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Yung teriyaki

ZCP Setup help needed

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Hey guys ! 

Not sure if this is in the right subforum can a mod move it ? 

heres my question im trying to get ZCP to spawn statis missions ONLY in the desert bit of the malden map but as far as i know theres no 

config line for an exact coordinate to make them spawn that way how do i do this ? how do i make ZCP Missions spawn exclusively in the desert 

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2 answers to this question

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You have two option to make them worable on this way if you only want the spawn inside the desert part from malden

then setup

ZCP_Blacklist

define all other areas and there will not spawning there.

 

And yeah sure you can Set exact coordinates for spawning them.

7. line set isStatic to true,

then see Second Line: [10000,19999,0];

Spoiler

[
		"ZCP Alpha", // name (0)
		[[10000,10000,0],[10000,10000,0]], // [[x,y,z],[x,y,z]] if using static location (1)
		["Random","Random","Poptabs","Reputation"], // Reward -> Random, Poptabs, Vehicle, Buildingbox, WeaponBox , BigWeaponBox, SniperWeaponBox (2)
		"alpha", // unique varname -> this gets checked and fixed automaticly on server start ( so don't really worry about it ).
		0, // unique index -> this gets checked and fixed automaticly on server start ( so don't really worry about it ).
		true, // spawnAI on start of the missions ( NEEDS AI system for this ) (5)
		false, // isStatic location ( if true it will take the location specified earlier) (6)
		["ec_audacity.sqf","ec_bravery.sqf","ec_courage.sqf", "ec_defiance.sqf","ec_endurance.sqf","ec_fortitude.sqf","m3e_exoBase1.sqf","m3e_exoBase2.sqf","m3e_exoBase3.sqf"], // baseFile -> Random OR the name of the sqf file OR array of basefiles to choose from ( eg: ["m3e_base1.sqf","m3e_village.sqf"], )
		-1, // capradius if you use a specific static basefile. -> put -1 if you want to use the corresponding one from the ZCP_Capbasses array).
		-1, // max terrainGradient -> when specific static basefile is used (9) -> put -1 if you want to use the corresponding one from the ZCP_Capbasses array).
		-1, // distancefromojects -> when specific static basefile is used (10) -> put -1 if you want to use the corresponding one from the ZCP_Capbasses array).
		300, // captime in seconds for this mission (11)
		4, // Minimum amount of AI at the start of mission (12)
        8, // Maximum amount of AI at start of mission ( If you want it to always be a number change MIN and MAX to the same number. )
        true, // deploy smoke on the circle border when mission is finished (14)
        0, // ammount of seconds to wait before deploying the smokescreen (15)
        0, // ammount of meters outside the circle to place the smoke sources ( 0 is ON the circle border, 50 would be 50 meter outside the border)
		true, // use Waves of AI to attack the base when a player is capping (17)
		[ // array of waves of AI () (18)
			[
				15, // percentage of the cap time to start attack (50 = 50% of the total captime)
				3, // Amount of AI units in a group
				1, // Amount of AI groups
				200, // distance in meter form ZCP for the ai to spawn
				true // false -> all groups from 1 random location, true -> all groups from their own random location
			]
			,
			[
				45, // percentage of the cap time to start attack (50 = 50% of the total captime)
				3, // Amount of AI units in a group
				2, // Amount of AI groups
				200, // distance in meter form ZCP for the ai to spawn
				false // false -> all groups from 1 random location, true -> all groups from their own random location
			]
			,
			[
				60, // percentage of the cap time to start attack (50 = 50% of the total captime)
				3, // Amount of AI units in a group
				2, // Amount of AI groups
				200, // distance in meter form ZCP for the ai to spawn
				true // false -> all groups from 1 random location, true -> all groups from their own random location
			]
		],
		1, // Minimum amount of launchers for starting AI (19)
        2, // Maximum amount of launchers for starting AI (20)
        1, // Minimum amount of launchers for Wave AI (21)
        1,  // Maximum amount of launchers for Wave AI (22)
        ["moderate","random","AWARE", "YELLOW"], // Defender AI settings ['DMS difficulty','DMS gear', 'Behaviour', 'CombatMode'] (23)
        ["moderate","random","AWARE", "YELLOW"], // Wave AI difficulty (24)
        true, // spawn rewards on the ground or in the air after the mission, true -> prespawn them on the ground empty and fill them on completion. / false -> airspawn with parachute.
        false, // City mode. -> Takes a city/village from the map as cappoint and places a flag in the center ( No base file needed ). This ignores the position configs. (26)
        true // Allow spawning of extra objects in the town if sqf file(s) is/are provided. (27)
    ]

 

 

 

 

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8 hours ago, Sgt. ScrapMetal said:

You have two option to make them worable on this way if you only want the spawn inside the desert part from malden

then setup


ZCP_Blacklist

define all other areas and there will not spawning there.

