[X-CESSIVE] Mr. Sage

New Map....

26 posts in this topic

Looking to use a map that has never had exile on it.  How difficult would this be and does anyone have experience doing such a thing.  I already have traders setup on the map .... just not sure where to go from here.  Any info is appreciated.   Thanks. :)

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You have to create spawn points, trader zones, cement mixer zones for your mission.sqm. You have to place traders and objects for the trader cities. You have to adjust the temperature settings in config.cpp to include the map name. You have to change the map name in the server cfg file. 

That's all. :)

Edited by BetterDeadThanZed
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8 minutes ago, BetterDeadThanZed said:

You have to create spawn points, trader zones, cement mixer zones for your mission.sqm. You have to place traders and objects for the trader cities. You have to adjust the temperature settings in config.cpp to include the map name. You have to change the map name in the server cfg file. 

That's all. :)

Nice!  Awesome thanks bunches guys!  Will look into this and keep ya updated! 

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5 hours ago, BetterDeadThanZed said:

You have to create spawn points, trader zones, cement mixer zones for your mission.sqm. You have to place traders and objects for the trader cities. You have to adjust the temperature settings in config.cpp to include the map name. You have to change the map name in the server cfg file. 

That's all. :)

class CfgExileEnvironment
{
    class Altis 
    {
        class FireFlies
        {
            // 1 = enabled, 0 = disabled
            enable = 0;

            // At this hour fire flies begin to spawn
            startHour = 18;

            // At this hour fire flies stop spawning
            endHour = 4;
        };

        class Anomalies
        {
            // 1 = enabled, 0 = disabled
            enable = 0;

            // At this hour anomalies begin to spawn
            startHour = 19;

            // At this hour anomalies stop spawning
            endHour = 6;
        };

        class Breathing
        {
            // 1 = enabled, 0 = disabled
            enable = 0;
        };

        class Snow
        {
            // 1 = enabled, 0 = disabled
            enable = 0;

            // https://community.bistudio.com/wiki/surfaceType
            surfaces[] = {};
        };

        class Radiation 
        {
            // 1 = enabled, 0 = disabled
            enable = 1;
        };

        class Temperature
        {
            // Temperature in °C for the time of day, per hour
            // Add the first index to the last index, so it is 25 indizes!
            daytimeTemperature[] = {15.93,16.89,18.42,20.40,22.68,25.10,27.48,29.63,31.40,32.66,33.32,33.80,33.80,33.32,32.66,31.40,29.63,27.48,25.10,22.68,20.40,18.42,16.89,15.93,15.93};
        
            // Temperature change in °C when it is 100% overcast
            overcast = -2;

            // Temperature change in °C when it is 100% raining
            rain = -5;

            // Temperature change in °C when it is 100% windy
            wind = -1;

            // Temperature change per 100m altitude in °C
            altitude = -0.5;

            // Difference from the daytime temperature to the water temperature
            water = -5;
        };
    };

    class Namalsk: Altis 
    {
        class FireFlies: FireFlies
        {
            enable = 1;
        };

        class Anomalies: Anomalies
        {
            enable = 1;
        };

        class Breathing: Breathing
        {
            enable = 1;
        };

        class Snow: Snow
        {
            enable = 1;
            surfaces[] = {"#nam_snow"};
        };

        class Radiation: Radiation
        {
            enable = 1;
            contaminatedZones[] = 
            {
                {{3960.14,    8454.75,    152.862},     80,     140},    // Object A1
                {{4974.70,    6632.82,    4.74293},     40,     150},    // Object A2
                {{6487.92,    9302.03,    36.0014},     60,     110}    // Sebjan Chemical Factory
            };
        };

        class Temperature: Temperature
        {
            daytimeTemperature[] = {-2.00,-1.77,-1.12,-0.10,1.24,2.78,4.40,6.00,7.46,8.65,9.50,9.90,9.90,9.50,8.65,7.46,6.00,4.40,2.78,1.24,-0.10,-1.12,-1.77,-2.00,-2.00};
        };
    };

    class Tanoa: Altis
    {
        class FireFlies: FireFlies
        {
            enable = 0;
        };

        class Anomalies: Anomalies
        {
            enable = 0;
        };

        class Breathing: Breathing
        {
            enable = 0;
        };

        class Snow: Snow
        {
            enable = 0;
        };

        class Radiation: Radiation
        {
            enable = 1;
        };

        class Temperature: Temperature
        {
            daytimeTemperature[] = {15.93,16.89,18.42,20.40,22.68,25.10,27.48,29.63,31.40,32.66,33.32,33.80,33.80,33.32,32.66,31.40,29.63,27.48,25.10,22.68,20.40,18.42,16.89,15.93,15.93};
        };
    };
};

 

 

Is this the area you are talking about adding the map name to.  If so what should i do here?

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22 minutes ago, [X-CESSIVE] Mr. Sage said:

Is this the area you are talking about adding the map name to.  If so what should i do here?

Yes. Change Namalsk: Altis to NameOfTheMap: Altis and change the temps, etc to fit your needs. 

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Okay...so i changed the temp settings and that made breathe vapors come from my breathe....no loot or vehicle spawns yet though.   Also the map im using seems to have a lot of chanaurus buildings on it.   Would i need chanaurus exile loot table to get stuff to spawn?

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8 hours ago, [X-CESSIVE] Mr. Sage said:

Okay...so i changed the temp settings and that made breathe vapors come from my breathe....no loot or vehicle spawns yet though.   Also the map im using seems to have a lot of chanaurus buildings on it.   Would i need chanaurus exile loot table to get stuff to spawn?

You'll need loot positions for any and all buildings.

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