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Graz

Inputting Mission.sqm into an addon

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I've been recently given a LARGE (6-7mb) mission.sqm.

The bulk is objects (wreckage, smoke, military buildings) and I remembered that rocket added a ton of junk to the chernarus map without using the mission.sqm to do it.

7mb is way too big for a mission file, does anyone know how to turn the terrain changes into an addon? That way it only needs to be downloaded once and save a ton of bandwidth / performance.

while I'm here, has anyone come accross a good permanent fire object/addon? I would like to make some buildings look like they are burning :)

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7mb is alright for a mission file. I run an MSO Server and the mission files range from 6-10 mbs. You only have to download it once. Unless you change something.

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Yes, on the client side the mission is saved in a side directory and unless the mission is changed (on the server) then the client does not have to download again.

As for changing a mission.sqm file to an addon (it would have to be a config and a script), not impossible, but not easy (hours and hours of boring copy/paste/translate).

All the (100's) object/XYZ position text from the sqm wouldnt be easily translated into a Createvehicle/XYZ script ...... unless someone's already made a translation program ........

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That's a bit disappointing, but there is some light.

I wouldn't say I'm a fan of hours of boring, but I'm very interested in adding some more mission specific stuff into my Celle map and I'm strongly against altering moondkalbs map. Is the town generator an alternative?

If not is the way to do this: create a map-enhancement.sqf and create vehicles with copy+pasted positions?

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Graz,

You can create an addOn that replaces CfgTownGenerator with your own towns and objects; you should just need a config.cpp that overrides (rather than adds to) the CfgTownGenerator class (so that the Chernarus towns aren't there), and an entry in CfgPatches >> your_addon_name >> requiredAddons to ensure that your config.cpp entries override the DayZ ones.

(And JollyResQ and Gnat, the DayZ people are used to 200Kb mission files, and there's morons running around in that community saying that you should never download a large mission file from a DayZ server because they lead to BattlEye bans)

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... the DayZ people are used to 200Kb mission files, and there's morons running around in that community saying that you should never download a large mission file from a DayZ server because they lead to BattlEye bans)

Oh! Thanks for the info.

As you said, morons.

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Graz,

You can create an addOn that replaces CfgTownGenerator with your own towns and objects; you should just need a config.cpp that overrides (rather than adds to) the CfgTownGenerator class (so that the Chernarus towns aren't there), and an entry in CfgPatches >> your_addon_name >> requiredAddons to ensure that your config.cpp entries override the DayZ ones.

(And JollyResQ and Gnat, the DayZ people are used to 200Kb mission files, and there's morons running around in that community saying that you should never download a large mission file from a DayZ server because they lead to BattlEye bans)

Thanks for the heads up Ian, looks like I have some work to do!!!

The main reason I wanted an addon is so that it's streamlined, the number of people that run the map is a few thousand and as an addon it's much more stable.

The map I'm using is Celle and it's very 'clean' for a town that's been ravaged by war!

As a point of interested, if I did build a military camp in the cfgTownGenerator will the buildings come up on the in game map?

How can I toggle stuff to show in the map? I'd like most of it to show up, but there's a plant I wouldn't mind being unmarked!

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I also had an additional question. The cfgTownGenerator looks very similar to the mission file output, does anyone know a good conversion tool or parse script?

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