S4M Posted May 6, 2017 Report Share Posted May 6, 2017 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 JasonTM, Schalldampfer, Hooty and 3 others 6 Link to comment Share on other sites More sharing options...
JasonTM Posted May 6, 2017 Report Share Posted May 6, 2017 That looks really good. Thanks for sharing. Lots of hard work went into that. S4M 1 Link to comment Share on other sites More sharing options...
S4M Posted May 6, 2017 Author Report Share Posted May 6, 2017 @JasonTM thanks, If I have been several days, I still ... I plan to update it when I complete it. Link to comment Share on other sites More sharing options...
iben Posted May 10, 2017 Report Share Posted May 10, 2017 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 :) S4M and juandayz 2 Link to comment Share on other sites More sharing options...
Hooty Posted May 11, 2017 Report Share Posted May 11, 2017 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 S4M 1 Link to comment Share on other sites More sharing options...
iben Posted May 11, 2017 Report Share Posted May 11, 2017 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 S4M 1 Link to comment Share on other sites More sharing options...