Addition of Buildings to Overwatch

CymruGlyn

Member
1.Firstly is it possible,

2.secondly has anyone successfully managed to do so,

3. Thirdly is anyone willing to post a guide for the growing Overwatch admins community?

Thanks in advance.

Cymru Glyn
 
Thanks for the reply cen,

I have tried to add buildings in via PrivateHiveTools_1.0.1. In this case it adds buildings via the deployables though the rpt. file shows that they are always ignored. Cannot figure out why as the buildings are all normal dayz buildings nothing special.

Also I was trying to figure out how to load the overwatch map into the editor in order to accurately add to the mod. Cannot seem to find anything though.

Do you have any links or preferred tutorials that you have used?


Thanks in advance.
 
What I do is open up the 3D Editor and place my buildings, save, then edit the mission SQF in the saved directory.

You have to change some snippets of code

Change the top of the SQF from this
Code:
activateAddons [
];
 
activateAddons [];
initAmbientLife;
 
_this = createCenter west;
_center_0 = _this;
 
_group_0 = createGroup _center_0;
 
_unit_0 = objNull;
if (true) then
{
  _this = _group_0 createUnit ["BAF_Soldier_AA_W", [9054.6621, 15130.632, 0.00039672852], [], 0, "CAN_COLLIDE"];
  _unit_0 = _this;
  _this setUnitAbility 0.60000002;
  if (true) then {_group_0 selectLeader _this;};
  if (true) then {selectPlayer _this;};
};
 
_vehicle_0 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Fuel_tank_big", [9183.5078, 15297.754, 0.00033569336], [], 0, "CAN_COLLIDE"];
  _vehicle_0 = _this;
  _this setDir -96.107529;
  _this setPos [9183.5078, 15297.754, 0.00033569336];
};

TO THIS:

Code:
//Custom Buildings for Dayz Overwatch
if (isServer) then {
 
_vehicle_0 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Fuel_tank_big", [9183.5078, 15297.754, 0.00033569336], [], 0, "CAN_COLLIDE"];
  _vehicle_0 = _this;
  _this setDir -96.107529;
  _this setPos [9183.5078, 15297.754, 0.00033569336];
};


As you can see, I removed the activateAddons, and the unit. The unit is very important to remove.


Now at the end of the code, you need to change:

Code:
_vehicle_2 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Fuel_tank_big", [6849.3887, 11523.297], [], 0, "CAN_COLLIDE"];
  _vehicle_2 = _this;
  _this setDir -222.96092;
  _this setPos [6849.3887, 11523.297];
};
 
processInitCommands;
runInitScript;
finishMissionInit;

to this:

Code:
_vehicle_2 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Fuel_tank_big", [6849.3887, 11523.297], [], 0, "CAN_COLLIDE"];
  _vehicle_2 = _this;
  _this setDir -222.96092;
  _this setPos [6849.3887, 11523.297];
};
};

I removed the 3 lines of code at the end, and closed the bracket left from if Server {


So from the beginning, your file should look like this:


Code:
activateAddons [
];
 
activateAddons [];
initAmbientLife;
 
_this = createCenter west;
_center_0 = _this;
 
_group_0 = createGroup _center_0;
 
_unit_0 = objNull;
if (true) then
{
  _this = _group_0 createUnit ["BAF_Soldier_AA_W", [9054.6621, 15130.632, 0.00039672852], [], 0, "CAN_COLLIDE"];
  _unit_0 = _this;
  _this setUnitAbility 0.60000002;
  if (true) then {_group_0 selectLeader _this;};
  if (true) then {selectPlayer _this;};
};
 
_vehicle_0 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Fuel_tank_big", [9183.5078, 15297.754, 0.00033569336], [], 0, "CAN_COLLIDE"];
  _vehicle_0 = _this;
  _this setDir -96.107529;
  _this setPos [9183.5078, 15297.754, 0.00033569336];
};
 
_vehicle_2 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Fuel_tank_big", [6849.3887, 11523.297], [], 0, "CAN_COLLIDE"];
  _vehicle_2 = _this;
  _this setDir -222.96092;
  _this setPos [6849.3887, 11523.297];
};
 
processInitCommands;
runInitScript;
finishMissionInit;

And in the end look like this:

Code:
//Custom Buildings for Dayz Overwatch
if (isServer) then {
 
_vehicle_0 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Fuel_tank_big", [9183.5078, 15297.754, 0.00033569336], [], 0, "CAN_COLLIDE"];
  _vehicle_0 = _this;
  _this setDir -96.107529;
  _this setPos [9183.5078, 15297.754, 0.00033569336];
};
 
_vehicle_2 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Fuel_tank_big", [6849.3887, 11523.297], [], 0, "CAN_COLLIDE"];
  _vehicle_2 = _this;
  _this setDir -222.96092;
  _this setPos [6849.3887, 11523.297];
};
};


