DangerRuss Posted May 7, 2014 Report Share Posted May 7, 2014 it probably doesn't help that I can't read whatever language the site is in, but I couldnt' find a clean link. Oh well Link to comment Share on other sites More sharing options...
CommanderRetra Posted May 7, 2014 Report Share Posted May 7, 2014 I'll see if I can get if for you later :) Link to comment Share on other sites More sharing options...
DangerRuss Posted May 7, 2014 Report Share Posted May 7, 2014 :D Link to comment Share on other sites More sharing options...
NordicJohn Posted May 15, 2014 Report Share Posted May 15, 2014 Awesome additions, although i can't seem to get the markers working for some reason, before it was like i had markers working but map additions not, now it's the other way around :D Link to comment Share on other sites More sharing options...
CommanderRetra Posted May 17, 2014 Report Share Posted May 17, 2014 :D I kinda forgot.... https://www.dropbox.com/s/eejevax03guwpln/denmarkPack.zip DangerRuss 1 Link to comment Share on other sites More sharing options...
adzvaughan Posted May 17, 2014 Report Share Posted May 17, 2014 Thank you very much! Link to comment Share on other sites More sharing options...
Fully Posted May 18, 2014 Report Share Posted May 18, 2014 Great packs, really like them however 2 things on the NEAF pack. 1. A BDRM2 spawns in as a useable vehicle, however players attempt to get in and drive off which causes it to explode. I changed it to a BDRMwreck. Around line 3039 IIRC. 2. The DSHKM near the Trader moves slightly when players get into and out of the gun causing them to glitch and die against the wire fencing. I removed it until maybe there is a fix? 3.The UH1Y Venom wreck on the runway will give a scroll menu option to enter as door gunner and check cargo. I'm not sure if this is just part of the way Epoch deals with wrecks and salvage. Other than these issues, thanks for some really great addons. You could add this to the above _bldObj setVehicleLock "LOCKED"; That will fix them =) Link to comment Share on other sites More sharing options...
Buck0 Posted May 18, 2014 Report Share Posted May 18, 2014 sadly, so many objects this just to stressful on a server Link to comment Share on other sites More sharing options...
insta Posted May 25, 2014 Report Share Posted May 25, 2014 Great additions... works like a charm. Link to comment Share on other sites More sharing options...
HollowAddiction Posted May 30, 2014 Report Share Posted May 30, 2014 I saw your old post, and i thought it was to bait us into your server when you didnt post the download, then i found this and added it, and i just want you to shut up and take my money! Awesome job mate, cheers! gunnar 1 Link to comment Share on other sites More sharing options...
Cherry Darling Posted May 30, 2014 Report Share Posted May 30, 2014 Gunnar, Just want to say a HUGE thank you for all the hard work you did on those map additions. Really amazing stuff. I'm just getting into the editing and I recognize the time and effort that all must have taken. Thank you for your time and effort and thank you for sharing it with the rest of us. It works amazing! <3 <3 *** And thanks everyone else for all your helpful hints and suggestions! gunnar 1 Link to comment Share on other sites More sharing options...
Stranger Posted June 2, 2014 Report Share Posted June 2, 2014 Why you cant implement this as exec in the ini file? Link to comment Share on other sites More sharing options...
-Dutchy- Posted June 4, 2014 Report Share Posted June 4, 2014 I am amazed, amazing pack mate! LOVE IT Dutchy gunnar 1 Link to comment Share on other sites More sharing options...
KamikazeXeX Posted June 4, 2014 Report Share Posted June 4, 2014 I've got the north east airfield addon on my server, it works fine when i open it in the editor to check things out but as soon as i put it on the server the barracks etc rotate and are inaccessible? any idea as to why? Link to comment Share on other sites More sharing options...
gunnar Posted June 4, 2014 Author Report Share Posted June 4, 2014 Why you cant implement this as exec in the ini file? You can exec from the init.sqf Link to comment Share on other sites More sharing options...
gunnar Posted June 5, 2014 Author Report Share Posted June 5, 2014 First post updated, added 2 more files. 1. a road that connects Petrovka and Gvozdno (behind devils castle) 2. larger Factory near Solnichiy have fun! Link to comment Share on other sites More sharing options...
gunnar Posted June 7, 2014 Author Report Share Posted June 7, 2014 Sorry, i forgot to add the last file, its a small rebuild of the North-West-Airfield (someone asked for this) New download link in added. Link to comment Share on other sites More sharing options...
Mr.Bojangles Posted June 8, 2014 Report Share Posted June 8, 2014 Great addition! Link to comment Share on other sites More sharing options...
CartoonrBOY Posted June 8, 2014 Report Share Posted June 8, 2014 You are so good at map additions and I adore wandering around them - they are so in-tune with the the existing default locations. Keep up the great work - really appreciated. gunnar 1 Link to comment Share on other sites More sharing options...
hopsi66 Posted June 18, 2014 Report Share Posted June 18, 2014 Hi nice work i love it. But in download only 3 files, where the ohter files, for example scality island? Link to comment Share on other sites More sharing options...
ZarX Posted July 7, 2014 Report Share Posted July 7, 2014 You should be able to do the [] ExecVM "\z\addons\dayz_server\addons\denmarkpack\dk_Skalisty.sqf"; also in your server functions to make this work instead of the custom compile thing or are these files set up differently? Link to comment Share on other sites More sharing options...
