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oOSmokyOo

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  1. Like
    oOSmokyOo got a reaction from unrealPANDA in [Release] Deploy Bike Extendet   
    Hello Community, i have built something.
     
    Deploy Bike Extendet       [updated 02.04.2014]
    (Tested on DayZ Epoch 1.0.4.2a with  infiStar Antihax )
     
    With this Script you can deploy Bike, Moped, Mozzie and a Little Bird!
     
     
    Quick Install Instructions:
     
    1.Download and unpack the attacht Zip Archive.
     
     
    2. Open your Mission.pbo and copy the deployables folder in it.
     
     
    3. Open your "Custom" variables an find this line:
    DZE_safeVehicle = ["ParachuteWest","ParachuteC"]; and replace with this:
    DZE_safeVehicle = ["MH6J_EP1","CSJ_GyroC","TT650_Civ","MMT_Civ","ParachuteWest","ParachuteC"];​ repack your Custom varibles.sqf
     
     
    4. Open your custom fn_selfActions.sqf and ad at the VERY BOTTOM this:
    //--------------------------------------Deploy Bike---------------------------------- //-----------------------------------------Start-------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isBike = typeOf cursorTarget in ["MMT_Civ"]; //BIKE DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartWheel" in _mags && "PartWheel" in _mags) then { hasBikeItem = true; } else { hasBikeItem = false;}; if((speed player <= 1) && hasBikeItem && _canDo) then { if (s_player_deploybike < 0) then { s_player_deploybike = player addaction[("<t color="#4eff00"">" + ("Deploy Bike") +"</t>"),"deployables\mtbike\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybike; s_player_deploybike = -1; }; //PACK BIKE if((_isBike && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploybike2 < 0) then { s_player_deploybike2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Bike") +"</t>"),"deployables\mtbike\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybike2; s_player_deploybike2 = -1; }; //--------------------------------------Deploy Bike---------------------------------- //------------------------------------------End-------------------------------------- //--------------------------------------Deploy Moped---------------------------------- //------------------------------------------Start------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isMoped = typeOf cursorTarget in ["TT650_Civ"]; //MOPED DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "PartWheel" in _mags && "PartWheel" in _mags) then { hasMopedItem = true; } else { hasMopedItem = false;}; if((speed player <= 1) && hasMopedItem && _canDo) then { if (s_player_deploymoped < 0) then { s_player_deploymoped = player addaction[("<t color="#4eff00"">" + ("Deploy Moped") +"</t>"),"deployables\moped\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymoped; s_player_deploymoped = -1; }; //PACK MOPED if((_isMoped && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploymoped2 < 0) then { s_player_deploymoped2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Moped") +"</t>"),"deployables\moped\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymoped2; s_player_deploymoped2 = -1; }; //--------------------------------------Deploy Moped----------------------------------- //-------------------------------------------End--------------------------------------- //--------------------------------------Deploy Mozzie---------------------------------- //------------------------------------------Start-------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isMozzie = typeOf cursorTarget in ["CSJ_GyroC"]; //MOZZIE DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "ItemJerrycan" in _mags && "PartVRotor" in _mags) then { hasMozzieItem = true; } else { hasMozzieItem = false;}; if((speed player <= 1) && hasMozzieItem && _canDo) then { if (s_player_deploymozzie < 0) then { s_player_deploymozzie = player addaction[("<t color="#4eff00"">" + ("Deploy Mozzie") +"</t>"),"deployables\mozzie\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymozzie; s_player_deploymozzie = -1; }; //PACK MOZZIE if((_isMozzie && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploymozzie2 < 0) then { s_player_deploymozzie2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Mozzie") +"</t>"),"deployables\mozzie\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymozzie2; s_player_deploymozzie2 = -1; }; //--------------------------------------Deploy Mozzie----------------------------------- //--------------------------------------------End--------------------------------------- //--------------------------------------Deploy Little Bird----------------------------- //---------------------------------------------Start----------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isBird = typeOf cursorTarget in ["MH6J_EP1"]; //BIRD DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "PartFueltank" in _mags && "PartVRotor" in _mags && "ItemFuelBarrel" in _mags && "PartGlass" in _mags && "PartGlass" in _mags) then { hasBirdItem = true; } else { hasBirdItem = false;}; if((speed player <= 1) && hasBirdItem && _canDo) then { if (s_player_deploybird < 0) then { s_player_deploybird = player addaction[("<t color="#4eff00"">" + ("Deploy Little Bird") +"</t>"),"deployables\bird\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybird; s_player_deploybird = -1; }; //PACK BIRD if((_isBird && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploybird2 < 0) then { s_player_deploybird2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Little Bird") +"</t>"),"deployables\bird\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybird2; s_player_deploybird2 = -1; }; //--------------------------------------Deploy Little Bird---------------------------------- //-----------------------------------------------End----------------------------------------​ Repack your Custom fn_selfActions.sqf
     
    Upload your Mission.pbo to your Server.
     
    Restart your Server and have Fun  ;)
     
     
    Deploy Recipes:
     
     
    Bike:
    1x Part Generic 2x Part Wheel  
    Moped:
    2x Part Generic 2x Part Wheel 1x Engine Part  
    Mozzie:
    2x Part Generic 1x Part Engine 1x Item Jerrycan (Full) 1x Main Rotor ​
    Little Bird:
    2x Scrap Metall 2x Glass 1x Engine Part 1x Fuel Tank 1x Main Rotor 1x Fuel Barrel (Full) ​All Deployed Vehicles will be deleted after the next server restart!
     
     
    Special Thanks to /index.php?/user/4305-cen/">cen for better pack.sqf 
    /applications/core/interface/file/attachment.php?id=442">deployables.zip
    deployables.zip
  2. Like
    oOSmokyOo reacted to TheFarix in [Release] Enhanced Vehicle Deployment (with right click option)   
    There are many deployable vehicle scripts out there; however, every single one of them that I've come across used multiple scripts for the deployment and packing of each vehicle. Thinking that there was a better way to do it, I started working to create "one set of scripts to rule them all". The goal was to reduce the overall size of the script by consolidating everything into a single deploy and packing script and make it a little easier to modify by server admins. I also took the opportunity to fix what I felt where exploits that players could abuse.
     
