Excelsior Bridge v1.2 - Chernarus

Discussion in 'Map Additions' started by Excelsior, Jun 1, 2013.

  1. Excelsior

    Excelsior Valued Member!

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    This is just a slight update with a new install method to make it easier for everyone to install and I added a few pallets of wood on the bridge to give some form of cover.

    Thanks to Rossymond for the info on how to do the install this way.

    If you already have the bridge install in the mission.sqm, please remove it from there when adding using this method.

    Code:
    // 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 {
     
    _vehicle_0 = objNull;
    if (true) then
    {
      _this = createVehicle ["land_nav_pier_m_2", [13225.278, 3431.5159, -6.0489159], [], 0, "CAN_COLLIDE"];
      _vehicle_0 = _this;
      _this setDir 56.571701;
      _this setVehicleLock "LOCKED";
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]";
      _this setPos [13225.278, 3431.5159, -6.0489159];
    };
     
    _vehicle_2 = objNull;
    if (true) then
    {
      _this = createVehicle ["land_nav_pier_m_2", [13247.008, 3398.5906, -6.1535072], [], 0, "CAN_COLLIDE"];
      _vehicle_2 = _this;
      _this setDir 56.571701;
      _this setVehicleLock "LOCKED";
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]";
      _this setPos [13247.008, 3398.5906, -6.1535072];
    };
     
    _vehicle_4 = objNull;
    if (true) then
    {
      _this = createVehicle ["land_nav_pier_m_1", [13203.401, 3464.7751, -6.2994447], [], 0, "CAN_COLLIDE"];
      _vehicle_4 = _this;
      _this setDir 236.571701;
      _this setVehicleLock "LOCKED";
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]";
      _this setPos [13203.401, 3464.7751, -6.2994447];
    };
     
    _vehicle_6 = objNull;
    if (true) then
    {
      _this = createVehicle ["land_nav_pier_m_2", [13181.671, 3497.7451, -6.1785541], [], 0, "CAN_COLLIDE"];
      _vehicle_6 = _this;
      _this setDir 56.571701;
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]";
      _this setPos [13181.671, 3497.7451, -6.1785541];
    };
     
    _vehicle_8 = objNull;
    if (true) then
    {
      _this = createVehicle ["land_nav_pier_m_2", [13159.978, 3530.6299, -6.3031154], [], 0, "CAN_COLLIDE"];
      _vehicle_8 = _this;
      _this setDir 56.571701;
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]";
      _this setPos [13159.978, 3530.6299, -6.3031154];
    };
     
    _vehicle_10 = objNull;
    if (true) then
    {
      _this = createVehicle ["land_nav_pier_m_2", [13138.261, 3563.5496, -5.9914126], [], 0, "CAN_COLLIDE"];
      _vehicle_10 = _this;
      _this setDir 56.571701;
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]";
      _this setPos [13138.261, 3563.5496, -5.9914126];
    };
     
    _vehicle_12 = objNull;
    if (true) then
    {
      _this = createVehicle ["land_nav_pier_m_2", [13116.587, 3596.4583, -6.1611514], [], 0, "CAN_COLLIDE"];
      _vehicle_12 = _this;
      _this setDir 56.571701;
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]";
      _this setPos [13116.587, 3596.4583, -6.1611514];
    };
     
    _vehicle_14 = objNull;
    if (true) then
    {
      _this = createVehicle ["land_nav_pier_m_2", [13094.851, 3629.364, -6.0637994], [], 0, "CAN_COLLIDE"];
      _vehicle_14 = _this;
      _this setDir 56.571701;
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]";
      _this setPos [13094.851, 3629.364, -6.0637994];
    };
     
    _vehicle_16 = objNull;
    if (true) then
    {
      _this = createVehicle ["land_nav_pier_m_1", [13073.158, 3662.2742, -6.1899328], [], 0, "CAN_COLLIDE"];
      _vehicle_16 = _this;
      _this setDir 56.571701;
      _this setVehicleLock "LOCKED";
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]";
      _this setPos [13073.158, 3662.2742, -6.1899328];
    };
     
