[Release] Sector FNG Inland Version

Buly

New Member
1st of all: awesome map addition...our players love it :)

There is only 1 Problem - is it possible to turn off the zombie spawn in this area ?

thanks in advance
 
1st of all: awesome map addition...our players love it :)

There is only 1 Problem - is it possible to turn off the zombie spawn in this area ?

thanks in advance

In my init.sqf, I have:

Code:
[[6635.3984, 14262.761,0],2000] execVM "sectorfng\safezoneFNG.sqf";
And then in my sectorfng folder I have a safezoneFNG.sqf which reads:

Code:
/*
    Author: Sarge
 
    Description:
    Kills all zombies in a given distance from a given point.
 
    Needs 2 parameters:
 
    _location = the exact x/y/z location of the center of the area that should be zed free
    _range = the radius within which zeds get killed
 
 
*/
 
    private["_location","_radius","_nuker","_obj_text_string"];
 
    if(!isServer) exitwith{};
 
    _location = _this select 0;
    _radius = _this select 1;
 
    _nuker = createvehicle ["Sign_sphere25cm_EP1",[_location select 0,_location select 1,1] ,[],0,"NONE"];
    _nuker allowDamage false;
 
    _obj_text_string = format["#(argb,8,8,3)color(%1,%2,%3,%4,ca)",1,1,0,1];
    [nil,nil,rSETOBJECTTEXTURE,_nuker,0,_obj_text_string] call RE;
 
    [_nuker,_radius] spawn {
 
        private ["_nuker","_radius","_entity_array"];
        _nuker = _this select 0;
        _radius = _this select 1;
   
        while {true} do {
   
            _entity_array = (getPos _nuker) nearEntities ["CAManBase",_radius];
            {
                if (_x isKindof "zZombie_Base") then {
                    _x setDamage 1;
                };
            } forEach _entity_array;
            sleep 2;
        };
    };

Hope this helps.
 

Buly

New Member
In my init.sqf, I have:

Code:
[[6635.3984, 14262.761,0],2000] execVM "sectorfng\safezoneFNG.sqf";
And then in my sectorfng folder I have a safezoneFNG.sqf which reads:

Code:
/*
    Author: Sarge
 
    Description:
    Kills all zombies in a given distance from a given point.
 
    Needs 2 parameters:
 
    _location = the exact x/y/z location of the center of the area that should be zed free
    _range = the radius within which zeds get killed
 
 
*/
 
    private["_location","_radius","_nuker","_obj_text_string"];
 
    if(!isServer) exitwith{};
 
    _location = _this select 0;
    _radius = _this select 1;
 
    _nuker = createvehicle ["Sign_sphere25cm_EP1",[_location select 0,_location select 1,1] ,[],0,"NONE"];
    _nuker allowDamage false;
 
    _obj_text_string = format["#(argb,8,8,3)color(%1,%2,%3,%4,ca)",1,1,0,1];
    [nil,nil,rSETOBJECTTEXTURE,_nuker,0,_obj_text_string] call RE;
 
    [_nuker,_radius] spawn {
 
        private ["_nuker","_radius","_entity_array"];
        _nuker = _this select 0;
        _radius = _this select 1;
 
        while {true} do {
 
            _entity_array = (getPos _nuker) nearEntities ["CAManBase",_radius];
            {
                if (_x isKindof "zZombie_Base") then {
                    _x setDamage 1;
                };
            } forEach _entity_array;
            sleep 2;
        };
    };

Hope this helps.

thank you Karmafied, wil test it soon :)
 
Paddy123,

Looks like an amazing script.

Quick question: I'm running a Taviana Epoch server and would love to add this to our chaos.

I looked through the code and saw that everything has it's own dedicated location/coordinates (setup for Chenarus)

Is there an easy way to change the center point location to somewhere else on my map or am I stuck re-coding the 5000+ lines of code to change the location of every building/barrel/etc?

Thanks in advance.

Zach Kirby
 
Another guy posted in here saying he was running an Epoch 1.0.2.5 server and he could get the AI to spawn, but not the buildings. I'm having the exact opposite problem. All the buildings, but no AI. I've tried just about everything I can think of, and it just doesn't work. Any support would be much appreciated
If you could get back to me on my Teamspeak at SAS.teamspeak3.com I would prefer to talk about it.
 
I installed this, I get the crate spawn and all the buildings but the AI won't show up.

I use Sarge AI and Custom Missions, the sarge AI spawns on the custom missions and everything but not here.

Would really appreciate any ideas to why this is.
 
Check your Chernarus groups config for SargeAI. You need to have the static spawns set. There is one included with the Sector FNG files. Use that for reference.

Sent from my HTC One using Tapatalk
 
Seen this and had to add it just what we have been looking for. Only one problem the Ais are spawning in with no guns any idea how to fix this ? any help would be nice thanks..
 

willidshome

Well-Known Member
I have just installed this on our server and it is excellent, the only problem I have is that the AI are not respawning once they have been killed.
Here is what I have setup at the moment
Code:
[SAR_marker_sectorfng_front,3,6,15,"fortify",true,600] call SAR_AI;
[SAR_marker_sectorfng_back,3,6,15,"fortify",true,600] call SAR_AI;
[SAR_marker_sectorfng_crate1,3,6,15,"fortify",true,600] call SAR_AI;
[SAR_marker_sectorfng_crate2,3,6,10,"fortify",true,600] call SAR_AI;
[SAR_marker_sectorfng_crate3,3,6,10,"fortify",true,600] call SAR_AI;
[SAR_marker_sectorfng_crate4,3,6,15,"fortify",true,600] call SAR_AI;
[SAR_marker_sectorfng_crate5,3,8,15,"fortify",true,600] call SAR_AI;
 
Great map addon! I'm enjoying it and so are my players, but only one question tho, how do i add stuff to the crates? i tried adding some briefcases but now the crates are gone. i'm running epoch btw.
 

willidshome

Well-Known Member
this works because I have added it to the crates.sqf file under all the other stuff with the same name.

Code:
  _this addmagazineCargoGlobal ["ItemBriefcase100oz",5];
 
Pretty sick script. I changed out the burning barrels with regular ones to cut down on server lag (called in server side), set up a DZAI spawn point in the middle = epic fun for all. Thanks again for the inland version, you do good/clean work maing.
 
I have the following in my SAR file:

diag_log format["SAR_AI: Static Spawning for infantry patrols started"];
//
// define your static infantry patrols here
//
//Sector FNG Stuff
[SAR_marker_sectorfng_front,1,0,15,"fortify",true] call SAR_AI;
[SAR_marker_sectorfng_back,1,0,15,"fortify",true] call SAR_AI;
[SAR_marker_sectorfng_crate1,1,1,4,"fortify",true] call SAR_AI;
[SAR_marker_sectorfng_crate2,1,1,4,"fortify",true] call SAR_AI;
[SAR_marker_sectorfng_crate3,1,1,4,"fortify",true] call SAR_AI;
[SAR_marker_sectorfng_crate4,1,1,4,"fortify",true] call SAR_AI;
[SAR_marker_sectorfng_crate5,1,1,4,"fortify",true] call SAR_AI;
diag_log format["SAR_AI: Static Spawning for infantry patrols finished"];];
The base spawns perfectly (awesome job!) and sarge (v1.5) is functional around the map...perhaps a bit to well...but not one SAR will spawn in the sector FNG.

Please, anyone?
 
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