    Features
    Deployable mountain bike, motorcycle, and Mozzie. Easy to configure required materials for each vehicle. Right click on toolbox to deploy vehicles. Stop deployment/packing of vehicles by moving. Prevent packing of destroyed deployable vehicles. Prevent packing of locked vehicles. Allow for selling of deployable vehicles (configurable by the admin). Remove deployable vehicles from hive to prevent them from respawning on reset. (Infinite parts exploit) Materials are dropped on the ground when packing like the other remove actions (workbench, wreckage, weapons crates) instead of automatically added to the player's inventory. Remove ammo from all vehicles when deployed. (Infinite grenades exploit with Mozzie) Credits
    oOSmokyOo for on which this one was developed from. maca134 for his wonderful Right Click Options To Items script. TheVampire whose DZMS gave me plenty of ideas on how to rework this script. [VB]AWOL whose code in player_craftItem.sqf and remove.sqf I referenced for some parts of the deployment script. Requirements
    Knowledge of how to unpacking pbo's. A text editor (Notepad++ recommended) Installation
     
    Step 1: Custom variables.sqf
     
    If you do not have a custom variables.sqf, create an empty file in the custom scripts directory of your mission folder. Edit it to include the following:
    EVDVehicleArray = ["MMT_Civ","TT650_Civ","CSJ_GyroC"]; dayz_allowedObjects = dayz_allowedObjects + EVDVehicleArray; if(isServer) then { DZE_safeVehicle = DZE_safeVehicle + EVDVehicleArray; }; If you already have a custom variables.sqf, then add the above code to the bottom.
     
    Step 2: Custom compiles.sqf
     
    If you do not have a custom compiles.sqf, create an empty file the custom scripts directory of your mission folder. Edit it to include the following:
    if (!isDedicated) then { fnc_usec_selfActions = compile preprocessFileLineNumbers "SCRIPT_PATH\fn_selfActions.sqf"; player_selectSlot = compile preprocessFileLineNumbers "SCRIPT_PATH\ui_selectSlot.sqf"; }; Where "SCRIPT_PATH" is the path of you custom scripts folder from your mission folder. If you already have a custom compiles.sql, then add/modify fnc_usec_selfActions and player_selectSlot depending on the style of custom compiles.sql you are using.
     
    Step 3: Modify init.sqf
     
    Next open the mission's init.sqf and search for the following:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; Below it, add:
    call compile preprocessFileLineNumbers "SCRIPT_PATH\variables.sqf"; Next, find the following:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; Below it, add:
    call compile preprocessFileLineNumbers "SCRIPT_PATH\compiles.sqf"; //Compile custom functions You now have a custom variable.sqf and compiles.sqf, which will be used by other scripts and modifications.
     
    Step 4:  Custom ui_selectSlot.sqf
     
    Unpack dayz_code.pbo and copy dayz_code\compile\ui_selectSlot.sqf to your custom scripts folder. Open your copied ui_selectSlot.sqf and search for the following around line 57:
    _pos set [3,_height]; Above it add the following:
    // Add extra context menus _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item); _erc_numActions = (count _erc_cfgActions); if (isClass _erc_cfgActions) then { for "_j" from 0 to (_erc_numActions - 1) do { _menu = _parent displayCtrl (1600 + _j + _numActions); _menu ctrlShow true; _config = (_erc_cfgActions select _j); _text = getText (_config >> "text"); _script = getText (_config >> "script"); _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; _menu ctrlSetEventHandler ["ButtonClick",_script]; }; }; Step 5: Modify description.ext
     
    Open description.ext in your mission folder. At the very bottom of description.ext, add:
    #include "SCRIPT_PATH\extra_rc.hpp" Step 6: Create extra_rc.hpp
     
    Next, create an empty file named extra_rc.hpp in your custom scripts folder. Inside the file, add the following:
    class ExtraRc { class ItemToolbox { class BuildBike { text = "Deploy Bike"; script = "['MMT_Civ'] execVM 'SCRIPT_PATH\EVD\EVD_deploy.sqf'"; }; class BuildMotorcycle { text = "Deploy Motorcycle"; script = "['TT650_Civ'] execVM 'SCRIPT_PATH\EVD\EVD_deploy.sqf'"; }; class BuildMozzie { text = "Deploy Mozzie"; script = "['CSJ_GyroC'] execVM 'SCRIPT_PATH\EVD\EVD_deploy.sqf'"; }; }; }; If you already have Right Click Options To Items installed and have other scripts that use it, your extra_rc.hpp will look similar to this:
    class ExtraRc { class ItemBloodbag { class Use { text = "Use Bloodbag"; script = "execVM 'SCRIPT_PATH\SelfBB\SelfBB.sqf'"; }; }; class ItemToolbox { class BuildBike { text = "Deploy Bike"; script = "['MMT_Civ'] execVM 'SCRIPT_PATH\EVD\EVD_deploy.sqf'"; }; class BuildMotorcycle { text = "Deploy Motorcycle"; script = "['TT650_Civ'] execVM 'SCRIPT_PATH\EVD\EVD_deploy.sqf'"; }; class BuildMozzie { text = "Deploy Mozzie"; script = "['CSJ_GyroC'] execVM 'SCRIPT_PATH\EVD\EVD_deploy.sqf'"; }; }; }; Step 7: Custom fn_selfActions.sqf
     
    Copy dayz_code\compile\fn_selfActions.sqf to your custom scripts folder. Open your copied fn_selfActions.sqf and search for the following:
    // All Traders if (_isMan and !_isPZombie and _traderType in serverTraders) then { Above it, add the following:
    //Pack Vehicles if (_typeOfCursorTarget in EVDVehicleArray and _hasToolbox and !(locked _cursorTarget) and (damage _cursorTarget < 1)) then { if (s_player_packvehicle < 0) then { s_player_packvehicle = player addAction ["Pack Vehicle", "SCRIPT_PATH\EVD\EVD_pack.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_packvehicle; s_player_packvehicle = -1; }; Step 8: The finishing touches
     
    Download the attached file and unzip it into your custom scripts directory. Edit EVD\EVD_deploy.sqf and EVD\EVD_pack.sqf and change SCRIPT_PATH to the path of your custom scripts directory. Finally, edit EVD\EVD_common.sqf to configure the script to suit your tastes. If you add more vehicles as deplorable, you will need to add the class names to EVDVehicleArray in your custom variables.sqf, modify extra_rc.hpp to add an additional option, and add the required materials to the EVDGetMaterials function in EVD\EVD_common.sqf.
     
