[RELEASE] Seaside Bay, custom city

Chris Atkins

Valued Member!
Here's another one of my map additions that I have been using for a couple months, Seaside Bay. Situated right between Cherno and Elektro. For vanilla DayZ servers, this will plug in fine, for Overwatch users, you will have to open your server pbo\buildings and delete the main.sqf, or simply open your server_functions.sqf and comment out the corresponding line that is calling main.sqf. There is currently a small, crappy built town at Cap Galova that is default to Overwatch, so that's how you disable it.

Here are the images and the SQF for Seaside Bay.

INSTALL:
1. Unpack your server pbo & navigate to your init folder and open server_functions.sqf.
2. See this code:
Code:
#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
waituntil {!isnil "bis_fnc_init"};

BIS_MPF_remoteExecutionServer = {
    if ((_this select 1) select 2 == "JIPrequest") then {
        [nil,(_this select 1) select 0,"loc",rJIPEXEC,[any,any,"per","execVM","ca\Modules\Functions\init.sqf"]] call RE;
    };
};

BIS_Effects_Burn =            {};
server_playerLogin =        compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerLogin.sqf";
server_playerSetup =        compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSetup.sqf";
server_onPlayerDisconnect = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf";
server_updateObject =        compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
server_playerDied =            compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
server_publishObj =         compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf";    //Creates the object in DB
server_publishBld =         compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishBuilding.sqf";    //Creates the building in DB
server_deleteObj =            compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_deleteObj.sqf";     //Removes the object from the DB
server_playerSync =            compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSync.sqf";
zombie_findOwner =            compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_findOwner.sqf";
server_updateNearbyObjects =    compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateNearbyObjects.sqf";
fnc_plyrHit =                 compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\fnc_plyrHit.sqf";
server_spawnCrashSite  =    compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnCrashSite.sqf";
server_sendToClient =        compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_sendToClient.sqf";
server_Wildgenerate =        compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_Wildgenerate.sqf";
server_plantSpawner =        compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_plantSpawner.sqf";

Underneath the plant spawner, on a new line, execute this:
Code:
call compile preProcessFileLineNumbers "\z\addons\dayz_server\buildings\seaside_bay.sqf";    //Created by Chris Atkins

Or at the bottom of your server_functions.sqf llok for this:
Code:
call compile preProcessFileLineNumbers "\z\addons\dayz_server\buildings\main.sqf
and // out that line and underneath it put:
Code:
call compile preProcessFileLineNumbers "\z\addons\dayz_server\buildings\seaside_bay.sqf";    //Created by Chris Atkins

3. Lastly, place the seaside_bay.sqf in your buildings folder and repack your pbo. Good to go!

This is another one of my personal projects that took 40+ hours to build. No payment necessary, no donation needed or accepted. Some of us believe in giving back to the community and aren't ruled by self-righteous beliefs or practices.

Nor is every one of us a C-R-A-Z-Y bitch (yikes...that bitch was bat shit crazy; I must have insulted her daddy).
 
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