DayZ
SkalistyBridge
98 Comments
TecPlay_BR 2 Jun @ 9:36pm 
I like this mod, beautifull job:steamthis:
Savaena 25 Apr @ 11:47pm 
I'm having the exact same issue as Stephane. I'm using builderitems with the servermod method. I am not using any expansion mods.
Laro 27 Sep, 2023 @ 12:14pm 
@Nitrix_Spain can i change it a little bit for my server?
Nitrix_Spain  [author] 23 Apr, 2023 @ 2:15am 
@Tenshi
Tested and it works fine, the problem may come if you are using Expansion, it doesn't happen to everyone who uses Expansion.
Pavle 22 Apr, 2023 @ 8:20pm 
think 1.20 broke most of them, having same issue with cliping trough water
Herb Ink Entertainment 24 Jan, 2023 @ 5:35pm 
what would be the reason i cant walk out to parts of add-on from this i fall into the water instead?
PhantomX 14 Jan, 2023 @ 10:58am 
would this be available as a 'dze' to use with editor? I keep getting script error on startup following your directions.
DarkIntent 14 Jan, 2023 @ 12:59am 
@Nitrix_Spain, Step 2 of your instructions for installing the bridge. "2. include the following line above your init.c" What do you mean exactly? confusing
_Papaj_Chuligan_ 17 Aug, 2022 @ 9:27am 
Hi, you are great. Job well done
Nitrix_Spain  [author] 15 Jun, 2022 @ 12:56am 
@[WP]Goro
yes
[WP]Goro 14 Jun, 2022 @ 5:00am 
can i repack this into a server pack mod?
soap 20 Apr, 2022 @ 1:10am 
if u use these as mods instead of adding to init.c u use them as server mods correct? the skalisty bridge, prison, biathalon, bunker, and airstrip yea?
Dampiir 13 Jan, 2022 @ 8:37pm 
Oh wait I think I know what I did, I have the mod loaded AND have done the init.c method... oops
Dampiir 13 Jan, 2022 @ 8:34pm 
I'm also getting double of everything spawning. All buildings are duped so you have to open 2 doors to enter buildings. What did I do wrong?
pnthr86 23 Dec, 2021 @ 12:03am 
you can also just put in all the objects from the init c into an existing init you have made in your editor then convert it to dze
RoBTBoB 18 Dec, 2021 @ 3:01am 
Thanks heaps for the work on this, the bridge & loot is working great, looks fantastic! I also learnt how to get the server to re-scan for houses to place loot! So yeah, bloody awesome, thanks :-)
Odinson 10 Jun, 2021 @ 12:56pm 
So I added the MOD to my server and the buildings are there, but the bridge itself is not. Is this common or is there a FIX? I didn't use the INIT.C because I am still fairly new to coding and everytime I follow the instructions and do it, it crashes the server.
ImThatGuyDavid1 9 Jun, 2021 @ 4:06pm 
@Nitrix_Spain May i use your mods on my monetized server? Nothing will be repacked and none of your mods will be used for monetization.
Fenn Rau 16 Apr, 2021 @ 7:46pm 
I got the buildings spawning double of everything do u know what would cause this
M4J0R H4CKIT 2 Apr, 2021 @ 12:02pm 
installed and working perfect! would it be possible to add a trader to the island?
Bacchus 29 Mar, 2021 @ 10:06pm 
How do i get items to spawn in the buildings?
Bacchus 29 Mar, 2021 @ 10:05pm 
This is a fantastic MOD, incredible detail. Im very impressed with your hard work bro. Thank you.
Knightmare 26 Feb, 2021 @ 5:45am 
Got it working, amazing bridge with great attention to details! Thank you for sharing <3
76561199026988132 9 Feb, 2021 @ 3:50pm 
Hi i am looking to monetize my server Using your mod We love using your mod and would very much appreciate if we could use this i will be fully following BI Monetization rules and will not be selling anything to do with your mod!