    Future plans
     
    A few features that did not make it into this release are the ability to save deployable vehicles to the hive, a check to make sure the vehicle is unoccupied when packed, and the option to turn on or off the able to deploy/pack a vehicle while in combat (the latter gave me a bugger of a time despite it appearing to be a simple matter).
    EVD.zip
  3. Like
    oOSmokyOo reacted to raymix in [Discontinued] Emerald Interior Designer   
    Project has been discontinued 
    If you still want this mod, it will (and should) work with any beta or Epoch release, however I highly suggest using
     
     


     
    Very simple script that lets you right click ItemEmerald and spawn various interior items, using Epoch building system.
    I will assume you know your way around with scripts and have custom extra_rc, fn_selfActions.sqf and variables.sqf in your mission file, if not, ask below.
     
    Credits:
    Rocket
    DayZ Epoch Team for player_build.sqf
    Maca for extra_rc
    PetuniaEpoch for modified
    Rythron FIX for playerID tied to plotpole script, replace your http://epochmod.com/forum/index.php?/topic/10665-release-emerald-interior-designer/?p=77638 with his.
     
    UPDATE LOG v1.1.1:
    *Increased distance of objects to prevent people  from dying, please refer to _offset in spawn.sqf
    *Fixed issue with object height distance while using ALT+PgUP/PgDown
     
    UPDATE LOG v1.1:
    *Added huge list of external objects
    *Added Toggle-able plotpole requirement for spawn
    *Added Ability to remove items
    *Can't spawn or remove items if not owner or tagged friendly of nearby plotpole
     
     
    Download files:
    https://dl.dropboxusercontent.com/u/14423790/interiorV1.1.1.rar
     
    Or add yourself:
     
    custom\extra_rc.hpp (Updated V1.1):



     
    custom\variables.sqf (Updated V1.1): Find 
    dayz_allowedObjects = ["TentStorage"........  Change to: 



     
    description.ext:
    #include "interior\defines.hpp" #include "interior\dialogs.hpp" interior\defines.hpp:



     
    interior\dialogs.hpp (Do not use with newest Infistar AH):



     
    interior\dialogs.hpp (Only for people with newest Infistar Antihack):



     
    interior\items.sqf (Updated V1.1):



     
    interior\spawn.sqf (Updated v1.1.1):
    _plotReq = true; // can't build without nearby plotpole
    _plotReq = false; //can build without plotpole or near owned plotpole only
    _offset = [0,3.5,0]; //This is distance of object from player XYZ.. increase Y if you want an object to spawn further away from player



     
    interior\remove.sqf (NEW):



     
    custom\fn_selfActions.sqf (Updated V1.1.1)
    Add to the very bottom of the file:



  4. Like
    oOSmokyOo reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
  5. Like
    oOSmokyOo got a reaction from CommanderRetra in [Release] Deploy Bike Extendet   
    Hello Community, i have built something.
     
    Deploy Bike Extendet       [updated 02.04.2014]
    (Tested on DayZ Epoch 1.0.4.2a with  infiStar Antihax )
     
    With this Script you can deploy Bike, Moped, Mozzie and a Little Bird!
     
     
    Quick Install Instructions:
     
    1.Download and unpack the attacht Zip Archive.
     
     
    2. Open your Mission.pbo and copy the deployables folder in it.
     
     
    3. Open your "Custom" variables an find this line:
    DZE_safeVehicle = ["ParachuteWest","ParachuteC"]; and replace with this:
    DZE_safeVehicle = ["MH6J_EP1","CSJ_GyroC","TT650_Civ","MMT_Civ","ParachuteWest","ParachuteC"];​ repack your Custom varibles.sqf
     
     
    4. Open your custom fn_selfActions.sqf and ad at the VERY BOTTOM this:
    //--------------------------------------Deploy Bike---------------------------------- //-----------------------------------------Start-------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isBike = typeOf cursorTarget in ["MMT_Civ"]; //BIKE DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartWheel" in _mags && "PartWheel" in _mags) then { hasBikeItem = true; } else { hasBikeItem = false;}; if((speed player <= 1) && hasBikeItem && _canDo) then { if (s_player_deploybike < 0) then { s_player_deploybike = player addaction[("<t color="#4eff00"">" + ("Deploy Bike") +"</t>"),"deployables\mtbike\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybike; s_player_deploybike = -1; }; //PACK BIKE if((_isBike && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploybike2 < 0) then { s_player_deploybike2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Bike") +"</t>"),"deployables\mtbike\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybike2; s_player_deploybike2 = -1; }; //--------------------------------------Deploy Bike---------------------------------- //------------------------------------------End-------------------------------------- //--------------------------------------Deploy Moped---------------------------------- //------------------------------------------Start------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isMoped = typeOf cursorTarget in ["TT650_Civ"]; //MOPED DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "PartWheel" in _mags && "PartWheel" in _mags) then { hasMopedItem = true; } else { hasMopedItem = false;}; if((speed player <= 1) && hasMopedItem && _canDo) then { if (s_player_deploymoped < 0) then { s_player_deploymoped = player addaction[("<t color="#4eff00"">" + ("Deploy Moped") +"</t>"),"deployables\moped\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymoped; s_player_deploymoped = -1; }; //PACK MOPED if((_isMoped && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploymoped2 < 0) then { s_player_deploymoped2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Moped") +"</t>"),"deployables\moped\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymoped2; s_player_deploymoped2 = -1; }; //--------------------------------------Deploy Moped----------------------------------- //-------------------------------------------End--------------------------------------- //--------------------------------------Deploy Mozzie---------------------------------- //------------------------------------------Start-------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isMozzie = typeOf cursorTarget in ["CSJ_GyroC"]; //MOZZIE DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "ItemJerrycan" in _mags && "PartVRotor" in _mags) then { hasMozzieItem = true; } else { hasMozzieItem = false;}; if((speed player <= 1) && hasMozzieItem && _canDo) then { if (s_player_deploymozzie < 0) then { s_player_deploymozzie = player addaction[("<t color="#4eff00"">" + ("Deploy Mozzie") +"</t>"),"deployables\mozzie\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymozzie; s_player_deploymozzie = -1; }; //PACK MOZZIE if((_isMozzie && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploymozzie2 < 0) then { s_player_deploymozzie2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Mozzie") +"</t>"),"deployables\mozzie\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymozzie2; s_player_deploymozzie2 = -1; }; //--------------------------------------Deploy Mozzie----------------------------------- //--------------------------------------------End--------------------------------------- //--------------------------------------Deploy Little Bird----------------------------- //---------------------------------------------Start----------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isBird = typeOf cursorTarget in ["MH6J_EP1"]; //BIRD DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "PartFueltank" in _mags && "PartVRotor" in _mags && "ItemFuelBarrel" in _mags && "PartGlass" in _mags && "PartGlass" in _mags) then { hasBirdItem = true; } else { hasBirdItem = false;}; if((speed player <= 1) && hasBirdItem && _canDo) then { if (s_player_deploybird < 0) then { s_player_deploybird = player addaction[("<t color="#4eff00"">" + ("Deploy Little Bird") +"</t>"),"deployables\bird\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybird; s_player_deploybird = -1; }; //PACK BIRD if((_isBird && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploybird2 < 0) then { s_player_deploybird2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Little Bird") +"</t>"),"deployables\bird\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybird2; s_player_deploybird2 = -1; }; //--------------------------------------Deploy Little Bird---------------------------------- //-----------------------------------------------End----------------------------------------​ Repack your Custom fn_selfActions.sqf
     
