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jahangir13

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  1. Like
    jahangir13 got a reaction from RiMMON in [Release] Call your Car v0.1 (for use w/, w/o Masterkey Script)   
    This is nothing essential, it's a fun script.
     
    Script calls a specific car to the player location via key.
    If a watch (as in Knight Rider) and the key is in the players inventory, car starts to drive if fuel check was positive.

    F7 toggles Cam mode (F8 toggles NV in Cam mode) during the drive.
    Small debug monitor shows some information (distance, time, speed, fuel, damage).
    Zombies and junk on the way will be killed/deleted in a specific radius (need to play with the radius values a bit. maybe classnames still missing)
    Car will be locked during the ride and after arrival.

    If car is within the destination radius, the driver died or left the car or the car cannot move anymore, the scripts stops with a message.

    Configurable.
     

    https://www.youtube.com/watch?v=Xfp3XERlUMQ

     
    Script CallCar.sqf v0.1:



     
    ui_selectSlot.sqf:



    Copy that below the for loop or any right click options.
     
    If Vehicle Pointer is also used this can be combined:



     
    Battleye:
    This needs be entered in these 3 files: waypointstatement.txt,  remoteexec.txt, waypointcondition.txt



     
    Pathfinding is not very clever in Arma2 but works. I did not test how calling the car over the whole map works. I wanted to have a way to park at some loot area, walk around, go to another 2 or 3 houses and from there call the car to not need to go back ,)
     
     
    ---
     
     
    Script for use with Masterkey Script (CallCar_mk.sqf):
    Use this only if you are using the Masterkey script/mod where several cars can have the same key.



     
    Dialog file used with Masterkey script version (CallCar_mk.hpp):



     
    ui_selectSlot.sqf and Battleye settings stay the same for both versions.
    For the Masterkey script version you need to include the dialog file (wherever you store that) at the end of your description.ext:
    // CallCar #include "custom\jtools\CallCar_mk.hpp"
  2. Like
    jahangir13 got a reaction from 31_D!4b10 in [Release] Vehicle Pointer v0.1 (for use w/, w/o Masterkey Script)   
    This is another kind of Vehicle Locator.

    Script adds a right-click option to an vehicle key in the gear menu.

    The script searches for the vehicle belonging to this key in a near range and marks the vehicle (via sign/light) if found.

    If not found in the near range a full map search will be done and if then found a map marker will show where the vehicle is located.
     
    Everything is configurable and well documented.
     
    The video shows how it works:

    https://www.youtube.com/watch?v=FhUoLVYeAK8


    The script ( vehicle_pointer.sqf ):




     
    Create a file vehicle_pointer.sqf with the content above and place it somewhere in your mission.
     
     
    New: The script - Masterkey version ( vehicle_pointer_mk.sqf ):
     
    This is a version which works with 1:n relations between key and car(s) (so, 1 master key for several vehicles). If you do not use the Mayterkey mod use the normal vehicle_pointer.sqf.
    (As for this version the searches for vehicles cannot be stopped after already finding one (as there could be more for this key) the search always goes over all vehicles available which could cause some longer runtimes the more vehicles are on the map!)
     



     
    Create a file vehicle_pointer_mk.sqf with the content above and place it somewhere in your mission. In ui_selectSlot.sqf you set the path to this script.
     
     
    ui_selectSlot.sqf (custom):
     



     
    This needs to be added into ui_selectSlot.sqf (you need to make that custom). The path pointing to the script needs to be adjusted!!
    If you do not already have any other right click option scripts (or Macas right clickt options method) it would be pasted below:
    _array = getArray (_config >> "output"); _outputClass = _array select 0; _outputType = _array select 1; _name = getText (configFile >> _outputType >> _outputClass >> "displayName"); _compile = format["_id = ['%2',%3] %1;",_script,_item,_array]; }; _menu ctrlSetText format[_type,_name]; _menu ctrlSetEventHandler ["ButtonClick",_compile]; }; and above this:
    _pos set [3,_height]; //hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos]; _group ctrlShow true; ctrlSetFocus _group; If you have other right click content already in ui_selectSlot.sqf then copy it below Maca's right click option (if available) and above other one(s) like Remote Vehicle Door Opener.
     
