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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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1 hour ago, DAKA said:

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

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;

[[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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3 hours ago, 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

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\

Spoiler

_adminsList = ["",""];

if!((getPlayerUID player) in _adminsList) exitWith {};

_Actions = "bridgemenu\";


_path1 = 'player execVM "'+_Actions+'%1"';

_bridges = '["%1"] execVM "bridgemenu\bridgebuilder.sqf"';


MainActionMenu =
[
	["MENU",true],
		
        ["BUILD BRIDGE>>",     [],"#USER:Brmenu", -5,[["expression",""]],"1","1"],		
		["REMOVE", [],  "", -5, [["expression", format[_path1,"remove.sqf"]]], "1", "1"],

		

            ["", [], "", -5, [["expression", ""]], "1", "0"],
            ["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];



Brmenu =
[
	["",true],
	[">BRIDGES<", [], "", -5, [["expression", ""]], "1", "0"],
	["Bridge1", [], "", -5, [["expression", format[_bridges,"Land_nav_pier_m_2"]]], "1", "1"],
	["Bridge2", [], "", -5, [["expression", format[_bridges,""]]], "1", "1"],

            ["", [], "", -5, [["expression", ""]], "1", "0"],
            ["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];


showCommandingMenu "#USER:MainActionMenu";

 

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

Spoiler

private ["_delobj","_player","_objectID","_objectUID"];
_player = player;

_delobj = cursorTarget;
deleteVehicle _delobj;

_objectID = _delobj getVariable ["ObjectID", "0"];
_objectUID = _delobj getVariable ["ObjectUID", "0"];

[_objectID,_objectUID] call server_deleteObj;
PVDZ_obj_Destroy = [_objectID,_objectUID,_delobj];
publicVariableServer "PVDZ_obj_Destroy";
_dotxt = format["%1 Destroyed and Deleted", _delobj];
titleText [_dotxt,"PLAIN DOWN"]; titleFadeOut 4;

 

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

Spoiler

private ["_playerPos","_nearRestr","_hastool","_hasitem","_removed","_abort","_reason","_distance","_isNear","_lockable","_isAllowedUnderGround","_offset","_classname","_zheightdirection","_zheightchanged","_rotate","_objectHelperPos","_objectHelperDir","_objHDiff","_position","_isOk","_dir","_vector","_cancel","_location2","_buildOffset","_location","_limit","_started","_finished","_animState","_isMedic","_proceed","_counter","_dis","_sfx","_combination_1_Display","_combination_1","_combination_2","_combination_3","_combination","_combinationDisplay","_combination_4","_num_removed","_tmpbuilt","_vUp","_classnametmp","_text","_ghost","_objectHelper","_location1","_object","_helperColor","_canDo","_pos","_onLadder","_vehicle","_inVehicle","_needNear","_canBuild"];

//Check if building already in progress, exit if so.
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_40" call dayz_rollingMessages;};
dayz_actionInProgress = true;

_pos = [player] call FNC_GetPos;


 


DZE_Q = false;
DZE_Z = false;

DZE_Q_alt = false;
DZE_Z_alt = false;

DZE_Q_ctrl = false;
DZE_Z_ctrl = false;

DZE_5 = false;
DZE_4 = false;
DZE_6 = false;

DZE_F = false;

DZE_cancelBuilding = false;

DZE_updateVec = false;
DZE_memDir = 0;
DZE_memForBack = 0;
DZE_memLeftRight = 0;

call gear_ui_init;
closeDialog 1;


//////////////////////////////PUT YOUR OBJET ID BELLOW
_classname =  _this select 0;
///////////////////////////////////////////////    
_classnametmp = _classname;
_text =         getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
    

    _lockable = 0; //default define if lockable not found in config file below
    if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then { //find out if item is lockable object
        _lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable"); // 2=lockbox, 3=combolock, 4=safe
    };

    _isAllowedUnderGround = 1; //check if allowed to build under terrain
    if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
        _isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
    };

_offset =     getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
if((count _offset) <= 0) then {
    _offset = [0,10,1];
};    

