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M3Editor - A3 3D Editor

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No because it's being called server side.  Here's mine for reference.  Don't try to use these on Chernarus though because they're for Bornholm and they'll pop in weird places.  

 

attachicon.gifBornholm map addons.zip

 

I'm having some issue with this... Basically before I used you're files I used my own and when loading into the server I would get script restriction #4 so I deleted my files and used you're ones but uploaded my own buildings into you're one but I get the same #4 script restriction.

 

Script.log Restriction #4:

#4 "1 = "#particlesource" createVehicleLocal getpos _v;
_smoke1 attachTo [_v,[0,0,0],"engine_effect_1"];
_pos = getPos _smoke1;
dele"
 
I think It could be because I added in a heli wreck that has animated smoke on it, Could that be the problem? Or would anybody happen to know the battleeye filter to add to by pass this kick? I understand in Script.txt on line 5 I have do add a filter just unsure what the filter is :S !="engine_effect_1" maybe?

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!"_smoke1 attachTo [_v,[0,0,0],"engine_effect_1"];"

 

The above fixed the kick, However upon loading into the server the buildings I placed are not there :(

Any ideas why they are not loading?

 

I used Bornholm map addons.zip above, Am I supposed to place anything mission side to tell it to load the fn_init or would the server auto load it?

 

**EDIT**

I have them loading into the game now but now another problem... something seems to be crashing my client when I load the items in game... If I remove my buildings from the server and then join the game i get no crashes the second I add them back I begin to crash again...

 

I could understand crashing If I built something insane like the biggest town ArmA has ever seen but I'm not I have made a small trade town (not finished) and uploaded it to test it so far and make sure things work.... I can tell you... Something clearly does not. :)

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hey, 

 

I use M3editor since 1 week and i love it but i have one problem. But not a little^^

 

I map for my server and the problem is with the format.

 

We cant use .sqf. It's not we cant launch map but in .sqf it's impossible for us to make objet indestructible and to place PNJ.

 

So i need help, do you know a converter sqf/sqm? Or just how make objet indestructible. Place pnj is just a little problem. 

 

 

I try to use MCC with M3. I open my files with M3 and after i save with mcc in .sqm but when we load the map after the altitude of objet change. They are all in 0 altitude, and it's a big problem because i put some part inside the ground. 

 

PS: Sorry if my english is bad it's not my native language

 

Nobody has a solution? 

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Hey!

Thank you for this awesome editor. I have NEVER done anything like this. Tried for the first time tonight with your editor, and i must say im quite satisfied with what i managed to make :P

 

I have a couple questions tho...

 

1. While in the editor, when placing fences, gates and so on, how to i rotate them? When i click where i want it and add the item i want, it places itself in an angle i dont want it in. Havent figured out how to rotate. Tips on how to do that would be much apreciated!

 

2. I saved my work as sqf and added it to my Mission folder, called for the file in the init.sqf like this: [] execVM "airportmilitary1.sqf".

    Had to add exceptions in "createvehicle.txt for the items not allowed on my server ofc, logged in and teleported to the location of the compound i made to check it out. Everything looks like its supposed to, but theres a couple bugs with it.

 

Bug no. 1: I have placed "Land_BarGate_F", when i open it, another bargate is "inside" it and i have to open another gate to be able to enter. Its like theres 2 BarGates directly on eachother(so only 1 is visible, but there is 2 there).

Bug no. 2: "Land_Cargo_Tower_V1_No1_F", "Land_Cargo_Tower_V1_No2_F", "Land_Cargo_Tower_V1_No3_F", "Land_Cargo_Tower_V1_No4_F", "Land_Cargo_HQ_V1_F" and "Land_Cargo_House_V1_F" got buggy doors, they are almost impossible to open. The "Open Door" ability in scroll menu blinks on and off 24/7. When i finally manage to open a door, another door is inside AND another one inside that. Theres 3 front doors on in the same house, and all has to be opened to be able to enter the building.

 

What causes these two bugs? Is it something i have done wrong?(most likely), Can anyone help me out?

 

Can it be the lines i have before and after the itemlist in my .sqf file?