     
    Let me know for any battleye restrictions to add this here. I got no kicks while testing, so you may have different files.
    And any feedback is also always welcome.
     
    There is an bug with createVehicleLocal for some objects which might spam your RPT log:
    https://dev.withsix.com/issues/25648
  3. Like
    jahangir13 reacted to Halvhjearne in [VIDEO TUTORIAL] Arma 3 Epoch Linux Server Setup (0.3.0.3)   
    aparently you are not even aware that the libs you say to install are outdated and cannot be used with default debian wheezy.
     
    i can understand the part where you want attention, but no guide is better than a wrong or a misleading guide.
     
    your guide is useless without the instructions on how to update libc6 to above 2.15 ...
  4. Like
    jahangir13 got a reaction from ryker in Walking Dead Zombies   
    @BetterDeadThanZed: I think what you are looking for (and I myself was now searching for a longer time cause I also wanted a way to make them more dangerous.) is dayz_code\player_zombieAttack.sqf
     
    So in there is this part:
    if (((_unit distance player) <= dayz_areaAffect) && ((animationState _unit) in _attackanimations)) then {
            //check LOS
            _inAngle = [_zPos,(getdir _unit),350,_tPos] call fnc_inAngleSector;
            if (_inAngle) then {
                //LOS check
                _cantSee = [_unit,_vehicle] call dayz_losCheck;
                if (!_cantSee) then {
                    if (r_player_blood < (r_player_bloodTotal * 0.8)) then {
                        _cnt = count (DAYZ_woundHit select 1);
                        _index = floor (random _cnt);
                        _index = (DAYZ_woundHit select 1) select _index;
                        _wound = (DAYZ_woundHit select 0) select _index;
                    } else {
                        _cnt = count (DAYZ_woundHit_ok select 1);
                        _index = floor (random _cnt);
                        _index = (DAYZ_woundHit_ok select 1) select _index;
                        _wound = (DAYZ_woundHit_ok select 0) select _index;
                    };
                    _damage = 0.1 + random (1.2);

                    //diag_log ("START DAM: Player Hit on " + _wound + " for " + str(_damage));
                    [player, _wound, _damage, _unit,"zombie"] call fnc_usec_damageHandler;
                    [_unit,"hit",2,false] call dayz_zombieSpeak;
                };
            };
        };
     
     
    The angle decides (I guess) if the Zed is able to hit you or not...so if you you are a bit to far to the right or left, their hit is not in the angle and does no damage:
    _inAngle = [_zPos,(getdir _unit),50,_tPos] call fnc_inAngleSector;
     
    If you change this to:
    _inAngle = [_zPos,(getdir _unit),350,_tPos] call fnc_inAngleSector;
     
    they nearly hit you all the time, independently where you are standing relatively to them. So just play with the value (here 350 degrees) until it fits for you.
     
    I just tested this once now for a short time as it is late already but for me it seems to be the right file/location also to adjust other attack behaviour things of Zeds vs. players.
     
    Regards,
    jahan.
  5. Like
    jahangir13 got a reaction from calamity in s_player_settings variable in several scripts and generating rpt errrors - how to fix?   
    I initialize these variables just at the end of my init.sqf.
    So no need to do it in a variable file. Just make sure it happens before these variables are used for the first time.
  6. Like
    jahangir13 got a reaction from carl101 in Need to delete player login logs   
    If you want to keep data for a few days to see who logged in/out when, you can use the datastamp column:
     
    DELETE FROM `Player_LOGIN` WHERE `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 2 DAY);
     
    So it keeps the rows not older than 2 days in this example.
  7. Like
    jahangir13 got a reaction from calamity in What to learn?   
    No problem ;)
     
    Here is a syntax highlighter for notepad++:
    http://killzonekid.com/arma-2-arma-3-hybrid-syntax-highlighter-for-notepad/
     
    Basic scripting guide:
    http://www.armaholic.com/page.php?id=9220
     
     very good guide video by raymix for Epoch:

  8. Like
    jahangir13 got a reaction from TNT in [Release] Personal Player Bike v0.1 / v0.2   
    @TNT: yuo can add it also to a right click option. It's just the way how it is called.
     