    _vehicle_18 = objNull;
    if (true) then
    {
      _this = createVehicle ["land_nav_pier_m_2", [13051.535, 3695.0833, -6.376471], [], 0, "CAN_COLLIDE"];
      _vehicle_18 = _this;
      _this setDir 56.571701;
      _this setVehicleLock "LOCKED";
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]";
      _this setPos [13051.535, 3695.0833, -6.376471];
    };
     
    _vehicle_20 = objNull;
    if (true) then
    {
      _this = createVehicle ["land_nav_pier_m_2", [13029.813, 3728.052, -6.1521502], [], 0, "CAN_COLLIDE"];
      _vehicle_20 = _this;
      _this setDir 56.571701;
      _this setVehicleLock "LOCKED";
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]";
      _this setPos [13029.813, 3728.052, -6.1521502];
    };
     
    // Control Tower near land (non-lootable) (blinking light).  Zombies and loot will not spawn over water.
    _vehicle_86 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Mil_ControlTower_EP1", [13067.721, 3647.5923, 4.2818656], [], 0, "CAN_COLLIDE"];
      _vehicle_86 = _this;
      _this setDir -303.12695;
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, 3.8]";
      _this setPos [13067.721, 3647.5923, 4.2818656];
    };
     
    // Cement block under Control Tower near coast
    _vehicle_87 = objNull;
    if (true) then
    {
      _this = createVehicle ["land_nav_pier_c", [13061.675, 3654.853, 0.13833603], [], 0, "CAN_COLLIDE"];
      _vehicle_87 = _this;
      _this setDir -33.287552;
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]";
      _this setPos [13061.675, 3654.853, 0.13833603];
    };
     
    // Grocery on land (lootable)
    _vehicle_107 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_A_GeneralStore_01", [13062.828, 3825.6414, 0.34161228], [], 0, "CAN_COLLIDE"];
      _vehicle_107 = _this;
      _this setDir -32.551853;
      _this setPos [13062.828, 3825.6414, 0.34161228];
    };
     
    _vehicle_113 = objNull;
    if (true) then
    {
      _this = createVehicle ["land_nav_pier_m_2", [13260.079, 3378.8081, -3.0727394], [], 0, "CAN_COLLIDE"];
      _vehicle_113 = _this;
      _this setDir 56.571701;
      _this setVehicleLock "LOCKED";
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]";
      _this setPos [13260.079, 3378.8081, -3.0727394];
    };
     
    // Industrial Hangar on land
    _vehicle_133 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Hangar_2", [13013.877, 3793.1804, 3.8146973e-006], [], 0, "CAN_COLLIDE"];
      _vehicle_133 = _this;
      _this setDir -33.153507;
      _this 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.
    _vehicle_136 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Mil_ControlTower_EP1", [13209.424, 3478.5696, 2.103996], [], 0, "CAN_COLLIDE"];
      _vehicle_136 = _this;
      _this setDir -484.14117;
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, 3.8]";
      _this setPos [13209.424, 3478.5696, 2.103996];
    };
     
    // Cement block under Control Tower near Island
    _vehicle_137 = objNull;
    if (true) then
    {
      _this = createVehicle ["land_nav_pier_c", [13214.373, 3472.0823, -3.8479133], [], 0, "CAN_COLLIDE"];
      _vehicle_137 = _this;
      _this setDir -213.288;
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]";
      _this setPos [13214.373, 3472.0823, -3.8479133];
    };
     
    // Spinning Radar on coast
    _vehicle_150 = objNull;
    if (true) then
    {
      _this = createVehicle ["TK_GUE_WarfareBAntiAirRadar_Base_EP1", [13293.171, 3955.2397, 0.016692447], [], 0, "CAN_COLLIDE"];
      _vehicle_150 = _this;
      _this setDir -323.84015;
      _this setPos [13293.171, 3955.2397, 0.016692447];
    };
     
