[Release] Sector FNG Inland Version

Discussion in 'Map Additions' started by paddy1223, Jul 24, 2013.

  1. willidshome

    willidshome Well-Known Member

    Joined:
    Sep 7, 2013
    Messages:
    109
    Likes Received:
    3
    here is what I had to put, the 120 is respawn time

    Code:
    //Sector FNG Stuff
    [SAR_marker_sectorfng_front,3,6,25,"patrol",true,120] call SAR_AI;
    [SAR_marker_sectorfng_back,3,6,25,"fortify",true,120] call SAR_AI;
    [SAR_marker_sectorfng_crate1,3,6,25,"patrol",true,120] call SAR_AI;
    [SAR_marker_sectorfng_crate2,3,6,25,"fortify",true,120] call SAR_AI;
    [SAR_marker_sectorfng_crate3,3,6,25,"patrol",true,120] call SAR_AI;
    [SAR_marker_sectorfng_crate4,3,6,25,"fortify",true,120] call SAR_AI;
    [SAR_marker_sectorfng_crate5,3,8,25,"patrol",true,120] call SAR_AI;
    
     
  2. great

    great New Member

    Joined:
    Nov 12, 2013
    Messages:
    4
    Likes Received:
    0
    updated epoch to 1.0.3, everything seems to be working for sectorfng but the crates are not appearing. not seeing anything in the rpt about the crates. crates were working fine on 1.0.2.5
     
  3. Nekuan

    Nekuan Member

    Joined:
    Oct 1, 2013
    Messages:
    39
    Likes Received:
    3
    they do appear but they are being deleted by the new server_cleanup.fsm =/
     
  4. willidshome

    willidshome Well-Known Member

    Joined:
    Sep 7, 2013
    Messages:
    109
    Likes Received:
    3
    Nekuan, is there a fix for this that you know of ?
     
  5. Nekuan

    Nekuan Member

    Joined:
    Oct 1, 2013
    Messages:
    39
    Likes Received:
    3
    I know of some people who simply made the script spawn urals with the loot instead of the crates. I can't do that though because that would make the whole thing to easy..
     
  6. Shadow_otw

    Shadow_otw Member

    Joined:
    Sep 10, 2013
    Messages:
    62
    Likes Received:
    1
    I have tried everything I can think of, and cant get the ais to spawn inside the sector. They spawn everywhere else tho...
     
  7. Shadow_otw

    Shadow_otw Member

    Joined:
    Sep 10, 2013
    Messages:
    62
    Likes Received:
    1
    OK...I must have had a brain tumor. redid the 'sarge files for comparison' and now everything is working!

    Thanks for the awesomwe mod!
     
  8. Mav1976

    Mav1976 New Member

    Joined:
    Oct 19, 2013
    Messages:
    8
    Likes Received:
    1
    Same Problem here with DZAI. Boxes dissappear. Solution for that: I changed the boxes to "StorageShed_DZ" and they dont dissappear. Only problem now is that i cant gear them. Think i have to kill all NPCs first.
    Testing that...
     
    Brookpc likes this.
  9. Mav1976

    Mav1976 New Member

    Joined:
    Oct 19, 2013
    Messages:
    8
    Likes Received:
    1
    Ok, think i just was to dumb to gear the sheds. :/ Works perfectly, without killing all npcs. But not a good idea to let them alive... ;)
     
  10. Brookpc

    Brookpc New Member

    Joined:
    Nov 23, 2013
    Messages:
    10
    Likes Received:
    0
    Going to try what you did Mav1976.
     
  11. Gagi2

    Gagi2 Valued Member!

    Joined:
    Mar 30, 2013
    Messages:
    444
    Likes Received:
    59
    ok guys... i have a fix on this one...
    in your crates.sqf file add this line
    Code:
    _this setVariable ["permaLoot",true];
    after this
    Code:
      _this = createVehicle ["TKVehicleBox_EP1", [6660.3984, 14177.261], [], 0, "CAN_COLLIDE"];
      _vehicle_103769 = _this;
    so it looks like this
    Code:
      _this = createVehicle ["TKVehicleBox_EP1", [6660.3984, 14177.261], [], 0, "CAN_COLLIDE"];
      _vehicle_103769 = _this;
      _this setVariable ["permaLoot",true];
    there are 5 crates as default... so you need to add this line 5 times...

    tested on our epoch chernarus and epoch taviana right now... it works...
     
  12. Shadow_otw

    Shadow_otw Member

    Joined:
    Sep 10, 2013
    Messages:
    62
    Likes Received:
    1
    I swear, this forum is the best!
     
  13. paddy1223

    paddy1223 Member

    Joined:
    Jun 9, 2013
    Messages:
    80
    Likes Received:
    11
    Update :- I've had alot of PMs the last few months asking for the sql and beidi files so that people can change the layout or add things to the Sector FNG

    Since I havent really been active I might aswell release them to the public

    Thank you all for using my creation

    https://dl.dropboxusercontent.com/u/56271375/SectorFNGBeidi.zip
     
    Mav1976 and FriendlySTH like this.
  14. Nekuan

    Nekuan Member

    Joined:
    Oct 1, 2013
    Messages:
    39
    Likes Received:
    3
    And thank you for sharing it! Thanks a lot for the beidi! =)
     
  15. FriendlySTH

    FriendlySTH Well-Known Member

    Joined:
    Jul 20, 2013
    Messages:
    169
    Likes Received:
    19
    Thanks for the BEIDI!
     
  16. Shadow_otw

    Shadow_otw Member

    Joined:
    Sep 10, 2013
    Messages:
    62
    Likes Received:
    1
    Yep...got my ass handed to me twice there today...lolz!
     
  17. LttWinters

    LttWinters New Member

    Joined:
    Dec 26, 2013
    Messages:
    1
    Likes Received:
    0
    Does anybody know why the loot boxes respawn after some time ?

    Nevermind - got the solution
     
    Last edited: Dec 26, 2013
  18. Zachary kirby

    Zachary kirby Member

    Joined:
    Sep 19, 2013
    Messages:
    46
    Likes Received:
    6
    Hey all,

    Does anyone know of an easy way to port this entire custom edit to different maps? i.e. I would like to add it to my Tavi server...
     
  19. Gagi2

    Gagi2 Valued Member!

    Joined:
    Mar 30, 2013
    Messages:
    444
    Likes Received:
    59
    i have added to my taviana server successfully =)
    but you need to know... that there are not many locations on taviana where it fits...
    AND... if you are going to plan to rotate this thing some objects will be out of line and need to be realigned manually...

    i have converted it back to biedi with the sqf-to-biedi-tool (not needed anymore since he released the original biedi file)
    have changed the foldername of the saved map from fng.chernarus to fng.tavi and loaded it in the editor...
    marked all objects on the 2d map and pulled it to the new location...
    saved it again... and took the new sqf file to implement it into the server...

    also be aware that some buildings rotate automatically if you click and hold the button... so maybe you have to realign them before saving... but you will see for yourself when you have loaded it in...
     
    paddy1223 likes this.
  20. Zachary kirby

    Zachary kirby Member

    Joined:
    Sep 19, 2013
    Messages:
    46
    Likes Received:
    6
    Wow why didn't I thin of that. You sir are brilliant! Thank you I will try it tonight.

    zkirby
     

Share This Page