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Rotzloch

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    Rotzloch reacted to Zupa in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Plot Management 2.1 With Object Counter
     


    By Zupa & rosska85 


    Explanation
     
    This scripts adds a dialog to the plotpole where you can add people form the surroundings to your plotpole. They will be able to build for ALWAYS in the radius of that plotpole untill he gets removed from the plotpole. Everyone on the plot can "Manage" the plot. Owner will always be the highest power on the plote.


    If you dont use plotForLife mod and you add yourself to the plot, you will alwyas be able to build even after you die.


    Add yourself in admin list (fn selfactions section), so admin can manage all plots.


    Technical


    The people on the plotpole gets saved to the DB in the gear variable of the plotpole. The friends are in the plotfriends variable.
    [["46446465","Zupa],["456749879","MyLonelyFriend"]


    Maintain Version:


    You can use the maintain version with Default of SingleCurrency version of Epoch. This will allow you to maintain the area in your plot management menu!
    Show the plot area with a fancy dome made by Zero Remorse's Scripter! 
    Preview any cost before it gets spent!


    Credits


    rosska85 : His people saving on the plotpole gear field! Maca: The idea and code inspiration for this public mod Zero Remorse: Great Dome to show plot area.

    Screenshot


    Default Version:




     
    NEW Maintain version:
     



     Installation
     
     

    Files needed:


    https://github.com/DevZupa/PlotManagement


    Download it with the zip button on right side.


     
    Installation Instructions are on the github readme's


    MAINTAIN VERSION 2.1 !:


    Which files are updated:


    plotObjects.sqf (new) initPlotManagement.sqf (udpated) plotManagement.hpp add extra line in compiles.sqf change 1 number in player_build.sqf





    Same as the default but also add
    MaintainPlot = compile preprocessFileLineNumbers "zupa\plotManagement\maintain_area.sqf"; PlotPreview = compile preprocessFileLineNumbers "zupa\plotManagement\plotToggleMarkers.sqf"; PlotObjects = compile preprocessFileLineNumbers "zupa\plotManagement\plotObjects.sqf"; // NEW to your compiles.sqf  after
    if (!isDedicated) then { Now default max range is 30m to check if there are too many objects in one spot. 
    Lets change that to the plotRadius, so my plot menu can show u how many objects ( that can be maintain) are still able to be build.
     
    in player_build.sqf 
     
    look in a IF for:

    nearObjects ["All",30]change that to
    nearObjects ["All",DZE_PlotPole select 0]To change maintani price ( for default very obvious in maintain_area.sqf). for single currency


    change the 1 to any price you want per object.
    _theCost = _count * 1;For example
    _theCost = _count * 150; // 150 coins per object. INFINISTAR:


    Add the following number to the dialogs array:
    711194 AND


    Add
    "PlotManagement" to 
    _cMenu = You've succesfull have plotManagement






    NEW Update 1.1:


    Github updated with file:
    plotNearbyHumans  - ALLPLAYERS.sqf


    Rename to:
    plotNearbyHumans.sqf (overwrite default)


    IF YOU WANT ALL PLAYERS LISTED ON THE LEFT


    New Update 2.0:


    Fixed all players showing in list Added maintain area/ preview area cost/ preview area (in a dome)

    IF you have single currency user the maintain_areaSC as maintain_area ( rename it and delete the other one).


    Important info:
  2. Like
    Rotzloch reacted to 0verHeaT in [Release] Paint Vehicles   
    Description
     
    This script is a public version of the notorious Vehicle Paint script which idea and code are originally 'invented' by maca134.
     
    This mod allows you to retexture any vehicle on your server with any colour you choose.
     
     
    Features
     
       -   Vehicles can be painted in two different colours
       -   Only vehicles with a CharacterID can be painted (Vehicles with key)
       -   Colours will be bound to to the Object(Vehicle) and will be persistent
       -   Colours codes are saved in the Worldspace field in the database
       -   Vehicles can be manually added or removed from an Array in your variables.sqf
     
     
    Screenshots
     



     



     
    FAQ
     
      Q: Will this script be compatible with Plot4Life because it uses the same gap in the database ?
      A: Yes. The colour will only be safed in this gap if the object is a vehicle.
     
      Q: I am not using Zupa's Singley Curreny System. Am I able to use this script as well ?
      A: Yes. The download includes files which are usable with the traditional curreny system.
     
     
    USEFUL:  by raymix
     
     
    Installation
     
     
    Download the required files here
     
      1. Server Files:

     
     
    2. Mission Files



     
    3. Infistar
    Add the number to allowed dialogs
    571113 4. Battleye
    Put this in your publicvariable.txt
    !="PVDZE_veh_Colour" Credits
    Maca134: Made the orginal colour vehicle script. Without his idea of painting vehicles in any colour as well as the style of his dialogs this script would not exist. Zupa: The idea of painting vehicles in two different colours. 
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