LoCK0N Posted December 4, 2013 Report Share Posted December 4, 2013 any1 i got/seen a decent script for a bridge to varta on panthera plz amandabif and frartombabogy 2 Link to comment Share on other sites More sharing options...
Aidem Posted December 4, 2013 Report Share Posted December 4, 2013 make one? :D aint that hard frartombabogy and amandabif 2 Link to comment Share on other sites More sharing options...
LoCK0N Posted December 4, 2013 Author Report Share Posted December 4, 2013 i have made one with the 3d editor and took out the code, saved it to my buildings folder and called it in my init.sqf correctly, the bridge appears but some parts are out of position !!! frartombabogy 1 Link to comment Share on other sites More sharing options...
ruubje11 Posted December 4, 2013 Report Share Posted December 4, 2013 We had the same issue, the bridge doesn't position itself correctly. Seems to be normal with building bridges, saw it with skalisty bridge as well Link to comment Share on other sites More sharing options...
LoCK0N Posted December 4, 2013 Author Report Share Posted December 4, 2013 i got it sorted with help from CEN if u want help give me a shout Link to comment Share on other sites More sharing options...
ruubje11 Posted December 4, 2013 Report Share Posted December 4, 2013 Here, a "shout" :D I'm curious as to why it happened! Link to comment Share on other sites More sharing options...
LoCK0N Posted December 5, 2013 Author Report Share Posted December 5, 2013 Curious to what? How they moved from the 3d e?ditor Link to comment Share on other sites More sharing options...
ruubje11 Posted December 5, 2013 Report Share Posted December 5, 2013 Sorry, I was typing on my telephone which caused me not to explain myself very clearly! I was wondering how you fixed it, because I really don't know what makes them not follow the sqf. Link to comment Share on other sites More sharing options...
LoCK0N Posted December 6, 2013 Author Report Share Posted December 6, 2013 dont really know, but i installed a script and it auto builds the bridge and everything is straight , and all i had to do was ajust the height Link to comment Share on other sites More sharing options...
Axe Cop Posted December 7, 2013 Report Share Posted December 7, 2013 YOu could use this script to build a bridge, easy but looks cool: http://killzonekid.com/arma-building-bridges/ Link to comment Share on other sites More sharing options...
cen Posted December 7, 2013 Report Share Posted December 7, 2013 https://www.dropbox.com/s/qhghde0eagfbhxr/bridge.sqf Link to comment Share on other sites More sharing options...
CorruptedHart11 Posted December 14, 2013 Report Share Posted December 14, 2013 Cen Your file seems to not be there, do you have the Varta bridge working? Link to comment Share on other sites More sharing options...
cen Posted December 14, 2013 Report Share Posted December 14, 2013 Sry I moved it: https://www.dropbox.com/s/dvlzd93ku69nkg9/bridge.sqf Link to comment Share on other sites More sharing options...
CorruptedHart11 Posted December 15, 2013 Report Share Posted December 15, 2013 Thank you very much sir, this community puts out alot of help. Link to comment Share on other sites More sharing options...
KamikazeXeX Posted June 4, 2014 Report Share Posted June 4, 2014 How does one use the mentioned script here? I've not done much in the editor keeping things where they should be after you save the edit Link to comment Share on other sites More sharing options...
Guest Posted June 4, 2014 Report Share Posted June 4, 2014 just look at cens file, you just execute this in init.sqf i suppose ... Link to comment Share on other sites More sharing options...
KamikazeXeX Posted June 4, 2014 Report Share Posted June 4, 2014 That makes sense but i'm still unsure of how that works, i'll give it a go :D Link to comment Share on other sites More sharing options...
Fully Posted June 8, 2014 Report Share Posted June 8, 2014 How does one use the mentioned script here? I've not done much in the editor keeping things where they should be after you save the edit Put it into your dayz_server.pbo And just call it from the server_monitor under custom configs =) Link to comment Share on other sites More sharing options...
KamikazeXeX Posted June 27, 2014 Report Share Posted June 27, 2014 Put it into your dayz_server.pbo And just call it from the server_monitor under custom configs =) Like so? waitUntil{initialized}; //means all the functions are now defined diag_log "HIVE: Starting"; waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player) // Custom Configs if(isnil "MaxVehicleLimit") then { MaxVehicleLimit = 50; }; if(isnil "MaxDynamicDebris") then { MaxDynamicDebris = 100; }; if(isnil "MaxAmmoBoxes") then { MaxAmmoBoxes = 3; }; if(isnil "MaxMineVeins") then { MaxMineVeins = 50; }; execVM "custom\bridge.sqf"; // Custon Configs End Link to comment Share on other sites More sharing options...