    Upload your Mission.pbo to your Server.
     
    Restart your Server and have Fun  ;)
     
     
    Deploy Recipes:
     
     
    Bike:
    1x Part Generic 2x Part Wheel  
    Moped:
    2x Part Generic 2x Part Wheel 1x Engine Part  
    Mozzie:
    2x Part Generic 1x Part Engine 1x Item Jerrycan (Full) 1x Main Rotor ​
    Little Bird:
    2x Scrap Metall 2x Glass 1x Engine Part 1x Fuel Tank 1x Main Rotor 1x Fuel Barrel (Full) ​All Deployed Vehicles will be deleted after the next server restart!
     
     
    Special Thanks to /index.php?/user/4305-cen/">cen for better pack.sqf 
    /applications/core/interface/file/attachment.php?id=442">deployables.zip
    deployables.zip
  6. Like
    oOSmokyOo got a reaction from ispan55 in [Release] Deploy Bike Extendet   
    Hello Community, i have built something.
     
    Deploy Bike Extendet       [updated 02.04.2014]
    (Tested on DayZ Epoch 1.0.4.2a with  infiStar Antihax )
     
    With this Script you can deploy Bike, Moped, Mozzie and a Little Bird!
     
     
    Quick Install Instructions:
     
    1.Download and unpack the attacht Zip Archive.
     
     
    2. Open your Mission.pbo and copy the deployables folder in it.
     
     
    3. Open your "Custom" variables an find this line:
    DZE_safeVehicle = ["ParachuteWest","ParachuteC"]; and replace with this:
    DZE_safeVehicle = ["MH6J_EP1","CSJ_GyroC","TT650_Civ","MMT_Civ","ParachuteWest","ParachuteC"];​ repack your Custom varibles.sqf
     
     
    4. Open your custom fn_selfActions.sqf and ad at the VERY BOTTOM this:
    //--------------------------------------Deploy Bike---------------------------------- //-----------------------------------------Start-------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isBike = typeOf cursorTarget in ["MMT_Civ"]; //BIKE DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartWheel" in _mags && "PartWheel" in _mags) then { hasBikeItem = true; } else { hasBikeItem = false;}; if((speed player <= 1) && hasBikeItem && _canDo) then { if (s_player_deploybike < 0) then { s_player_deploybike = player addaction[("<t color="#4eff00"">" + ("Deploy Bike") +"</t>"),"deployables\mtbike\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybike; s_player_deploybike = -1; }; //PACK BIKE if((_isBike && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploybike2 < 0) then { s_player_deploybike2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Bike") +"</t>"),"deployables\mtbike\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybike2; s_player_deploybike2 = -1; }; //--------------------------------------Deploy Bike---------------------------------- //------------------------------------------End-------------------------------------- //--------------------------------------Deploy Moped---------------------------------- //------------------------------------------Start------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isMoped = typeOf cursorTarget in ["TT650_Civ"]; //MOPED DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "PartWheel" in _mags && "PartWheel" in _mags) then { hasMopedItem = true; } else { hasMopedItem = false;}; if((speed player <= 1) && hasMopedItem && _canDo) then { if (s_player_deploymoped < 0) then { s_player_deploymoped = player addaction[("<t color="#4eff00"">" + ("Deploy Moped") +"</t>"),"deployables\moped\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymoped; s_player_deploymoped = -1; }; //PACK MOPED if((_isMoped && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploymoped2 < 0) then { s_player_deploymoped2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Moped") +"</t>"),"deployables\moped\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymoped2; s_player_deploymoped2 = -1; }; //--------------------------------------Deploy Moped----------------------------------- //-------------------------------------------End--------------------------------------- //--------------------------------------Deploy Mozzie---------------------------------- //------------------------------------------Start-------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isMozzie = typeOf cursorTarget in ["CSJ_GyroC"]; //MOZZIE DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "ItemJerrycan" in _mags && "PartVRotor" in _mags) then { hasMozzieItem = true; } else { hasMozzieItem = false;}; if((speed player <= 1) && hasMozzieItem && _canDo) then { if (s_player_deploymozzie < 0) then { s_player_deploymozzie = player addaction[("<t color="#4eff00"">" + ("Deploy Mozzie") +"</t>"),"deployables\mozzie\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymozzie; s_player_deploymozzie = -1; }; //PACK MOZZIE if((_isMozzie && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploymozzie2 < 0) then { s_player_deploymozzie2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Mozzie") +"</t>"),"deployables\mozzie\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymozzie2; s_player_deploymozzie2 = -1; }; //--------------------------------------Deploy Mozzie----------------------------------- //--------------------------------------------End--------------------------------------- //--------------------------------------Deploy Little Bird----------------------------- //---------------------------------------------Start----------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isBird = typeOf cursorTarget in ["MH6J_EP1"]; //BIRD DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "PartFueltank" in _mags && "PartVRotor" in _mags && "ItemFuelBarrel" in _mags && "PartGlass" in _mags && "PartGlass" in _mags) then { hasBirdItem = true; } else { hasBirdItem = false;}; if((speed player <= 1) && hasBirdItem && _canDo) then { if (s_player_deploybird < 0) then { s_player_deploybird = player addaction[("<t color="#4eff00"">" + ("Deploy Little Bird") +"</t>"),"deployables\bird\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybird; s_player_deploybird = -1; }; //PACK BIRD if((_isBird && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploybird2 < 0) then { s_player_deploybird2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Little Bird") +"</t>"),"deployables\bird\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybird2; s_player_deploybird2 = -1; }; //--------------------------------------Deploy Little Bird---------------------------------- //-----------------------------------------------End----------------------------------------​ Repack your Custom fn_selfActions.sqf
     
