BuTTerZeugZ
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THX Bro, i will test it and repot my results.
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BuTTerZeugZ started following Z´s walk through custom building, need help.
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maybe it is a very stuiped problem but i cant find a fix for that, so i hope you can help. I did spawn a few buildings on my server with this code in my init.c //Spawn helper function void SpawnObject( string type, vector position, vector orientation ) { auto obj = GetGame().CreateObject( type, position ); obj.SetPosition( position ); obj.SetOrientation( orientation ); obj.SetOrientation( obj.GetOrientation() ); //Collision fix obj.Update(); obj.SetAffectPathgraph( true, false ); if( obj.CanAffectPathgraph() ) GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, obj ); } void main() { //INIT WEATHER BEFORE ECONOMY INIT------------------------ Weather weather = g_Game.GetWeather(); weather.MissionWeather(false); // false = use weather controller from Weather.c weather.GetOvercast().SetLimits( 0.3 , 1.0 ); weather.GetRain().SetLimits(0.0, 0.5); weather.GetFog().SetLimits(0.1, 0.28); weather.GetOvercast().SetForecastChangeLimits(1.0, 1.0); weather.GetRain().SetForecastChangeLimits(0.0, 0.06); weather.GetFog().SetForecastChangeLimits(0.10, 0.30); weather.GetOvercast().SetForecastTimeLimits(1800, 1800); weather.GetRain().SetForecastTimeLimits(250, 500); weather.GetFog().SetForecastTimeLimits(1800, 1800); weather.GetOvercast().Set(Math.RandomFloatInclusive(0.3, 0.4), 0, 0); weather.GetRain().Set(Math.RandomFloatInclusive(0.0, 0.2), 0, 0); weather.GetFog().Set(Math.RandomFloatInclusive(0, 1), 0, 0); weather.SetWindMaximumSpeed(30); weather.SetWindFunctionParams(0.1, 1.0, 50); //INIT ECONOMY-------------------------------------- Hive ce = CreateHive(); if ( ce ) ce.InitOffline(); //ALUHUT Schilder SpawnObject( "land_billboard_1_ml", "6423.720215 9.570000 2713.739990", "-76.000000 0.000000 0.000000" ); ... all my customs stuff ... SpawnObject( "Land_Wreck_Uaz", "13278.871094 67.072304 11867.122070", "0.000000 14.999999 0.000000" ); //GetCEApi().ExportProxyData( "7500 0 7500", 20000 ); //Center of map, radius of how far to go out and find buildings. //DATE RESET AFTER ECONOMY INIT------------------------- int year, month, day, hour, minute; int reset_month = 9, reset_day = 20; GetGame().GetWorld().GetDate(year, month, day, hour, minute); if ((month == reset_month) && (day < reset_day)) { GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute); } else { if ((month == reset_month + 1) && (day > reset_day)) { GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute); } else { if ((month < reset_month) || (month > reset_month + 1)) { GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute); } } } } class CustomMission: MissionServer { void SetRandomHealth(EntityAI itemEnt) { if ( itemEnt ) { float rndHlt = Math.RandomFloat( 0.25, 0.65 ); itemEnt.SetHealth01( "", "", rndHlt ); } } override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { Entity playerEnt; playerEnt = GetGame().CreatePlayer( identity, characterName, pos, 0, "NONE" ); Class.CastTo( m_player, playerEnt ); GetGame().SelectPlayer( identity, m_player ); return m_player; } override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { EntityAI itemClothing; EntityAI itemEnt; ItemBase itemBs; float rand; itemClothing = player.FindAttachmentBySlotName( "Body" ); if ( itemClothing ) { SetRandomHealth( itemClothing ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Rag" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.SetQuantity( 4 ); SetRandomHealth( itemEnt ); string chemlightArray[] = { "Chemlight_White", "Chemlight_Yellow", "Chemlight_Green", "Chemlight_Red" }; int rndIndex = Math.RandomInt( 0, 4 ); itemEnt = itemClothing.GetInventory().CreateInInventory( chemlightArray[rndIndex] ); SetRandomHealth( itemEnt ); rand = Math.RandomFloatInclusive( 0.0, 1.0 ); if ( rand < 0.35 ) itemEnt = player.GetInventory().CreateInInventory( "Apple" ); else if ( rand > 0.65 ) itemEnt = player.GetInventory().CreateInInventory( "Pear" ); else itemEnt = player.GetInventory().CreateInInventory( "Plum" ); SetRandomHealth( itemEnt ); } itemClothing = player.FindAttachmentBySlotName( "Legs" ); if ( itemClothing ) SetRandomHealth( itemClothing ); itemClothing = player.FindAttachmentBySlotName( "Feet" ); if ( itemClothing ) SetRandomHealth( itemClothing ); } }; Mission CreateCustomMission(string path) { return new CustomMission(); } It all spawns perfect and works fine BUT when a Z is coming he can walk through the buildings. I did make an extra Zombievent with an extra territorium but still not working. Plz Help