Hi Guys,
Looking for some scripting assistance with adding custom buildings to Epoch Chernarus.
Currently they do not employ a "bliss/reality" table structure so add buildings is done via a .sqf in the missions init.
The code seems quite straight forward.
// Add trader citys
_nil = [] execVM "mission.sqf";
However trying to duplicate this with my maps .sqf in the same way yielded _nil results.. with the mission not loading.
// Add Custom Content
_nil = [] execVM "mission2.sqf";
Would be be conflicting vehicle ID's in both sqf files and the only real way is to do as they state and add the custom content to their mission.sqf and increment the numbers..
I hope this is not so as I am trying to import over 1500 objects from a custom Chernarus map I created.
Any help would be highly appreciated.
Cheers,
Bungle
Looking for some scripting assistance with adding custom buildings to Epoch Chernarus.
Currently they do not employ a "bliss/reality" table structure so add buildings is done via a .sqf in the missions init.
The code seems quite straight forward.
// Add trader citys
_nil = [] execVM "mission.sqf";
However trying to duplicate this with my maps .sqf in the same way yielded _nil results.. with the mission not loading.
// Add Custom Content
_nil = [] execVM "mission2.sqf";
Would be be conflicting vehicle ID's in both sqf files and the only real way is to do as they state and add the custom content to their mission.sqf and increment the numbers..
I hope this is not so as I am trying to import over 1500 objects from a custom Chernarus map I created.
Any help would be highly appreciated.
Cheers,
Bungle