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Robert261171

Help with a napf bridge.

Question

Can anyone help me with building a bridge on a napf map,

I've been playing with the 3d editor with no luck.

I want the bridge to go from the airport to suhrenfeld array island.

The reason is I have made a Ai island and want to make it easier for players to get there.

Hope you can help.. 

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at the bottom of serverfunctions.sqf or in a seperate file called from serverfunctions.sqf you put this:

fnc_bridgeA2 = {
        private ["_start","_obj"];
        _start = createVehicle [_this select 2,_this select 0,[],0,"CAN_COLLIDE"];
        _start setVectorUp [0,0,1];
        _start setDir (_this select 1);
        _start setPosATL (_this select 0);
        for "_i" from 1 to (_this select 3) do {
                _obj = createVehicle [_this select 2,_this select 0,[],0,"CAN_COLLIDE"];
                _obj attachTo [_start, [_i*(_this select 4),_i*(_this select 5),_i*(_this select 6)]];
        };
};

//examples of use:
//first (array) is the coords, second (number) is the direction, third (classnames) is the object you want to use,
//fourth (number) is the count (how many objects), last three (numbers) is the offset.

//[[7688.9277, 5936.1899, 1.23430218], 87.44249,"MAP_Bridge_wood_25",4,17,0,0] call fnc_bridgeA2;
//[[13640.5,3862.64,-1], 105,"Land_nav_pier_m_2",17,40,0,0] call fnc_bridgeA2;
//[[4638.26,2564.16,0.00143909],120,"MAP_runway_main_40",17,0,40,0] call fnc_bridgeA2;
//[[4649.19,2515.24,0.00143909],120,"MAP_runway_poj_draha",16,0,40,0] call fnc_bridgeA2;
//[[11812.4,12838.6,0.00143433],110,"MAP_runway_main_40",18,0,40,0] call fnc_bridgeA2;
//[[11814.2,12799.4,0.00143433],110,"MAP_runway_poj_draha",17,0,40,0] call fnc_bridgeA2;
//[[12938.8,3690.2,0.00156188],120,"Land_Ind_Expedice_2",16,3.5,30.65,0] call fnc_bridgeA2;

 

this creates a bridge at a defined spawnpoint and can be made as long as you want it to be.

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Just now, totis said:

Hi Guys,

Im using this bridge and i was calling it from mission side using an sqf with code and exec command inside init.sqf.

Sometimes players couldnt see the bridge and with a relog it was appearing.

I added also calling it from server again with an sqf file and exec command from server_functions.sqf.

And i still have the problem  thats once every often bridge doesnt show and needs a relog.

Is there a way to make the building permanent without needing a relog?

do you try with call compile?

at bottom of server_functions.sqf

call compile preProcessFileLineNumbers "z\addons\dayz_server\PATH\BRIDGE.sqf";

or at bottom of server_monitor.sqf

execVM "\z\addons\dayz_server\PATH\BRIDGE.sqf";

Or just put the bridge function at bottom of server_functions.sqf?

Spoiler

#include "mission_check.sqf"//default epoch line

fnc_bridgeA2 = {
        private ["_start","_obj"];
        _start = createVehicle [_this select 2,_this select 0,[],0,"CAN_COLLIDE"];
        _start setVectorUp [0,0,1];
        _start setDir (_this select 1);
        _start setPosATL (_this select 0);
        for "_i" from 1 to (_this select 3) do {
                _obj = createVehicle [_this select 2,_this select 0,[],0,"CAN_COLLIDE"];
                _obj attachTo [_start, [_i*(_this select 4),_i*(_this select 5),_i*(_this select 6)]];
        };
}; 
call fnc_bridgeA2;

 

EDIT:

@totis LOL now we need vote thogeter the selenaparat post.. is the real answer to be in first place:laugh:

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Just now, totis said:

Hi Juan. m8 you are always looking to help me. Tnx again :)

I call them with exec vm command only inside server_function...

so if i call inside server_function should i always call with call compile? and on server_monitor with exec?

