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EPDs Mega Release Thread (Update 27.01 AI Sites + NWAF Trader)

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Hello everyone, I'm EPD, and in this thread i will release most of my works in Arma2 as DayZ Community and Servers Developer.

I will explain how to install them and get working on your server.


I was creating custom missions and locations in Arma 2 editor for around 2 years, also editing existing scripts, mission systems and other DayZ addons.

My Steam account shows almost 3000 hours in Arma2 Operation Arrowhead, and in my editor i have more than 200 saved mission files, so its time for me to share my knowledge with you.


In this thread i will release:

- Custom Trader cities

- Custom AI sites

- Custom Map addons

- Edited by me custom settings for servers including weather system, snowing, mission systems.


My released items will be dedicated for several maps:

- Chernarus

- Panthera

- Namalsk

- Napf

- Lingor

- Taviana


And however my released items will be dedicated for one of those, you can always ask me to convert it and place on different map.

So look below, choose whatever you want and fully customize your map, like you always wanted to do!


List and links to released items:

=========================================================================

TRADERS:



Custom Map Addons:


AI Static Missions:

http://epochmod.com/forum/index.php?/topic/31399-epds-mega-release-thread/?p=199906

=========================================================================

Every single day i will try to convert and add here another file / site / addon.


How to install my items:


Everything I will add in this thread will contain .SQF mission file, ready to be used, and Marker placed in code.


Installing SQF file:
1. Go to your Server side files.
2. Create Folder with name "buildings"
3. Inside "buildings" folder create SQF file called "execution" where you will call files with customs addons:








/*
===============================================
        buildings execution	
===============================================
*/
// Trader Cities
call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\#########.sqf";

// Custom Map Addons
call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\#########.sqf";
Replace ####### with name of file you downloaded and placed in Buldings folder. 
 
 
4. In dayz_server \ init \ server_functions.sqf add:
execVM "\z\addons\dayz_server\buildings\execution.sqf";
Installing custom mission crates:
 
1. Inside of your "buildings" folder, create another one called "crates".
 
2. Whenever you will want to try my custom missions, and they will require prepared crates (file will be added to that release) put it inside of this folder.
 
Adding Markers:
Those of you who are more experienced in setting up your servers can just use coords and names from "Marker" section in items and place them correctly in your mission.sqm however i suggest something else:
 
1. In your mission file open init.sqf and add:








//- Markers -//
_nil = [] execVM "addons\markers.sqf";
2. Create folder addons and create inside empty file called markers.sqf
Inside you will place copied markers code which you can find in any of my items posts. You dont have to worry about any separation or calling server.
After adding couple of markers - Example:
7ZS35NY.jpg


 


If you want to thank me for my effort and spent time on doing this and releasing concider donation! Thank you!

btn_donateCC_LG.gif




If you have any problems with installing, changing etc, try to contact me via Skype or PM.

Skype: kisiel_epd89

Steam: el_epd

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uEqZPTI.jpg

 

CHERNARUS: Lopatino Trader City

Top: 023 Side: 057

 

One of many Chernarus Trader Cities i created, Lopatino was one of my first and one of most simple and yet beautiful places to visit and trade.

 

Traders inside are fixed to standard Neutral traders in your server_traders.sqf from Chernarus mission file.

FPhVAP6.jpg


Marker:

_lopatino = createMarker ["lopatino", [2303.8218, 9635.6641]];
_lopatino setMarkerText " Lopatino Trader";
_lopatino setMarkerType "mil_circle";
_lopatino setMarkerBrush "Solid";
lopatino = _lopatino;

Lopatino Trader.Chernarus.zip

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E1Mz08S.jpg

 

CHERNARUS: Staroye Trader City

Top: 100 Side: 099

 

One of many Chernarus Trader Cities i created, Staroye was one of my first and one of most simple.

Traders inside are fixed to standard Neutral traders in your server_traders.sqf from Chernarus mission file.