    _objectHelper = objNull;
    _isOk = true;
    _location1 = [player] call FNC_GetPos; // get inital players position
    _dir = getDir player; //required to pass direction when building

    // if ghost preview available use that instead
    if (_ghost != "") then {
        _classname = _ghost;
    };

    _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; //object preview, not an actual object that will be built

    

    _objectHelper = "Sign_sphere10cm_EP1" createVehicle [0,0,0];
    _helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)";
    _objectHelper setobjecttexture [0,_helperColor];
    _objectHelper attachTo [player,_offset];
    _object attachTo [_objectHelper,[0,0,0]];

    if (isClass (configFile >> "SnapBuilding" >> _classname)) then {    
        ["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;
    };

    
        ["","","",["Init","Init",0]] spawn build_vectors;
    

    _objHDiff = 0;    
    _cancel = false;
    _reason = "";
    
    helperDetach = false;
    _canDo = (!r_drag_sqf and !r_player_unconscious);
    _position = [_objectHelper] call FNC_GetPos;

    while {_isOk} do {

        _zheightchanged = false;
        _zheightdirection = "";
        _rotate = false;

        if (DZE_Q) then {
            DZE_Q = false;
            _zheightdirection = "up";
            _zheightchanged = true;
        };
        if (DZE_Z) then {
            DZE_Z = false;
            _zheightdirection = "down";
            _zheightchanged = true;
        };
        if (DZE_Q_alt) then {
            DZE_Q_alt = false;
            _zheightdirection = "up_alt";
            _zheightchanged = true;
        };
        if (DZE_Z_alt) then {
            DZE_Z_alt = false;
            _zheightdirection = "down_alt";
            _zheightchanged = true;
        };
        if (DZE_Q_ctrl) then {
            DZE_Q_ctrl = false;
            _zheightdirection = "up_ctrl";
            _zheightchanged = true;
        };
        if (DZE_Z_ctrl) then {
            DZE_Z_ctrl = false;
            _zheightdirection = "down_ctrl";
            _zheightchanged = true;
        };
        if (DZE_4) then {
            _rotate = true;
            DZE_4 = false;
            if(DZE_dirWithDegrees) then{
                DZE_memDir = DZE_memDir - DZE_curDegree;
            }else{
                DZE_memDir = DZE_memDir - 45;
            };
        };
        if (DZE_6) then {
            _rotate = true;
            DZE_6 = false;
            if(DZE_dirWithDegrees) then{
                DZE_memDir = DZE_memDir + DZE_curDegree;
            }else{
                DZE_memDir = DZE_memDir + 45;
            };
        };
        
        if(DZE_updateVec) then{
            [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
            DZE_updateVec = false;
        };
        
        if (DZE_F and _canDo) then {
            if (helperDetach) then {
                _objectHelper attachTo [player];
                DZE_memDir = DZE_memDir-(getDir player);
                helperDetach = false;
                [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
            } else {        
                _objectHelperPos = getPosATL _objectHelper;
                detach _objectHelper;            
                DZE_memDir = getDir _objectHelper;
                [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
                _objectHelper setPosATL _objectHelperPos;
                _objectHelper setVelocity [0,0,0]; //fix sliding glitch
                helperDetach = true;
            };
            DZE_F = false;
        };

        if(_rotate) then {
            [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
        };

        if(_zheightchanged) then {
            if (!helperDetach) then {
            detach _objectHelper;
            _objectHelperDir = getDir _objectHelper;
            };

            _position = [_objectHelper] call FNC_GetPos;

            if(_zheightdirection == "up") then {
                _position set [2,((_position select 2)+0.1)];
                _objHDiff = _objHDiff + 0.1;
            };
            if(_zheightdirection == "down") then {
                _position set [2,((_position select 2)-0.1)];
                _objHDiff = _objHDiff - 0.1;
            };

            if(_zheightdirection == "up_alt") then {
                _position set [2,((_position select 2)+1)];
                _objHDiff = _objHDiff + 1;
            };
            if(_zheightdirection == "down_alt") then {
                _position set [2,((_position select 2)-1)];
                _objHDiff = _objHDiff - 1;
            };

            if(_zheightdirection == "up_ctrl") then {
                _position set [2,((_position select 2)+0.01)];
                _objHDiff = _objHDiff + 0.01;
            };
            if(_zheightdirection == "down_ctrl") then {
                _position set [2,((_position select 2)-0.01)];
                _objHDiff = _objHDiff - 0.01;
            };

            if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
                _position set [2,0];
            };

            if (surfaceIsWater _position) then {
                _objectHelper setPosASL _position;
            } else {
                _objectHelper setPosATL _position;
            };

            if (!helperDetach) then {
            _objectHelper attachTo [player];
            };
            [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
        };

        uiSleep 0.5;