    // Pallet of boards on bridge (mid way protection)
    _vehicle_163 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Ind_BoardsPack1", [13158.683, 3537.4517, 3.5], [], 0, "CAN_COLLIDE"];
      _vehicle_163 = _this;
      _this setDir -35.139294;
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, 3.5]";
      _this setPos [13158.683, 3537.4517, 3.5];
    };
     
    // Pallet of boards on bridge (mid way protection)
    _vehicle_165 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Ind_BoardsPack1", [13111.459, 3599.3118, 3.5], [], 0, "CAN_COLLIDE"];
      _vehicle_165 = _this;
      _this setDir -215.18845;
      _this setVehicleInit "this setPosASL [getposASL this select 0, getposASL this select 1, 3.5]";
      _this setPos [13111.459, 3599.3118, 3.5];
    };
     
    };
     
    x00, Rossymond and Dick Cheney like this.
  2. Dusty Nuttles

    Dusty Nuttles Well-Known Member

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    Possible to get a pic?
     
  3. Excelsior

    Excelsior Valued Member!

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  4. Dusty Nuttles

    Dusty Nuttles Well-Known Member

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    Sorry, meant the area's with pallets. Just curious if you can still drive over it now or not.
     
  5. Excelsior

    Excelsior Valued Member!

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    Absolutely. The are against opposite sides and everything in the code can be commented out if you don't like a particular item.
     
  6. robbiedarza

    robbiedarza Well-Known Member

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    This is great thanks, previously, every time I changed my map in the editor (e.g remove a barracks or add fences etc) I had to copy and paste your code into the mission.sqm after and change a load of numbers around to add the bridge.

    Loads easier now, like the pallets too.

    Great addition this script, many thanks.

    Robbie
     
  7. jf3000

    jf3000 New Member

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    Where is this located on the map?
     
  8. renegade2k6

    renegade2k6 Member

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  9. Royal

    Royal Member

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    I did everything you said I should do. I had your old bridge working. I removed that and added this new one but it appears to be sinking :(

    Screenshot: http://prntscr.com/19abmi

    Any clue what I have done wrong?
     
  10. kaysio

    kaysio Valued Member!

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    I got a different problem with this new version.
    One of the piers at the island end, the 2nd last part.
    It turns 90 degrees from the rest of the items.
     
  11. Excelsior

    Excelsior Valued Member!

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    I had the same thing happen. Exit to lobby and come back in and it will magically be fixed.
     
  12. Royal

    Royal Member

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    That didn't work for my problem :( It's still sinking
     
  13. Rossymond

    Rossymond Moderator Staff Member

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    Great stuff! Glad I could be of some use :)
     
  14. justchil

    justchil Well-Known Member

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    I have the weird problem too. All the pieces of the bridge will be slanted in one direction at some point... I dont know if someone is shooting missiles at it or crashing a vehicle or if it's just happening on it's own. Restart fixes it... just wish I could prevent it.

    This is on map cherno
     
  15. ALKINDA

    ALKINDA Valued Member!

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    Thank you, but i totally gave you the idea :D
     
  16. Excelsior

    Excelsior Valued Member!

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    I'm sorry. Then add credit to you. But I first read and noticed the new method with a post from Rossymond.
     
  17. ShepardSR

    ShepardSR New Member

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    Same problem!
     
  18. robbiedarza

    robbiedarza Well-Known Member

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    Working fine on 1.7.7 for me

    Cheers

    Robbie
     
  19. R.J.

    R.J. New Member

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    Running .ST server and used instance building prior to this patch. How can I go about adding this to the server?
     
  20. Merlin

    Merlin New Member

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    1.7.7 broke mine. It sunk as well.
     

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