    The loop I need to check if the player already has unpacked his/her bike. There are always different ways how things can be done, I wanted to avoid having too many bikes all over the map if people can unpack one after another.
    So I have a look for any existing bike before letting the player unpack one.
  9. Like
    jahangir13 got a reaction from NetShark in Modifing Server Temperatures   
    Ah ;) Yes, sorry, wrote that from my mind. I thought you will have a look into the actions folder anyways ,)
  10. Like
    jahangir13 got a reaction from Rythron in [Release] Call your Car v0.1 (for use w/, w/o Masterkey Script)   
    This is nothing essential, it's a fun script.
     
    Script calls a specific car to the player location via key.
    If a watch (as in Knight Rider) and the key is in the players inventory, car starts to drive if fuel check was positive.

    F7 toggles Cam mode (F8 toggles NV in Cam mode) during the drive.
    Small debug monitor shows some information (distance, time, speed, fuel, damage).
    Zombies and junk on the way will be killed/deleted in a specific radius (need to play with the radius values a bit. maybe classnames still missing)
    Car will be locked during the ride and after arrival.

    If car is within the destination radius, the driver died or left the car or the car cannot move anymore, the scripts stops with a message.

    Configurable.
     

    https://www.youtube.com/watch?v=Xfp3XERlUMQ

     
    Script CallCar.sqf v0.1:



     
    ui_selectSlot.sqf:



    Copy that below the for loop or any right click options.
     
    If Vehicle Pointer is also used this can be combined:



     
    Battleye:
    This needs be entered in these 3 files: waypointstatement.txt,  remoteexec.txt, waypointcondition.txt



     
    Pathfinding is not very clever in Arma2 but works. I did not test how calling the car over the whole map works. I wanted to have a way to park at some loot area, walk around, go to another 2 or 3 houses and from there call the car to not need to go back ,)
     
     
    ---
     
     
    Script for use with Masterkey Script (CallCar_mk.sqf):
    Use this only if you are using the Masterkey script/mod where several cars can have the same key.



     
    Dialog file used with Masterkey script version (CallCar_mk.hpp):



     
    ui_selectSlot.sqf and Battleye settings stay the same for both versions.
    For the Masterkey script version you need to include the dialog file (wherever you store that) at the end of your description.ext:
    // CallCar #include "custom\jtools\CallCar_mk.hpp"
  11. Like
    jahangir13 got a reaction from GaspArt in Humanity on start   
    I have no idea in which files for overpoch this can be found.
    But you can do this easily with a mysql trigger.
    Trigger on table (Character_Data executes) when a new row is inserted into Character_Data table and changes humanity to 0.
    Something like this.
     
    http://dev.mysql.com/doc/refman/5.0/en/create-trigger.html
  12. Like
    jahangir13 reacted to CordIAsis in SNOWMAN   
    These snowmen, are you creating them in some sort of map addition which is created when the server starts?
    If so, of course it won't work, there's no players on the server to reveal it to :P
    I seriously doubt that revealing the object will do any good anyway. You're probably gonna have to accept defeat on finding it with cursorTarget.
    I'd suggest doing something like spawning a 'Sign_sphere100cm_EP1' right on the head of the snowman and giving it an invisible texture. This will mimic the effect just fine, player's wont notice a difference.
  13. Like
    jahangir13 got a reaction from ElDubya in Client or Server issue? Items disappearing from sheds & elsewhere   
    "I do not know, my friend owns and maintains the instance. I will ask though."
     
    So why does your friend not ask and maybe provide some information like if this is pure vanilla epoch (windows/linux) or if he or someone did modify the server (I guess so) and if so what.
    Maybe then someone can help.
     
    Regards
     
    P.S.: the support is always as good as the questions from the one asking for it ;)
  14. Like
    jahangir13 got a reaction from UKSS in [Release] Call your Car v0.1 (for use w/, w/o Masterkey Script)   
    This is nothing essential, it's a fun script.
     
