Jump to content

City_AI Chernarus (AI not included)


S4M

Recommended Posts

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.

Spoiler

execVM "\z\addons\dayz_server\buildings\City_AI.sqf"; 

 

Download: City_AI.sqf

 

Imagen.1

imagen.2

imagen.3

imagen.4

imagen.5

 

Link to comment
Share on other sites

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!

 

 
  • create in 'dayz_server' custom folder for map addons: let's say 'map_addons',
  • inside this folder create file 'init.sqf' - place content:

{
  call compile preprocessFileLineNumbers ("\z\addons\dayz_server\map_addons\" + _x + ".sqf");
} forEach [
  "City_S4M" // + add all your extra addons here to array
];
  • grab function that I linked above and place it to custom compiles folder,
  • insert bellow (!isDedicated):

fnc_spawnCustomMap = compile preprocessFileLineNumbers "DAYZ_CODE\compile\fnc_spawnCustomMap.sqf";
  • go to init, find section 'if (isServer)' and place as a first line:

call compile preprocessFileLineNumbers "\z\addons\dayz_server\map_addons\init.sqf";
  • Done

Try it... it worked very well for me :)

Link to comment
Share on other sites

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 

Link to comment
Share on other sites

6 minutes ago, 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 

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

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
  • Discord

×
×
  • Create New...