 

And yeah sure you can Set exact coordinates for spawning them.

7. line set isStatic to true,

then see Second Line: [10000,19999,0];

  Reveal hidden contents


[
		"ZCP Alpha", // name (0)
		[[10000,10000,0],[10000,10000,0]], // [[x,y,z],[x,y,z]] if using static location (1)
		["Random","Random","Poptabs","Reputation"], // Reward -> Random, Poptabs, Vehicle, Buildingbox, WeaponBox , BigWeaponBox, SniperWeaponBox (2)
		"alpha", // unique varname -> this gets checked and fixed automaticly on server start ( so don't really worry about it ).
		0, // unique index -> this gets checked and fixed automaticly on server start ( so don't really worry about it ).
		true, // spawnAI on start of the missions ( NEEDS AI system for this ) (5)
		false, // isStatic location ( if true it will take the location specified earlier) (6)
		["ec_audacity.sqf","ec_bravery.sqf","ec_courage.sqf", "ec_defiance.sqf","ec_endurance.sqf","ec_fortitude.sqf","m3e_exoBase1.sqf","m3e_exoBase2.sqf","m3e_exoBase3.sqf"], // baseFile -> Random OR the name of the sqf file OR array of basefiles to choose from ( eg: ["m3e_base1.sqf","m3e_village.sqf"], )
		-1, // capradius if you use a specific static basefile. -> put -1 if you want to use the corresponding one from the ZCP_Capbasses array).
		-1, // max terrainGradient -> when specific static basefile is used (9) -> put -1 if you want to use the corresponding one from the ZCP_Capbasses array).
		-1, // distancefromojects -> when specific static basefile is used (10) -> put -1 if you want to use the corresponding one from the ZCP_Capbasses array).
		300, // captime in seconds for this mission (11)
		4, // Minimum amount of AI at the start of mission (12)
        8, // Maximum amount of AI at start of mission ( If you want it to always be a number change MIN and MAX to the same number. )
        true, // deploy smoke on the circle border when mission is finished (14)
        0, // ammount of seconds to wait before deploying the smokescreen (15)
        0, // ammount of meters outside the circle to place the smoke sources ( 0 is ON the circle border, 50 would be 50 meter outside the border)
		true, // use Waves of AI to attack the base when a player is capping (17)
		[ // array of waves of AI () (18)
			[
				15, // percentage of the cap time to start attack (50 = 50% of the total captime)
				3, // Amount of AI units in a group
				1, // Amount of AI groups
				200, // distance in meter form ZCP for the ai to spawn
				true // false -> all groups from 1 random location, true -> all groups from their own random location
			]
			,
			[
				45, // percentage of the cap time to start attack (50 = 50% of the total captime)
				3, // Amount of AI units in a group
				2, // Amount of AI groups
				200, // distance in meter form ZCP for the ai to spawn
				false // false -> all groups from 1 random location, true -> all groups from their own random location
			]
			,
			[
				60, // percentage of the cap time to start attack (50 = 50% of the total captime)
				3, // Amount of AI units in a group
				2, // Amount of AI groups
				200, // distance in meter form ZCP for the ai to spawn
				true // false -> all groups from 1 random location, true -> all groups from their own random location
			]
		],
		1, // Minimum amount of launchers for starting AI (19)
        2, // Maximum amount of launchers for starting AI (20)
        1, // Minimum amount of launchers for Wave AI (21)
        1,  // Maximum amount of launchers for Wave AI (22)
        ["moderate","random","AWARE", "YELLOW"], // Defender AI settings ['DMS difficulty','DMS gear', 'Behaviour', 'CombatMode'] (23)
        ["moderate","random","AWARE", "YELLOW"], // Wave AI difficulty (24)
        true, // spawn rewards on the ground or in the air after the mission, true -> prespawn them on the ground empty and fill them on completion. / false -> airspawn with parachute.
        false, // City mode. -> Takes a city/village from the map as cappoint and places a flag in the center ( No base file needed ). This ignores the position configs. (26)
        true // Allow spawning of extra objects in the town if sqf file(s) is/are provided. (27)
    ]

 

 

 

 

How does the blacklisting line work ? 

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