I havent understand their differences yet :)

you can use exec in server_functions .. but i always use call compile in this file..  anyway is hard to me explain it in my bad english and without totally knowless about it...  but check this post maybe help you better than me to understand

https://forums.bistudio.com/forums/topic/115016-call-execvm-and-spawn-which-and-when/

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Never messed with a bridge, but I assume they act the same as a road. place 1 at a time use a rock or something to turn it and move it by dragging the red square over both of them. Once you have it where you want it save it, now it will prob move about 10 ft so replace it and save again, after you save it the second time it should stay where you placed it. You will have to do this with each section.  Hope this helps.

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you also can spawn an Air or water transport for your players.  An Ai driving a boat or heli from coast to coast.

But for the bridge is like hooty said. object by object, step by step. Or maybe thers a tool in armaholic to build bridges. Iknow about fence generators and roads generators.

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51 minutes ago, Hooty said:

Never messed with a bridge, but I assume they act the same as a road. place 1 at a time use a rock or something to turn it and move it by dragging the red square over both of them. Once you have it where you want it save it, now it will prob move about 10 ft so replace it and save again, after you save it the second time it should stay where you placed it. You will have to do this with each section.  Hope this helps.

Ive tried it but with no luck, but I will keep trying...lol

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17 minutes ago, juandayz said:

you also can spawn an Air or water transport for your players.  An Ai driving a boat or heli from coast to coast.

But for the bridge is like hooty said. object by object, step by step. Or maybe thers a tool in armaholic to build bridges. Iknow about fence generators and roads generators.

sounds like a good idea with the Ai but I would not know how to do it, I played on a napf map once that had Ai heli taxi's Loved the script but never found it..

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well you can place a map addon.. for example a satellital radio near from coast.  and through fn_selfactions.sqf add a scroll menu action on this sattelital radio "call boat".

then this "call boat" spawn a Ai and a boat. who wait for nearest players inside a boat and start his waypoint to the other coast.

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Just now, Robert261171 said:

can never get it level with the ground and yes as I save it the position is gone

place one single part of the bridge and use Alt key to risedown .. then save it.  check his pos and correct it again,. save it again.. and again until the bridge take the correct position.

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anyway i know.. any  objects over the water never get save well.  so maybe you will need correct his pos using note ++.  So maybe you can place anykind of object that take the correct position over the water.. and take his Z coord .. and paste this in bridge Z coords

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@Robert261171  try put a boat vehicle over the water.  then for example you will get this code:

_vehicle_51 = objNull;
if (true) then
{
  _this = createVehicle ["BOAT", [6324.395, 7805.1362, -6.1035156e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_51 = _this;
  _this setPos [6324.395, 7805.1362, -6.1035156e-005];
};

then take the Z coord.

6324.395, 7805.1362, -6.1035156e-005

and use it for all your bridges.

 

_vehicle_51 = objNull;
if (true) then
{
  _this = createVehicle ["BRIDGE", [6324.395, 7805.1362,-6.1035156e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_51 = _this;
};

_vehicle_52 = objNull;
if (true) then
{
  _this = createVehicle ["BRIDGE", [6338.752, 7793.8716,-6.1035156e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_52 = _this;
};

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14 minutes ago, juandayz said:

place one single part of the bridge and use Alt key to risedown .. then save it.  check his pos and correct it again,. save it again.. and again until the bridge take the correct position.

I'll keep trying

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10 minutes ago, juandayz said:

@Robert261171  try put a boat vehicle over the water.  then for example you will get this code:

_vehicle_51 = objNull;
if (true) then
{
  _this = createVehicle ["BOAT", [6324.395, 7805.1362, -6.1035156e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_51 = _this;
  _this setPos [6324.395, 7805.1362, -6.1035156e-005];
};

then take the Z coord.

6324.395, 7805.1362, -6.1035156e-005

and use it for all your bridges.

