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kingjod

What is the easiest way to add buildings to an existing mod?

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Okay so my server company HFB has came out with something they call private plus. ITs a way for us to edit the map as we see fit, add anything we want to the game. ALso this is for DayZ. I know allot of people don't care for the game but i do and thats not the point.

My question. At the moment i am editing cherno. We are using the method of MySQL and placing sandbags down and changing them into buildings. Its a very long process and their has to be a way that's faster and more efficient then that.

any help would be great.

thanks.

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ALso this is for DayZ. I know allot of people don't care for the game but i do and thats not the point.

Actually that is exactly the point. Not only do ArmA2 editors not place objects on the map via SQL but an older version of DayZ made ONE THOUSAND SIX HUNDRED config changes... 1600! to default objects. Newer versions are even move invasive and drastically change even more things. These changes can make units or object not even exist anymore or be different objects entirely.

DayZ is not ArmA2 anymore and all questions relating to it should be asked on DayZ forums.

To place objects on the map just open the remaining MP editor (since DayZ removed the Singleplayer Editor everyone uses) and put the buildings where you want them. Due to the massive config changes DayZ makes there's no guarantee that the buildings will exist or that mods which let the editor place them easily will work though. (At least for the OA Power Station it seemed to work OK using that mod on Chernarus, so you might be in luck! Though the preview crashed the editor back to Desert island...)

Edited by kylania

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Last I checked the DayZ mod team gave you the mission and stuff to run the mission, and you ran it on your server. There was no editing involved on your side (I may be wrong).

Also, why (or how) in the world are you using a MySQL DB to place things on the map? I'm quite sure that's how DayZ saves things such as XYZ grid coords, Inventory, Hunger, Thirst, Damage, etc. But the things they place on the map, that are not effected during gameplay (such as sandbags, buildings, etc.) are only edited simply through the Editor like kylania said. And yes, I could only imagine having to get that info from the DB for each object is innefficient, lol.

And yes, any questions regarding the DayZ mod should go on the DayZ forums.

But for information on the arma 2 mission editor you can always check here.

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They will be using a private hive system..

Basically it uses x,y,z coordinates to place vehicles only on the map... the coordinates are usually static and cannot be randomised.

The database generates the vehicles and is called using some sort of perl script..

Basically, if you want extra buildings, do as kylania says..

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They will be using a private hive system..

My point exactly. There are no "private hive systems" or "cheat engines" or perl scripts in ArmA2 so asking questions about such things on ArmA2 forums is an exercise in futility, even if the game is started from arma2oa.exe.

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Did a little research on Apache Hive. Apparently it is similar to MySQL but allows for multiple insertions of data and drawing data through tables using select commands. Seems to make it easier for arma to use it, good call by the DayZ devs.

But again, I still don't even remotely know how DayZ server hosting works, much the same with a lot of people here. Questions like this would be better answered by people who you know play the game and who you know host these kinds of servers. While we don't discredit you for liking the mod (as the OP assumed in the first post), we are just trying to point you in the right direction :)

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Well I'm also working on something like the OP does and I'm using the Editor to place the objects/triggers/whatnot into the Chernarus-Map and save the Mission as an User-Mission. Afterwards I simply merge my mission.sqm with the one provided in DayZ (Server). It's not a pretty thing to do but it works.

Overall it's a pain in the ass because the facts the posters above already depicted - and the thing is: you won't get your hands on the official server-pbo from DayZ and talk about modifying it unless you use some private hive and if you do, the forum/blog of the devs who created the prvate server is your place to go in order to ask questions :)

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My question. At the moment i am editing cherno. We are using the method of MySQL and placing sandbags down and changing them into buildings. Its a very long process and their has to be a way that's faster and more efficient then that.

I'm use built-in 3D-Editor (Alt-E) with original Chernarus map.

After you save mission in editor you have new folder "*saved_mission_name*.Chernarus" inside "Documents\ArmA 2 Other Profiles\*your_ingame_nick*\Missions" folder with two files inside - "mission.biedi" and "mission.sqf" - both of them can be opened with text editor and contains coordinates and azimut for placed buildings:

c86a622fb6c49c83f6158c6028d0979f.jpeg ebc050af9b32785a0dc67cc6fcfd0ea9.jpeg

Not all DayZ buildings exist in object list, so i use some workaround:

- place any building from list (Vehicle menu, Misc, Land_Hlidac_Budka_EP1 for example).

- save mission.

- Alt-Tab from editor and open both mission files in text editor, then change names of building in both files to DayZ-related (Land_Hlidac_Budka_EP1 to Land_Mil_Barracks_i for example) and save.

- Alt-Tab to editor and load mission - building is changed to non-listed )

- move, rotate, etc then save again.

- open "mission.biedi" in text editor and copy/paste coordinates to DayZ buildings table.

(I have to workaround forum limitation to post images in first post - sorry for that, but i hate non-informative posting only for post counter.)

Edited by Andrakann

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