 

Staroye Trader also cointains working Blackmarket Trader

 
Marker:
_staroye = createMarker ["staroye", [10049.321, 5429.9766]];
_staroye setMarkerText " Staroye Trader";
_staroye setMarkerType "mil_circle";
_staroye setMarkerBrush "Solid";
staroye = _staroye;

 

staroyetrader.Chernarus.zip

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CHERNARUS: Custom NE Airfield

Top: 120 Side: 026


Custom North East Airfield for Chernarus Map. Trader is relocated to better place outside of hangar. Airfield looks modern, with small medical camp nearby.


Trader inside is fixed to standard Neutral traders in your server_traders.sqf from Chernarus mission file.

miGozLr.jpg
U4TTMO0.jpg


Marker:

_neairtrader = createMarker ["neairtrader", [12060.471,12638.533]];
_neairtrader setMarkerText " NEAF Air Trader";
_neairtrader setMarkerShape "ICON";
_neairtrader setMarkerType "mil_dot";
_neairtrader setMarkerColor "ColorGreen";
neairtrader = _neairtrader;

NEairfield.Chernarus.zip

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CHERNARUS: Komarovo addons

Top: 034 Side: 130


Komarovo additional buildins is same addon like Kamyshovo. It fills empty space and area in SW part of map, and giving fresh players opportunity to find something in first minutes of gameplay.



L52RHj0.jpg

komarovo.zip

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CHERNARUS: Solnichniy map addons

Top: 131 Side: 084


Solnichniy additional buildings is same addon like others within custom addons for map. It fills empty space and area in East part of map, and giving fresh players opportunity to find something in first minutes of gameplay.


mqZRvdi.jpg

solnichniy.zip

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NAPF: Buckten Trader City

Top: 053 Side: 148


One of three Trader Cities I have created for NAPF map, Buckten is placed in SW part of map. Blackmarket trader included


Traders inside are fixed to standard Neutral traders in your server_traders.sqf from Napf mission file. (instance 17)

Iq2upoR.jpg


Marker:

_Buckten = createMarker ["BucktenTrader", [5317.0972, 5650.1455, 0]];
_Buckten setMarkerText " Buckten Trader City";
_Buckten setMarkerType "mil_circle";
_Buckten setMarkerColor "ColorBlack";
_Buckten setMarkerBrush "Solid";
Buckten = _Buckten;

BucktenTrader.NAPF.zip

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NAPF: Chatzbach Trader City

Top: 078 Side: 116


One of three Trader Cities I have created for NAPF map, Chatzbach is same as Lopatino Trader but transfered to NAPF map to fill empty space in central part of map. Blackmarket trader included


Traders inside are fixed to standard Neutral traders in your server_traders.sqf from Napf mission file. (instance 17)

j6nYWZN.jpg


Marker:

_Chatzbach = createMarker ["ChatzbachTrader", [7841.8633, 8851.4551, 0]];
_Chatzbach setMarkerText " Chatzbach Trader City";
_Chatzbach setMarkerType "mil_circle";
_Chatzbach setMarkerColor "ColorBlack";
_Chatzbach setMarkerBrush "Solid";
Chatzbach = _Chatzbach;

ChatzbachTrader.NAPF.zip

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12cwHvx.jpg

 

AI STATIC CHERNARUS: Construction Site

Top: 013 Side: 028

 

One of many AI static missions I have created for dayz servers, Construction site is located far North East part of map and by completing it you can get construction materials as a reward.

 

AIContruction.sqf start as any of other custom place sqf.

ConstructionCrate put into "crates" folder in your buildings folder

 

O5geCVt.jpg


 

Marker:

_Contruction = createMarker ["ContructionCamp", [1382.1833, 12527.856]];
_Contruction setMarkerText " AI Construction Site";
_Contruction setMarkerType "Dot";
_Contruction setMarkerBrush "Solid";
_Contruction setMarkerSize [0.8, 0.8];
Contruction = _Contruction;

WAI 2 static setup:

// Construction
[[1472, 12537,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group;
[[1331, 12485,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group;
[[1424, 12472,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group;
[[[1356.66,12494.9,3.65],[1359.9459, 12532.396, 4.35043],[1366.6877, 12517.218, -0.055966262],[1380.8385, 12553.244, 7.7632465],[1386.1068, 12497.722, 11.530006],[1421.0057, 12525.689, 13.765746]],
"KORD_high_TK_EP1","hard","GUE_Soldier_Sab","Bandit","Random",2,"","Random"] call spawn_static;

WAI (old) static setup:

// Construction
[[1472, 12537,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group;
[[1331, 12485,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group;
[[1424, 12472,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group;
[[[3050.7842, 10881.893, 13.765746],[3015.981, 10853.813, 12.447275],[3010.5227, 10909.313, 7.7632465],
[2996.4946, 10873.238, 0.56721449],[2989.7017, 10888.398, 3.8481393]],
"M2StaticMG",0.5,"GUE_Soldier_Sab",1,2,"","Random"] call spawn_static;

AIconstruction.zip

ConstructionCrate.zip

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AI STATIC CHERNARUS: Prison


AIPrison.sqf start as any of other custom place sqf.

PrisonCrate put into "crates" folder in your buildings folder


One of many AI static missions I have created for dayz servers, Prison site have two possible locations:


Version 1. Top: 028 Side: 108


7tq0xK0.jpg

XRWFyWK.jpg
 
Marker:
_BanditPrison = createMarker ["BanditPrison", [2894.1621, 4511.9194]];
_BanditPrison setMarkerText " Bandit Prison";
_BanditPrison setMarkerType "Dot";
_BanditPrison setMarkerColor "ColorRed";
_BanditPrison setMarkerBrush "Solid";
_BanditPrison setMarkerSize [0.8, 0.8];
BanditPrison = _BanditPrison;
WAI 2 static setup:
// Prison
[[2847, 4502,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group;
[[2925, 4492,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group;
[[2888, 4456,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group;
[[[2895.4878, 4474.9365, -3.0517578e-005],[2863.5913, 4514.208, 4.0598373],[2871.5254, 4480.2612, 13.04861],[2882.425, 4473.252, 3.8687713],[2906.1011, 4473.2974, 3.5444937]],
"KORD_high_TK_EP1","hard","GUE_Soldier_Sab","Bandit","Random",2,"","Random"] call spawn_static;
WAI (old) static setup:
// Prison
[[2847, 4502,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group;
[[2925, 4492,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group;
[[2888, 4456,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group;
[[[2895.4878, 4474.9365, -3.0517578e-005],[2863.5913, 4514.208, 4.0598373],[2871.5254, 4480.2612, 13.04861],[2882.425, 4473.252, 3.8687713],[2906.1011, 4473.2974, 3.5444937]],
"M2StaticMG",0.5,"GUE_Soldier_Sab",1,2,"","Random"] call spawn_static;



Version 2. Top: 003 Side: 109


AIW6o6E.jpg

OWxVI2Y.jpg
 
Marker:
_BanditPrison = createMarker ["BanditPrison", [275.9996, 4426.8604]];
_BanditPrison setMarkerText " Bandit Prison";
_BanditPrison setMarkerType "Dot";
_BanditPrison setMarkerColor "ColorRed";
_BanditPrison setMarkerBrush "Solid";
_BanditPrison setMarkerSize [0.8, 0.8];
BanditPrison = _BanditPrison;
WAI 2 static setup:
// Prison
[[309.8, 4382.9,0.001],4,"medium","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group;
[[312.3, 4434.3,0.001],4,"medium","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group;
[[248.9, 4388.2,0.001],4,"medium","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group;
[[[302.6348, 4401.0254, -0.068774559],[252.00362, 4407.7148, 4.0863833],[282.3345, 4387.5298, 12.80765],[294.21585, 4390.8921, 3.8576953],[311.41568, 4407.3696, 3.5444937]],
"M2StaticMG","easy","GUE_Soldier_Sab","Bandit","Random",2,"","Random"] call spawn_static;
WAI (old) static setup:
// Prison
[[309.8, 4382.9,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group;
[[312.3, 4434.3,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group;
[[248.9, 4388.2,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group;
[[[302.6348, 4401.0254, -0.068774559],[252.00362, 4407.7148, 4.0863833],[282.3345, 4387.5298, 12.80765],[294.21585, 4390.8921, 3.8576953],[311.41568, 4407.3696, 3.5444937]],
"M2StaticMG",0.5,"GUE_Soldier_Sab",1,2,"","Random"] call spawn_static;