    Script calls a specific car to the player location via key.
    If a watch (as in Knight Rider) and the key is in the players inventory, car starts to drive if fuel check was positive.

    F7 toggles Cam mode (F8 toggles NV in Cam mode) during the drive.
    Small debug monitor shows some information (distance, time, speed, fuel, damage).
    Zombies and junk on the way will be killed/deleted in a specific radius (need to play with the radius values a bit. maybe classnames still missing)
    Car will be locked during the ride and after arrival.

    If car is within the destination radius, the driver died or left the car or the car cannot move anymore, the scripts stops with a message.

    Configurable.
     

    https://www.youtube.com/watch?v=Xfp3XERlUMQ

     
    Script CallCar.sqf v0.1:



     
    ui_selectSlot.sqf:



    Copy that below the for loop or any right click options.
     
    If Vehicle Pointer is also used this can be combined:



     
    Battleye:
    This needs be entered in these 3 files: waypointstatement.txt,  remoteexec.txt, waypointcondition.txt



     
    Pathfinding is not very clever in Arma2 but works. I did not test how calling the car over the whole map works. I wanted to have a way to park at some loot area, walk around, go to another 2 or 3 houses and from there call the car to not need to go back ,)
     
     
    ---
     
     
    Script for use with Masterkey Script (CallCar_mk.sqf):
    Use this only if you are using the Masterkey script/mod where several cars can have the same key.



     
    Dialog file used with Masterkey script version (CallCar_mk.hpp):



     
    ui_selectSlot.sqf and Battleye settings stay the same for both versions.
    For the Masterkey script version you need to include the dialog file (wherever you store that) at the end of your description.ext:
    // CallCar #include "custom\jtools\CallCar_mk.hpp"
  15. Like
    jahangir13 got a reaction from Proximus in [Release] Call your Car v0.1 (for use w/, w/o Masterkey Script)   
    This is nothing essential, it's a fun script.
     
    Script calls a specific car to the player location via key.
    If a watch (as in Knight Rider) and the key is in the players inventory, car starts to drive if fuel check was positive.

    F7 toggles Cam mode (F8 toggles NV in Cam mode) during the drive.
    Small debug monitor shows some information (distance, time, speed, fuel, damage).
    Zombies and junk on the way will be killed/deleted in a specific radius (need to play with the radius values a bit. maybe classnames still missing)
    Car will be locked during the ride and after arrival.

    If car is within the destination radius, the driver died or left the car or the car cannot move anymore, the scripts stops with a message.

    Configurable.
     

    https://www.youtube.com/watch?v=Xfp3XERlUMQ

     
    Script CallCar.sqf v0.1:



     
    ui_selectSlot.sqf:



    Copy that below the for loop or any right click options.
     
    If Vehicle Pointer is also used this can be combined:



     
    Battleye:
    This needs be entered in these 3 files: waypointstatement.txt,  remoteexec.txt, waypointcondition.txt



     
    Pathfinding is not very clever in Arma2 but works. I did not test how calling the car over the whole map works. I wanted to have a way to park at some loot area, walk around, go to another 2 or 3 houses and from there call the car to not need to go back ,)
     
     
    ---
     
     
    Script for use with Masterkey Script (CallCar_mk.sqf):
    Use this only if you are using the Masterkey script/mod where several cars can have the same key.



     
    Dialog file used with Masterkey script version (CallCar_mk.hpp):



     
    ui_selectSlot.sqf and Battleye settings stay the same for both versions.
    For the Masterkey script version you need to include the dialog file (wherever you store that) at the end of your description.ext:
    // CallCar #include "custom\jtools\CallCar_mk.hpp"
  16. Like
    jahangir13 got a reaction from MatthewK in [Release] Call your Car v0.1 (for use w/, w/o Masterkey Script)   
    Ah, it's just where you point the camera to. I said: place the camera above the vehicle (20 m behind it, 60m high above it and with a bit angle (if that works)).
    So I could also tell the camera to show me what e.g. the driver sees.
     