NOW for it to show up in your mission and the buildings to be on the map: you need to call it in the init sqf
So add this at the bottom of your init.sqf in your mission file directory, and make sure you put your newly created custom buildings mission sqf file into your buildings folder in your Mission PBO
Code:
[] ExecVM "buildings\buildingfilenamehere.sqf";
 
I'm having a few troubles and I've gone over this time and time again and yet still cannot get it to work. I'm using an HFB server and my files are:

Init.sqf
Code:
/*
    INITILIZATION
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];
 
//REALLY IMPORTANT VALUES
dayZ_instance = 1;                    // The instance
//dayZ_serverName = "UK1337";            // server name (country code + server number)
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
 
//disable greeting menu
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
 
//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";                //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";                    //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";    //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";                    //Compile regular functions
progressLoadingScreen 1.0;
 
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
 
[] execVM "\ddopp_taserpack\scripts\init_Taser.sqf";
[] execVM "R3F_ARTY_AND_LOG\init.sqf";
 
/* BIS_Effects_* fixes from Dwarden */
BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf";
BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf";
 
BIS_Effects_globalEvent = {
    BIS_effects_gepv = _this;
    publicVariable "BIS_effects_gepv";
    _this call BIS_Effects_startEvent;
};
 
BIS_Effects_startEvent = {
    switch (_this select 0) do {
        case "AirDestruction": {
                [_this select 1] spawn BIS_Effects_AirDestruction;
        };
        case "AirDestructionStage2": {
                [_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
        };
        case "Burn": {
                [_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
        };
    };
};
 
"BIS_effects_gepv" addPublicVariableEventHandler {
    (_this select 1) call BIS_Effects_startEvent;
};
 
if ((!isServer) && (isNull player) ) then
{
    waitUntil {!isNull player};
    waitUntil {time > 3};
};
 
if ((!isServer) && (player != player)) then
{
    waitUntil {player == player};
    waitUntil {time > 3};
};
 
if (isServer) then {
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
    // "PVDZ_sec_atp" addPublicVariableEventHandler { diag_log format["%1", _this select 1];};
};
 
if (!isDedicated) then {
    //Refuel Script
    [] execVM "Scripts\kh_actions.sqf";
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
 
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
    // [] execVM "\z\addons\dayz_code\system\antihack.sqf";
};
 
"heliCrash" addPublicVariableEventHandler {
_list = nearestObjects [_this select 1, ["CraterLong"], 100];
{deleteVehicle _x;} foreach _list;
};
 
// Logo watermark: adding a logo in the bottom left corner of the screen with the server name in it
if (!isNil "dayZ_serverName") then {
    [] spawn {
        waitUntil {(!isNull Player) and (alive Player) and (player == player)};
        waituntil {!(isNull (findDisplay 46))};
        5 cutRsc ["wm_disp","PLAIN"];
        ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText dayZ_serverName;
    };
};
 
[] execVM "buildings\buildings.sqf";

buildings.sqf
Code:
//Custom Buildings for FAG server
if (isServer) then {
 
_vehicle_122 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [6986.7231, 2841.0498, 8.5830688e-006], [], 0, "CAN_COLLIDE"];
  _vehicle_122 = _this;
  _this setDir 52.6278;
  _this setPos [6986.7231, 2841.0498, 8.5830688e-006];
};
 
_vehicle_133 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [6988.2402, 2839.1333, -2.3841858e-006], [], 0, "CAN_COLLIDE"];
  _vehicle_133 = _this;
  _this setDir 52.6278;
  _this setPos [6988.2402, 2839.1333, -2.3841858e-006];
};
 
_vehicle_277 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [7094.3213, 2837.1682, 2.4795532e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_277 = _this;
  _this setDir 50.069614;
  _this setPos [7094.3213, 2837.1682, 2.4795532e-005];
};
 
_vehicle_279 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [7092.7241, 2839.04, -4.7683716e-007], [], 0, "CAN_COLLIDE"];
  _vehicle_279 = _this;
  _this setDir 50.069614;
  _this setPos [7092.7241, 2839.04, -4.7683716e-007];
};
 
_vehicle_281 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [7087.9473, 2844.7461, -6.6757202e-006], [], 0, "CAN_COLLIDE"];
  _vehicle_281 = _this;
  _this setDir 50.069614;
  _this setPos [7087.9473, 2844.7461, -6.6757202e-006];
};
 
_vehicle_2443 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [11713.69, 12500.243, 0.11195374], [], 0, "CAN_COLLIDE"];
  _vehicle_2443 = _this;
  _this setDir 200.96509;
  _this setPos [11713.69, 12500.243, 0.11195374];
};
 
