[Release] Sector UBF [699+ Objects]

Sector UBF
Location (X, Y): 040, 073​
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Download: Sarge AI
Download : Mission File
Download: Script (.sqf) File
How to add Sector UBF to your server:
Download the Script (.sqf) File.
Unpack your client .PBO file.
Move the sector_ubf.sqf file to the same directory as your init.sqf file.
Open up init.sqf with a text editor.
Add the following at the bottom:​
[] ExecVM "sector_ubf.sqf";​
Pack your client .PBO file.​
Upload it to your server and replace your old one.​
How to add the Anti-Zombie UBF Script to your server:
Download the Anti-Zombie UBF Script.
Unpack your client .PBO file.
Move the safezone.sqf file to the same directory as your init.sqf file.
Open up init.sqf with a text editor.
Add the following at the bottom:
[] ExecVM "safezone.sqf"
Pack your client .PBO file.​
Upload it to your server and replace your old one.​
How to add Sarge AI to Sector UBF on your server:
Requirements: Sarge AI Base.
Download the Sarge AI file.
Open it up with a text editor.
Unpack your client .PBO file.
Go to the folder addons\SARGE\map_config.
Open up SAR_cfg_grps_chernarus.sqf with a text editor.
Copy the content of the Sarge AI File Section 1 and paste it beneath the end of the "Static, predefined infantry patrols" section.
Copy the content of the Sarge AI File Section 2 and paste it at line ~137.​
Pack your client .PBO file.​
Upload it to your server and replace your old one.​
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Thank you, the community of OpenDayZ, for the past year!
Hope you enjoy my release & feedback is always welcome!​
 
This is very nice, gonna try it out. One question though. In your instructions you instruct Copy the content of the Sarge AI File Section 2 and paste it at line ~137. It looks to me like section one and 2 are identical, plus paste at line 137 is kind of vague, alot like myself have a heavily modified Sarge script. Thanks for the nice addition.
 
This is very nice, gonna try it out. One question though. In your instructions you instruct Copy the content of the Sarge AI File Section 2 and paste it at line ~137. It looks to me like section one and 2 are identical, plus paste at line 137 is kind of vague, alot like myself have a heavily modified Sarge script. Thanks for the nice addition.


Download a unmodified version of Sarge AI and then check for line 137 and you'll get the idea of where to paste it.
 
Hey Fractional, I can't get the AI to work in the Sector UBF! Do we need to do something with the mission file? Also the txt file is indeed the same for section 1 and 2, is this correct?

// SECTION 1
//Sector UBF

_this = createMarker ["SAR_marker_firebasereaper_1", [976.0527, 8057.0728]];

// Section 2

_this = createMarker ["SAR_marker_firebasereaper_1", [976.0527, 8057.0728]];
 
Hey all

in SAR_AI: Static spawning area definition started insert "Section 1"
and in SAR_AI: Static Spawning for infantry patrols started insert :

Code:
// SECTION 2
//Sector UBF
[SAR_marker_firebasereaper_1,1,0,5,"fortify",false] call SAR_AI;
[SAR_marker_firebasereaper_2,1,0,6,"fortify",false] call SAR_AI;
[SAR_marker_firebasereaper_3,1,0,5,"fortify",false] call SAR_AI;
[SAR_marker_firebasereaper_4,1,1,4,"fortify",false] call SAR_AI;
[SAR_marker_firebasereaper_5,1,0,6,"patrol",true] call SAR_AI;
[SAR_marker_firebasereaper_6,1,0,4,"fortify",false] call SAR_AI;
[SAR_marker_firebasereaper_7,1,0,5,"fortify",false] call SAR_AI;
[SAR_marker_firebasereaper_8,1,1,4,"patrol",true] call SAR_AI;
[SAR_marker_firebasereaper_9,1,0,6,"fortify",false] call SAR_AI;
[SAR_marker_firebasereaper_10,1,1,3,"fortify",false] call SAR_AI;

this is my code but you can change patrol by fortify or ambush and false by true if you want they respawns or not ;)
 
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I got the Sarge AI to work in this addon but the safezone.sqf causes the server to stick at Requesting Server Authentication then it goes to Retrying Server Authentication then back to Requesting Server Authentication. I just commented the safezone.sqf out till I can get it sorted. I'd like to get zombie clear script (safezone.sqf) working so players only deal with nasty AI in this area.
 
I love you ned <3! AI works swimmingly now. Working on adding reward crates for this "raid"

Great job on the map!
 
By the way, I hope you enjoy how the sector is plotted. What I had in mind during the time I made it was to make it dynamic. With that said I wanted as many corners, defences, vantage points and objects that obscured your line of sight as possible. So every raid attempt will be different!
 
I like the winding runs it remains to put goals in place as crates of weapons etc. can also be some patrol vehicles or helicopter, also destroyed the helicopter in front of the door came with the gun is deceitful è_é
 
I like the winding runs it remains to put goals in place as crates of weapons etc. can also be some patrol vehicles or helicopter, also destroyed the helicopter in front of the door came with the gun is deceitful è_é


Sorry but what do you mean?
 
I mean I like the construction of your card and it requires a bit more interaction with SARGE for example ;)
 
I wondered why AI's where far up north in the woods... lol

In your first marker the pos is like this:
_this = createMarker ["SAR_marker_firebasereaper_1", [976.0527, 8057.0728]];
And every other marker has positions like 4000x8000. Guess you forgot a digit ;)
 
I wondered why AI's where far up north in the woods... lol

In your first marker the pos is like this:
_this = createMarker ["SAR_marker_firebasereaper_1", [976.0527, 8057.0728]];
And every other marker has positions like 4000x8000. Guess you forgot a digit ;)


Not sure but it works flawlessly on my server. I'll investigate.
 
Go to those coords and see if you find any AI's lurking in the woods :)

See how all the other markers are in about the same place except the first:
_this = createMarker ["SAR_marker_firebasereaper_1", [976.0527, 8057.0728]];
_this = createMarker ["SAR_marker_firebasereaper_2", [4043.071, 8024.0879]];
_this = createMarker ["SAR_marker_firebasereaper_3", [4023.5303, 8070.8081]];
_this = createMarker ["SAR_marker_firebasereaper_4", [4000.8169, 8115.8252]];
_this = createMarker ["SAR_marker_firebasereaper_5", [3983.1641, 8102.7847]];
_this = createMarker ["SAR_marker_firebasereaper_6", [4004.8845, 8094.1113]];
_this = createMarker ["SAR_marker_firebasereaper_7", [3946.0886, 8100.1699]];
_this = createMarker ["SAR_marker_firebasereaper_8", [3926.5972, 8060.126]];
_this = createMarker ["SAR_marker_firebasereaper_9", [3879.6641, 8062.459]];
_this = createMarker ["SAR_marker_firebasereaper_10", [3990.3865, 8008.3545]];
 
Does anyone already tried to make the same (coord migration) for other maps like panthera ?
Is there a simple way to migrate it ?

Anyway, great job !!! My players are enjoying it ;)
 
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