    So if you want to have that similar in admin tools you need to adapt the spectate script and give the cam a reletive position to the object:
     
    _camera camSetRelPos [0, -20, _camHeight];
     
    I did not have a look into the admin tools code as I am at work. But I guess this should work like this.
  17. Like
    jahangir13 got a reaction from RedBreath in [Release] Call your Car v0.1 (for use w/, w/o Masterkey Script)   
    This is nothing essential, it's a fun script.
     
    Script calls a specific car to the player location via key.
    If a watch (as in Knight Rider) and the key is in the players inventory, car starts to drive if fuel check was positive.

    F7 toggles Cam mode (F8 toggles NV in Cam mode) during the drive.
    Small debug monitor shows some information (distance, time, speed, fuel, damage).
    Zombies and junk on the way will be killed/deleted in a specific radius (need to play with the radius values a bit. maybe classnames still missing)
    Car will be locked during the ride and after arrival.

    If car is within the destination radius, the driver died or left the car or the car cannot move anymore, the scripts stops with a message.

    Configurable.
     

    https://www.youtube.com/watch?v=Xfp3XERlUMQ

     
    Script CallCar.sqf v0.1:



     
    ui_selectSlot.sqf:



    Copy that below the for loop or any right click options.
     
    If Vehicle Pointer is also used this can be combined:



     
    Battleye:
    This needs be entered in these 3 files: waypointstatement.txt,  remoteexec.txt, waypointcondition.txt



     
    Pathfinding is not very clever in Arma2 but works. I did not test how calling the car over the whole map works. I wanted to have a way to park at some loot area, walk around, go to another 2 or 3 houses and from there call the car to not need to go back ,)
     
     
    ---
     
     
    Script for use with Masterkey Script (CallCar_mk.sqf):
    Use this only if you are using the Masterkey script/mod where several cars can have the same key.



     
    Dialog file used with Masterkey script version (CallCar_mk.hpp):



     
    ui_selectSlot.sqf and Battleye settings stay the same for both versions.
    For the Masterkey script version you need to include the dialog file (wherever you store that) at the end of your description.ext:
    // CallCar #include "custom\jtools\CallCar_mk.hpp"
  18. Like
    jahangir13 got a reaction from monkeebhoy in [Release] Call your Car v0.1 (for use w/, w/o Masterkey Script)   
    This is nothing essential, it's a fun script.
     
    Script calls a specific car to the player location via key.
    If a watch (as in Knight Rider) and the key is in the players inventory, car starts to drive if fuel check was positive.

    F7 toggles Cam mode (F8 toggles NV in Cam mode) during the drive.
    Small debug monitor shows some information (distance, time, speed, fuel, damage).
    Zombies and junk on the way will be killed/deleted in a specific radius (need to play with the radius values a bit. maybe classnames still missing)
    Car will be locked during the ride and after arrival.

    If car is within the destination radius, the driver died or left the car or the car cannot move anymore, the scripts stops with a message.

    Configurable.
     

    https://www.youtube.com/watch?v=Xfp3XERlUMQ

     
    Script CallCar.sqf v0.1:



     
    ui_selectSlot.sqf:



    Copy that below the for loop or any right click options.
     
    If Vehicle Pointer is also used this can be combined:



     
    Battleye:
    This needs be entered in these 3 files: waypointstatement.txt,  remoteexec.txt, waypointcondition.txt



     
    Pathfinding is not very clever in Arma2 but works. I did not test how calling the car over the whole map works. I wanted to have a way to park at some loot area, walk around, go to another 2 or 3 houses and from there call the car to not need to go back ,)
     
     
    ---
     
     
    Script for use with Masterkey Script (CallCar_mk.sqf):
    Use this only if you are using the Masterkey script/mod where several cars can have the same key.