    Upload your Mission.pbo to your Server.
     
    Restart your Server and have Fun  ;)
     
     
    Deploy Recipes:
     
     
    Bike:
    1x Part Generic 2x Part Wheel  
    Moped:
    2x Part Generic 2x Part Wheel 1x Engine Part  
    Mozzie:
    2x Part Generic 1x Part Engine 1x Item Jerrycan (Full) 1x Main Rotor ​
    Little Bird:
    2x Scrap Metall 2x Glass 1x Engine Part 1x Fuel Tank 1x Main Rotor 1x Fuel Barrel (Full) ​All Deployed Vehicles will be deleted after the next server restart!
     
     
    Special Thanks to /index.php?/user/4305-cen/">cen for better pack.sqf 
    /applications/core/interface/file/attachment.php?id=442">deployables.zip
    deployables.zip
  7. Like
    oOSmokyOo got a reaction from joemcoy in [Release] Deploy Bike Extendet   
    Hello Community, i have built something.
     
    Deploy Bike Extendet       [updated 02.04.2014]
    (Tested on DayZ Epoch 1.0.4.2a with  infiStar Antihax )
     
    With this Script you can deploy Bike, Moped, Mozzie and a Little Bird!
     
     
    Quick Install Instructions:
     
    1.Download and unpack the attacht Zip Archive.
     
     
    2. Open your Mission.pbo and copy the deployables folder in it.
     
     
    3. Open your "Custom" variables an find this line:
    DZE_safeVehicle = ["ParachuteWest","ParachuteC"]; and replace with this:
    DZE_safeVehicle = ["MH6J_EP1","CSJ_GyroC","TT650_Civ","MMT_Civ","ParachuteWest","ParachuteC"];​ repack your Custom varibles.sqf
     
     
    4. Open your custom fn_selfActions.sqf and ad at the VERY BOTTOM this:
    //--------------------------------------Deploy Bike---------------------------------- //-----------------------------------------Start-------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isBike = typeOf cursorTarget in ["MMT_Civ"]; //BIKE DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartWheel" in _mags && "PartWheel" in _mags) then { hasBikeItem = true; } else { hasBikeItem = false;}; if((speed player <= 1) && hasBikeItem && _canDo) then { if (s_player_deploybike < 0) then { s_player_deploybike = player addaction[("<t color="#4eff00"">" + ("Deploy Bike") +"</t>"),"deployables\mtbike\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybike; s_player_deploybike = -1; }; //PACK BIKE if((_isBike && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploybike2 < 0) then { s_player_deploybike2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Bike") +"</t>"),"deployables\mtbike\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybike2; s_player_deploybike2 = -1; }; //--------------------------------------Deploy Bike---------------------------------- //------------------------------------------End-------------------------------------- //--------------------------------------Deploy Moped---------------------------------- //------------------------------------------Start------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isMoped = typeOf cursorTarget in ["TT650_Civ"]; //MOPED DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "PartWheel" in _mags && "PartWheel" in _mags) then { hasMopedItem = true; } else { hasMopedItem = false;}; if((speed player <= 1) && hasMopedItem && _canDo) then { if (s_player_deploymoped < 0) then { s_player_deploymoped = player addaction[("<t color="#4eff00"">" + ("Deploy Moped") +"</t>"),"deployables\moped\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymoped; s_player_deploymoped = -1; }; //PACK MOPED if((_isMoped && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploymoped2 < 0) then { s_player_deploymoped2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Moped") +"</t>"),"deployables\moped\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymoped2; s_player_deploymoped2 = -1; }; //--------------------------------------Deploy Moped----------------------------------- //-------------------------------------------End--------------------------------------- //--------------------------------------Deploy Mozzie---------------------------------- //------------------------------------------Start-------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isMozzie = typeOf cursorTarget in ["CSJ_GyroC"]; //MOZZIE DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "ItemJerrycan" in _mags && "PartVRotor" in _mags) then { hasMozzieItem = true; } else { hasMozzieItem = false;}; if((speed player <= 1) && hasMozzieItem && _canDo) then { if (s_player_deploymozzie < 0) then { s_player_deploymozzie = player addaction[("<t color="#4eff00"">" + ("Deploy Mozzie") +"</t>"),"deployables\mozzie\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymozzie; s_player_deploymozzie = -1; }; //PACK MOZZIE if((_isMozzie && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploymozzie2 < 0) then { s_player_deploymozzie2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Mozzie") +"</t>"),"deployables\mozzie\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymozzie2; s_player_deploymozzie2 = -1; }; //--------------------------------------Deploy Mozzie----------------------------------- //--------------------------------------------End--------------------------------------- //--------------------------------------Deploy Little Bird----------------------------- //---------------------------------------------Start----------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isBird = typeOf cursorTarget in ["MH6J_EP1"]; //BIRD DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "PartFueltank" in _mags && "PartVRotor" in _mags && "ItemFuelBarrel" in _mags && "PartGlass" in _mags && "PartGlass" in _mags) then { hasBirdItem = true; } else { hasBirdItem = false;}; if((speed player <= 1) && hasBirdItem && _canDo) then { if (s_player_deploybird < 0) then { s_player_deploybird = player addaction[("<t color="#4eff00"">" + ("Deploy Little Bird") +"</t>"),"deployables\bird\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybird; s_player_deploybird = -1; }; //PACK BIRD if((_isBird && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploybird2 < 0) then { s_player_deploybird2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Little Bird") +"</t>"),"deployables\bird\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybird2; s_player_deploybird2 = -1; }; //--------------------------------------Deploy Little Bird---------------------------------- //-----------------------------------------------End----------------------------------------​ Repack your Custom fn_selfActions.sqf
     
    Upload your Mission.pbo to your Server.
     
