Robert261171 Posted July 17, 2017 Report Share Posted July 17, 2017 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.. Link to comment Share on other sites More sharing options...
0 Thug Posted July 31, 2017 Report Share Posted July 31, 2017 37 minutes ago, DAKA said: I will try it again. which code do I use, there are a couple of them listed here. which would you sugges Link to comment Share on other sites More sharing options...
0 Thug Posted July 31, 2017 Report Share Posted July 31, 2017 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"; Link to comment Share on other sites More sharing options...
0 DAKA Posted July 31, 2017 Report Share Posted July 31, 2017 Ok, So I was able to get to work this time. i guess 6 times is the charm, but its pointing the wrong direction. Link to comment Share on other sites More sharing options...
0 DAKA Posted July 31, 2017 Report Share Posted July 31, 2017 Is there a way to adjust the height? Link to comment Share on other sites More sharing options...
0 Anhor Posted August 1, 2017 Report Share Posted August 1, 2017 @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 Link to comment Share on other sites More sharing options...
0 DAKA Posted August 1, 2017 Report Share Posted August 1, 2017 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? Link to comment Share on other sites More sharing options...
0 juandayz Posted August 1, 2017 Report Share Posted August 1, 2017 @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 Link to comment Share on other sites More sharing options...
0 salival Posted August 1, 2017 Report Share Posted August 1, 2017 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 Link to comment Share on other sites More sharing options...
0 DAKA Posted August 9, 2017 Report Share Posted August 9, 2017 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? Link to comment Share on other sites More sharing options...
0 DAKA Posted August 9, 2017 Report Share Posted August 9, 2017 Now I can't even get it to move. I have done nothing to change any thing within the coding, just the position, but will not move forward only backwards Link to comment Share on other sites More sharing options...
0 Anhor Posted August 14, 2017 Report Share Posted August 14, 2017 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 ....... Link to comment Share on other sites More sharing options...
0 totis Posted October 16, 2017 Report Share Posted October 16, 2017 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? Link to comment Share on other sites More sharing options...
0 totis Posted October 16, 2017 Report Share Posted October 16, 2017 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 :) Link to comment Share on other sites More sharing options...
0 totis Posted October 16, 2017 Report Share Posted October 16, 2017 i think i do understand better now. tnx again Juan juandayz 1 Link to comment Share on other sites More sharing options...
Question
Robert261171
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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seelenapparat
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 [_t
Anhor
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
kingpapawawa
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 t
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