ruubje11 Posted November 23, 2013 Report Share Posted November 23, 2013 Bash isn't lame! I think it's great to have a separate forest camp! It reminds me of the wookie villages in star wars! hehe :D Link to comment Share on other sites More sharing options...
darkfall211 Posted November 24, 2013 Report Share Posted November 24, 2013 Ok Charlatan , any idea why when i use the Klen changes its spawned inside the trader camp , thus players cannot access the traders , i removed the klen script to remove the additions. and they are not being removed,,,, Link to comment Share on other sites More sharing options...
Charlatan Posted November 24, 2013 Author Report Share Posted November 24, 2013 Heya Darkfall211 Something must have gone wrong while adding/installing the script, where did you add the .sqf, or did you change it in some way? When properly removed and the server got restarted, there's no way they could still be there :O Link to comment Share on other sites More sharing options...
darkfall211 Posted November 25, 2013 Report Share Posted November 25, 2013 Heya Darkfall211 Something must have gone wrong while adding/installing the script, where did you add the .sqf, or did you change it in some way? When properly removed and the server got restarted, there's no way they could still be there :o I know. I fail to understand why all of it is still there. you got skype? Link to comment Share on other sites More sharing options...
Charlatan Posted November 26, 2013 Author Report Share Posted November 26, 2013 Sure do, add [email protected] Not always on, but gonna check in to see if you contacted me the next days :) Link to comment Share on other sites More sharing options...
Ventana Posted November 27, 2013 Report Share Posted November 27, 2013 The link in the first post is the current file? Link to comment Share on other sites More sharing options...
fullaholes Posted November 27, 2013 Report Share Posted November 27, 2013 Is this going to get finished ? Link to comment Share on other sites More sharing options...
Charlatan Posted November 27, 2013 Author Report Share Posted November 27, 2013 The link in the first post is the current file? Yes the file is up-to-date, by map development. Map optimization i'm currently working on is not included yet. Is this going to get finished ? Why not ? :P Link to comment Share on other sites More sharing options...
Charlatan Posted November 27, 2013 Author Report Share Posted November 27, 2013 Update: Optimization is finally done, I can now focus on stary \o/ Some of the files decreased significantly, also, some files call a lot less positioning scripts for the objects when loaded by the server. Trader City Klen: Fully optimized Trader City Bash: Fully optimized Trader City Bash: Minor errors fixed Aircraft Trader "The Boneyard": Fully optimized Bandit Trader "Cutthroat's Corner": Fully optimized Landmark "The Unburied": Fully optimized Landmark "Willow Lake Castle Ruin": Fully optimized WIP: Trader City Stary: Progress status updated to 90% Link to comment Share on other sites More sharing options...
Fuchs Posted November 27, 2013 Report Share Posted November 27, 2013 wow stunning ! :o really nice mappack ! if i add it to my server would i need also update the traders.sqf or sql or something else or delete anything?? Link to comment Share on other sites More sharing options...
Charlatan Posted November 27, 2013 Author Report Share Posted November 27, 2013 Oi Fuchs, You don't have to change or delete any sqf, except adding the commands to start the maps in the init.sqf. Examples of that are shown in the readme. All other files can remain untouched! PS: Greetings from Tirol =) Link to comment Share on other sites More sharing options...
Ventana Posted November 27, 2013 Report Share Posted November 27, 2013 charlatan, any way to remove the treee in the road and the burning chopper? Also, not using the boneyard as it interferes with add ons all ready there. but it's a great addition. Link to comment Share on other sites More sharing options...
Fuchs Posted November 27, 2013 Report Share Posted November 27, 2013 na hea auf i a ! ma zach! :P Link to comment Share on other sites More sharing options...
Charlatan Posted November 27, 2013 Author Report Share Posted November 27, 2013 charlatan, any way to remove the treee in the road and the burning chopper? Also, not using the boneyard as it interferes with add ons all ready there. but it's a great addition. Heya Ventana, Sure thing ! But where? I don't remember placing any objects onto a road. For The Boneyard: Let me guess, you're using "Extra Buildings for Chernarus 2.0" ? If so, I think I already have an alternative version of The Boneyard on my hard disk, that is compatible with that mod :) gotta check. You may have recognized, my Boneyard is tailored around this "Extra Buildings of Chernarus 2.0" - the extra buildings of the NE Airfield turned into ruins in my map ;) Link to comment Share on other sites More sharing options...
Charlatan Posted November 27, 2013 Author Report Share Posted November 27, 2013 na hea auf i a ! ma zach! :P saugeil :D Link to comment Share on other sites More sharing options...
Ventana Posted November 27, 2013 Report Share Posted November 27, 2013 Heya Ventana, Sure thing ! But where? I don't remember placing any objects onto a road. For The Boneyard: Let me guess, you're using "Extra Buildings for Chernarus 2.0" ? If so, I think I have an alternative version of The Boneyard that is compatible with that mod :) Sounds right. it adds a hanger on the west side, some sort of industrial hanger with some over head pipes in the east side and a station house nest to the plane dealer/ lol, maybe someone crashed their chopper and knocked the tree down and I thought it was part of the addition when I went to check. lol Link to comment Share on other sites More sharing options...
Charlatan Posted November 27, 2013 Author Report Share Posted November 27, 2013 @ Ventana I'm quite sure that heli crash is what happened xD my map additions are incapable of adding chopper wrecks that are still burning. Also, I only added Trees @ the Bandit Trader and The Unburied I will add the "Extra Buildings of Chernarus" compatible map soon, when Stary is done. That's almost the case :) It would be a pity if you'd have to miss out on The Boneyard. According to email feedback, The Boneyard is probably the best of the maps. 50% of all thanks and positive comments I received are centered around it ! Link to comment Share on other sites More sharing options...