 

_vehicle_51 = objNull;
if (true) then
{
  _this = createVehicle ["BRIDGE", [6324.395, 7805.1362,-6.1035156e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_51 = _this;
};

_vehicle_52 = objNull;
if (true) then
{
  _this = createVehicle ["BRIDGE", [6338.752, 7793.8716,-6.1035156e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_52 = _this;
};

bugger now im lost....lol

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10 minutes ago, seelenapparat said:

at the bottom of serverfunctions.sqf or in a seperate file called from serverfunctions.sqf you put this:

fnc_bridgeA2 = {
        private ["_start","_obj"];
        _start = createVehicle [_this select 2,_this select 0,[],0,"CAN_COLLIDE"];
        _start setVectorUp [0,0,1];
        _start setDir (_this select 1);
        _start setPosATL (_this select 0);
        for "_i" from 1 to (_this select 3) do {
                _obj = createVehicle [_this select 2,_this select 0,[],0,"CAN_COLLIDE"];
                _obj attachTo [_start, [_i*(_this select 4),_i*(_this select 5),_i*(_this select 6)]];
        };
};

//examples of use:
//first (array) is the coords, second (number) is the direction, third (classnames) is the object you want to use,
//fourth (number) is the count (how many objects), last three (numbers) is the offset.

//[[7688.9277, 5936.1899, 1.23430218], 87.44249,"MAP_Bridge_wood_25",4,17,0,0] call fnc_bridgeA2;
//[[13640.5,3862.64,-1], 105,"Land_nav_pier_m_2",17,40,0,0] call fnc_bridgeA2;
//[[4638.26,2564.16,0.00143909],120,"MAP_runway_main_40",17,0,40,0] call fnc_bridgeA2;
//[[4649.19,2515.24,0.00143909],120,"MAP_runway_poj_draha",16,0,40,0] call fnc_bridgeA2;
//[[11812.4,12838.6,0.00143433],110,"MAP_runway_main_40",18,0,40,0] call fnc_bridgeA2;
//[[11814.2,12799.4,0.00143433],110,"MAP_runway_poj_draha",17,0,40,0] call fnc_bridgeA2;
//[[12938.8,3690.2,0.00156188],120,"Land_Ind_Expedice_2",16,3.5,30.65,0] call fnc_bridgeA2;

 

this creates a bridge at a defined spawnpoint and can be made as long as you want it to be.

ok, thanks I will have a play with it

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23 hours ago, seelenapparat said:

this creates a bridge at a defined spawnpoint and can be made as long as you want it to be.

You have alot of gems up your sleeve :) interesting method. Thanks for sharing!!

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Spoiler

if (isServer) then{

// HOMBURG BRIDGE

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [2312, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [2232, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [2272, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [2272, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["ASC_EU_LHVInd", [2272, 6483, 3], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [2272, 6483, 3];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [2232, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [2232, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [2192, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [2192, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [2152, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [2152, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["ASC_EU_LHVInd", [2152, 6483, 3], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [2152, 6483, 3];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [2112, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [2112, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [2072, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [2072, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [2032, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [2032, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["ASC_EU_LHVInd", [2032, 6483, 3], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [2032, 6483, 3];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1992, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1992, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1952, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1952, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1912, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1912, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["ASC_EU_LHVInd", [1912, 6483, 3], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1912, 6483, 3];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1872, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1872, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1832, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1832, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1792, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1792, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["ASC_EU_LHVInd", [1792, 6483, 3], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1792, 6483, 3];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1752, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1752, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1712, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1712, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1672, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1672, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["ASC_EU_LHVInd", [1672, 6483, 3], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1672, 6483, 3];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1632, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1632, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1592, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1592, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1552, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1552, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["ASC_EU_LHVInd", [1552, 6483, 3], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1552, 6483, 3];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1512, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1512, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1472, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1472, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1432, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1432, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["ASC_EU_LHVInd", [1432, 6483, 3], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1432, 6483, 3];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1392, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1392, 6486, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1352, 6486, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 180;
  _bldObj setPosASL [1352, 6486, -2];
};

// FELDMOOS BRIDGE

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5045, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5045, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5085, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5085, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5125, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5125, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5165, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5165, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5205, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5205, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5245, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5245, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5285, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5285, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5325, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5325, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5365, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5365, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5405, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5405, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5445, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5445, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5485, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5485, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5525, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5525, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5565, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5565, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5605, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5605, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5645, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5645, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5685, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5685, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5725, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5725, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5765, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5765, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5805, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5805, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1173, 5725, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1173, 5725, -2];
};

