Juskaah Posted July 22, 2014 Report Share Posted July 22, 2014 http://opendayz.net/threads/editing-the-in-game-map.7981/#post-23129 try that one And add this as cords just the way I have it here [4454.9053,0.00012207031,8333.1748] That one ? class Item7 { position[]={11479,317.29391,11263}; name="TheLastStand"; text="The Last Stand"; type="waypoint"; colorName="ColorRed"; }; Edit ; I know how to add markers but i dont know the name of a marker which is big enough for the whole city Link to comment Share on other sites More sharing options...
Affraid Posted July 22, 2014 Author Report Share Posted July 22, 2014 That one ? class Item7 { position[]={11479,317.29391,11263}; name="TheLastStand"; text="The Last Stand"; type="waypoint"; colorName="ColorRed"; }; Edit ; I know how to add markers but i dont know the name of a marker which is big enough for the whole city Sorrry I misunderstood your question. I just have it by the entrance . I don't think there is a marker big enough to cover whole city. And the cords i gave there are just one of where AI Spawn in. Link to comment Share on other sites More sharing options...
ekroemer Posted July 23, 2014 Report Share Posted July 23, 2014 Edit ; I know how to add markers but i dont know the name of a marker which is big enough for the whole city Could you plant one of the ellipse-type shaders that are used by WAI or DZMS? They have definable radius and color and could approximate the city's perimeter. Link to comment Share on other sites More sharing options...
Juskaah Posted July 23, 2014 Report Share Posted July 23, 2014 yeah im looking for one of them but i dont know how to set size and name Edit : I dont know how to transfer something like this : _nul = createMarker ["DZMStrMarker", [(DZMStrCoords select 0), (DZMStrCoords select 1),0]]; "DZMStrMarker" setMarkerColor "ColorRed"; "DZMStrMarker" setMarkerShape "Rectangle"; "DZMStrMarker" setMarkerBrush "BDiagonal"; "DZMStrMarker" setMarkerSize [750,750]; into the mission.sqm Link to comment Share on other sites More sharing options...
ekroemer Posted July 23, 2014 Report Share Posted July 23, 2014 Hmmm, I see. I'm assuming you want to put it into the mission.sqm because otherwise you'll have to add a timer loop to put the marker on the map for newly joined players? Looking at the current DZMS (downloading DZMS-DayZMissionSystem-master.zip, dragging the packed directory into NotePad++ and searching 'in all opened documents' for e.g. DZMSMinMarker) shows how Vampire adds a marker (DZMSAddMinMarker.sqf) and loops for refreshing it periodically (DZMSMarkerLoop.sqf). So if you don't find a method of marking areas in die mission.sqm you could perhaps expand the Qdoba files accordingly? Link to comment Share on other sites More sharing options...
Juskaah Posted July 23, 2014 Report Share Posted July 23, 2014 And how do i modify them ..? Link to comment Share on other sites More sharing options...
