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gunnar

denmark Pack (new towns)

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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 =)

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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!

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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?

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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?

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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

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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];
};
 
};

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