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raymix

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  1. Like
    raymix got a reaction from Creep in [1.4.1] Snap Building PRO   
    Yeah the problem with scaffold is the way they are rotated 90 degrees around pivot by default. I will add a minor fix for this in future updates. When the code looks for offsets, just do a simple if check if it's scaffold, if so, rotate it 90 degrees and reduce offset by few meters. Easy fix, thanks for the report
  2. Like
    raymix reacted to Creep in [1.4.1] Snap Building PRO   
    There is a little Bug with scaffoldings, they instantly get aborted from the building process because they are to far away from the point they were started (10 m blah blah)
     
    Guess thats just the range they get spawned :)
  3. Like
    raymix reacted to Mikeeeyy in [1.4.1] Snap Building PRO   
    Nice one! Can't wait to try it out, that would be me who pointed the faster getPos ;)
  4. Like
    raymix reacted to Mikeeeyy in [Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)   
    Precise Base Building
    What is it?
    Ever made a super neat base and then after a server restart it moves slightly creating gaps in your walls? This fixes that problem and keeps all buildables exactly where you placed them after a server restart. It also saves vehicle positions precisely which may or may not reduce the 'buginess' of vehicles on player placed floors.
    What's new in version 1.0.5?
    This version removes the quotation marks wrapping the direction and position values in the worldspace field. Installation is now also a lot easier.
    Upgrading from v1.0.4 to 1.0.5
    Tutorial to uninstall v1.0.4 is here: https://docs.google.com/document/d/1eQe0gf8VkKji_NRjLB_o1STTo1BnKlWkkEA6N29rvU4 (I refuse to use the text editor on this website... abysmal...)
    Then simply follow the installation tutorial below.
    You MUST execute this query on your database: http://pastebin.com/QZgLH6tw
    Compatibility:
    Works with Snap Building Pro.
    Works with Plot for Life.
    Works with Build Vectors.
    Works with Private Hive Tools.
    Objects already in the database won't be affected.
    Credit:
    KillzoneKid for the 'KK_fnc_floatToString' and 'KK_fnc_positionToString' functions which makes this possible.Installation:
    Un-PBO your dayz_server.pbo. Open up 'server_publishObject.sqf' located in the compile folder (dayz_server\compile\server_publishObject.sqf).
    Find this line:_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid];and replace it with:
    _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace call AN_fnc_formatWorldspace, [], [], 0,_uid]; Open up 'server_functions.sqf' located in the init folder (dayz_server\init\server_functions.sqf).
    All these functions to the very bottom:KK_fnc_floatToString = { private "_arr"; if (abs (_this - _this % 1) == 0) exitWith { str _this }; _arr = toArray str abs (_this % 1); _arr set [0, 32]; toString (toArray str ( abs (_this - _this % 1) * _this / abs _this ) + _arr - [32]) }; KK_fnc_positionToString = { format [ "[%1,%2,%3]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_floatToString, _this select 2 call KK_fnc_floatToString ] }; AN_fnc_formatWorldspace = { private "_ws"; _ws = toArray str _this; format ["[%1,%2%3]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_positionToString, toString ([_ws, (_ws find 93) + 1, count _ws - 2] call BIS_fnc_subSelect)] }; Open up 'server_swapObject.sqf' located in the compile folder (dayz_server\compile\server_swapObject.sqf).
    Find this line:_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid];and replace it with:
    _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace call AN_fnc_formatWorldspace, [], [], 0,_uid]; Open up 'server_updateObject.sqf' located in the compile folder (dayz_server\compile\server_updateObject.sqf).
    Find this: _worldspace = [ round (getDir _object), _position ];and replace it with: _worldspace = [getDir _object, _position] call AN_fnc_formatWorldspace; Save all the files you've edited, repack your 'dayz_server' folder into a PBO and you're done!
  5. Like
    raymix reacted to Sequisha in Pics from the Devs.   
    We have a standardized size for most of the pieces, they snap rather nicely.  And this door is currently large enough to fit a HEMTT.
  6. Like
    raymix got a reaction from AdamG in [1.4.1] Snap Building PRO   
    adjust this in your init.sqf with a negative value. Something like -5 should give nice boost to fps.
    DZE_snapExtraRange = 0;  What this does is reduce (or increase if value is positive) range check, which simply spawns less spheres (those blue spheres). This process is a bit CPU intensive for older chips tho, hence this variable was added to help with that. Unfortunately there is nothing else that can be done without breaking the whole point of snap pro... maybe ask BI to optimize their damn game, lol
     
