sensors for the triggers and under markers for the markers). Also for markers you can run a seperate .sqf script that just spawns the marker in. I put an example of each thing here : class Item10 { position[]={7289.37,0.001,14133.4}; a=100; b=100; activationBy="ANY"; type="SWITCH"; repeating=1; interruptable=1; age="UNKNOWN"; name=""; expCond="(vehicle player) in thislist;"; expActiv="siren1 = [] execVM ""base"";"; expDesactiv="terminate siren1; titleText [""You left the Base."", ""PLAIN DOWN"", 3];"; //for example class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Entering Base!"; //for example }; }; SO this would be a trigger playing a sound when entering a certain base that is set to 100 by 100 . (Code with modifications from The Fuchs) A Marker in mission.sqm would look like this : class Item19 { position[]={13727.9,0.001,2921.88}; name="SomeNameHere"; text=""; type="mil_dot"; //--> you can change the marker shape here colorName="ColorBlue"; //---> the color is pretty obvious :P }; You need to pay attention to higher the number of markers/sensors if you add a new item : class Markers { items=22; Or you could create a seperate .sqf file with a marker like this in it : sector_ = createMarker ["sector", [9485,12853]]; sector_ setMarkerText "Bleeding Sun"; sector_ setMarkerShape "RECTANGLE"; sector_ setMarkerType "Flag"; sector_ setMarkerColor "ColorRed"; sector_ setMarkerBrush "Horizontal"; sector_ setMarkerSize [200,200]; sector= _sector; and then all the script from init.sqf. 2. With Sarge AI you can set the AI up to fortify (hold position) or to patrol around. For WAI the static AI will always patrol around in different directions, scanning the Area. Setting a specific patrol route is not included in the AI systems that i know but maybe someone else might know more about that.... Link to comment Share on other sites More sharing options...
peipo118 Posted March 4, 2014 Report Share Posted March 4, 2014 Sry saw a mistake it has to be like this ofcourse : _sector = createMarker ["sector", [9485,12853]]; _sector setMarkerText "Bleeding Sun"; _sector setMarkerShape "RECTANGLE"; _sector setMarkerType "Flag"; _sector setMarkerColor "ColorRed"; _sector setMarkerBrush "Horizontal"; _sector setMarkerSize [200,200]; sector= _sector; Link to comment Share on other sites More sharing options...
Charlatan Posted March 4, 2014 Author Report Share Posted March 4, 2014 Thanks peipo118, when the basic map is finished, can we look through this together using TS or something? I have multiple triggers planned for B.S.I. that are required for people to progress through varying obstacles. Link to comment Share on other sites More sharing options...
peipo118 Posted March 4, 2014 Report Share Posted March 4, 2014 Sure just PM me ;) Always glad to help this project ;) Link to comment Share on other sites More sharing options...
Tobias Solem Posted March 4, 2014 Report Share Posted March 4, 2014 Has anyone investigated what impact this does to the performance of a server? If it's negligible or if it drains a lot, or? Would be awesome if that alarm would trigger more zombie spawns. :) Link to comment Share on other sites More sharing options...
Sofabear Posted March 4, 2014 Report Share Posted March 4, 2014 @ peipo118 & @ xBowBii Great ! Indeed, I'd need help there, with the following things: How to add Locations and Triggers to an Epoch Server without causing it to skip the related .sqf file (maps containing triggers and locations dont load) How to configure NPCs into two states: Stationary (24/7 standing guard at the same spot) and Premade Patrol Routes. @ Everyone If you are interested, here's a pack of Preview Screenshots of Bleeding Sun Island. Possible Spoilers for those who want to take it on in full danger ! http://www.charlatan.at/DayZ/GOC_BSI_Preview.rar Note that B.S.I. is heavy WIP and things can change a lot. OMG this looks epic! 1 question tho, how do you get everything so straight? tried building a waterbase myself but all the platforms and such bend after placing and saving. I even tried finding the most "flat" underwater terrain i could but to no avail. Anyways keep up the good work and i know this is gonna be FREAKING EPIC once it comes out. Take your time! Link to comment Share on other sites More sharing options...
Charlatan Posted March 5, 2014 Author Report Share Posted March 5, 2014 Has anyone investigated what impact this does to the performance of a server? If it's negligible or if it drains a lot, or? Would be awesome if that alarm would trigger more zombie spawns. :) Link to comment Share on other sites More sharing options...
Sofabear Posted March 5, 2014 Report Share Posted March 5, 2014 Unfortunately no data yet ! If my map pack HAS an impact on your server FPS, expect B.S.I. to have another ~33% of that Heya Sofabear, it's a simple script line in the object's INIT field in the editor: this setVectorUp[0,0,1]; Thanks! Your map pack inspired me to try it out and i buildt this a while ago. Link to comment Share on other sites More sharing options...
