MaxPowers Posted November 26, 2013 Report Share Posted November 26, 2013 Hello. Here is a castle I made in the middle of Black lake. But here's the catch I have this working beautifully on my server hosted by HFB but when I put it into my second server hosted by Vilayer any of the objects that I leveled with this INIT code do not stay leveded. The INIT code that I used is the following _this setVehicleInit "this setpos [getpos this select 0, getpos this select 1,((getpos this select 2) + 2)]; this setVectorUp [0,0,+0.1]"; This code works fine with HFB but not with Vilayer. Images:http://imgur.com/a/ZGiIq#0 Pastbin :http://pastebin.com/QN4393a3 I would very much appreciate any info as to why the INIT code will not work on Vilayer hosted servers. Oh more info I have the file in my server PBO in a file called map and it's commented in server_functions.sqf as [] execVM "\z\addons\dayz_server\map\black_lake_castle.sqf"; epochfail, Firefly and Bags2247 3 Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted November 27, 2013 Report Share Posted November 27, 2013 Looks really cool. I have a Vilayer server, so I'll test it and see if I get the same thing. *EDIT* Tested it on my server, hosted by Vilayer and it works fine. Epic addition! I can't imagine how long it must have taken to create this. Link to comment Share on other sites More sharing options...
MaxPowers Posted November 27, 2013 Author Report Share Posted November 27, 2013 Looks really cool. I have a Vilayer server, so I'll test it and see if I get the same thing. *EDIT* Tested it on my server, hosted by Vilayer and it works fine. Epic addition! I can't imagine how long it must have taken to create this. The one problem that I'm having is the it does not stay level. Maybe you can help another New Jersey brotha out by walking me through the steps you used to implement it into your server? Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted November 27, 2013 Report Share Posted November 27, 2013 The one problem that I'm having is the it does not stay level. Maybe you can help another New Jersey brotha out by walking me through the steps you used to implement it into your server? All my map addons are server side. I put them in a folder in my dayz_epoch folder in the villayercustomcode folder, then call them from my init/server_functions.sqf like this: [] execVM "\z\addons\dayz_server\mapedits\black_lake_castle.sqf"; It came out straight. As a matter of fact, I'm making it an "admin zone" just for me and my admins. *edit* Any chance that you would share the biedi file so I can make some small edits/addons? Link to comment Share on other sites More sharing options...
epochfail Posted November 29, 2013 Report Share Posted November 29, 2013 How do you make this area an "admin zone"? Link to comment Share on other sites More sharing options...
Firefly Posted November 29, 2013 Report Share Posted November 29, 2013 Wow, awesome work! Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted November 29, 2013 Report Share Posted November 29, 2013 How do you make this area an "admin zone"? I set up one of those base protection domes and restricted it to specific GUID's. If someone enters that isn't allowed in, they get teleported outside of the zone. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted November 29, 2013 Report Share Posted November 29, 2013 Normally I don't share my customizations because they are what makes my server unique, but this custom building is the best custom building I've seen to date, so I will share my admin zone so it can benefit others. Here's how you can set up a zone that only allows certain players in. I created this as an admin only zone. 1. Edit your init.sqf. Find this: dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); Below that, add this: [] execVM "custom\adminzone\adminzone.sqf"; If you keep your customizations in a different folder, change the "custom\adminzone". Otherwise, create a folder called custom\adminzone in the folder/file that you find init.sqf 2. Create a file called adminzone.sqf and put the below code. This will place a marker on your map: _this = createMarker ["adminzone", [13352.4, 11976.2, 0]]; _this setMarkerShape "ELLIPSE"; _this setMarkerColor "ColorRed"; _this setMarkerType "Warning"; _this setMarkerBrush "Grid"; _this setMarkerSize [80, 80]; _this = createMarker ["adminzonemarker", [13352.4, 11976.2, 0]]; _this setMarkerColor "ColorRed"; _this setMarkerType "mil_dot"; _this setMarkerText "Admin Castle - Keep out!"; 3. Create a file in your adminzone folder called adminteleport.sqf with this code. It will warn players to leave the area, give them 30 seconds and if they don't, they'll be teleported just outside of the castle: // Below, put the UID of player(s) where it says pasteUIDhere that