Excelsior Bridge v1.2 - Chernarus

In your init, is the line

Code:
[] execVM "buildings\excbridge.sqf"; //Excelsior bridge

before or after the };

Mine is the VERY LAST line of the file AFTER the last };
 
I am beginning to think that this may be a client issue. I have visited a lot of servers that have it to see for myself and it is fine. Post your server info here and I will make a visit when I can.
 
The instructions are in the very first post.

// 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";
 
http://www.gametracker.com/server_info/206.222.11.250:2342/

Its there...just underwater :) Server host is HFB. Only reason im posting the host is because i just switched to them from DAYZ.ST and i think it may be server side because the bridge works fine on that server. I also am having trouble with ammo boxes. I use them in my mission file for supplies by using a .sqf file. On DAYZ.ST they worked fine but on HFB the boxes are empty.
 
Mine is also sunk. I think it must be related to the server build used. I'm running DayZ 10k's 1.7.7 Reality build

https://github.com/dayz10k/DayZ-Private-master

Other buildings and bases imported in the same manner ([] execVM "buildings\excbridge.sqf"; ) position perfectly, but this bridge is always sunk.

184.22.66.202:2302 US.PR1, BTW - In case you want to check. I did a lot of playing with the numbers to try and line it up - got it in the air, too much. Never could get it to move consistently. Back to a straight copy-paste from the original post now.

Edit - Also sunk on TheVisaad's 1.7.7.1 Reality build
 
I've tested your new SQF on 1.7.6, 1.7.7 and 1.7.7.1 on our Dev server bud, and all appeared just fine for us....odd one.
 
The patch upgrades should have zero effect on constructions like this. My 1.7.7.1 on dayz.st is working well. And the towers can be changed to spawn zombies and loot, but the problem is that they all spawn in UNDER the building and in the water.
 
Indeed, but I thought I would test just to put to rest any doubts people may have. Currently on our Development server we have over 10,000 objects spawned in this way, every single one appears perfectly 99.9% of the time ;)
 
This is untested, but does this fix the issue for you guys having the bridge sinking?
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 {
 
_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];
};
 
};
 
hay guys just checking if anyones had the idear of moving this all sever side ? keeping mission pbo down is our sever main aim ive got few code working but just wondering if anyones done it with
Bridge v1.2
 
Back
Top