C.Ritter Posted July 9, 2014 Report Share Posted July 9, 2014 How can you do so the bridge is straight? When i do it, it goes way up and down (Talking about the Skalisty Island) And is there a script / Mod / addons so i can remove trees also?? Or maybe some one will share the main tavi map, the originale to edit everything in there, if so just om me :i Link to comment Share on other sites More sharing options...
Stranger Posted July 9, 2014 Report Share Posted July 9, 2014 This is the script what i use for the Excelsior Bridge, It is fixed and does not float when the tide gets high: // Excelsior Bridge // The land_nav_pier_m_2 is the double fenced bridge floor. These can be changed to land_nav_pier_m_1 and spun 180 if you wanted only 1 fence. // Installation // Make sure to make a folder inside the mission file called "buildings" and save this file in there as "excbridge.sqf" // Then add the following line as the VERY LAST line in in the "init.sqf" file. // [] execVM "buildings\excbridge.sqf"; // Props to Rossymond for pointing out the new install method. // Excelsior // Server: Death DealerZ - DayzChernarus if (isServer) then { _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13225.278, 3431.5159, -6.0489159], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13225.278, 3431.5159, -6.0489159]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13247.008, 3398.5906, -6.1535072], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13247.008, 3398.5906, -6.1535072]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_1", [13203.401, 3464.7751, -6.2994447], [], 0, "CAN_COLLIDE"]; _bldObj setDir 236.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13203.401, 3464.7751, -6.2994447]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13181.671, 3497.7451, -6.1785541], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13181.671, 3497.7451, -6.1785541]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13159.978, 3530.6299, -6.3031154], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13159.978, 3530.6299, -6.3031154]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13138.261, 3563.5496, -5.9914126], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13138.261, 3563.5496, -5.9914126]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13116.587, 3596.4583, -6.1611514], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13116.587, 3596.4583, -6.1611514]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13094.851, 3629.364, -6.0637994], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13094.851, 3629.364, -6.0637994]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_1", [13073.158, 3662.2742, -6.1899328], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13073.158, 3662.2742, -6.1899328]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13051.535, 3695.0833, -6.376471], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13051.535, 3695.0833, -6.376471]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13029.813, 3728.052, -6.1521502], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13029.813, 3728.052, -6.1521502]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Control Tower near land (non-lootable) (blinking light). Zombies and loot will not spawn over water. _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13067.721, 3647.5923, 4.2818656], [], 0, "CAN_COLLIDE"]; _bldObj setDir -303.12695; _bldObj setPos [13067.721, 3647.5923, 4.2818656]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8]; }; // Cement block under Control Tower near coast _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_c", [13061.675, 3654.853, 0.13833603], [], 0, "CAN_COLLIDE"]; _bldObj setDir -33.287552; _bldObj setPos [13061.675, 3654.853, 0.13833603]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Grocery on land (lootable) _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_A_GeneralStore_01", [13062.828, 3825.6414, 0.34161228], [], 0, "CAN_COLLIDE"]; _bldObj setDir -32.551853; _bldObj setPos [13062.828, 3825.6414, 0.34161228]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13260.079, 3378.8081, -3.0727394], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13260.079, 3378.8081, -3.0727394]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Industrial Hangar on land _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Hangar_2", [13013.877, 3793.1804, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _bldObj setDir -33.153507; _bldObj setPos [13013.877, 3793.1804, 3.8146973e-006]; }; // Control Tower near Island (non-lootable) (blinking light at night). Zombies and loot will not spawn over water. _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13209.424, 3478.5696, 2.103996], [], 0, "CAN_COLLIDE"]; _bldObj setDir -484.14117; _bldObj setPos [13209.424, 3478.5696, 2.103996]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8]; }; // Cement block under Control Tower near Island _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_c", [13214.373, 3472.0823, -3.8479133], [], 0, "CAN_COLLIDE"]; _bldObj setDir -213.288; _bldObj setPos [13214.373, 3472.0823, -3.8479133]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Spinning Radar on coast _bldObj = objNull; if (true) then { _bldObj = createVehicle ["TK_GUE_WarfareBAntiAirRadar_Base_EP1", [13293.171, 3955.2397, 0.016692447], [], 0, "CAN_COLLIDE"]; _bldObj setDir -323.84015; _bldObj setPos [13293.171, 3955.2397, 0.016692447]; }; // Pallet of boards on bridge (mid way protection) _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13158.683, 3537.4517, 3.5], [], 0, "CAN_COLLIDE"]; _bldObj setDir -35.139294; _bldObj setPos [13158.683, 3537.4517, 3.5]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5]; }; // Pallet of boards on bridge (mid way protection) _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13111.459, 3599.3118, 3.5], [], 0, "CAN_COLLIDE"]; _bldObj setDir -215.18845; _bldObj setPos [13111.459, 3599.3118, 3.5]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5]; }; }; Link to comment Share on other sites More sharing options...
C.Ritter Posted July 9, 2014 Report Share Posted July 9, 2014 And now for my stupid question, where do i put this in? :i & Is it only for Cherno? Couse i need it for Tavi & Napf :i And was there a possible removing trees mod / addon? :i Link to comment Share on other sites More sharing options...
Chriski Posted July 28, 2014 Report Share Posted July 28, 2014 awesome man.... thanks for this :D gunnar 1 Link to comment Share on other sites More sharing options...
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