     
    Dialog file used with Masterkey script version (CallCar_mk.hpp):



     
    ui_selectSlot.sqf and Battleye settings stay the same for both versions.
    For the Masterkey script version you need to include the dialog file (wherever you store that) at the end of your description.ext:
    // CallCar #include "custom\jtools\CallCar_mk.hpp"
  19. Like
    jahangir13 got a reaction from ALKINDA in Checking if in a sensor-locking vehicles   
    I am using a safezone script. So for that in the mission.sqm file there is something like this for a trader:
    class Sensors { items=6; class Item0 { position[]={6325.6772,304.99033,7807.7412}; a=100; b=100; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="zonestary"; expCond="(player distance zonestary) < 100;"; expActiv="TitleText[""Now entering trader city Stary"",""PLAIN DOWN""]; canbuild = false;"; expDesactiv="TitleText[""Now leaving trader city Stary"",""PLAIN DOWN""]; canbuild = true;"; class Effects { }; So variable canbuild is set to true or false if you are in or outside a safezone.
    I guess this variable can be used in your fn_selfAction.sqf part as a prerequisite of the condition for the Lock vehicle menu option to show up.
    Then it will not showup if canbuild=false (in safezone) or canbuild=true (not in safezone). That's how I would do this.
     
    What you used above: _player_lockUnlock_crtl == false
    ...is a comparison, not an assignment of an value. This would be _player_lockUnlock_crtl = false;
    I don't know from my mind what _player_lockUnlock_crtl is ment for, so I cannot say anything to that. BUT: if you have an '_' as the first letter for an variable name, the var is local only (so only known by the file/script it is in), and will not be known by any other file per default (so your fn_selfAction.sqf where you want to use the value I guess).
     
    Hope that helps a bit.
  20. Like
    jahangir13 reacted to carl101 in Plot for life/Plot management   
    ok
  21. Like
    jahangir13 got a reaction from Dew in s_player_settings variable in several scripts and generating rpt errrors - how to fix?   
    Variables now need to be initialized or checked if these are 'nil' before using them.
    if (!isNil "variable") then {
    Use the variable.
    };
     
    For all the server_menu variables I set -1 for all of them at the end of init.sqf.
    s_player_servermenu = -1;
    s_player_servermenu1 = -1;
    s_player_servermenu2 = -1;
    s_player_servermenu31 = -1;
    s_player_servermenu32 = -1;
    s_player_servermenu4 = -1;
    s_player_servermenuCancel = -1;
     
    in fn_selfAction:
    if((speed player <= 1) && _canDo) then {
                if (s_player_servermenu < 0) then {
                    s_player_servermenu = player addAction [("<t color="#ff9900"">" + ("Server Menu") +"</t>"),"servermenu\server_menu.sqf","",-1,false,false,"", "];
                };
            } else {
                player removeAction s_player_servermenu;
                s_player_servermenu = -1;
                if (!isNil "s_player_servermenu1") then {
                    player removeAction s_player_servermenu1;
                };
                if (!isNil "s_player_servermenu2") then {
                    player removeAction s_player_servermenu2;
                };
                if (!isNil "s_player_servermenu31") then {
                    player removeAction s_player_servermenu31;
                };
                if (!isNil "s_player_servermenu32") then {
                    player removeAction s_player_servermenu32;
                };
                if (!isNil "s_player_servermenu4") then {
                    player removeAction s_player_servermenu4;
                };
                if (!isNil "s_player_servermenuCancel") then {
                    player removeAction s_player_servermenuCancel;
                };
            };
     
    ...as an example.
  22. Like
    jahangir13 got a reaction from calamity in s_player_settings variable in several scripts and generating rpt errrors - how to fix?   
    Variables now need to be initialized or checked if these are 'nil' before using them.
    if (!isNil "variable") then {
    Use the variable.
    };
     
    For all the server_menu variables I set -1 for all of them at the end of init.sqf.
    s_player_servermenu = -1;
    s_player_servermenu1 = -1;
    s_player_servermenu2 = -1;
    s_player_servermenu31 = -1;
    s_player_servermenu32 = -1;
    s_player_servermenu4 = -1;
    s_player_servermenuCancel = -1;
     