        _location2 = [player] call FNC_GetPos;
        _objectHelperPos = [_objectHelper] call FNC_GetPos;
        
        if(DZE_5) exitWith {
            _isOk = false;
            _position = [_object] call FNC_GetPos;
            detach _object;
            _dir = getDir _object;
            _vector = [(vectorDir _object),(vectorUp _object)];    
            deleteVehicle _object;
            detach _objectHelper;
            deleteVehicle _objectHelper;
        };

        if(_location1 distance _location2 > DZE_buildMaxMoveDistance) exitWith {
            _isOk = false;
            _cancel = true;
            _reason = format[localize "STR_EPOCH_BUILD_FAIL_MOVED",DZE_buildMaxMoveDistance];
            detach _object;
            deleteVehicle _object;
            detach _objectHelper;
            deleteVehicle _objectHelper;
        };
        
        if(_location1 distance _objectHelperPos > DZE_buildMaxMoveDistance) exitWith {
            _isOk = false;
            _cancel = true;
            _reason = format[localize "STR_EPOCH_BUILD_FAIL_TOO_FAR",DZE_buildMaxMoveDistance];
            detach _object;
            deleteVehicle _object;
            detach _objectHelper;
            deleteVehicle _objectHelper;
        };

        if(abs(_objHDiff) > DZE_buildMaxHeightDistance) exitWith {
            _isOk = false;
            _cancel = true;
            _reason = format[localize "STR_EPOCH_BUILD_FAIL_HEIGHT",DZE_buildMaxHeightDistance];
            detach _object;
            deleteVehicle _object;
            detach _objectHelper;
            deleteVehicle _objectHelper;
        };

        if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith {
            _isOk = false;
            _cancel = true;
            _reason = localize "str_epoch_player_43";
            detach _object;
            deleteVehicle _object;
            detach _objectHelper;
            deleteVehicle _objectHelper;
        };

        if (DZE_cancelBuilding) exitWith {
            _isOk = false;
            _cancel = true;
            _reason = localize "STR_EPOCH_PLAYER_46";
            detach _object;
            deleteVehicle _object;
            detach _objectHelper;
            deleteVehicle _objectHelper;
        };
    };
    
    _isOk = true;
    _proceed = false;
    _counter = 0;
    _location = [0,0,0];

    //No building on roads unless toggled
    if (!DZE_BuildOnRoads) then {
        if (isOnRoad _position) then { _cancel = true; _reason = localize "STR_EPOCH_BUILD_FAIL_ROAD"; };
    };

    // No building in trader zones
    if(!canbuild) then { _cancel = true; _reason = format[localize "STR_EPOCH_PLAYER_136",localize "STR_EPOCH_TRADER"]; };

    if(!_cancel) then {

        _classname = _classnametmp;

        // Start Build
        _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; //create actual object that will be published to database

        _tmpbuilt setdir _dir; //set direction inherited from passed args from control
        _tmpbuilt setVariable["memDir",_dir,true];

        // Get position based on object
        _location = _position;

        if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then { //check Z axis if not allowed to build underground
            _location set [2,0]; //reset Z axis to zero (above terrain)
        };
        
        _tmpbuilt setVectorDirAndUp _vector;
        
        _buildOffset = [0,0,0];
        _vUp = _vector select 1;
        switch (_classname) do {
            case "MetalFloor_DZ": { _buildOffset = [(_vUp select 0) * .148, (_vUp select 1) * .148,0]; };
        };
        