_vehicle_2444 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [11720.647, 12497.638, 0.053451538], [], 0, "CAN_COLLIDE"];
  _vehicle_2444 = _this;
  _this setDir 200.96509;
  _this setPos [11720.647, 12497.638, 0.053451538];
};
 
_vehicle_2445 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [11727.521, 12494.96, 0.0092163086], [], 0, "CAN_COLLIDE"];
  _vehicle_2445 = _this;
  _this setDir 200.96509;
  _this setPos [11727.521, 12494.96, 0.0092163086];
};
 
_vehicle_2446 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [11729.875, 12493.98, 0.011886597], [], 0, "CAN_COLLIDE"];
  _vehicle_2446 = _this;
  _this setDir 200.96509;
  _this setPos [11729.875, 12493.98, 0.011886597];
};
 
_vehicle_2447 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [11739.045, 12490.399, 0.004486084], [], 0, "CAN_COLLIDE"];
  _vehicle_2447 = _this;
  _this setDir 200.96509;
  _this setPos [11739.045, 12490.399, 0.004486084];
};
 
_vehicle_2448 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [11741.311, 12489.553, 0.0018615723], [], 0, "CAN_COLLIDE"];
  _vehicle_2448 = _this;
  _this setDir 200.96509;
  _this setPos [11741.311, 12489.553, 0.0018615723];
};
 
_vehicle_2449 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [11743.612, 12488.633, 0.0023651123], [], 0, "CAN_COLLIDE"];
  _vehicle_2449 = _this;
  _this setDir 200.96509;
  _this setPos [11743.612, 12488.633, 0.0023651123];
};
 
_vehicle_2450 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [11734.471, 12492.242, 0.011016846], [], 0, "CAN_COLLIDE"];
  _vehicle_2450 = _this;
  _this setDir 200.96509;
  _this setPos [11734.471, 12492.242, 0.011016846];
};
 
_vehicle_2451 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [11732.2, 12493.124, 0.011962891], [], 0, "CAN_COLLIDE"];
  _vehicle_2451 = _this;
  _this setDir 200.96509;
  _this setPos [11732.2, 12493.124, 0.011962891];
};
 
_vehicle_2452 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [11736.757, 12491.352, 0.0077972412], [], 0, "CAN_COLLIDE"];
  _vehicle_2452 = _this;
  _this setDir 200.96509;
  _this setPos [11736.757, 12491.352, 0.0077972412];
};
 
_vehicle_2453 = objNull;
if (true) then
{
  _this = createVehicle ["Concrete_Wall_EP1", [11806.577, 12549.342, 0.00048828125], [], 0, "CAN_COLLIDE"];
  _vehicle_2453 = _this;
  _this setDir 242.75992;
  _this setPos [11806.577, 12549.342, 0.00048828125];
};
 
_vehicle_3881 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Mil_Barracks_i", [9257.1953, 13459.222, -2.2888184e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_3881 = _this;
  _this setDir 5.6306257;
  _this setPos [9257.1953, 13459.222, -2.2888184e-005];
};
};
 
I had a similar issue. I have however noticed that if the very first building or addition in the addition (myfilename).sqf does not begin with _veh_0 = objnull; then it doesnt show up in game.

I am not sure for the reason for this, but after having redone the the additions in editor and saving it I noticed the new file save I created began with _veh_0 instead of the previous _veh_1 and it worked no problem.

It Could be to do with the way it compiles perhaps like a job ID so if it doesn't begin with placing job "0" it wont place the rest of the sqf file? Not sure if this is the real reason but seems and educated guess.

A point to note would be I manually attempted to change the _veh_1 to _veh_0 in the sqf but it did not work, I had to physically redo the addition from scratch in the editor.

 
Awww balls. The file was huge too, the code there is only a 10th of what was put down :/

Going to give it a try see if it works. Fingers crossed it does.
 
If you want to keep the size of your mission file down, you can add your buildings to the dayz_server.pbo

Inside your dayz_server.pbo create a folder called 'Buildings' inside that folder you should place your sqf's. Then find 'server_monitor.sqf' inside the 'system' folder, once open do as below:

FIND:
Code:
        diag_log ("HIVE: Local Time set to " + str(_date));
    };

Then, for each building sqf add the following line substituting 'yourBuilding.sqf' with the file name for your sqf:
Code:
call compile preProcessFileLineNumbers "\z\addons\dayz_server\buildings\yourBuilding.sqf";


If you are runnning DayZ Overwatch you should find you have a Buildings folder already and a couple of the compiles already in place. Hope this helps.
 
Ok sorry for wasting your time guys. Turns out my friend whom is making the mission files for the server had accidentally left a unit in the file. Deleted it and all works well! I used mosesuk's method which worked splendidly! Thanks for the help!
 