Thanks TheLivingDayZ
Nitrix_Spain  [author] 28 Dec, 2020 @ 11:41pm 
@Arsiano1950

Verify that you have the correct "Spawn helper function" in step 3 of the instructions in your init.c
Use as Mod:
"-servermod=@SkalistyBridge;"
Arsiano1950 25 Dec, 2020 @ 2:33am 
Hello there,i have Winter Chernarus mod on my server..i want to use Skalisty Bridge too..so my Skalisty Island would be a toxic zone..if the map is winter,does it make any change?and ofc..as i understood there are 2 ways of using this mod..installing the mod ..or changing the init.c?if i install the mod,do i need to do anything at all?cause your explanations isnt that in order..it would be good if you can paste original complete init.c like a example..and we can do on ourself form there on..
surviv0r1969 23 Nov, 2020 @ 4:41pm 
cant get on the bridge, shame as you your priison bridge and works fine
Stéphane 26 Sep, 2020 @ 3:22am 
@GODSQUAD i've switched to another mod fr this bridge
Dutch 25 Apr, 2020 @ 11:11pm 
mod is not working...
Drxz 11 Apr, 2020 @ 6:36am 
Same with God ? Stéphane.
Godsquad 8 Apr, 2020 @ 5:29am 
@Stéphane you find the solution with this ? i have the same !
Godsquad 8 Apr, 2020 @ 5:18am 
i have the same problem with stephane !
Stéphane 27 Mar, 2020 @ 1:43pm 
Hi, I've issue with this mod in @mod mode not init.c : bridge seem have bad location and bad end : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2037640851
Madmartigan 22 Mar, 2020 @ 6:32am 
very nice work !! perfect
Nitrix_Spain  [author] 2 Mar, 2020 @ 7:57am 
@Tang0

Yes, it's strange, I'm glad it works for you
Tang0 2 Mar, 2020 @ 7:20am 
yes calling from init.c, those 2 line look perfect but it only runs when i remove them, added the 2 missing parts at the end of the file from offline editor and it works fine, really strange this, love the Bridge btw :)
Nitrix_Spain  [author] 2 Mar, 2020 @ 1:02am 
@Tang0

How is the bridge running?
The objects placed in the init.c
Calling the file from init.c
Tang0 1 Mar, 2020 @ 3:05pm 
when running offline these 2 lines i found causes the issues, if i readded those again in editor at end of file it is fune

line 63 SpawnObject( "bldr_pier_concrete2", "13620.440430 -19.177750 4374.859863", "-163.999985 0.000000 0.000000" );
line 119 SpawnObject( "bldr_bridge_metal_25", "14040.666992 -3.330000 3769.839600", "-11.000000 0.000000 0.000000" );
Nitrix_Spain  [author] 13 Jan, 2020 @ 4:59am 
@C1aSSicN00B
Verify that you have the correct "Spawn helper function" in step 3 of the instructions in your init.c
C1aSSicN00B 13 Jan, 2020 @ 2:02am 
me too. I try it in the Offline tool. It crash everytime
Nitrix_Spain  [author] 12 Jan, 2020 @ 6:47am 
@slv` | www.dayz-tlb.com/discord/

With the init.c method it works perfectly
Are you running more locations from your init.c?
Pastebin of your init.c please
slv 12 Jan, 2020 @ 3:34am 
Just used the direct init.c method, server keeps crashing.
Nitrix_Spain  [author] 5 Jan, 2020 @ 5:56am 
@Uncle Zed
Yes, that bridge is destroyed, the good one is later Solnichy direction
Nitrix_Spain  [author] 5 Jan, 2020 @ 12:05am 
@Uncle Zed
No, the link leads to my home steam
Zed 4 Jan, 2020 @ 2:39pm 
What I meant is that the bridge is destroyed... this is using the mod method, not the init.c. Did you look at the screenshots?
Nitrix_Spain  [author] 4 Jan, 2020 @ 1:35pm 
@Uncle Zed
What do you mean? a little broken if this, it could be full of grass hanging from the irons, more garbage and things like that, the problem that before by the init.c method could not put many objects because the server had an error and closed, but now I can put many more objects without worrying about the quantity,
In time I will modify my locations.
Zed 4 Jan, 2020 @ 12:40pm 
I'm guess this isn't supposed to look like a post apocalyptic bridge? https://steamhost.cn/steamcommunity_com/id/unclezed/home/
One Shot 27 Nov, 2019 @ 3:11am 
ok so to anyone using this, I have got it working.

I added the spawn objects staright to my init.c file as if you was using Community offline mode but it should still work as per instruction.

I think the main issue that people may have is you dont need to add this mod to your server, there is no key for mod, all you need is the objects which is provided in the mod files.
One Shot 26 Nov, 2019 @ 4:32pm 
this is mine



//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 );
}