 

private ["_objects"];
_objects = [
 
blablabla objects here
 
];
 
{
    private ["_obj"];
_obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];
_obj setDir (_x select 2);
_obj setPosATL (_x select 1);
} foreach _objects;

 

Uploading my airportmilitary.sqf for you to look at, and if anyone wanna copy it and use it. By all means, DO IT! Free for All ;)

 

EDIT: couldnt upload, file too big. External link http://www.filedropper.com/airportmilitary1

Cheers! 

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A friend told me he was able to use only Epoch items for base building by hitting the "E" key while using the editor.  I am unable to see that list.  Am I missing something?  Is there a way to pull up only the Epoch base building items?

 

Thanks...and great mod!

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No because it's being called server side.  Here's mine for reference.  Don't try to use these on Chernarus though because they're for Bornholm and they'll pop in weird places.  

 

attachicon.gifBornholm map addons.zip

 

hey mate did you need to add something in the mission pbo or just upload it to epochhive/addons ? mine wont show :(

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Hello,

Thx for this tool ;)

I have a problem with physics

- Custom PBO the physics seem to be activated and some items jump like the hell.
- Config.cpp physics is apparently disabled and my items stay in place.

I prefer to use a custom PBO but i need disabled physics, i tried to add enableSimulation false; in the SQF, but i'm not coder and nothing seem to work.

Thx for your help.

 

private ["_objs"];
_objs = [
	["CLASSITEMS",[23375.9,5339.21,12.5173],264.545,[[-0.995471,-0.0950634,0],[-0,0,1]],false]
];

{
	private ["_obj"];
	_obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];
	if (_x select 4) then {
		_obj setDir (_x select 2);
		_obj setPos (_x select 1);
	} else {
		_obj setPosATL (_x select 1);
		_obj setVectorDirAndUp (_x select 3);
	};
} foreach _objs;

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Ok so when I placed everything in the editor it looked nice and neat everything was on the floor etc etc, but when I put it on the server stuff has went in the air a little and moved from the original place, anyone know how to fix this (see picture below to see what I mean).

 

OHW1aP4.jpg

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Hi all, ok so I'm starting to mod for Arma 3 as I've been away from the scene for a while but with this amazing tool I can finally get some nice areas made.

 

First things first... How the hell do I unblock the dll's?!

 

I'm going to facepalm when I find out but please for the love of God help a brother out.

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how do you actually get this into game as the editor spits out a very diffrent result than what I am used to :/

 

This is how I do it....

 

M3Editor to get access to all the stuff I want to add

101Editor to then start the build by opening an existing map and replacing the parts with those from the M3Editor

then once built I use a SQF to Bidie converter and then

use DEeditor to get it into game and save it down in the correct format....

 

This cant be right lol

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easy way, build ur stuff in m3editor. when done click on the main menu button and choose "Copy to Clipboard and something with epoch". all ur stuff is now in the clipboard with the correct format.

now u only need to open the a3_epoch_server_settings.pbo.

in there is a file called "configs\maps\TheMapUWanttoAlter.h". just open that file up, copy the stuff from the clipboard into PropsPos (most likely delete the last comma), save, repack pbo and ur done.

propsPos[] = {

                //debug lights

                { "Land_PortableLight_double_F", { 11665.6,15234.4,0.00144196 }, 40.7 },

                { "Land_PortableLight_double_F", { 11676.0,15246.3,0.00144196 }, 221.7 }
                     };

as mentioned, the format is already correct, when copied into clipboard.

saving as sqf is only needed to load the buildings into the editor again if u want to change/add something.

 

feel free to ask if u want to know more

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Ok I am so very lost.. 
 