    BTW, what potato are you running? My specs can be found in sig, works very well for comparison. Mind laptops are quite dodgy when it comes to arma, too.
  7. Like
    raymix got a reaction from Mikeeeyy in [1.4.1] Snap Building PRO   
    Ahh, good man. Btw feel free to do a pull request on github for when you find fixes guys so I can add you to credits etc
     
    edit: Thanks for pull request, updated
  8. Like
    raymix reacted to Mikeeeyy in [1.4.1] Snap Building PRO   
    Hey, this is not exactly a bug but more of a nice finishing touch :)
    Wooden floors on the short side currently go slightly inside of each other:

     
    If you update your current wooden floor config to use this one, it'll fix that ;)
    class WoodFloor_Preview_DZ: FloorsWallsStairs { points[] = { {0,0,0,"Pivot"}, {0,-2.33,0.130,"Back"}, {0,2.33,0.130,"Front"}, {-2.495,0,0.130,"Left"}, {2.495,0,0.130,"Right"} }; radius = 10; };
  9. Like
    raymix reacted to Sequisha in Pics from the Devs.   
    A much needed facelift for cinder garage entrances.
  10. Like
    raymix reacted to ToejaM in Create Vehicle Restriction 0   
    The group amount is hardcoded and there isnt a way to change it. AI takes up groups aswell, any unit controlled by AI takes up a group, I think even the traders take up a group don't they? I know this is why in the Altis Life mod there is a 'master' group which has all AI linked together but if you stop them from roaming/moving/doing anything it stops their instinct to regroup together. This is why many mods tend to favour the static object over the human variant.
     
    What many other mods do is focus more on the dynamic spawning and aggressive cleanup.
     
    Spawning everything only when you need it also helps performance, this I think is why the zombie spawn range is 300m but personally and I was thinking about this last night, a better option might be to have a bigger spawn radius just containing one group of zombies instead of localizing it, stops many more groups and stops players knowing if someone is in a town or not. If it was limited to the current max view distance, no-one would ever know if another player was around due to zombies but this is a discussion for another day I guess.
     
    Luckily vehicles don't take up group slots, nor buildables (also considered vehicles by arma).
     
    The only thing I'm unsure of is how the AI groups are affected if they are in one big group, I imagine they will just move around as a huge mess of AI rather than having the potential to take different routes as usually the 'leader' or first person of the group dictates where that group goes.
     
    I'm sure its easy enough to script into an admin debug monitor how many groups are on the server and to follow on from this, perhaps if group count = XX then delete last XX groups with an idea to always keep enough groups open for players to connect and always keep at LEAST one group slot available permanently. 
  11. Like
    raymix reacted to lostandcrazy34 in [1.4.1] Snap Building PRO   
    yeah i watched your video and it appears that the F key at the bottom on the info is orange.. i thought that meant it was non active.  I thought maybe it was supposed to be blue like the rest of the info such on how to place objects and stuff. 
     
    I just put back in the regular snap build for now until i get a chance to run the snap pro on the test server to see if i have another script conflicting. I have searched through folder after folder to see if anything has any of the same names and didn't find any. Im sure I will be able to figure it out.. I usually do and when I do I will share the info in-case someone else has the same issue. 
     
    thanks for the quick reply's. 
  12. Like
    raymix got a reaction from paddy1223 in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    yeah that notepad++ addon kind of blows. I am using Diffmerge, there's also one for Linux called Meldmerge (a lot better), but oh well...
  13. Like
    raymix got a reaction from paddy1223 in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    It's not all that bad :P
     
    Here's the differences, btw: https://github.com/raymix/SnapPro/commit/977ee2924496483a44fede46953ff6aa5ba5daf6
    Red lines are from 1.3
    Green lines are modified in 1.3.1
  14. Like
  15. Like
    raymix reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    An updated server pbo and dayz pbo are available here.
     
    Note these are Epoch v1.0.5.1 pbos with 1.0.5.2 amended files and an addition to the compiles.sqf for the playerUID function introduced in 1.0.5.2 and the modular building system Raymix has put together.
     
