DayZ
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Chernarus Islands (1.07 The mod is currently buggy.)
   
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Type: Mod, Server
Mod Type: Props, Terrain
File Size
Posted
Updated
108.532 MB
Jun 9, 2019 @ 1:42am
Jun 9, 2019 @ 2:37am
2 Change Notes ( view )

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Chernarus Islands (1.07 The mod is currently buggy.)

Description
This mod adds new islands to Chernarus.

This is a constant development. Please stop by on the mod every day or come on my Discord.

If you use a workshop update tool, this will not update the mod for your server. You need to write in each update by hand.

This is a server mod. You need builderitems on your server.





How do I activate the mod?[/b]

Instructions for players: Subscribe to both @Chernarus Islands AND @Builder Items Load @Builder Items when starting DayZ - that is all you need to do! Instructions for server owners- How to add all the caves to your server. can recommend to have Notepad++ 1. Subscribe to the Steam Workshop Chernarus Islands 2. Subscribe and add @BuilderItems to your server then add @BuilderItems to your server start.bat -------------------------------------------------------------------------------------------------------------------------------- 3. Open @Chernarus Islands usually found at: C:\Program Files (x86)\Steam\SteamApps\common\DayZ\!Workshop\@Chernarus Islands 4. Copy container.c,island01.c,island02.c,islandmili.c and prisonship.c into your mission folder ( the folder where Init.c is located ) -------------------------------------------------------------------------------------------------------------------------------- 5. Now add : void SpawnObject(string objectName, vector position, vector orientation) { Object obj; obj = Object.Cast(GetGame().CreateObject(objectName, "0 0 0")); obj.SetPosition(position); obj.SetOrientation(orientation); // Force update collisions if (obj.CanAffectPathgraph()) { obj.SetAffectPathgraph(true, false); GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(GetGame().UpdatePathgraphRegionByObject, 100, false, obj); } } #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\prisonship.c" #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\island01.c" #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\island02.c" #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\container.c" #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\islandmili.c" to your Init.c file at the very top before the line : void main() { -------------------------------------------------------------------------------------------------------------------------------- 6. inside Init.c Include this line at the end of void main before the last } prisonship(); island01(); island02(); container(); islandmili(); -------------------------------------------------------------------------------------------------------------------------------- 7. your Init.c should look something like this... -------- !! Below only for reference !! ---------- void SpawnObject(string objectName, vector position, vector orientation) { Object obj; obj = Object.Cast(GetGame().CreateObject(objectName, "0 0 0")); obj.SetPosition(position); obj.SetOrientation(orientation); // Force update collisions if (obj.CanAffectPathgraph()) { obj.SetAffectPathgraph(true, false); GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(GetGame().UpdatePathgraphRegionByObject, 100, false, obj); } } #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\container.c" #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\island01.c" #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\island02.c" #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\prisonship.c" #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\islandmili.c" void main() { //INIT WEATHER BEFORE ECONOMY INIT------------------------ Weather weather = g_Game.GetWeather(); weather.MissionWeather(false); // false = use weather controller from Weather.c weather.GetOvercast().Set( Math.RandomFloatInclusive(0.4, 0.6), 1, 0); weather.GetRain().Set( 0, 0, 1); weather.GetFog().Set( Math.RandomFloatInclusive(0.05, 0.1), 1, 0); //INIT ECONOMY-------------------------------------- Hive ce = CreateHive(); if ( ce ) ce.InitOffline(); //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); } } } prisonship(); island01(); island02(); container(); islandmili(); } ---------------------------------------------------------------------------------------------------------- 8. Copy "//GetCEApi().ExportProxyData("7500 0 7500", 10000); //Centre of map, radius of how far to go out and find buildings." Into your Init.c under your prisonship(); island01(); island02(); container(); islandmili(); -------- !! Below only for reference !! ---------- prisonship(); island01(); island02(); container(); islandmili(); //GetCEApi().ExportProxyData("7500 0 7500", 10000); //Centre of map, radius of how far to go out and find buildings. ---------------------------------------------------------------------------------------------------------- 9. Remove the // from the "GetCEApi().ExportProxyData" command. (This command thus ensures loot spawnt on the new islands) ---------------------------------------------------------------------------------------------------------- 10. Restart the server once and drive it down again! ---------------------------------------------------------------------------------------------------------- 11. Go to "mpmissions/dayzOffline.chernarusplus/storage_1/export" and copy the "mapgrouppos.xml " Please insert them into your server in the "mpmission" ---------------------------------------------------------------------------------------------------------- 12. Write in your Init.c the // before the "GetTesting (). ExportProxyData" command again. ---------------------------------------------------------------------------------------------------------- 13. Restart the server!

Future plans?[/b]

I would like to add 12 more islands.

Suggestions or bugs?[/b]



Support Discord: https://discord.gg/SnQEbwf

Popular Discussions View All (3)
2
Jul 28, 2019 @ 2:19pm
ERROR
Военком
0
Jul 1, 2019 @ 1:23am
PINNED: 1.04 FIX !
Streider
0
Aug 3, 2019 @ 8:33am
Don`t get export folder
N8W8
83 Comments
Shaggoth (Ищезаяц) Sep 24, 2024 @ 1:42pm 
sure, it was updated only almost 6 years ago.
and has 1.04 dayz patch fix.
NoobPick Sep 24, 2024 @ 11:14am 
mod working and up to date?
lifestinks38 Apr 1, 2024 @ 9:58am 
Is there still totation issues and does this work with the currwnt rev of dayz?
Moby D Nov 11, 2023 @ 11:05pm 
does this work with winter chernarus by chance? or rather will the tiles come up snow or grass? if anyone knows its greatly appreciated, cause this looks amazing!!!
Ingal Aug 14, 2023 @ 8:15am 
Do you still have issues with rotation with this mod, or does it work now? Really interested in this mod. But not if it's bugged.

Thanks in advanced.
MangoAU Jun 11, 2023 @ 12:30pm 
Is this mod 1.21 compatible? Cheers.
ryan_shenette Apr 9, 2023 @ 7:33am 
Mack-2020 i would love some copies of the .map files for my server if you could
Streider  [author] Feb 25, 2023 @ 6:18pm 
With the 1.7 update they changed the rotations of certain objects and so the mod was bugged. This changed the XYZ axes at the center and the objects were on their side or upside down.

I also have other small mods (cave mod) where I always give support and there is not enough time for a single person to keep all mods up to date.
Old_Wild_Lynx Feb 25, 2023 @ 2:02pm 
If you have the "normal" editor save, they will be ".dze". If you still have them and don't mind that others use it (with credits, of course), you could give those out, until you fix the mod. Maybe someone could be interested in the model, and fix the rest themselves. That honestly, I didn't understand what exactly would be the problem with this mod, I don't know programming in "C" and for translations I have to use Google.
Streider  [author] Feb 25, 2023 @ 8:29am 
I would have to look at that first. But it would have to be the usual editor file when saving.