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Help with a napf bridge.


Robert261171

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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  On 7/31/2017 at 8:45 PM, DAKA said:

I will try it again. which code do I use, there are a couple of them listed here. which would you suggest.

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Sorry for the double post, having trouble with the spoiler.

https://pastebin.com/6u0U7wWb

here are some pics

https://dl.dropboxusercontent.com/u/487376647/Napf Bridge (1).jpg

https://dl.dropboxusercontent.com/u/487376647/Napf Bridge (2).jpg

https://dl.dropboxusercontent.com/u/487376647/Napf Bridge (3).jpg

https://dl.dropboxusercontent.com/u/487376647/Napf Bridge (4).jpg

https://dl.dropboxusercontent.com/u/487376647/Napf Bridge (5).jpg

Like I said, this goes from the north airfield to the island to the east of it. 

If you want you can use this. It has some add-ons in it, like a store, house and so on. 
There is a road leading up to the bridge and the bridge goes to the house on the south end of the island. 

Create a file and call it bridge.sqf copy and paste the information above in the pastebin file. 

copy and paste the following to the very bottom of the server_function. sqf  

[] execVM "\z\addons\dayz_server\addons\bridge_to_AI.sqf";

 

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@DAKA just to understand what I´m doing here ........ did you have any clue of scripting?

 

  Quote
[[15259.6,16511.8,0.00181246], 54.0763,,"Land_nav_pier_m_2",39,40,0,0] call fnc_bridgeA2;
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[[first coordinate,second coordinate,height over ground], direction in degrees,"classname of the object",how many repeats,distance between them,0,0] call fnc_bridgeA2;

coordinates and height over ground allways in meters

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  On 8/1/2017 at 11:53 AM, Anhor said:

@DAKA just to understand what I´m doing here ........ did you have any clue of scripting?

 

[[first coordinate,second coordinate,height over ground], direction in degrees,"classname of the object",how many repeats,distance between them,0,0] call fnc_bridgeA2;

coordinates and height over ground allways in meters

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Does all [[first coordinate,second coordinate,height over ground], of these control height or just the last one?

 

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@DAKA if put bridges is so hard.. why not create a build menu?

for example:

1-in a custom keyboard.sqf at bottom but before the last "_handled" paste

if (_dikCode == 0x3D) then {[] execVM "bridgemenu\bridges.sqf";};//BRIDGE MENU F3

2-Create bridges.sqf in  mpmissions\your instance\bridgemenu\

  Reveal hidden contents

3 in  mpmissions\your instance\bridgemenu\ create remove.sqf

  Reveal hidden contents

4-in  mpmissions\your instance\bridgemenu\ create bridgebuilder.sqf

  Reveal hidden contents

5-In somewhere into your custom variables.sqf put:

  Reveal hidden contents

 

now go to your server_monitor.sqf

 

find:

_isPlot = _type == "Plastic_Pole_EP1_DZ";

bellow paste

_isBridge = _type in DZE_Bridges;

Now find:

if( (count _inventory > 0) && !_isPlot && !_doorLocked) then {

change by:

if( (count _inventory > 0) && !_isPlot && !_doorLocked && !_isBridge) then {

 

so now you go in game and place bridges with vectors, snap pro.. and all that things....

infistar filters may be need MainActionMenu

 

 

 

 

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Hello friends,

Please let's be civil, we sometimes need to remember that not everyone understands programming lingo and also changing the height may not always change the height depending on the way the script is doing a setpos/setposatl.

@Anhorsometimes (and I think it may be lost in translation) you can come across quite rude, please tone it down a bit

 

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  On 8/9/2017 at 6:11 PM, DAKA said:

Ok, so here is something that I have noticed. 17438,16917 this is where I want my bridge to start, but it usually starts behind that number maybe 10 - 15 m behind it. why?

 

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The start coords are the CENTER of the first object ......... when your object is 40 meters long, the object starts 20 meters behind your start coords and end 20 meters in front.

Again, it´s a bit math .......

 

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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?

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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 :)

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