[Release] Sector FNG Inland Version

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;
 
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
 
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

they do appear but they are being deleted by the new server_cleanup.fsm =/
 
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..
 
I have tried everything I can think of, and cant get the ais to spawn inside the sector. They spawn everywhere else tho...
 
OK...I must have had a brain tumor. redid the 'sarge files for comparison' and now everything is working!

Thanks for the awesomwe mod!
 
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...
 
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... ;)
 
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

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...
 
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...
 
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...
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...
 
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