This is Export SQF

private ["_objs"];
_objs = [
["Land_MilOffices_V1_F",[11155.1,8337.58,0],0,[[0,1,0],[0,0,1]],false],
["Land_Atm_01_F",[11159.5,8325.51,0],0,[[0,1,0],[0,0,1]],false],
["Land_Atm_01_F",[11157.8,8325.51,0],0,[[0,1,0],[0,0,1]],false],
["Land_Atm_01_F",[11156.1,8325.51,0],0,[[0,1,0],[0,0,1]],false],
["Land_Atm_01_F",[11154.3,8325.51,0],0,[[0,1,0],[0,0,1]],false],
["Land_Atm_01_F",[11152.6,8325.51,0],0,[[0,1,0],[0,0,1]],false],
["Land_Atm_01_F",[11150.9,8325.51,0],0,[[0,1,0],[0,0,1]],false],
["Land_Atm_01_F",[11149.1,8325.51,0],0,[[0,1,0],[0,0,1]],false]
];
 
{
private ["_obj"];
_obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];
if (_x select 4) then {
_obj setDir (_x select 2);
_obj setPos (_x select 1);
} else {
_obj setPosATL (_x select 1);
_obj setVectorDirAndUp (_x select 3);
};
} foreach _objs;

This is Save Project
 
[
    ["Land_MilOffices_V1_F",[11155.1,8337.58,0],0,0,0,false],
    ["Land_Atm_01_F",[11159.5,8325.51,0],0,0,0,false],
    ["Land_Atm_01_F",[11157.8,8325.51,0],0,0,0,false],
    ["Land_Atm_01_F",[11156.1,8325.51,0],0,0,0,false],
    ["Land_Atm_01_F",[11154.3,8325.51,0],0,0,0,false],
    ["Land_Atm_01_F",[11152.6,8325.51,0],0,0,0,false],
    ["Land_Atm_01_F",[11150.9,8325.51,0],0,0,0,false],
    ["Land_Atm_01_F",[11149.1,8325.51,0],0,0,0,false]
]
 
 
This is Copy "Epoch" CFG to Clipboard
 
    {"Land_MilOffices_V1_F", {11155.1, 8337.58, 0}, 0},
    {"Land_Atm_01_F", {11159.5, 8325.51, 0}, 0},
    {"Land_Atm_01_F", {11157.8, 8325.51, 0}, 0},
    {"Land_Atm_01_F", {11156.1, 8325.51, 0}, 0},
    {"Land_Atm_01_F", {11154.3, 8325.51, 0}, 0},
    {"Land_Atm_01_F", {11152.6, 8325.51, 0}, 0},
    {"Land_Atm_01_F", {11150.9, 8325.51, 0}, 0},
    {"Land_Atm_01_F", {11149.1, 8325.51, 0}, 0},
 
I have placed all of these one by one into my a3_epoch_server_settings put into a PBO and put back into my server files but the server will them not show up at all.
 
I have 0 - nil experience to setting up missions and what not but thought i would learn as i did. But this has been almost 12 hours of sitting doing nothing good. Please help.
 
What am i doing wrong?
 
 

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Read it and when u do a export u just put it in a3_epoch_server_building.pbo , so when epoch updates u just simple copy it to the new version

Unless Axeman makes a superduper sapper with a giant mellonhead with 5 megaton nuke , and all of Altis dissapears under the waves

 

 

private ["_objs"];
_objs = [
    ["Land_Campfire_F",[12785.6,16687.8,-0.0380783],0,[[0,1,0],[0,0,1]],false],
];

{
    private ["_obj"];
    _obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];
    if (_x select 4) then {
        _obj setDir (_x select 2);
        _obj setPos (_x select 1);
    } else {
        _obj setPosATL (_x select 1);
        _obj setVectorDirAndUp (_x select 3);
    };
} foreach _objs;

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Using this for a while, works great tho. But... no roads?  :wacko:

If you want road, you will need to find a mod that defines them and then run it on the server. The editor will find most object classnames from the configs. If the mod has roads defined, they will be in the list.

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Hey guys, got a question about using the chernarus.h file.

So, I see that the suggestion by Darth Rogue was to put your changes into the config.cpp inside the a3_epoch_server_settings.pbo under the propsPos.

I wanted to change up Stary a bit so I copied the Stary section in the chernaurs.h file into the tool to convert CFG to SQF which Maca posted in the OP then loaded it in the M3Editor.

Now, if I go in and remove some items (in stary) and add some things and basically modify it, save the project in the editor, I then have a custom Stary.

Why couldn't/shouldn't I just simply put the code into the // Stary Sobor Military section of the chernarus.h file? Is the chernarus.h file taboo?

Thanks.

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Is there anything out there that would convert the Epoch world space format to sqf ?