AIPrison1.zip

AIPrison2.zip

prisoncrate.zip

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Chernarus: NWAF Aircraft Trader

Top: 041 Side: 045

 

With many disadvantages of having one Aircraft Trader at NE Airfield second one was needed to give players option which one to choose. Trader is selling same stuff as his NE equivalent.

 

Trader inside is fixed to standard Neutral traders in your server_traders.sqf from Chernarus mission file. (instance 11)

J2pMdDo.jpg


Marker:

_NWAFtrader = createMarker ["NWAFair", [4107.6406, 10856.059, 0]];
_NWAFtrader setMarkerText " NWAF Air Trader";
_NWAFtrader setMarkerType "mil_dot";
_NWAFtrader setMarkerColor "ColorGreen";
_NWAFtrader setMarkerBrush "Solid";
NWAFtrader = _NWAFtrader;

NWAFtrader.zip

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However, can we have a noob guide on installing these scripts? The NWAF trader, for example. Thanks.

 

Kill

Look at first post, There is Spoiler section with all install instructions :)

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I installed the nwaf trader. Works great! 

 

But players disconnect with a badvar:nwaf.

 

The marker is in the init file, I see it on the map, trader works great. But others get kicked.

 

My init.sqf is like this:

 

//custom marker
[] execVM "Secretairfield.sqf";
[] execVM "westkam.sqf";
[] execVM "kill.sqf";
[] execVM "nwaf.sqf";
 
Just checked the logs. May be infistar banning them when this marker is active. 
Edited by KillKillKill