you want to give access to the dome if ((getPlayerUID player) in ["XXXXXX" , "XXXXXX", "XXXXXX"]) exitWith { titleText ["Welcome to the admin castle.", "PLAIN DOWN", 3]; //or,\\ titleText [format ["Welcome, %1", name player], "PLAIN DOWN"]; // welcomes you with your name }; // What happens if unauthorized players get into the dome titleText ["You are entering restricted area. Leave now.", "PLAIN DOWN", 3]; sleep 5; titleText ["You have 30 seconds to leave.", "PLAIN DOWN", 3]; sleep 5; titleText ["You have 25 seconds to leave.", "PLAIN DOWN", 3]; sleep 5; titleText ["You have 20 seconds to leave.", "PLAIN DOWN", 3]; sleep 5; titleText ["You have 15 seconds to leave.", "PLAIN DOWN", 3]; sleep 5; titleText ["You have 10 seconds to leave.", "PLAIN DOWN", 3]; sleep 5; titleText ["You have 5 seconds to leave.", "PLAIN DOWN", 3]; sleep 5; titleText ["Teleporting you outside of the zone.", "PLAIN DOWN", 3]; sleep 2; player setPos [13339.5,11816.7,0]; //Porting the intruder 4. Create a file in your adminzone folder called SAR_nuke_zeds.sqf and put this code, from Sarge. This kills any zeds that spawn in the castle: /* Author: Sarge Description: Kills all zombies in a given distance from a given point. Needs 2 parameters: _location = the exact x/y/z location of the center of the area that should be zed free _range = the radius within which zeds get killed */ private["_location","_radius","_nuker","_obj_text_string"]; if(!isServer) exitwith{}; _location = _this select 0; _radius = _this select 1; _nuker = createvehicle ["Sign_sphere25cm_EP1",[_location select 0,_location select 1,1] ,[],0,"NONE"]; _nuker allowDamage false; _obj_text_string = format["#(argb,8,8,3)color(%1,%2,%3,%4,ca)",1,1,0,1]; [nil,nil,rSETOBJECTTEXTURE,_nuker,0,_obj_text_string] call RE; [_nuker,_radius] spawn { private ["_nuker","_radius","_entity_array"]; _nuker = _this select 0; _radius = _this select 1; while {true} do { _entity_array = (getPos _nuker) nearEntities ["CAManBase",_radius]; { if (_x isKindof "zZombie_Base") then { _x setDamage 1; }; } forEach _entity_array; sleep 2; }; }; 5. Add this to your mission.sqm file in the Sensors section. Be sure to adjust the Item# to the correct number: class Item9 { position[]={13352.4,0,11976.2}; a=80; b=80; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="adminteleport"; expCond="(vehicle player) in thislist;"; expActiv="adminteleport = [] execVM ""custom\adminzone\adminteleport.sqf"";"; expDesactiv="terminate adminteleport; titleText [""You've left the zone"", ""PLAIN DOWN"", 3];"; class Effects { }; }; 6. Add this to the very bottom of init.sqf: [[13352.4, 11976.2,0],100] execVM "custom\adminzone\SAR_nuke_zeds.sqf"; You are done! epochfail and Bags2247 2 Link to comment Share on other sites More sharing options...
Nsgguy Posted November 29, 2013 Report Share Posted November 29, 2013 on my private server it got all jacked up to Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted November 29, 2013 Report Share Posted November 29, 2013 on my private server it got all jacked up to You guys must have something else that is interfering with the stable placement of the castle. Did you check the server log to see if there's any errors being generated when you have this on your server? Link to comment Share on other sites More sharing options...
THEbookie Posted November 29, 2013 Report Share Posted November 29, 2013 Would love to use this but im afraid there mite be a few too many building parts for the amount i all ready have :( do you have any extra map mods for the different buildings? i mite try and make this smaller to fit on my server if you don't mind of course? @BetterDeadThanZed can I come on your server to check this out? just to see the awsomenessssss of it :D Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted November 30, 2013 Report Share Posted November 30, 2013 Would love to use this but im afraid there mite be a few too many building parts for the amount i all ready have :( do you have any extra map mods for the different buildings? i mite try and make this smaller to fit on my server if you don't mind of course? @BetterDeadThanZed can I come on your server to check this out? just to see the awsomenessssss of it :D You could fly around it, but in order to let you in, I'd have to edit the one file with your UID so it wouldn't kick you. If you want to give me your UID in a private message, I'll add it. I'll be working tomorrow, but if you wanted to check it out on Sunday that would be ok. Link to comment Share on other sites More sharing options...
Nsgguy Posted November 30, 2013 Report Share Posted November 30, 2013 i checked my log and found nothing, id really like to figure this out, any chance to get beidi for this? Link to comment Share on other sites More sharing options...
