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Need help to correct my custom build military compound


Moody

Question

Hello!

I played around in the editor for the first time (used M3 Editor aswell), to build a military compound i wanted on the North West Airstrip on Chernarus map.

Getting the base on my live server isnt a problem, the problem is that all doors and bargates "duplicate" somehow, and it just keep getting worse and worse. It starts off nice with 1 door per building, but idk...after each restart or when player joins or something, it adds up. At the most it was 10 doors on the front door to the buildings and bargates had 7 gates to open before you could run thru it.

 

I dont know if i explained it hard or so, but i dont know how else to put it.

 

Also, i saved the editor work and put it in my mission folder and called for it in the init.sqf with [] execVM. Dont know if that can be the problem? Doing it like that is client side(?) Would it be better to have it server side? How do i make it server sided?

All help is much appreciated.

nwairportcompound.txt

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try moving server part on top of init.sqf file. maybe the error happens in one of the earlier statements and init.sqf simply exits before it reaches the end

if (isServer) then {
 
//place new server-side objects
diag_log "Loading Custom Buildings";
execVM "\q\addons\custom_server\objects\airplane.sqf"
diag_log "Finished Loading Custom Buildings";
};


// Welcome Credits
[] execVM "welcome\welcome.sqf";
 
[] execVM "EventMenu\eventmenu_loop.sqf";
 
[] execVM "wai\remote.sqf";
 
[] execVM "scripts\fn_statusBar.sqf";
 
[] execVM "zcp.sqf";
 
//Supply Drop Alert Event
"SDROP_Alert" addPublicVariableEventHandler {
hint parseText format["%1", _this select 1];
};
 
if(hasInterface)then{execVM "semClient.sqf"};
 
if (!isDedicated) then {
"VEMFChatMsg" addPublicVariableEventHandler {
systemChat ((_this select 1) select 0);
[
[
[((_this select 1) select 0),"align = 'center' size = '1' font='PuristaBold'"],
["","<br/>"],
[((_this select 1) select 1),"align = 'center' size = '0.5'"]
]
] spawn BIS_fnc_typeText2;
VEMFChatMsg = nil;
};
};
 
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Dude, this is an Epoch function that sets some sort of variable on your vehicle object so that is not deleted by the Epoch clean-up script.

 

Simply insert the bold line into your code.

Finally moved my work-in-progress AI vehicle script to Epoch, Epoch started deleting vehicle in a second but not to worry.

Thanks to shurix I added this magic line and problem solved.

 

shurix thanks for this information and if you have any other tips and tricks please do share :)

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