Fully Posted June 27, 2014 Report Share Posted June 27, 2014 Yeah... I found an easy way to build a bridge. All you need to do I place the first vehicle, then use this script to attach to. //START// if (isNil "oneTime") then { oneTime = true; 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) ]]; }; }; //END// //Placement of objects// //[startingPosition, direction, objectClass, repeats, offsetX, offsetY, offsetZ] [ [13287.128, 2786.3577, -0.3], 222.15, "Land_nav_pier_m_2", 27, 40, 0, 0 ] call fnc_bridgeA2; }; As you see down the bottom. I created a bridge that is 1.1km long this way =) mgm 1 Link to comment Share on other sites More sharing options...
Nozza Posted June 27, 2014 Report Share Posted June 27, 2014 Hi. Where is it exactly do you put this script? Is it a separate one from the actual editor SQF file. Also, if you are not using the pier as a bridge would you replace "Land_nav_pier_m_2" with the code of the vehicle you was using? Thanks Link to comment Share on other sites More sharing options...
Fully Posted June 28, 2014 Report Share Posted June 28, 2014 //Placement of objects// //[startingPosition, direction, objectClass, repeats, offsetX, offsetY, offsetZ] [ [13287.128, 2786.3577, -0.3], 222.15, "Land_nav_pier_m_2", 27, 40, 0, 0 ] call fnc_bridgeA2; You can stick anywere you like, in the Server.pbo is the best place. So it spawns server side. The editor sqf is only good for getting the location(startingPosition) direction and object class =) the rest you build your own script. if (isServer) then { if (isNil "oneTime") then { oneTime = true; 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) ]]; }; }; //END// //Placement of objects// //[startingPosition, direction, objectClass, repeats, offsetX, offsetY, offsetZ] [ [12333.089,3254.707,-2], -127.72684, "Land_Nav_Boathouse_PierT", 3, 3.5, 30.65, 0 ] call fnc_bridgeA2; [ [11946.711,3096.6877,-2], -69.292145, "Land_Nav_Boathouse_PierT", 5, 3.5, 30.65, 0 ] call fnc_bridgeA2; [ [11497.502,3197.7043,-2], -24.819931, "Land_Nav_Boathouse_PierT", 4, 3.5, 30.65, 0 ] call fnc_bridgeA2; [ [13287.128, 2786.3577, -0.3], 222.15, "Land_nav_pier_m_2", 27, 40, 0, 0 ] call fnc_bridgeA2; }; diag_log("Skalisty Island loaded"); }; As you can see there are 4 bridges in the above script. You can use as many as you want or just one. Then just copy post I hope this helps. You can do allsorts with this eg:build an enclosure...etc Credit to Killzone Kid for his great tutorials =) Link to comment Share on other sites More sharing options...
Nozza Posted July 20, 2014 Report Share Posted July 20, 2014 Hey. After weeks of playing with this I am still none the wiser. I don't suppose someone could post a tutorial of exactly what needs putting where etc as I am at my wits end. Thanks Link to comment Share on other sites More sharing options...
2sugars Posted August 8, 2014 Report Share Posted August 8, 2014 Hey. After weeks of playing with this I am still none the wiser. I don't suppose someone could post a tutorial of exactly what needs putting where etc as I am at my wits end. Thanks I am assuming you can do some basic editing of files/pbo files Create a folder in your dayz_server called custom (you can use any name) Copy the above code and save it as skalisty_bridges.sqf - save it to the folder custom you created above. Then open the init folder and open server_functions.sqf Scroll down to the end of the text. Insert this line //Skalisty Bridges call compile preProcessFileLineNumbers "\z\addons\dayz_server\custom\skalisty_bridges.sqf"; Repack & upload your dayz_server.pbo You should now have bridges! :) You may find that there is only a start and an end to your bridges. This seems to happen to the first person who joins the server only. Relogging fixes this. If anyone can explain how to fix please do! Link to comment Share on other sites More sharing options...
firestarter85 Posted August 10, 2014 Report Share Posted August 10, 2014 Sorry guys I tried this on my panthera 1.0.5.1 server but this script is not working :(! I cant see any bridges too! Link to comment Share on other sites More sharing options...
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