Charlatan Posted March 6, 2014 Author Report Share Posted March 6, 2014 Thanks! Your map pack inspired me to try it out and i buildt this a while ago. Very Nice ! Where do you find that farm ground ? o_o Link to comment Share on other sites More sharing options...
Sofabear Posted March 6, 2014 Report Share Posted March 6, 2014 Very Nice ! Where do you find that farm ground ? o_o Oh, that's just there in chernarus map :) Link to comment Share on other sites More sharing options...
Charlatan Posted March 8, 2014 Author Report Share Posted March 8, 2014 Heya guys, back in action now. Some bastard located in moscow thought it necessary to hack my email and various other accounts. If anyone tried to contact me via email recently, I won't have seen it. My new email is [email protected] Link to comment Share on other sites More sharing options...
Charlatan Posted March 9, 2014 Author Report Share Posted March 9, 2014 Update 07.03.2014 + Hero Trader Overhaul: Last Home - It's finished, only minor issues remaining ! A little patch will fix it soon. Expect the rar to be updated within 15 minutes. Link to comment Share on other sites More sharing options...
peipo118 Posted March 9, 2014 Report Share Posted March 9, 2014 Great ;) will install it now and have a look at it :D Link to comment Share on other sites More sharing options...
Charlatan Posted March 9, 2014 Author Report Share Posted March 9, 2014 It's updated ! With this, I'm proud to announce the original Ghost of Chernarus Map Pack is finished ! Of course, due to popularity, the additional stuff will come aswell soon ;) Here's the pdf for Hero Trader Overhaul: Last Home: http://www.charlatan.at/DayZ/GOC_HTLH.pdf xBowBii 1 Link to comment Share on other sites More sharing options...
peipo118 Posted March 9, 2014 Report Share Posted March 9, 2014 Niiiiiiiice :D really cool work again Link to comment Share on other sites More sharing options...
Charlatan Posted March 9, 2014 Author Report Share Posted March 9, 2014 Server Admins may like this place to set up as an Admin Base. Don't worry, Bandit Trader will receive another re-work to give them a similar fortress. Link to comment Share on other sites More sharing options...
Snakeyes Posted March 9, 2014 Report Share Posted March 9, 2014 You've got mad skills Charlatan! Thanks for the update. I can't wait for the BSI release. I'm going to check out HTLH now. Link to comment Share on other sites More sharing options...
Snakeyes Posted March 10, 2014 Report Share Posted March 10, 2014 Incredible! I was gobsmacked when I flew over to check out the hero trader. I landed on the helicopter deck and explored the site. Wow! :) Link to comment Share on other sites More sharing options...
Tobias Solem Posted March 16, 2014 Report Share Posted March 16, 2014 Alright, I've ran into a problem with this in combination with Wicked AI. The problem is that since the buildings are loaded server-side, the AI will shoot through buildings and hit players. Thus, is there an easy way to load these server-side instead so as to make the AI not use h4x :) Link to comment Share on other sites More sharing options...
Charlatan Posted March 17, 2014 Author Report Share Posted March 17, 2014 Alright, I've ran into a problem with this in combination with Wicked AI. The problem is that since the buildings are loaded server-side, the AI will shoot through buildings and hit players. Thus, is there an easy way to load these server-side instead so as to make the AI not use h4x :) Aaaaah crap, so that old problem is back indeed... I was wondering. it's not a 100% sure proof, but I can say one thing: on the server of my teamspeak community it was always Mission File Sided until now and fact is, it never yet happened that NPCs shoot through buildings. May be coincidence still. Link to comment Share on other sites More sharing options...
Tobias Solem Posted March 17, 2014 Report Share Posted March 17, 2014 I'll investigate further. They shot me yesterday through the sand bunker in Stary though while I was prone, so either it was a temporary glitch or ... Link to comment Share on other sites More sharing options...
tkdmaster Posted March 17, 2014 Report Share Posted March 17, 2014 These builds are simly spectacular! Though I got one problem. I added in willow lake and hero trader areas and it all loads, but gives me an error that i cany play this mission due to deleted content "aif_arma1buildings" i think it iwas, though it didn let me in regardless, its just very unsettling to have that pop up every time.... Link to comment Share on other sites More sharing options...
Charlatan Posted March 17, 2014 Author Report Share Posted March 17, 2014 These builds are simly spectacular! Though I got one problem. I added in willow lake and hero trader areas and it all loads, but gives me an error that i cany play this mission due to deleted content "aif_arma1buildings" i think it iwas, though it didn let me in regardless, its just very unsettling to have that pop up every time.... Heya tkdmaster ! Don't be alarmed, the error message you get is harmless. It is caused by the Hero Trader: GOC_TE_HTLH.sqf Oddly enough, I get "Deleted Content" error messages about "pook_h13" either way - even when I log into my server newly installed and vanilla. It seems to be related to the new .pbo files added in the recent patch. The error you get comes from me using 2 buildings from the new Epoch .pbo adding buildings from Arma1. They work ingame without any issues though ! Link to comment Share on other sites More sharing options...
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