 

I have a couple of map edits, one of which is over 500 lines, I need to convert as they where done when I first started using M3 Editor and did not realise the save overwrote the existing save.

 

Alternatively how do I go about doing this manually because they seem very different.

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      Don't forget to change the paths when you are adding addons to test/modify them. For example, notice the differences here:  player_switchModel = compile preprocessFileLineNumbers "dayz_code\compile\player_switchModel.sqf"; player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf"; The first line will look up for player_switchModel.sqf inside the editor mission files, while the 2nd one will go to the @Dayz_Epoch map file and get the .sqf file. Same thing applies for the dayz_server files (server_functions.sqf). Once you are done with your script and you have added new compile lines, you need to fix them back to their proper values before you upload them to your live server.
        If you are missing any BIS_fnc functions then check the folder dayz_code\system\functions and see if it's available there to include it in the compiles.sqf. Set DZEdebug = true;  in the init.sqf. And ALWAYS check your RPT log file for debugging. Its located at : %AppData%\Local\ArmA 2 OA folder. Related to mission file included
      You'll notice when you start the mission there are 2 bots standing there. If you double click the soldier you'll see that he initiates this script scripts\BotInit.sqf. I left that in purpose in case you want to do some scripting that requires 'another player', and you want to initialize the fake player like that. The other bot can be deleted. I just left it there because i was testing a Tag Friendly script, and needed a 3rd 'player' that has me as a friend. I've included a simple Fireworks script i made a while back only this time i used some better effects taken from aliascartoons work. Just add a 'SMAW_HEDP' into your inventory and right click on it to test it out. Here is how the old script used to look like Fireworks. Also you'll find a little 'hat script' in the files, just right click a 'IRStrobe' item to add a hat to your player. Both script were written inside the editor using the mission file above...just a small example to show you how easy it is to write code there. The @extDB folder contains a folder called debug_files. These .dlls (when replaced the ones provided) activate a more detailed log file (found under arma 2 operation arrowhead\logs folder). It will show ALL MySQL queries going in/out of the database. Very useful if you are running any custom SQL queries and the RTP log file isn't enough.
      Final Notes
      These are heavily modified files...Dont overwrite them with your own files. Add to them instead of replacing them.
      If you are writing scripts that dont require the server to restart, then you can just go to 2D editor and press Preview again after you make the changes. No need to hit Restart. As long as you are doing changes that doesnt affect the Hive loading you can basically run things on the fly. For example in the init.sqf at the bottom i added a Add BankMonkey example. That command just loads the custom\money.sqf and shows a simple extDB3 example on how to select/update a DB table. Since this command doesnt require the server to restart, you can just hit Preview, test things out, and if you want to make changes, go back to 2D Editor, edit your changes in the money.sqf file and hit Preview again. No need to hit Restart and wait for the dayz_server functions to do their thing again.
      The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine.
      And a personal note....You will NEVER find an easier way to code stuff for Dayz....period. This is the fastest way to write code and see it in action.

      Hope this code will help you write code faster and easier !
      ### Credits
      This mission file would not be possible without the help of these addons/people

      DayzEpochTeam | http://epochmod.com
      killzonekid | http://killzonekid.com
      extDB3 | https://bitbucket.org/torndeco/extdb3/wiki/Home
      ebayShopper | https://github.com/ebayShopper/TestKit
      JasonTM (for the latest beta AdminTools)| https://epochmod.com/forum/topic/44863-release-epoch-admin-tools-v-1107-test-branch/
    • By freakneek
      G'day, Guys and Girls,
      you might want grab another Rabbitman Beer or R4Z0R soda (if your not allowed beer). This is gonna be a long one!
      This tutorial goes into some length and is for the most part, copy/paste, from @Poncho's How to make Custom map content [ Tutorial & Ongoing Support ] tutorial. I had a major issue today trying to figure out why my map edit wasn't working. but after many thanks to the awesome @JasonTM, for identifying the issue, It has been found that you need to use a compiles line instead of a execVM line in the code.
      ***NOTE***
      This tutorial is not my work.... BUT, I felt that this could use an update.
      ***for those of you who already know how to do this scroll down to the server_functions.sqf part!***