    I have not tested the code yet.
  16. Like
    raymix got a reaction from KamikazeXeX in [How to/Update] Snap Build Pro W/ Admin Fast Build + Upgrade and Extra RC Building system   
    Thanks for the credit, added this to Q&A section, too.
  17. Like
    raymix reacted to KamikazeXeX in [How to/Update] Snap Build Pro W/ Admin Fast Build + Upgrade and Extra RC Building system   
    Updated OP with new versions and added 2 extra credits, i think most of issues are ironed out now as i've had no reports of things not working anymore! I'll continue to update these with each version of each mod, P4L version will get updated as soon as i get the chance to, so busy with my server recently that i've not had time to update anything other than the snap build pro side of things, enjoy people!
  18. Like
    raymix got a reaction from cring0 in What are your favorite weapons?   
    It's all in config files. Grab UnRap tool from Kegetys, it lets you de-binarize config.bin files (found in root of PBOs) to a human readable code, that way you can find out exact values for any weapon you want.
  19. Like
    raymix got a reaction from Airwaves Man in [1.4.1] Snap Building PRO   
    Download files, updates and Installation instructions on:
    Github
    HQ Screenshot of an in-game Tutorial dialog
    Ever wanted to run hardcore server with 3rd person cam disabled? Now's your chance.
     
    Credits and Contributors:
    Awol - player_build.sqf, Epoch and permission to modify script.
    Mudzereli - Commanding menus
    Rimblock - with modular build (github)
    PryMary - with Plot for Life
    KamikazeXeX - Support for
    striker - using snap pro as a base for
     
    Github contributors - mattispro, Mikeeeyy
     
     
    Legal:
    You can use/modify/redistribute this file as long as it complies with License. You can not use this script to promote donations or shops.
    This script is open source, you are allowed to add it to your @mods as long as appropriate credits and terms of license are met.
  20. Like
    raymix reacted to blad00x in [Suggestion/Prototype] Planting System   
    yeah i know , i made my own mod of dayzepoch , so it's a separate folder because i'm adding new vehicle,weapons , changing epoch texture and vehicule texture etc... will change PBOPREFIX to PREFIX and will see if that work
  21. Like
    raymix reacted to Sexysev in DZE_BuildingLimit Questions/Help - Increase 30m size?   
    This worked great! Thank you.
     
    I am totally looking forward to 1.0.5.2!
  22. Like
    raymix reacted to Mikeeeyy in [1.4.1] Snap Building PRO   
    Nice work bud, may I point this out from the BI wiki: http://puu.sh/aTxTj/e8d18057a5.png
    You should optimize your code by using that method of fetching position.
  23. Like
    raymix got a reaction from bFe in [1.4.1] Snap Building PRO   
    Update: "Proper" water base support.
     
    Fixed problem with snap points not appearing deeper into the ocean. Aparantly nearestObjects is limited to getPosATL (Above Terrain Level), while water surface in arma requires ASL (Above Sea Level) coords. What happened was - player was simply out of range, because radius to test nearby objects was deep down below player, testing terrain level not sea level. Fix was kind of dirty, but should work fine - we simply take Z axis from player to measure distance we lost and add it to detection radius. This increases detection radius to compensate for lost distance, but whatever... worst case scenario you might get slight performance loss if building huge base, shouln't be a huge problem tho (geometrically top part of sphere is smaller than centre).
     
    Installation: If upgrading from 1.3 then simply replace snap_build.sqf file with a new one and you are done.
     
    Mods: player_build was not changed, minor update to snap itself only.
     
    Thanks, kind regards,
    Ray
  24. Like
    raymix got a reaction from Glenn in DZE_BuildingLimit Questions/Help - Increase 30m size?   
    https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_code/actions/player_build.sqf#L11
     
    The code that looks for amount of objects around is hardcoded to 30 meters. You will have to bring this file over to your mission file and change it there.
    Alternatively if you are using some sort of snap building, change it there instead.
     
    In 1.0.5.2 if using modular build setup, it will be reduced to a small function that can be easily changed within mission file separately from rest of the code, instead of reusing whole player_build file (just a heads up):
    https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_code/actions/player_build_countNearby.sqf
     
    What I don't understand is - why? 
  25. Like
    raymix got a reaction from Sexysev in DZE_BuildingLimit Questions/Help - Increase 30m size?   
    https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_code/actions/player_build.sqf#L11
     
    The code that looks for amount of objects around is hardcoded to 30 meters. You will have to bring this file over to your mission file and change it there.
    Alternatively if you are using some sort of snap building, change it there instead.
     
    In 1.0.5.2 if using modular build setup, it will be reduced to a small function that can be easily changed within mission file separately from rest of the code, instead of reusing whole player_build file (just a heads up):
    https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_code/actions/player_build_countNearby.sqf
     
    What I don't understand is - why? 
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