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Custom buildings vanish/underwater


Skyler95

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Ok so I have a few map additions one is being ran through the server pbo and the other through the mission pbo. I noticed on 99% of restarts a bridge going across skalisty isn't spawning until I relog which isn't to big of a deal but everything else in that script spawns correctly the first time. I also have excelsiors bridge which is the one being ran in the mission file and I notice it just recently started spawning in under the water, I tried relogging but it still remains under the water.

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Any map additions should ALWAYS be run serverside and called from the bottom of the server_monitor.sqf, just above allowConnection = true; . I have all this running and everything loads perfectly everytime : 

    [] ExecVM "\z\addons\dayz_server\WAI\init.sqf";
    [] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\coptrader.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\pook_trader.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\awols.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\origins_air.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\origins_land.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\origins_boat.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\trader_road.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\server_heli_patrol.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\cave_trader.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\random_info.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\signs.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\aunty_jack.sqf";    
    [] ExecVM "\z\addons\dayz_server\buildings\speed_plants.sqf";    

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44 minutes ago, Buck0 said:

Map additions should not always be run server side

 

Only thing you would ever run server side is high end loot spawns

good luck with having serverside AI which do not recognize clientside buildings. and having players complaining about dead bodies falling trough clientside buildings.

the only mapadds I dont run serverside are the safezone traderareas.

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On 15/04/2016 at 8:30 AM, ElDubya said:

Any map additions should ALWAYS be run serverside and called from the bottom of the server_monitor.sqf, just above allowConnection = true; . I have all this running and everything loads perfectly everytime : 

    [] ExecVM "\z\addons\dayz_server\WAI\init.sqf";
    [] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\coptrader.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\pook_trader.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\awols.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\origins_air.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\origins_land.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\origins_boat.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\trader_road.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\server_heli_patrol.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\cave_trader.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\random_info.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\signs.sqf";
    [] ExecVM "\z\addons\dayz_server\buildings\aunty_jack.sqf";    
    [] ExecVM "\z\addons\dayz_server\buildings\speed_plants.sqf";    

 

i've always had them at the bottom of server_functions and never had problems

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Very True what Buck0 says , i even run traderzones from clients in compact sqf file size , but traders themselves from server side .

Nowadays people have better pc's so if you can offload it please do .

Since most filesizes for custom buildings sometimes are huge you might want to look into ebaydayz's compact sqf .

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