    Restart your Server and have Fun  ;)
     
     
    Deploy Recipes:
     
     
    Bike:
    1x Part Generic 2x Part Wheel  
    Moped:
    2x Part Generic 2x Part Wheel 1x Engine Part  
    Mozzie:
    2x Part Generic 1x Part Engine 1x Item Jerrycan (Full) 1x Main Rotor ​
    Little Bird:
    2x Scrap Metall 2x Glass 1x Engine Part 1x Fuel Tank 1x Main Rotor 1x Fuel Barrel (Full) ​All Deployed Vehicles will be deleted after the next server restart!
     
     
    Special Thanks to /index.php?/user/4305-cen/">cen for better pack.sqf 
    /applications/core/interface/file/attachment.php?id=442">deployables.zip
    deployables.zip
  8. Like
    oOSmokyOo got a reaction from Holle in [Release] Deploy Bike Extendet   
    Hello Community, i have built something.
     
    Deploy Bike Extendet       [updated 02.04.2014]
    (Tested on DayZ Epoch 1.0.4.2a with  infiStar Antihax )
     
    With this Script you can deploy Bike, Moped, Mozzie and a Little Bird!
     
     
    Quick Install Instructions:
     
    1.Download and unpack the attacht Zip Archive.
     
     
    2. Open your Mission.pbo and copy the deployables folder in it.
     
     
    3. Open your "Custom" variables an find this line:
    DZE_safeVehicle = ["ParachuteWest","ParachuteC"]; and replace with this:
    DZE_safeVehicle = ["MH6J_EP1","CSJ_GyroC","TT650_Civ","MMT_Civ","ParachuteWest","ParachuteC"];​ repack your Custom varibles.sqf
     
     
    4. Open your custom fn_selfActions.sqf and ad at the VERY BOTTOM this:
    //--------------------------------------Deploy Bike---------------------------------- //-----------------------------------------Start-------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isBike = typeOf cursorTarget in ["MMT_Civ"]; //BIKE DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartWheel" in _mags && "PartWheel" in _mags) then { hasBikeItem = true; } else { hasBikeItem = false;}; if((speed player <= 1) && hasBikeItem && _canDo) then { if (s_player_deploybike < 0) then { s_player_deploybike = player addaction[("<t color="#4eff00"">" + ("Deploy Bike") +"</t>"),"deployables\mtbike\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybike; s_player_deploybike = -1; }; //PACK BIKE if((_isBike && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploybike2 < 0) then { s_player_deploybike2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Bike") +"</t>"),"deployables\mtbike\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybike2; s_player_deploybike2 = -1; }; //--------------------------------------Deploy Bike---------------------------------- //------------------------------------------End-------------------------------------- //--------------------------------------Deploy Moped---------------------------------- //------------------------------------------Start------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isMoped = typeOf cursorTarget in ["TT650_Civ"]; //MOPED DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "PartWheel" in _mags && "PartWheel" in _mags) then { hasMopedItem = true; } else { hasMopedItem = false;}; if((speed player <= 1) && hasMopedItem && _canDo) then { if (s_player_deploymoped < 0) then { s_player_deploymoped = player addaction[("<t color="#4eff00"">" + ("Deploy Moped") +"</t>"),"deployables\moped\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymoped; s_player_deploymoped = -1; }; //PACK MOPED if((_isMoped && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploymoped2 < 0) then { s_player_deploymoped2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Moped") +"</t>"),"deployables\moped\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymoped2; s_player_deploymoped2 = -1; }; //--------------------------------------Deploy Moped----------------------------------- //-------------------------------------------End--------------------------------------- //--------------------------------------Deploy Mozzie---------------------------------- //------------------------------------------Start-------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isMozzie = typeOf cursorTarget in ["CSJ_GyroC"]; //MOZZIE DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "ItemJerrycan" in _mags && "PartVRotor" in _mags) then { hasMozzieItem = true; } else { hasMozzieItem = false;}; if((speed player <= 1) && hasMozzieItem && _canDo) then { if (s_player_deploymozzie < 0) then { s_player_deploymozzie = player addaction[("<t color="#4eff00"">" + ("Deploy Mozzie") +"</t>"),"deployables\mozzie\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymozzie; s_player_deploymozzie = -1; }; //PACK MOZZIE if((_isMozzie && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploymozzie2 < 0) then { s_player_deploymozzie2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Mozzie") +"</t>"),"deployables\mozzie\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymozzie2; s_player_deploymozzie2 = -1; }; //--------------------------------------Deploy Mozzie----------------------------------- //--------------------------------------------End--------------------------------------- //--------------------------------------Deploy Little Bird----------------------------- //---------------------------------------------Start----------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isBird = typeOf cursorTarget in ["MH6J_EP1"]; //BIRD DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "PartFueltank" in _mags && "PartVRotor" in _mags && "ItemFuelBarrel" in _mags && "PartGlass" in _mags && "PartGlass" in _mags) then { hasBirdItem = true; } else { hasBirdItem = false;}; if((speed player <= 1) && hasBirdItem && _canDo) then { if (s_player_deploybird < 0) then { s_player_deploybird = player addaction[("<t color="#4eff00"">" + ("Deploy Little Bird") +"</t>"),"deployables\bird\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybird; s_player_deploybird = -1; }; //PACK BIRD if((_isBird && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploybird2 < 0) then { s_player_deploybird2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Little Bird") +"</t>"),"deployables\bird\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybird2; s_player_deploybird2 = -1; }; //--------------------------------------Deploy Little Bird---------------------------------- //-----------------------------------------------End----------------------------------------​ Repack your Custom fn_selfActions.sqf
     
    Upload your Mission.pbo to your Server.
     
