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City_AI Chernarus (AI not included)


S4M

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Hi all, I know it's not a great creation but I wanted to share with the community, I hope you like it.

put the buildings folder in your server.pbo and add the following line to the very bottom of your server_functions.sqf in the init folder of your server.pbo.

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Download: City_AI.sqf

 

Imagen.1

imagen.2

imagen.3

imagen.4

imagen.5

 

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Hi S4M,
thx for sharing... OMG, everyone who worked with Arma editor knows how much time it takes... well done!

I was recently experimenting with some map optimization and because I used your map for tests, I can share my outputs with you:

Here is your map, but reworked (link to gist): 14.380 lines of code reduced to 1.693 lines (same content of course).

Here is reworked function (link to gist) for map loading based on original Epoch core function 'fnc_spawnObjects' -
 (I just added some stuff that I used - for example setVectorUp [0,0,1];, BUT - you can add whatever
  you need... is there problem with building or rock which you want to stay straight on? Find the class,
  and change first 'false' to 'true' - this will add setVectorUp into code...)

To make this work see in spoiler if you want to...

Cheers... keep doing such a good stuff!

 

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Very nice!!! I know myself doing roads is a real pain. I dont like to download other map edits as i feel most are just thrown together. This one I can tell you put heart into it. I now have this running in my sever. Thanks for great ArmA 2 editor work. GREAT JOB 

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  On 5/11/2017 at 3:53 AM, Hooty said:

Very nice!!! I know myself doing roads is a real pain. I dont like to download other map edits as i feel most are just thrown together. This one I can tell you put heart into it. I now have this running in my sever. Thanks for great ArmA 2 editor work. GREAT JOB 

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Hi Hooty,

OMG, that's all S4M's work, all credits goes to him. He did all that hard work!

I just optimized code and gave opportunity to change the way, how to load map (step by step is in spoiler in my post)...

:))

Cheers

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