Bondue Posted December 2, 2013 Report Share Posted December 2, 2013 All my map addons are server side. I put them in a folder in my dayz_epoch folder in the villayercustomcode folder, then call them from my init/server_functions.sqf like this: [] execVM "\z\addons\dayz_server\mapedits\black_lake_castle.sqf"; It came out straight. As a matter of fact, I'm making it an "admin zone" just for me and my admins. *edit* Any chance that you would share the biedi file so I can make some small edits/addons? I have all my map addons server side to except i made a folder called buildings then in my server_functions.sqf at the bottom i have call compile preProcessFileLineNumbers "\z\addons\dayz_server\buildings\BLCastle.sqf"; Link to comment Share on other sites More sharing options...
SideShowFreak Posted December 2, 2013 Report Share Posted December 2, 2013 I am having the same issue on my server. It worked and looked great the first startup with it, but after a restart i had pieces floating in the air and everything was all twisted and moved around. Cant see any errors or conflicts. Would love to figure this out as it looks awesome. Link to comment Share on other sites More sharing options...
Nsgguy Posted December 2, 2013 Report Share Posted December 2, 2013 I have all my map addons server side to except i made a folder called buildings then in my server_functions.sqf at the bottom i have call compile preProcessFileLineNumbers "\z\addons\dayz_server\buildings\BLCastle.sqf"; I'm gonna try this tonight. Will report back with result Link to comment Share on other sites More sharing options...
Bondue Posted December 2, 2013 Report Share Posted December 2, 2013 I have all my map addons server side to except i made a folder called buildings then in my server_functions.sqf at the bottom i have call compile preProcessFileLineNumbers "\z\addons\dayz_server\buildings\BLCastle.sqf"; I'm gonna try this tonight. Will report back with result Just a heads up it done the same thing, looks like some type of abstract building, lol Link to comment Share on other sites More sharing options...
Nsgguy Posted December 2, 2013 Report Share Posted December 2, 2013 same here Link to comment Share on other sites More sharing options...
epochfail Posted December 3, 2013 Report Share Posted December 3, 2013 Does same for me sometimes then sometimes it looks normal, it is an awesom place for sure Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted December 3, 2013 Report Share Posted December 3, 2013 Does same for me sometimes then sometimes it looks normal, it is an awesom place for sure Glad you say that because I just logged onto my server and it was all messed up... if MaxPowers could share the biedi file, that would be cool, because then I'd copy it and move it someplace flat in the hopes that it doesn't have that problem. epochfail 1 Link to comment Share on other sites More sharing options...
Starkvix Posted December 10, 2013 Report Share Posted December 10, 2013 How would move it to somewhere flat? That's a lot of work too, unless you have a simple way to do that .... Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted December 10, 2013 Report Share Posted December 10, 2013 I found this map addon: http://opendayz.net/threads/trains-and-wagons-to-chernarus-rails.17499/ I don't really understand the instructions, but maybe that gives you an idea to fix this, MaxPowers? BTW - it's working perfectly for me. I've only seen it messed up a couple times. Link to comment Share on other sites More sharing options...
Tim0mG Posted December 16, 2013 Report Share Posted December 16, 2013 My Castle is buggy?! Sometime it works, sometimes not! Link to comment Share on other sites More sharing options...
Poncho Posted December 16, 2013 Report Share Posted December 16, 2013 How would move it to somewhere flat? That's a lot of work too, unless you have a simple way to do that .... Find a flat area where you think it would work and place an object nearby (but not exactly on it so it can be easily removed) Just select the castle in a drag box in the 2D editor and drag it over to that location, after that just pop into the 3D editor for fine adjustment. The objects will stay in tact / position so long as you do not change their orientation. Then just delete that object you placed earlier Some objects may be a little off with the change in high that could occur, coming from the fairly uneven ground underneath black lake. To ensure it is always flat you could always use this: Add the "setVehicleInit" line to the SQF file for any buildings that are leaning. _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=""; Just so you know, any large edit has the potential of screwing up between server restarts, especially when the objects are all in such close proximity. It should be noted that this is not a problem with the edit, but the server and ArmA itself. Link to comment Share on other sites More sharing options...
Poncho Posted December 16, 2013 Report Share Posted December 16, 2013 Anyway, nice addition Max! Looks very foreboding from the entrance like that and it's size is impressive. It fits in well to that location as well and does not look at all out of place. Great work :) Link to comment Share on other sites More sharing options...
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