Okay so I am having issues with Dayz.st and trying to upload my pbo. If I use the default one it is just fine. but if I make any changes to the server.pbo file I either get sent back to the lobby or I get sent to debug.

test.sqf
Code:
//Custom Buildings for Dayz Overwatch
if (isServer) then {
 
_vehicle_0 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Mil_Barracks_i", [640.59033, 1777.0287, 1.9073486e-006], [], 0, "CAN_COLLIDE"];
  _vehicle_0 = _this;
  _this setDir -143.15456;
  _this setPos [640.59033, 1777.0287, 1.9073486e-006];
};
 
_vehicle_1 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Mil_Barracks_i", [635.12653, 1768.1871, 2.8610229e-006], [], 0, "CAN_COLLIDE"];
  _vehicle_1 = _this;
  _this setDir 219.93405;
  _this setPos [635.12653, 1768.1871, 2.8610229e-006];
};
};

If I edit the init file I get cannot find buildings/test.sqf

init.sqf
Code:
/*
    INITILIZATION
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];
 
//REALLY IMPORTANT VALUES
dayZ_instance = 2277;                    // The instance
//dayZ_serverName = "UK1337";            // server name (country code + server number)
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
 
//disable greeting menu
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
 
//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";                //Initilize the Variables (IMPORTANT: Must happen very early)
//call compile preprocessFileLineNumbers "\z\addons\ow_assets\init\variables1.sqf";
// variables1-5.sqf Changes amount of weapon’s holder that can spawn in a 200m area where variables5.sqf spawns the lowest amount, adjust to get better performance.
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";                    //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";    //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";                    //Compile regular functions
progressLoadingScreen 1.0;
 
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
 
[] execVM "\ddopp_taserpack\scripts\init_Taser.sqf";
/* BIS_Effects_* fixes from Dwarden */
BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf";
BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf";
 
BIS_Effects_globalEvent = {
    BIS_effects_gepv = _this;
    publicVariable "BIS_effects_gepv";
    _this call BIS_Effects_startEvent;
};
 
BIS_Effects_startEvent = {
    switch (_this select 0) do {
        case "AirDestruction": {
                [_this select 1] spawn BIS_Effects_AirDestruction;
        };
        case "AirDestructionStage2": {
                [_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
        };
        case "Burn": {
                [_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
        };
    };
};
 
"BIS_effects_gepv" addPublicVariableEventHandler {
    (_this select 1) call BIS_Effects_startEvent;
};
 
if ((!isServer) && (isNull player) ) then
{
    waitUntil {!isNull player};
    waitUntil {time > 3};
};
 
if ((!isServer) && (player != player)) then
{
    waitUntil {player == player};
    waitUntil {time > 3};
};
 
if (isServer) then {
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
    // "PVDZ_sec_atp" addPublicVariableEventHandler { diag_log format["%1", _this select 1];};
};
 
if (!isDedicated) then {
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
 
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
    // [] execVM "\z\addons\dayz_code\system\antihack.sqf";
};
 
// Logo watermark: adding a logo in the bottom left corner of the screen with the server name in it
if (!isNil "dayZ_serverName") then {
    [] spawn {
        waitUntil {(!isNull Player) and (alive Player) and (player == player)};
        waituntil {!(isNull (findDisplay 46))};
        5 cutRsc ["wm_disp","PLAIN"];
        ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText dayZ_serverName;
    };
};
 
[] ExecVM "buildings\test.sqf";

I also tried the alternative method posted by mosesuk and edited the server_monitor.sqf file but I am not sure if I did it right.
I believe it should be
Code:
    diag_log ("HIVE: Local Time set to " + str(_date));
    };
call compile preProcessFileLineNumbers "\z\addons\dayz_server\buildings\test.sqf";

Nothing seems to be working. Both ways send me to debug or the lobby.
 
It is a lot easier to place those buildings in the server pbo and have the server run it instead of downloading them to every player.. lowers load times a lot.. check your buildings folder in server.pbo and its a lot easier, only edit that one file
 
I have used both methods on DayZ.ST with Overwatch, I prefer the server_monitor method as people can't steal my custom buildings.

If you use the server monitor method, you only need this in your test.sqf

Code:
_vehicle_0 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Mil_Barracks_i", [640.59033, 1777.0287, 1.9073486e-006], [], 0, "CAN_COLLIDE"];
  _vehicle_0 = _this;
  _this setDir -143.15456;
  _this setPos [640.59033, 1777.0287, 1.9073486e-006];
};
 
_vehicle_1 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Mil_Barracks_i", [635.12653, 1768.1871, 2.8610229e-006], [], 0, "CAN_COLLIDE"];
  _vehicle_1 = _this;
  _this setDir 219.93405;
  _this setPos [635.12653, 1768.1871, 2.8610229e-006];
};
 
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