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Tested and it works fine, the problem may come if you are using Expansion, it doesn't happen to everyone who uses Expansion.
yes
Thanks TheLivingDayZ
Verify that you have the correct "Spawn helper function" in step 3 of the instructions in your init.c
Use as Mod:
"-servermod=@SkalistyBridge;"
Yes, it's strange, I'm glad it works for you
How is the bridge running?
The objects placed in the init.c
Calling the file from init.c
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" );
Verify that you have the correct "Spawn helper function" in step 3 of the instructions in your init.c
With the init.c method it works perfectly
Are you running more locations from your init.c?
Pastebin of your init.c please
Yes, that bridge is destroyed, the good one is later Solnichy direction
No, the link leads to my home steam
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.
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.
//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 );
}