    Restart your Server and have Fun  ;)
     
     
    Deploy Recipes:
     
     
    Bike:
    1x Part Generic 2x Part Wheel  
    Moped:
    2x Part Generic 2x Part Wheel 1x Engine Part  
    Mozzie:
    2x Part Generic 1x Part Engine 1x Item Jerrycan (Full) 1x Main Rotor ​
    Little Bird:
    2x Scrap Metall 2x Glass 1x Engine Part 1x Fuel Tank 1x Main Rotor 1x Fuel Barrel (Full) ​All Deployed Vehicles will be deleted after the next server restart!
     
     
    Special Thanks to /index.php?/user/4305-cen/">cen for better pack.sqf 
    /applications/core/interface/file/attachment.php?id=442">deployables.zip
    deployables.zip
  9. Like
    oOSmokyOo got a reaction from kty9906 in [Release] Deploy Bike Extendet   
    Hello Community, i have built something.
     
    Deploy Bike Extendet       [updated 02.04.2014]
    (Tested on DayZ Epoch 1.0.4.2a with  infiStar Antihax )
     
    With this Script you can deploy Bike, Moped, Mozzie and a Little Bird!
     
     
    Quick Install Instructions:
     
    1.Download and unpack the attacht Zip Archive.
     
     
    2. Open your Mission.pbo and copy the deployables folder in it.
     
     
    3. Open your "Custom" variables an find this line:
    DZE_safeVehicle = ["ParachuteWest","ParachuteC"]; and replace with this:
    DZE_safeVehicle = ["MH6J_EP1","CSJ_GyroC","TT650_Civ","MMT_Civ","ParachuteWest","ParachuteC"];​ repack your Custom varibles.sqf
     
     
    4. Open your custom fn_selfActions.sqf and ad at the VERY BOTTOM this:
    //--------------------------------------Deploy Bike---------------------------------- //-----------------------------------------Start-------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isBike = typeOf cursorTarget in ["MMT_Civ"]; //BIKE DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartWheel" in _mags && "PartWheel" in _mags) then { hasBikeItem = true; } else { hasBikeItem = false;}; if((speed player <= 1) && hasBikeItem && _canDo) then { if (s_player_deploybike < 0) then { s_player_deploybike = player addaction[("<t color="#4eff00"">" + ("Deploy Bike") +"</t>"),"deployables\mtbike\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybike; s_player_deploybike = -1; }; //PACK BIKE if((_isBike && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploybike2 < 0) then { s_player_deploybike2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Bike") +"</t>"),"deployables\mtbike\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybike2; s_player_deploybike2 = -1; }; //--------------------------------------Deploy Bike---------------------------------- //------------------------------------------End-------------------------------------- //--------------------------------------Deploy Moped---------------------------------- //------------------------------------------Start------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isMoped = typeOf cursorTarget in ["TT650_Civ"]; //MOPED DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "PartWheel" in _mags && "PartWheel" in _mags) then { hasMopedItem = true; } else { hasMopedItem = false;}; if((speed player <= 1) && hasMopedItem && _canDo) then { if (s_player_deploymoped < 0) then { s_player_deploymoped = player addaction[("<t color="#4eff00"">" + ("Deploy Moped") +"</t>"),"deployables\moped\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymoped; s_player_deploymoped = -1; }; //PACK MOPED if((_isMoped && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploymoped2 < 0) then { s_player_deploymoped2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Moped") +"</t>"),"deployables\moped\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymoped2; s_player_deploymoped2 = -1; }; //--------------------------------------Deploy Moped----------------------------------- //-------------------------------------------End--------------------------------------- //--------------------------------------Deploy Mozzie---------------------------------- //------------------------------------------Start-------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isMozzie = typeOf cursorTarget in ["CSJ_GyroC"]; //MOZZIE DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "ItemJerrycan" in _mags && "PartVRotor" in _mags) then { hasMozzieItem = true; } else { hasMozzieItem = false;}; if((speed player <= 1) && hasMozzieItem && _canDo) then { if (s_player_deploymozzie < 0) then { s_player_deploymozzie = player addaction[("<t color="#4eff00"">" + ("Deploy Mozzie") +"</t>"),"deployables\mozzie\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymozzie; s_player_deploymozzie = -1; }; //PACK MOZZIE if((_isMozzie && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploymozzie2 < 0) then { s_player_deploymozzie2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Mozzie") +"</t>"),"deployables\mozzie\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymozzie2; s_player_deploymozzie2 = -1; }; //--------------------------------------Deploy Mozzie----------------------------------- //--------------------------------------------End--------------------------------------- //--------------------------------------Deploy Little Bird----------------------------- //---------------------------------------------Start----------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isBird = typeOf cursorTarget in ["MH6J_EP1"]; //BIRD DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "PartFueltank" in _mags && "PartVRotor" in _mags && "ItemFuelBarrel" in _mags && "PartGlass" in _mags && "PartGlass" in _mags) then { hasBirdItem = true; } else { hasBirdItem = false;}; if((speed player <= 1) && hasBirdItem && _canDo) then { if (s_player_deploybird < 0) then { s_player_deploybird = player addaction[("<t color="#4eff00"">" + ("Deploy Little Bird") +"</t>"),"deployables\bird\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybird; s_player_deploybird = -1; }; //PACK BIRD if((_isBird && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploybird2 < 0) then { s_player_deploybird2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Little Bird") +"</t>"),"deployables\bird\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybird2; s_player_deploybird2 = -1; }; //--------------------------------------Deploy Little Bird---------------------------------- //-----------------------------------------------End----------------------------------------​ Repack your Custom fn_selfActions.sqf
     
    Upload your Mission.pbo to your Server.
     
    Restart your Server and have Fun  ;)
     
     
    Deploy Recipes:
     
     
    Bike:
    1x Part Generic 2x Part Wheel  
    Moped:
    2x Part Generic 2x Part Wheel 1x Engine Part  
    Mozzie:
    2x Part Generic 1x Part Engine 1x Item Jerrycan (Full) 1x Main Rotor ​
    Little Bird:
    2x Scrap Metall 2x Glass 1x Engine Part 1x Fuel Tank 1x Main Rotor 1x Fuel Barrel (Full) ​All Deployed Vehicles will be deleted after the next server restart!
     