      Most people create these map additions, simply by launching dayz through an epoch server via dayz commander will give you a working editor, but some buildings (such as Barracks, Hospitals, and Fire Stations) will not spawn any loot.
      This is because of their class names. The default ARMA editor makes most building classnames begin with "Map_" . All buildings of this type will not spawn loot in dayz, this is inherited from the EU_ update to the editor. You may simply read through your code and change all these manually to (for example) "Land_A_Hospital" instead of the original "Map_A_Hospital" to trigger loot spawns within those buildings.
      There is however an easier way for those of you unfamiliar with code, which also adds a few extra items in. This will however remove some options brought by the EU_ update such as being able to place rocks/cliffs e.t.c so it is important to pick when you want to use the editor I am about to show you.
      It is called the Jon-C5- Editor Update by (surprisingly enough) Jon-C5-. It is available  here http://www.armaholic.com/page.php?id=5932
       
      To turn your map edits into functioning dayz map additions simply follow the instructions below (If you do not wish to use the Jon-C5-Editor, skip to step 4):
      1) Download the zip file linked above.
       
      2) Drag/copy&paste it into your Arma2 Operation Arrowhead folder (where your @dayz and @dayzepoch folder are stored)
       
      3) Launch dayz with the following launch options (set via steam or dayz commander):
      -mo[email protected]_EditorUpdate  
      4) Once you are in the main menus press ALT+E
       
      5) This will open up the editor click the Chernarus map then click ok.
       
      6) A map view will then pop up, on the right hand side you will see a list of categories:
                  - First click 'Centre' then right click on the map, select 'new',  and press ok,
                  - Next click 'Group' then right click on the map, slect 'new'. and press ok,
                  - Now click 'Unit' then right click on the map, select the unit you want - default may be 'Alsatian' the change from 'non playable' to 'playable'.
       
      7) You are now ready to start editing. To begin, enter the '3D View' and click on 'Vehicle' (this is where all the buildings are listed). Right click on the map and select 'new', The list will then appear.
       
      8) Once you have selected an item, the ALT key will allow you to raise or lower items, with the SHIFT key allowing you to spin it around.
       
      9) Once you are happy with the edit, save it (Name it something relative to the edit). Then check your edits, sometimes large items may shift from where you placed them.
       
      10) Locate the mission.sqf file, usually in My Documents > Arma 2 > Missions > "Your mission name"
       
      11) Open up the mission.sqf file, you must now make some small edits to allow it to add these items to your server. Example Below:
      Default mission.sqf code example, areas to edit show indicated.
      ----------------------------------------------------------Remove start Here activateAddons [ ]; Replace with: if (isServer) then { activateAddons []; initAmbientLife; ----------------------------------------------------------Remove End Here _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; ------------------------------------------------------------------------------------------ Remove Start Here _this = createCenter west; _center_0 = _this; _group_0 = createGroup _center_0; _unit_2 = objNull; if (true) then { _this = _group_0 createUnit ["GER_Soldier_EP1", [14116.508, 2764.6309, 4.0054321e-005], [], 0, "CAN_COLLIDE"]; _unit_2 = _this; _this setUnitAbility 0.60000002; if (true) then {_group_0 selectLeader _this;}; if (true) then {selectPlayer _this;}; if (true) then {setPlayable _this;}; }; ----------------------------------------------------------------------------------------- Remove End Here _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; ----------------------------------------------------------------------------------------Remove Start Here processInitCommands; runInitScript; Replace with: }; By Mr. Smith e.t.c finishMissionInit; ----------------------------------------------------------------------------------------Remove End Here Edited mission.sqf code example:
      if (isServer) then { _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; }; // By Mr. Smith e.t.c **If the code editing is not done as follows, it will crash your server on start up. Mainly because of the unit spawn (in this example "GER_Soldier_EP1"), follow the instructions for editing the code and it will work fine**
       
      The Custom Content is now ready for publishing! Here is a quick, safe and guaranteed way to get your [working] edits into your server:
       