Ventana Posted November 28, 2013 Report Share Posted November 28, 2013 @ Ventana I'm quite sure that heli crash is what happened xD my map additions are incapable of adding chopper wrecks that are still burning. Also, I only added Trees @ the Bandit Trader and The Unburied I will add the "Extra Buildings of Chernarus" compatible map soon, when Stary is done. That's almost the case :) It would be a pity if you'd have to miss out on The Boneyard. According to email feedback, The Boneyard is probably the best of the maps. 50% of all thanks and positive comments I received are centered around it ! kk. thanks, Charlatan. Great work. i know how hard this can be. I've tried and given up in exasperation many times lol. Link to comment Share on other sites More sharing options...
Fuchs Posted November 28, 2013 Report Share Posted November 28, 2013 hey ! did the tutorial in the readme and still nothing shows up ... we use infistar antihack since monday could that be an issue for this great pack? got it !!!! wie geil! echt reschspeckt alter des hosch extrem guat gmacht! meine leit sein hin und weg ! Charlatan 1 Link to comment Share on other sites More sharing options...
Charlatan Posted November 28, 2013 Author Report Share Posted November 28, 2013 =) Link to comment Share on other sites More sharing options...
Fuchs Posted November 28, 2013 Report Share Posted November 28, 2013 if (isServer) then { call compile preprocessFileLineNumbers "dynamic_vehicle.sqf"; //Compile vehicle configs // Add trader citys _nil = [] execVM "mission.sqf"; _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; // Ghost of Chernarus Map Pack //if (isServer) then { [] execVM "buildings\excbridge.sqf"; [] execVM "buildings\GOC_LM_tubf.sqf"; [] execVM "buildings\GOC_LM_wlcr.sqf"; [] execVM "buildings\GOC_TE_bash.sqf"; [] execVM "buildings\GOC_TE_klen.sqf"; [] execVM "buildings\GOC_TE_stary.sqf"; [] execVM "buildings\GOC_TE_neaf.sqf"; [] execVM "buildings\GOC_TE_btcc.sqf"; }; if (!isDedicated) then { Link to comment Share on other sites More sharing options...
Charlatan Posted November 29, 2013 Author Report Share Posted November 29, 2013 @Fuchs There's a mistake in that init.sqf. You disabled the (isServer) then { line by using a // But you didn't disable the line that closes the block: }; If you want to disable the whole (IsServer) condition in this block, without deleting it, you'd have to put in: // Ghost of Chernarus Map Pack// if (isServer) then {[] execVM "buildings\excbridge.sqf";[] execVM "buildings\GOC_LM_tubf.sqf";[] execVM "buildings\GOC_LM_wlcr.sqf";[] execVM "buildings\GOC_TE_bash.sqf";[] execVM "buildings\GOC_TE_klen.sqf";[] execVM "buildings\GOC_TE_stary.sqf"; [] execVM "buildings\GOC_TE_neaf.sqf";[] execVM "buildings\GOC_TE_btcc.sqf";// }; if (!isDedicated) then { ... As an information for everyone: I kept testing this, and, to me at least, the IsServer condition gives no visible changes at all related to my maps. In my testserver I simply added all the execVM lines at the end of my init.sqf. Link to comment Share on other sites More sharing options...
Ventana Posted November 29, 2013 Report Share Posted November 29, 2013 As an information for everyone: I kept testing this, and, to me at least, the IsServer condition gives no visible changes at all related to my maps. In my testserver I simply added all the execVM lines at the end of my init.sqf. This is what I did also and all worked with no problems. Also, checking my logs I see this error: 8:03:42 Error in expression <88.1604, 5887.084, -51.956989]; _bldObj setPosASL [position this select 0, posit> 8:03:42 Error position: <setPosASL [position this select 0, posit> 8:03:42 Error Type Any, expected Number 8:03:42 File mpmissions\__cur_mp.Chernarus\map_updates\GOC\GOC_SI_Zelenogorsk.sqf, line 54 8:03:42 Error in expression <7.1177, 5872.1523, -193.29539]; _bldObj setPosASL [position this select 0, posit> 8:03:42 Error position: <setPosASL [position this select 0, posit> 8:03:42 Error Type Any, expected Number 8:03:42 File mpmissions\__cur_mp.Chernarus\map_updates\GOC\GOC_SI_Zelenogorsk.sqf, line 64 Charlatan 1 Link to comment Share on other sites More sharing options...
Charlatan Posted November 29, 2013 Author Report Share Posted November 29, 2013 @Ventana Woah. GOC_SI_Zelenogorsk.sqf shouldn't have been included in this release O_O It's not done yet ! Is that in the current GOC.rar ? I'll remove it from there right away. @ Everyone - Important ! It seems in some release, two WIP maps sneaked inside. Any maps starting with GOC_SI_ are not finished yet and contain errors. Don't use them yet! If you find: GOC_SI_Zelenogorsk.sqf GOC_SI_Grishino.sqf please delete them ! Big thanks to Ventana for finding the error and checking the logs ! Link to comment Share on other sites More sharing options...
Ventana Posted November 30, 2013 Report Share Posted November 30, 2013 @Ventana Woah. GOC_SI_Zelenogorsk.sqf shouldn't have been included in this release O_O It's not done yet ! Is that in the current GOC.rar ? I'll remove it from there right away. @ Everyone - Important ! It seems in some release, two WIP maps sneaked inside. Any maps starting with GOC_SI_ are not finished yet and contain errors. Don't use them yet! If you find: GOC_SI_Zelenogorsk.sqf GOC_SI_Grishino.sqf please delete them ! Big thanks to Ventana for finding the error and checking the logs ! lol, kk, deleted BOTH of them lol Link to comment Share on other sites More sharing options...
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