     
    Special Thanks to /index.php?/user/4305-cen/">cen for better pack.sqf 
    /applications/core/interface/file/attachment.php?id=442">deployables.zip
    deployables.zip
  10. Like
    oOSmokyOo got a reaction from Taszi in [Release] Deploy Bike Extendet   
    Hello Community, i have built something.
     
    Deploy Bike Extendet       [updated 02.04.2014]
    (Tested on DayZ Epoch 1.0.4.2a with  infiStar Antihax )
     
    With this Script you can deploy Bike, Moped, Mozzie and a Little Bird!
     
     
    Quick Install Instructions:
     
    1.Download and unpack the attacht Zip Archive.
     
     
    2. Open your Mission.pbo and copy the deployables folder in it.
     
     
    3. Open your "Custom" variables an find this line:
    DZE_safeVehicle = ["ParachuteWest","ParachuteC"]; and replace with this:
    DZE_safeVehicle = ["MH6J_EP1","CSJ_GyroC","TT650_Civ","MMT_Civ","ParachuteWest","ParachuteC"];​ repack your Custom varibles.sqf
     
     
    4. Open your custom fn_selfActions.sqf and ad at the VERY BOTTOM this:
    //--------------------------------------Deploy Bike---------------------------------- //-----------------------------------------Start-------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isBike = typeOf cursorTarget in ["MMT_Civ"]; //BIKE DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartWheel" in _mags && "PartWheel" in _mags) then { hasBikeItem = true; } else { hasBikeItem = false;}; if((speed player <= 1) && hasBikeItem && _canDo) then { if (s_player_deploybike < 0) then { s_player_deploybike = player addaction[("<t color="#4eff00"">" + ("Deploy Bike") +"</t>"),"deployables\mtbike\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybike; s_player_deploybike = -1; }; //PACK BIKE if((_isBike && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploybike2 < 0) then { s_player_deploybike2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Bike") +"</t>"),"deployables\mtbike\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybike2; s_player_deploybike2 = -1; }; //--------------------------------------Deploy Bike---------------------------------- //------------------------------------------End-------------------------------------- //--------------------------------------Deploy Moped---------------------------------- //------------------------------------------Start------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isMoped = typeOf cursorTarget in ["TT650_Civ"]; //MOPED DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "PartWheel" in _mags && "PartWheel" in _mags) then { hasMopedItem = true; } else { hasMopedItem = false;}; if((speed player <= 1) && hasMopedItem && _canDo) then { if (s_player_deploymoped < 0) then { s_player_deploymoped = player addaction[("<t color="#4eff00"">" + ("Deploy Moped") +"</t>"),"deployables\moped\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymoped; s_player_deploymoped = -1; }; //PACK MOPED if((_isMoped && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploymoped2 < 0) then { s_player_deploymoped2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Moped") +"</t>"),"deployables\moped\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymoped2; s_player_deploymoped2 = -1; }; //--------------------------------------Deploy Moped----------------------------------- //-------------------------------------------End--------------------------------------- //--------------------------------------Deploy Mozzie---------------------------------- //------------------------------------------Start-------------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isMozzie = typeOf cursorTarget in ["CSJ_GyroC"]; //MOZZIE DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "ItemJerrycan" in _mags && "PartVRotor" in _mags) then { hasMozzieItem = true; } else { hasMozzieItem = false;}; if((speed player <= 1) && hasMozzieItem && _canDo) then { if (s_player_deploymozzie < 0) then { s_player_deploymozzie = player addaction[("<t color="#4eff00"">" + ("Deploy Mozzie") +"</t>"),"deployables\mozzie\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymozzie; s_player_deploymozzie = -1; }; //PACK MOZZIE if((_isMozzie && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploymozzie2 < 0) then { s_player_deploymozzie2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Mozzie") +"</t>"),"deployables\mozzie\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploymozzie2; s_player_deploymozzie2 = -1; }; //--------------------------------------Deploy Mozzie----------------------------------- //--------------------------------------------End--------------------------------------- //--------------------------------------Deploy Little Bird----------------------------- //---------------------------------------------Start----------------------------------- _weapons = [currentWeapon player] + (weapons player) + (magazines player); _isBird = typeOf cursorTarget in ["MH6J_EP1"]; //BIRD DEPLOY if ("ItemToolbox" in _weapons && "PartGeneric" in _mags && "PartGeneric" in _mags && "PartEngine" in _mags && "PartFueltank" in _mags && "PartVRotor" in _mags && "ItemFuelBarrel" in _mags && "PartGlass" in _mags && "PartGlass" in _mags) then { hasBirdItem = true; } else { hasBirdItem = false;}; if((speed player <= 1) && hasBirdItem && _canDo) then { if (s_player_deploybird < 0) then { s_player_deploybird = player addaction[("<t color="#4eff00"">" + ("Deploy Little Bird") +"</t>"),"deployables\bird\deploy.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybird; s_player_deploybird = -1; }; //PACK BIRD if((_isBird && "ItemToolbox" in _weapons && (player distance cursorTarget < 10)) and _canDo) then { if (s_player_deploybird2 < 0) then { s_player_deploybird2 = player addaction[("<t color="#4eff00"">" + ("Re-Pack Little Bird") +"</t>"),"deployables\bird\pack.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_deploybird2; s_player_deploybird2 = -1; }; //--------------------------------------Deploy Little Bird---------------------------------- //-----------------------------------------------End----------------------------------------​ Repack your Custom fn_selfActions.sqf
     
    Upload your Mission.pbo to your Server.
     
    Restart your Server and have Fun  ;)
     
     
    Deploy Recipes:
     
     
    Bike:
    1x Part Generic 2x Part Wheel  
    Moped:
    2x Part Generic 2x Part Wheel 1x Engine Part  
    Mozzie:
    2x Part Generic 1x Part Engine 1x Item Jerrycan (Full) 1x Main Rotor ​
    Little Bird:
    2x Scrap Metall 2x Glass 1x Engine Part 1x Fuel Tank 1x Main Rotor 1x Fuel Barrel (Full) ​All Deployed Vehicles will be deleted after the next server restart!
     
     
    Special Thanks to /index.php?/user/4305-cen/">cen for better pack.sqf 
    /applications/core/interface/file/attachment.php?id=442">deployables.zip
    deployables.zip
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