      1. Unpack your server.pbo
       
      2. Create a folder in the root of the server.pbo called: Maps     3. Drag your mapedit.sqf into this folder.     ***UPDATED PART FOR 1.0.6.2*** 4. In the init folder you will find a file called server_functions.sqf . Find these lines: // Precise base building 1.0.5 call compile preprocessFileLineNumbers Just above it add this line:
      call compile preprocessFileLineNumbers "\z\addons\dayz_server\maps\mapedit.sqf"; so now it looks like this....
      call compile preprocessFileLineNumbers "\z\addons\dayz_server\maps\mapedit.sqf"; // Precise base building 1.0.5 call compile preprocessFileLineNumbers  NOTE**:  Be sure to change the mapedit.sqf to whatever it is you have named your file, and that it corresponds with the execVM in your server_functions.sqf
      ***END UPDATED PART FOR 1.0.6.2)***
       
      EXTRA HINTS AND TIPS:
      Having trouble moving roads and other similar items to where you want them?
       
      Want your buildings spawn straight and level like they do with the new epoch build system?
      _this setDir -415.88132; _this setVehicleInit "this setVectorUp [0,0,1];"; _this setPos [1939.5042, 14563.26, -0.068630017]; Beidi file should look as follows:
      Add the "INIT" line between the "AZIMUT" and "PARENT" lines.
      AZIMUT="-67.231117"; INIT="_this setVehicleInit "this setVectorUp [0,0,1];";"; PARENT=""; - Big thanks to @Wesley for that one!
       
      Want to edit the trader camps / locations (Chernarus Only)?
       
       
      Having trouble with buildings 'double-spawning'? (often creating duplicate doors in a building)
       
       
      Here is a little example of how to remove grass from in/around your buildings:
       
      OK i think that is pretty much it.....
      HAPPY MAP EDITING!!
      -Freak
    • By xDUKEx
      I was wondering if someone could help me out with an issue I am having with making custom content in the 3D editor.  I've done a bunch of custom content for my server and it all works just fine ... except for things like roads, trees, bushes, and rocks; they never show up on my server.  I have access to my server FTP and I can see that in @Epoch there is an addons folder with a ton of PBOs.  I know it has the @map_eu addon and a few others like @plants and @trees ... etc.  I open my Arma2 OA and go into my Epoch server, then back out and open my editor with CTRL E.  After placing and saving everytime I put a road down, I get them all set and save my content into an .sqf as normal.  I do the proper edits to the file and launch my server.  I see all the custom stuff except the roads and trees.  I even placed my exec command after the "spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf";" line.  
      So what am I doing wrong?  I see lots of custom content using these things and I just can't figure it out.
       
      Second question ... if I add a new file like @Jon_edit into my FTP @EPOCH\Addons folder, do I then need to add that same @file into the top of my missions.sqm code?
       
      Thanks for the help in advance!
    • By ballen
      Hi all,
      Thought I'd post this up here as I spent the morning looking for a solution to this issue whilst trying to add some extra roads to my server but eventually found a work-around to the problem buried somewhere on the internet so wanted to share with others (as a lot of other people seem to give up with the frustration)
      The problem:
      So unlike placing objects and buildings in the Arma2 map editor, when laying down roads, dirt tracks and side walks the user is unable to select them to move them/align them correctly.
      The solution:
      To do this simply add a "draggable" object next to the road item (I added a bush) , using the left mouse button drag over the road item and the "draggable" item (both will then be selected), hovering over the "draggable" item and then dragging or rotating that will work for both the road and the other item. - Place your road into the correct location then "Save" - This is important as I've noticed that the map editor after saving moves the road slightly out of position the first time that so simple move it back and then save one more time! - After the second save the road will stay there, then you can delete the "draggable" item (the bush in my case) and your done!
      Hope this helps out some other people in future...
      Cheers,
      Bobby
    • By Demellion
      Hi there, anyone can give an advice how to convert mission.sqm from pre-3DEN format to a newer (you can compare diffreneces from 0.3.7 and 0.3.8 builds of Epoch).
      Older:
      ... class Mission { class Intel{}; class Groups{}; class Vehicles{}; class Markers{}; }; ... Newer:
      class Mission { class Entities { Item0 { type = "Group"; ... }; Item2 { type = "Vehicle"; ... }; Item2 { type = "Marker"; ... }; }; };  
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