// MIDDLE BRIDGE

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1264, 4340, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1264, 4340, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1264, 4300, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1264, 4300, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1264, 4260, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1264, 4260, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1264, 4220, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1264, 4220, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1264, 4180, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1264, 4180, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1264, 4140, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1264, 4140, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1264, 4100, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1264, 4100, -2];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [1264, 4060, -2], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [1264, 4060, -2];
};

// SEMPACH BRIDGE

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [13085, 14967, 1.5], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [13085, 14967, 1.5];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [13085, 14927, 1.5], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [13085, 14927, 1.5];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [13085, 14887, 1.5], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [13085, 14887, 1.5];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [13085, 14847, 1.5], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [13085, 14847, 1.5];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [13085, 14807, 1.5], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [13085, 14807, 1.5];
};

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_nav_pier_m_2", [13085, 14767, 1.5], [], 0, "CAN_COLLIDE"];
  _bldObj = _bldObj;
  _bldObj setDir 90;
  _bldObj setPosASL [13085, 14767, 1.5];
};
};

Call it land,sqf or bridges.sqf, or whatever you want and call it from init.sqf.

These are 3 bridges.

1. From Homburg to the big island west.

2. From the big island to the small island down south

3. From these small island to Berner Platte,

You're welcome!

 

BTW, I personally do not like the editor. Too inaccurate, too cumbersome and insecure. I'd rather reckon a little.

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2 hours ago, Robert261171 said:

Thats very nice but does any of the bridges go to suhrenfeld array island? 

if you use the function above "fnc_bridgeA2" then all you have to do is pick a starting location for the bridge and then...

[[starting,coords,here], direction here,"Land_nav_pier_m_2",number of these to string together,40,0,0] call fnc_bridgeA2;

it will look like this
[[13640.5,3862.64,-1], 105,"Land_nav_pier_m_2",17,40,0,0] call fnc_bridgeA2;

this code says... "start at 13640.5,3862.64 and aim in the direction 105.  use Land_nav_pier_m_2 and use 17 of them.. each one 40m apart" because each of these is 40m long.  It will string them all together perfectly in a straight line from starting point to 17x40m away. no gaps, no bumps, all perfect.

not clear?

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/*
	By: j0k3r5 / www.j0k3r5.com
	If modified and released give credits where due, thank you.
	
*/

fnc_bridgeA2 = {
        private ["_start","_obj"];
        _start = createVehicle [_this select 2,_this select 0,[],0,"CAN_COLLIDE"];
        _start setVectorUp [0,0,1];
        _start setDir (_this select 1);
        _start setPosATL (_this select 0);
        for "_i" from 1 to (_this select 3) do {
                _obj = createVehicle [_this select 2,_this select 0,[],0,"CAN_COLLIDE"];
                _obj attachTo [_start, [_i*(_this select 4),_i*(_this select 5),_i*(_this select 6)]];
        };
};

[[15259.6,16511.8,0.00181246], 54.0763,,"Land_nav_pier_m_2",39,40,0,0] call fnc_bridgeA2;

save this as bridge.sqf in dayz_server/buildings/ (or wherever you want, change path i used below if you change this location)

in server_functions add this at the bottom

[] execVM "\z\addons\dayz_server\buildings\bridge.sqf";

This bridge starts behind AWOLS and goes to the island. 1400+m away (well it should) 

Edited by kingpapawawa
edited to credit j0k3r5 who i *think* developed this.

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On 20/07/2017 at 1:08 AM, kingpapawawa said:

if you use the function above "fnc_bridgeA2" then all you have to do is pick a starting location for the bridge and then...

[[starting,coords,here], direction here,"Land_nav_pier_m_2",number of these to string together,40,0,0] call fnc_bridgeA2;

it will look like this
[[13640.5,3862.64,-1], 105,"Land_nav_pier_m_2",17,40,0,0] call fnc_bridgeA2;

this code says... "start at 13640.5,3862.64 and aim in the direction 105.  use Land_nav_pier_m_2 and use 17 of them.. each one 40m apart" because each of these is 40m long.  It will string them all together perfectly in a straight line from starting point to 17x40m away. no gaps, no bumps, all perfect.

not clear?

Ive tried this one and nothing shows up.

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