    in fn_selfAction:
    if((speed player <= 1) && _canDo) then {
                if (s_player_servermenu < 0) then {
                    s_player_servermenu = player addAction [("<t color="#ff9900"">" + ("Server Menu") +"</t>"),"servermenu\server_menu.sqf","",-1,false,false,"", "];
                };
            } else {
                player removeAction s_player_servermenu;
                s_player_servermenu = -1;
                if (!isNil "s_player_servermenu1") then {
                    player removeAction s_player_servermenu1;
                };
                if (!isNil "s_player_servermenu2") then {
                    player removeAction s_player_servermenu2;
                };
                if (!isNil "s_player_servermenu31") then {
                    player removeAction s_player_servermenu31;
                };
                if (!isNil "s_player_servermenu32") then {
                    player removeAction s_player_servermenu32;
                };
                if (!isNil "s_player_servermenu4") then {
                    player removeAction s_player_servermenu4;
                };
                if (!isNil "s_player_servermenuCancel") then {
                    player removeAction s_player_servermenuCancel;
                };
            };
     
    ...as an example.
  23. Like
    jahangir13 got a reaction from raymix in [Release] Vehicle Pointer v0.1 (for use w/, w/o Masterkey Script)   
    This is another kind of Vehicle Locator.

    Script adds a right-click option to an vehicle key in the gear menu.

    The script searches for the vehicle belonging to this key in a near range and marks the vehicle (via sign/light) if found.

    If not found in the near range a full map search will be done and if then found a map marker will show where the vehicle is located.
     
    Everything is configurable and well documented.
     
    The video shows how it works:

    https://www.youtube.com/watch?v=FhUoLVYeAK8


    The script ( vehicle_pointer.sqf ):




     
    Create a file vehicle_pointer.sqf with the content above and place it somewhere in your mission.
     
     
    New: The script - Masterkey version ( vehicle_pointer_mk.sqf ):
     
    This is a version which works with 1:n relations between key and car(s) (so, 1 master key for several vehicles). If you do not use the Mayterkey mod use the normal vehicle_pointer.sqf.
    (As for this version the searches for vehicles cannot be stopped after already finding one (as there could be more for this key) the search always goes over all vehicles available which could cause some longer runtimes the more vehicles are on the map!)
     



     
    Create a file vehicle_pointer_mk.sqf with the content above and place it somewhere in your mission. In ui_selectSlot.sqf you set the path to this script.
     
     
    ui_selectSlot.sqf (custom):
     



     
    This needs to be added into ui_selectSlot.sqf (you need to make that custom). The path pointing to the script needs to be adjusted!!
    If you do not already have any other right click option scripts (or Macas right clickt options method) it would be pasted below:
    _array = getArray (_config >> "output"); _outputClass = _array select 0; _outputType = _array select 1; _name = getText (configFile >> _outputType >> _outputClass >> "displayName"); _compile = format["_id = ['%2',%3] %1;",_script,_item,_array]; }; _menu ctrlSetText format[_type,_name]; _menu ctrlSetEventHandler ["ButtonClick",_compile]; }; and above this:
    _pos set [3,_height]; //hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos]; _group ctrlShow true; ctrlSetFocus _group; If you have other right click content already in ui_selectSlot.sqf then copy it below Maca's right click option (if available) and above other one(s) like Remote Vehicle Door Opener.
     
     
    Let me know for any battleye restrictions to add this here. I got no kicks while testing, so you may have different files.
    And any feedback is also always welcome.
     
    There is an bug with createVehicleLocal for some objects which might spam your RPT log:
    https://dev.withsix.com/issues/25648
  24. Like
    jahangir13 got a reaction from Rythron in [Release] Vehicle Pointer v0.1 (for use w/, w/o Masterkey Script)   
    This is another kind of Vehicle Locator.

    Script adds a right-click option to an vehicle key in the gear menu.

    The script searches for the vehicle belonging to this key in a near range and marks the vehicle (via sign/light) if found.

    If not found in the near range a full map search will be done and if then found a map marker will show where the vehicle is located.
     
    Everything is configurable and well documented.
     
    The video shows how it works:

    https://www.youtube.com/watch?v=FhUoLVYeAK8


    The script ( vehicle_pointer.sqf ):




     
    Create a file vehicle_pointer.sqf with the content above and place it somewhere in your mission.
     
