BuTTerZeugZ 0 Posted November 2, 2020 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 Share this post Link to post Share on other sites
Liven_28 20 Posted November 3, 2020 It looks like the nav mesh is not updated with the new buildings, maybe you should look at "Nav Mesh Generator" of the Dayz Tools. I don't know how it works but I think it is a good starting point. Share this post Link to post Share on other sites
BuTTerZeugZ 0 Posted November 3, 2020 4 hours ago, Liven_28 said: It looks like the nav mesh is not updated with the new buildings, maybe you should look at "Nav Mesh Generator" of the Dayz Tools. I don't know how it works but I think it is a good starting point. THX Bro, i will test it and repot my results. Share this post Link to post Share on other sites