        _location = [
            (_location select 0) - (_buildOffset select 0),
            (_location select 1) - (_buildOffset select 1),
            (_location select 2) - (_buildOffset select 2)
        ];
    
        if (surfaceIsWater _location) then {
            _tmpbuilt setPosASL _location;
            _location = ASLtoATL _location; //Database uses ATL
        } else {
            _tmpbuilt setPosATL _location;
        };

        format[localize "str_epoch_player_138",_text] call dayz_rollingMessages;

        //////////////////////////////////////////////////##########START TO BUILD AND REMOVE OBJETS
player playActionNow "Medic";
[player,"repair",0,false,10] call dayz_zombieSpeak;
[player,10,true,(getPosATL player)] spawn player_alertZombies;
sleep 3;

//////////Change items bellow by your owns in _hasitems variable
  

////////////////////////////////////////////////////////////////////////////////        
        _limit = 3; //times it takes to build by default

        if (DZE_StaticConstructionCount > 0) then { //if count is manually overridden inside init.sqf, use that instead, else use limits configured in config files
            _limit = DZE_StaticConstructionCount;
        }
        else {
            if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
                _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
            };
        };


        
                

                _tmpbuilt setVariable ["OEMPos",_location,true]; //store original location as a variable

                 //if not lockable item
                    
                    _tmpbuilt setVariable ["CharacterID",dayz_characterID,true];
                    
                        if (DZE_permanentPlot) then {
                            _tmpbuilt setVariable ["ownerPUID",dayz_playerUID,true];
                            
                                _friendsArr = [[dayz_playerUID,toArray (name player)]];
                                _tmpbuilt setVariable ["plotfriends", _friendsArr, true];
                                PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,dayz_playerUID,_vector],_friendsArr];
                                publicVariableServer "PVDZ_obj_Publish";
                        //customize msg bellow
                        cutText [format["NICE!"], "PLAIN DOWN",3];    
                    };
                
            } else { //if magazine was not removed, cancel publish
                deleteVehicle _tmpbuilt;
                localize "str_epoch_player_46" call dayz_rollingMessages;
            };



dayz_actionInProgress = false; 

 

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

Spoiler

DZE_Bridges = ["Land_nav_pier_m_2",""];//add more if u put more in bridges sqf

DayZ_SafeObjects = DZE_Bridges+["Base_Fire_DZ","WoodenGate_1","WoodenGate_2","WoodenGate_3","WoodenGate_4","Land_Fire_DZ","TentStorage","TentStorage0","TentStorage1","TentStorage2","TentStorage3","TentStorage4","StashSmall","StashSmall1","StashSmall2","StashSmall3","StashSmall4","StashMedium","StashMedium1","StashMedium2","StashMedium3","StashMedium4","Wire_cat1","Sandbag1_DZ","Fence_DZ","Generator_DZ","Hedgehog_DZ","BearTrap_DZ","DomeTentStorage","DomeTentStorage0","DomeTentStorage1","DomeTentStorage2","DomeTentStorage3","DomeTentStorage4","CamoNet_DZ","Trap_Cans","TrapTripwireFlare","TrapBearTrapSmoke","TrapTripwireGrenade","TrapTripwireSmoke","TrapBearTrapFlare","TentStorageDomed","VaultStorageLocked","BagFenceRound_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Land_HBarrier5_DZ","Fence_corrugated_DZ","M240Nest_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","Plastic_Pole_EP1_DZ","StickFence_DZ","LightPole_DZ","FuelPump_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","SandNest_DZ","DeerStand_DZ","MetalPanel_DZ","WorkBench_DZ","WoodFloor_DZ","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","LockboxStorageLocked","WoodFloorHalf_DZ","WoodFloorQuarter_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodSmallWallThird_DZ","WoodLadder_DZ","Land_DZE_GarageWoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_WoodDoor","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","MetalFloor_DZ","WoodRamp_DZ","GunRack_DZ","FireBarrel_DZ","WoodCrate_DZ","Scaffolding_DZ","DesertTentStorage","DesertTentStorage0","DesertTentStorage1","DesertTentStorage2","DesertTentStorage3","DesertTentStorage4"];

 

 

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 9.8.2017 at 8:11 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?

 

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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