     
    New: The script - Masterkey version ( vehicle_pointer_mk.sqf ):
     
    This is a version which works with 1:n relations between key and car(s) (so, 1 master key for several vehicles). If you do not use the Mayterkey mod use the normal vehicle_pointer.sqf.
    (As for this version the searches for vehicles cannot be stopped after already finding one (as there could be more for this key) the search always goes over all vehicles available which could cause some longer runtimes the more vehicles are on the map!)
     



     
    Create a file vehicle_pointer_mk.sqf with the content above and place it somewhere in your mission. In ui_selectSlot.sqf you set the path to this script.
     
     
    ui_selectSlot.sqf (custom):
     



     
    This needs to be added into ui_selectSlot.sqf (you need to make that custom). The path pointing to the script needs to be adjusted!!
    If you do not already have any other right click option scripts (or Macas right clickt options method) it would be pasted below:
    _array = getArray (_config >> "output"); _outputClass = _array select 0; _outputType = _array select 1; _name = getText (configFile >> _outputType >> _outputClass >> "displayName"); _compile = format["_id = ['%2',%3] %1;",_script,_item,_array]; }; _menu ctrlSetText format[_type,_name]; _menu ctrlSetEventHandler ["ButtonClick",_compile]; }; and above this:
    _pos set [3,_height]; //hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos]; _group ctrlShow true; ctrlSetFocus _group; If you have other right click content already in ui_selectSlot.sqf then copy it below Maca's right click option (if available) and above other one(s) like Remote Vehicle Door Opener.
     
     
    Let me know for any battleye restrictions to add this here. I got no kicks while testing, so you may have different files.
    And any feedback is also always welcome.
     
    There is an bug with createVehicleLocal for some objects which might spam your RPT log:
    https://dev.withsix.com/issues/25648
  25. Like
    jahangir13 got a reaction from TNT in [Release] Vehicle Pointer v0.1 (for use w/, w/o Masterkey Script)   
    This is another kind of Vehicle Locator.

    Script adds a right-click option to an vehicle key in the gear menu.

    The script searches for the vehicle belonging to this key in a near range and marks the vehicle (via sign/light) if found.

    If not found in the near range a full map search will be done and if then found a map marker will show where the vehicle is located.
     
    Everything is configurable and well documented.
     
    The video shows how it works:

    https://www.youtube.com/watch?v=FhUoLVYeAK8


    The script ( vehicle_pointer.sqf ):




     
    Create a file vehicle_pointer.sqf with the content above and place it somewhere in your mission.
     
     
    New: The script - Masterkey version ( vehicle_pointer_mk.sqf ):
     
    This is a version which works with 1:n relations between key and car(s) (so, 1 master key for several vehicles). If you do not use the Mayterkey mod use the normal vehicle_pointer.sqf.
    (As for this version the searches for vehicles cannot be stopped after already finding one (as there could be more for this key) the search always goes over all vehicles available which could cause some longer runtimes the more vehicles are on the map!)
     



     
    Create a file vehicle_pointer_mk.sqf with the content above and place it somewhere in your mission. In ui_selectSlot.sqf you set the path to this script.
     
     
    ui_selectSlot.sqf (custom):
     



     
    This needs to be added into ui_selectSlot.sqf (you need to make that custom). The path pointing to the script needs to be adjusted!!
    If you do not already have any other right click option scripts (or Macas right clickt options method) it would be pasted below:
    _array = getArray (_config >> "output"); _outputClass = _array select 0; _outputType = _array select 1; _name = getText (configFile >> _outputType >> _outputClass >> "displayName"); _compile = format["_id = ['%2',%3] %1;",_script,_item,_array]; }; _menu ctrlSetText format[_type,_name]; _menu ctrlSetEventHandler ["ButtonClick",_compile]; }; and above this:
    _pos set [3,_height]; //hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos]; _group ctrlShow true; ctrlSetFocus _group; If you have other right click content already in ui_selectSlot.sqf then copy it below Maca's right click option (if available) and above other one(s) like Remote Vehicle Door Opener.
     
     
    Let me know for any battleye restrictions to add this here. I got no kicks while testing, so you may have different files.
    And any feedback is also always welcome.
     
    There is an bug with createVehicleLocal for some objects which might spam your RPT log:
    https://dev.withsix.com/issues/25648
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