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      Wait! I'm using moving missions like 'patrol'. It's a nonsense to use autoclaim for that kind of missions!
      A: mr. no_name
      Agree. If you have any kind of moving missions, or custom missions you want to be free for all, just exclude them:
      iben_wai_ACexcludedTypes = ["patrol"]; ---
      Q: mr. yeahBUT
      Ok then. So... I have couple more minutes before my favourite movie starts. So last a few questions:
      I believe you will face problems in such scenarios like: multiple players in the same time in the zone - who will be first?
      What about other players? And what about player or better players in vehicle?
      You will not be able to sort them out and it's gonna be chaos!
      A: mr. no_name
      Well, I made the best I could in given time and space. I don't want to go too deep, but imagin autoclaim system as somenthing like simple `memory buffer`.
      This buffer is **(a)** able to recognize all players in area (including all players inside vehicles); **(b)** is able to sort them out by distance.
      It's very small probability two players will reach the same distance in the same time - the only exception crossed my mind are players
      n the same vehicle - they share the same distance. But system is able to recognize them and sort them from driver to cargo.
      But anyway, system is able to handle these scenarios pretty well (at least I hope so according to test results);
      **(c)** System works in layers - from register list, wait list to claim list. Each layer is equiped by self-cleaning mechanism,
      so each list is real image of status in claiming zone. (self-cleaning means, once player leave area etc., he is kicked from list
      and next player in list takes his place - there are no `dead souls in list`).
      ---
      Q: mr. yeahBUT
      OK... here we go. So another loop for WAI. It's already server performace killer as it is...!
      A: mr. no_name
      Hm... good point! And no, we are not creating any extra loop (not single one...). We are using already existing loops -
      and we are using these loops only and only if it's reasonable and exiting them immediately if condition isn't met.
      According to couple weeks testing on populated server with cca 20 players, no FPS drop was recognized.
      BTW: you can add some debug logs to loop critical points and see the result.
      ---
      Q: mr. yeahBUT
      ...yeah, but I can imagine how installation is gonna be difficult...
      A: mr. no_name
      Actually, it's not. Visit this github repo and clone or download files. Follow repo structure and merge it with your server/client files.
      ---
      Q: mr. yeahBUT
      That's all you can say about installation??? Are you serious??
      A: mr. no_name
      No and yes. One more thing - addon is designed the way so you don't need to touch any of WAI core files (except a few lines in init).
      If you will follow repo structure, you can quickly switch between default WAI files and addon files by setting bellow variable to true/false.
      iben_wai_ACuseAddon = true; // :: WARNING > If you don't know what I mean by "merge files" at this momment, // :: you should probably wait a little bit and learn, before you start to play with (especially) server-side files. ---
      Q: mr. yeahBUT
      Hmmm... my movie has just started... have to go now. And BTW... your English sucks... and this addon too... bye...
      A: mr. no_name
      :( ... I know... bye...
      ===
      Later in time...
      ===
      Q: mr. yeahBUT
      Hey! IWAC is now part of WAI by default?
      A: mr. no_name
      Yes, it is. Since v1.2. It's updated for Epoch 1.0.6.2...
      ---
      Q: mr. yeahBUT
      I don't get it... Seems v1.3.1 is out and it's not the same version as WAI has inside the package. What does it mean?
      A: mr. no_name
      Well, it's just a little improvement. Couple days ago several people made a fix for "mission overlapping". We decided to stick with our approach.
       If you update to v1.3.1, you will get 2 new options in your 'customsettings.sqf' file (see bellow + detailed info in 'customsettings.sqf'_).
      Now, what is important:
      'iben_wai_ACcoordProtectorTimer' gvar means:
      "If you give me any value > 0 in seconds, I'm gonna protect your just finished mission area against new mission spawn for given time." Protection is processed only if: valid spot for new mission was already found; there is at least 1 item in 'iben_wai_ACprotectedCoord' array
      (that means, at least one mission was completed and coordinates has to be protected agains new mission spawn). If you decide to update and you don't want use this fix, just set 'iben_wai_ACcoordProtectorTimer' value to 0.
      Default position fnc will be used with default WAI fix (note: if you've already updated your WAI core files). iben_wai_ACcoordProtectorTimer = 300; // @since v1.3 if (iben_wai_ACdevmode) then { iben_waiACfindPosLimiter = 999; // @since v1.3 }; // :: If iben_wai_ACcoordProtectorTimer > 0 && iben_wai_ACdevmode is true, // :: you will see in your server RPT somenthing like that: // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> 'iben_wai_ACcoordProtectorTimer' active (300s) >> Initialising custom position FNC for mission coord protection..." // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [IBEN_fnc_AC.sqf] >> Currently protected missions coordinates (iben_wai_ACprotectedCoord) >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Spot found. Checking if spot is in protected coordinates >> iben_wai_ACprotectedCoord >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Loop complete valid position >> [6129.23,8784.35,0] >> in 1/999 attempts" ---
      The end.
      ===
      Showcase:
      ===
      IWAC - private server msgs, map markers, status, respawn:
      ===
      ===
      IWAC - multiple claiming protection, exclude plotpole area option:
      ===
      ===
      That's all I've got... enjoy, have fun...
      Cheers...
      ===
    • By totis
      Hi,
      I want a script that autoclaims a mission ,with player's name next to mission's name, by the first person who goes closer than 1000m from center of mission.
      Can someone helps me with this?
      Tnx
    • By totis
      Hi.
      Im a newby server owner and i want some help with some rpt errors i see.
      Basically my missions start and after 2-3 hours stop spawning new ones
      Any help would be appreciated
      here is an error i see often:
      13:41:10 Error in expression <;
      _activatingPlayer =  _this select 4;
      if(_donotusekey) then {
      _isOK = true;
      } >
      13:41:10   Error position: <if(_donotusekey) then {
      _isOK = true;
      } >
      13:41:10   Error if: Type String, expected Bool
      13:41:10 File z\addons\dayz_server\compile\server_publishVehicle2.sqf, line 11
      Can someone help me out?
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