ekroemer Posted July 23, 2014 Report Share Posted July 23, 2014 I didn't try that (and won't), but having a quick look at DZMS shows that: DZMSInit.sqf is called from dayz_server/system/server_monitor.sqf and qdoba.sqf is called from dayz_server/init/server_functions.sqf, I'm not sure about the difference but both are residing in the dayz_server.pbo. DZMSInit.sqf has // Let's get the Marker Re-setter running for JIPs to stay updated [] ExecVM DZMSMarkerLoop; as last line, so I guess you could run something like // care for Qdoba map markers [] ExecVM qdobamarkerinit [] ExecVM qdobamarkerloop; from the end of qdoba.sqf, create a new file qdobamarkerinit.sqf (to be put beside qdoba.sqf) containing essentially a copy of e.g. DZMSAddMinMarker.sqf private["_nul","_nil"]; QdobaCoords = [X Y]; // replace X and Y by Qdoba worldspace coordinate QdobaName = "Qdoba"; _nul = createMarker ["QdobaMarker", QdobaCoords ]; "QdobaMarker" setMarkerColor "ColorGreen"; // change to blue? "QdobaMarker" setMarkerShape "ELLIPSE"; "QdobaMarker" setMarkerBrush "Grid"; "QdobaMarker" setMarkerSize [150,150]; // adjust size // you may want to not set a dot, but it seems to be needed for the marker name _nil = createMarker ["QdobaDot", QdobaCoords]; "QdobaDot" setMarkerColor "ColorBlack"; "QdobaDot" setMarkerType "Vehicle"; "QdobaDot" setMarkerText QdobaName; create a new file qdobamarkerloop.sqf (to be put beside qdoba.sqf) containing essentially a copy of e.g. DZMSMarkerLoop.sqf private["_run","_nul","_nil"]; //Lets start the timer _run = true; while {_run} do { sleep 25; // sleep 25 seconds //If the marker exists (meaning the mission is active) lets delete it and re-add it if (!(getMarkerColor "QdobaMarker" == "")) then { deleteMarker "QdobaMarker"; deleteMarker "QdobaDot"; //Re-Add the markers _nul = createMarker ["QdobaMarker", QdobaCoords]; "QdobaMarker" setMarkerColor "ColorGreen"; "QdobaMarker" setMarkerShape "ELLIPSE"; "QdobaMarker" setMarkerBrush "Grid"; "QdobaMarker" setMarkerSize [150,150]; _nil = createMarker ["QdobaDot", QdobaCoords]; "QdobaDot" setMarkerColor "ColorBlack"; "QdobaDot" setMarkerType "Vehicle"; "QdobaDot" setMarkerText QdobaName; }; //Now we wait another 25 seconds }; that references the variables defined in qdobamarkerinit. Please note that I did not test the code and that it does not do more than mimick the DZMS functions and that I'm without real knowledge of sqf. Link to comment Share on other sites More sharing options...
Guest Posted July 23, 2014 Report Share Posted July 23, 2014 @Captain_Bigzy If you just take the file I have in the ZIP and use that . It should work .And if you already have custom set up , just copy and paste it below the ones you already have up . I can always send you my Custom Spawn File and you can use that one. @Affraid Could you send me your file please? as that would let me see the way you have yours setup. Cheers Bigzy. Link to comment Share on other sites More sharing options...
dyesalot Posted July 28, 2014 Report Share Posted July 28, 2014 Is anyone running this with SargeAI ?? Link to comment Share on other sites More sharing options...
Link Posted August 2, 2014 Report Share Posted August 2, 2014 It's great except it does lag the server alot, is there no way of better optimizing this? Link to comment Share on other sites More sharing options...
Guest Posted August 9, 2014 Report Share Posted August 9, 2014 I decided to remove this for 2 reasons, #1 The location is not the best seeing as players that don't always want to do AI missions end up getting engaged in combat when trying to travel around the area and roads surrounding. #2 It is possible to fly a mozzie in under the nets and land to grab all the gold briefcases then fly off, granted this does normally take about 5 - 6 attempts, but still a horrible loop hole to the whole mission. Was a lot of fun though until the above issues became known. Thanks! Link to comment Share on other sites More sharing options...
Affraid Posted August 11, 2014 Author Report Share Posted August 11, 2014 I decided to remove this for 2 reasons, #1 The location is not the best seeing as players that don't always want to do AI missions end up getting engaged in combat when trying to travel around the area and roads surrounding. #2 It is possible to fly a mozzie in under the nets and land to grab all the gold briefcases then fly off, granted this does normally take about 5 - 6 attempts, but still a horrible loop hole to the whole mission. Was a lot of fun though until the above issues became known. Thanks! Thanks for the heads up on that. I'll do A fix during the week. Link to comment Share on other sites More sharing options...
Dutch Vertigo Posted August 19, 2014 Report Share Posted August 19, 2014 Awesome! it works perfectly sofar. THX! Link to comment Share on other sites More sharing options...
