TangoTakeDown 3 Posted July 21, 2013 Need help on how to get Skalisty Bridge or how to make it. Help will be appreciated Don't know how to get so yeah please help :D Share this post Link to post Share on other sites
DayzForumer 284 Posted July 21, 2013 (edited) In vanilla there isn't a bridge to skalisty island. Have you been playing Dayz Overwatch lately?Amberhelios has generously answered this question. Edited July 21, 2013 by DayzForumer 1 Share this post Link to post Share on other sites
AmberHelios 2071 Posted July 21, 2013 easiest way is to unpbo your mission file put a folder called buildings create a new file called bridge.sql in that folder in this file put if (isServer) then { _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13225.278, 3431.5159, -6.0489159], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13225.278, 3431.5159, -6.0489159]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13247.008, 3398.5906, -6.1535072], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13247.008, 3398.5906, -6.1535072]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_1", [13203.401, 3464.7751, -6.2994447], [], 0, "CAN_COLLIDE"]; _bldObj setDir 236.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13203.401, 3464.7751, -6.2994447]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13181.671, 3497.7451, -6.1785541], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13181.671, 3497.7451, -6.1785541]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13159.978, 3530.6299, -6.3031154], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13159.978, 3530.6299, -6.3031154]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13138.261, 3563.5496, -5.9914126], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13138.261, 3563.5496, -5.9914126]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13116.587, 3596.4583, -6.1611514], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13116.587, 3596.4583, -6.1611514]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13094.851, 3629.364, -6.0637994], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13094.851, 3629.364, -6.0637994]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_1", [13073.158, 3662.2742, -6.1899328], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13073.158, 3662.2742, -6.1899328]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13051.535, 3695.0833, -6.376471], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13051.535, 3695.0833, -6.376471]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13029.813, 3728.052, -6.1521502], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13029.813, 3728.052, -6.1521502]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; // Control Tower near land (non-lootable) (blinking light). Zombies and loot will not spawn over water._bldObj = objNull;if (true) then{ _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13067.721, 3647.5923, 4.2818656], [], 0, "CAN_COLLIDE"]; _bldObj setDir -303.12695; _bldObj setPos [13067.721, 3647.5923, 4.2818656]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8];}; // Cement block under Control Tower near coast_bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_c", [13061.675, 3654.853, 0.13833603], [], 0, "CAN_COLLIDE"]; _bldObj setDir -33.287552; _bldObj setPos [13061.675, 3654.853, 0.13833603]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; // Grocery on land (lootable)_bldObj = objNull;if (true) then{ _bldObj = createVehicle ["Land_A_GeneralStore_01", [13062.828, 3825.6414, 0.34161228], [], 0, "CAN_COLLIDE"]; _bldObj setDir -32.551853; _bldObj setPos [13062.828, 3825.6414, 0.34161228];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13260.079, 3378.8081, -3.0727394], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13260.079, 3378.8081, -3.0727394]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; // Industrial Hangar on land_bldObj = objNull;if (true) then{ _bldObj = createVehicle ["Land_Hangar_2", [13013.877, 3793.1804, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _bldObj setDir -33.153507; _bldObj setPos [13013.877, 3793.1804, 3.8146973e-006];}; // Control Tower near Island (non-lootable) (blinking light at night). Zombies and loot will not spawn over water._bldObj = objNull;if (true) then{ _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13209.424, 3478.5696, 2.103996], [], 0, "CAN_COLLIDE"]; _bldObj setDir -484.14117; _bldObj setPos [13209.424, 3478.5696, 2.103996]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8];}; // Cement block under Control Tower near Island_bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_c", [13214.373, 3472.0823, -3.8479133], [], 0, "CAN_COLLIDE"]; _bldObj setDir -213.288; _bldObj setPos [13214.373, 3472.0823, -3.8479133]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; // Spinning Radar on coast_bldObj = objNull;if (true) then{ _bldObj = createVehicle ["TK_GUE_WarfareBAntiAirRadar_Base_EP1", [13293.171, 3955.2397, 0.016692447], [], 0, "CAN_COLLIDE"]; _bldObj setDir -323.84015; _bldObj setPos [13293.171, 3955.2397, 0.016692447];}; // Pallet of boards on bridge (mid way protection)_bldObj = objNull;if (true) then{ _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13158.683, 3537.4517, 3.5], [], 0, "CAN_COLLIDE"]; _bldObj setDir -35.139294; _bldObj setPos [13158.683, 3537.4517, 3.5]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5];}; // Pallet of boards on bridge (mid way protection)_bldObj = objNull;if (true) then{ _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13111.459, 3599.3118, 3.5], [], 0, "CAN_COLLIDE"]; _bldObj setDir -215.18845; _bldObj setPos [13111.459, 3599.3118, 3.5]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5];}; };open init.sqf and add this to the very bottom [] execVM "buildings\bridge.sqf"; re pbo your file and your good to go 4 Share this post Link to post Share on other sites
DayzForumer 284 Posted July 21, 2013 (edited) easiest way is to unpbo your mission file put a folder called buildings create a new file called bridge.sql in that folder in this file put -snip-open init.sqf and add this to the very bottom [] execVM "buildings\bridge.sqf"; re pbo your file and your good to go Someone is a veteran. :P Edited July 21, 2013 by DayzForumer 3 Share this post Link to post Share on other sites
AmberHelios 2071 Posted July 21, 2013 Someone is a veteran. :P aye i've been at it a long time :) here and other places 1 Share this post Link to post Share on other sites
Steak and Potatoes 13480 Posted July 21, 2013 Not fair ninja stallion, not fair :) 2 Share this post Link to post Share on other sites
AmberHelios 2071 Posted July 21, 2013 You will miss me when i'm gone steakums 3 Share this post Link to post Share on other sites
DayzForumer 284 Posted July 21, 2013 The bridge should look like this: 3 Share this post Link to post Share on other sites
Steak and Potatoes 13480 Posted July 21, 2013 You will miss me when i'm gone steakums The bridge should look like this: I don't know whats more beautiful Ninja Stallion or a completed bridge with a scenic view. 2 Share this post Link to post Share on other sites
AmberHelios 2071 Posted July 21, 2013 They are both beautiful baby, both poetry in motion 2 Share this post Link to post Share on other sites
TangoTakeDown 3 Posted July 21, 2013 lol had fun time reading your guys comments :D Thank You Very Much! 2 Share this post Link to post Share on other sites
AmberHelios 2071 Posted July 21, 2013 Anytime boss enjoy your newfound bridge any problems feel free to pm me 2 Share this post Link to post Share on other sites
TangoTakeDown 3 Posted July 22, 2013 Anytime boss enjoy your newfound bridge any problems feel free to pm me Alrighty :D 1 Share this post Link to post Share on other sites
Uncle Zed 272 Posted July 22, 2013 opendayz.net is a great place for mods for Dayz... http://opendayz.net/threads/excelsior-bridge-chernarus.9221/ Share this post Link to post Share on other sites