Darth_Rogue Posted August 19, 2014 Report Share Posted August 19, 2014 In my experience, any buildings with "MAP_" in the classname tends to create HUGE amounts of server and client lag, especially when you get more than about 5 people on the server. You can see the textures shimmer on the buildings, especially glass surfaces, and you also have to open gates and doors twice. Nice work overall, but I will pass on this. Link to comment Share on other sites More sharing options...
wikallen Posted August 29, 2014 Report Share Posted August 29, 2014 In my experience, any buildings with "MAP_" in the classname tends to create HUGE amounts of server and client lag, especially when you get more than about 5 people on the server. You can see the textures shimmer on the buildings, especially glass surfaces, and you also have to open gates and doors twice. Nice work overall, but I will pass on this. Buildings switched to "LAND_" http://pastebin.com/grsHmP7N Link to comment Share on other sites More sharing options...
wikallen Posted August 31, 2014 Report Share Posted August 31, 2014 Also, after 1.0.5.1 the little garages did not spawn industrial loot anymore for me. So I re-edited my above edit to change the classnames of the garages to the ones matched to spawn loot again. Land_MBG_Garage_Single_A change to Land_MBG_Garage_Single_B Link to comment Share on other sites More sharing options...
deicide Posted October 3, 2014 Report Share Posted October 3, 2014 Is it possible to use this with DZAI instead of WAI? If so, what must a person do to get it to work? (new to scripting/running a server) Sorry for the newb question. I use this with dzai. with wai the units stay spawned and lag the server. dzai has been working really well. units only spawn when players are in range. look up how to do custom dynamic spawns, and use the world spaces from the wai script. Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted October 10, 2014 Report Share Posted October 10, 2014 I have corrected the spawns for WAI 2.1 and above, tested and working if any one needsThis has Qdoba, and AI City at Pobeda Dam, and Skalasity Island , just remove which ever one you don't need. They are labeled, and has install instructions already built in, Here is the path for epoch 1.05.1 which is what Im running X:\@DayZ_Epoch_Server\addons\dayz_server\WAI\static place the file there and wala instant AI. Of course you can turn up the heat if you like .. all that is in the file as well Everyone has giving to me .. this I give back to the community All I did was make it work from the old 0.16 these missions where made for http://pastebin.com/JTjtKrcr Its only going to be live on pastebin 30 days calamity 1 Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted October 10, 2014 Report Share Posted October 10, 2014 Where can I get a hold of the biedi file ?, would like to add some more things possibly. You don't need his personal biedi.. there are several tools if you look around, to convert sqf to biedi .. due to respect for affraid , I will let u do the leg work to find.. not gonna post it here. Affraid 1 Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted November 9, 2014 Report Share Posted November 9, 2014 Like the new map dude .. no heli etc getting in there .. Love the fact the whole thing is closed in Link to comment Share on other sites More sharing options...
Donnovan Posted November 30, 2014 Report Share Posted November 30, 2014 Anyone having double buildings (need to open doors more than one time) have sure the city is not on client side loading each time a client joins the server?Thankyou! Link to comment Share on other sites More sharing options...
DRussta Posted January 18, 2015 Report Share Posted January 18, 2015 I'm having issues with players using the mozzie to fly under the nets, Is there a fix for this? or could I please have beidi file? so I can alter the way the nets are set up or add obstacles to stop mozzies Link to comment Share on other sites More sharing options...
Smallpox Posted January 25, 2015 Report Share Posted January 25, 2015 Hi. Awesome city and maze, but I cannot get the AI to spawn. I'm Using the WAI script and added the AI Spawnpoints in \WAI\static\chernarus.sqf and default.sqf under Custom Group Spawns. What is it I'm missing? Link to comment Share on other sites More sharing options...
seeker619 Posted January 29, 2015 Report Share Posted January 29, 2015 Hi. Awesome city and maze, but I cannot get the AI to spawn. I'm Using the WAI script and added the AI Spawnpoints in \WAI\static\chernarus.sqf and default.sqf under Custom Group Spawns. What is it I'm missing? BUMP Link to comment Share on other sites More sharing options...
lowbid Posted January 29, 2015 Report Share Posted January 29, 2015 That is the right file chernarus.sqf but at the top right under...if (isServer) then { Link to comment Share on other sites More sharing options...
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