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raymix

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  1. Like
    raymix got a reaction from BobJones in Why are there still some servers on DAYZ Commander   
    Thanks, worked!
     
    edit: now it works with old port, too.
  2. Like
    raymix reacted to BobJones in Why are there still some servers on DAYZ Commander   
    Try adding you server ip to your favorites but change the port to your steam query port see if it shows that way.
    I cant be 100% sure but I think that triggered it showing up in the server browser for me.
  3. Like
    raymix got a reaction from 31_D!4b10 in [Tutorial] Overpoch - Custom traders, all weapons/ammo/vehicles in menus   
    This Video Tutorial covers:
    Add custom Traders anywhere on map
    Find positions on map (also covering safezones/sensors a little bit)
    Add your own custom Menus to traders
    Add all Overwatch weapons, ammo and vehicles to your menus
    Use notepad++ to convert Loot CFG (or literary ANY) file into SQL query that you can to insert items faster into database.
     
    Notepad++ tricks:
    I will show you some cool tricks how to clean out junk data from files, filter out only stuff you need and convert it into a different code that can be used elsewhere.
    In this video I will be using Macros, TextFX and Find&Replace options to show you awesome stuff you can do with notepad++ to affect thousands of lines automatically!
    You will need TextFX plugin.
     
    SQL:
    I am using Heidi SQL to edit my databases. Any other tool is very well capable of doing the same job well. I just love filtering on heidi. It's also free.
    This is by no means targeted towards advanced users, beginners only. If you are advanced user and dislike the method, please share your method instead for all of us to learn from.
    I am not sharing actual SQL code because database names differs for different hosts, also I think notepad++ tricks are awesome thing to know, might be handy in future.
    In fact If database structure ever changes, you can reuse tricks learned here instead to update it quickly.
     
    Overwatch vehicles used in video:



    Alternative list of all Overwatch weapons/ammo/vehicles (Test out your new Notepad++ skill and convert it into SQL!)
    PROTIP: if using alternative list - to filter out ammo from weapons Write Ammo Type: in search, leave search window open. Then create macro:
    [Home] > [F3] > [shift]+[END] > [DEL] > [Down] > [Home]
    This will delete last part on all rows that says ammo and leave weapons only. Apply similar method to delete weapons instead.
     
    Credits and [How to] Install server: infiSTAR for awesome AH/Admin tool
     

     
    00:00 - 20:00 Adding traders 20:00 - 35:05 Notepad++ filtering out the junk 35:05 - 36:40 Notepad++ TextFX deleting duplicate rows 36:40 - 41:55 Notepad++ Seperating ammo from weapons using macros 41:55 - 57:42 Converting classnames into SQL query (adding stuff to traders in database) 57:42 - Final in-game test
  4. 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.
  5. Like
    raymix got a reaction from crckdns in [1.4.1] Snap Building PRO   
    New update: 
    Changes: Removed cmd menus and pushed them to a different repo. This should eliminate compatibility issues. I've decided to stick with actions in the end, because that's what official release will be using anyway. Git files are now pretty much identical to files used in epoch 1052
     
    i've made a 10min video (streamed to twitch) showing the installation on local server that uses 1.0.5.1 / 103718 and showing that everything works just fine. For those who are having problems this video serves as a proof that it works just fine on a server that uses lots of custom scripts. Make sure you watch it and if you still experience problems, give me a list of mods your server runs that might affect player_build (like admin tools, fast building, tools that lets you build custom stuff etc)
    http://www.twitch.tv/raymich/b/549817270
  6. Like
    raymix reacted to MGT in BattlEye message   
    Maybe it's time to accept he is working on it Flossy.
     
  7. Like
    raymix reacted to mudzereli in Modular && Function based player_build.sqf   
    Yeah I hear you. I was just making sure I understood correctly. I am not trying to shoot down the idea or anything. This would definitely be great for having something like admin build vs player build but there are still some cross mod compatibilities that need to be ironed out.
     
    To make it work cross mods it seems like it needs to have some sort of event/listener elements where mods can register some code to be executed within & between functions.
     
    could definitely work though
  8. Like
    raymix got a reaction from ispan55 in Modular && Function based player_build.sqf   
    It's now added to Epoch 1.0.5.2 RC
     

     
     
    Second concept: 
    Github - https://github.com/raymix/Modular_player_build
     
     
    Modular player_build Concept   Based on files from Dayz Epoch 1.0.5.2 RC and imitates original file/folder structure   What is it? It is a redesigned *player_build* system created by @vbawol that still keeps the default functionality in general,  however the code concept is designed for maximum compatibility for future addons that uses *player_build*.   Why? There are many great mods out there that reuses whole *player_build.sqf* file. Thousands of servers out there are running customized file uploaded to MPMissions instead. Basically original file is not even used in-game, just as a reference (unless it's a vanilla server, which is rare). Many addons reuses this file only to change or add few variables and in most cases only rare few addons are compatible with each other.   How does it work? It's quite simple concept - player_build is simply split apart into multiple files and defined as functions. ..* Default player build is actually modularly built from collection of these functions ..* These functions can receive arguments and send arrays back to caller with handles ..* Fully change outcome of single function by sending it your own customized variables with a single line of code ..* You are not forced to use all functions, this way you can design a custom mod bypassing some unneeded functions (i.e admin build) ..* You can redesign your own functions and reuse *modular player_build* functions in any combination you want ..* This will save mission file sizes for custom addons since most of code is actually inside client files and controlled externally ..* Addon makers that will work together on this project will most likely have their projects fully compatible   Can I contribute code or help in any other way? Yes, you can! Also any testing and bug reports will help us big time.   Is this gonna be in official Dayz Epoch build? No idea, that would be awesome, if this concept works out, I'd say this mod should be almost a "must".   What else? If you have designed popular mod, but it has huge file size and it replaces player_build, there's a good chance it won't be accepted  as a part of official Dayz even if it would be an awesome toggle-able feature. However modular player_build allows for everyone to  reuse same files without ever changing them, thus giving ability to initiate their addon from a single file. If we all work together and create a centralized control file. This way your mod/addon could be added to Dayz-Epoch client files without ever changing any of default files that would cause incompatibility plus it will keep the mission file sizes low.  
     
    First concept:



  9. Like
    raymix got a reaction from RC_Robio in Modular && Function based player_build.sqf   
    I just wanted to post an idea, something to base actual file off of... like a framework. I guess it could be cut down into even smaller chunks, end result could be a bit more complicated, but that's not really a problem.
    Document size grows because I commented almost every single line explaining what each line does, that can be removed ofcourse.
    Also it has more lines because I reformatted code to be easier to read, nothing really got changed much, the only things added are function definitions and arguments, that's all. I've only done this for the "documentation", most of lines can be reduced back to a single line if that helps performance.
     
    It is true, animation loop can be easily brought to a different function, even spawned on different thread with a scriptDone handle that uses waituntil before going into publish phase. Super easy to do.
     
    I'll be going on holidays this saturday out of country, getting married next week, lol, so won't be able to do much work on this, but there's no rush on it, idea is fresh and that's all it really is - an idea. Just thought it'd be fun to break the whole code down into smaller peaces and paste it together using functions instead. 
    At current state it uses all defaults - like literary, it's just feeding itself default values, but maybe in future we might come up with more sophisticated system.
     
    Few ideas we are getting so far:
    Split player_build into smaller documents. So normal player_build only loads initial function, rest of functions are compiled in it's own seperate file, thus avoiding reading large file and only reading code blocks required (rim)
    Make most params static and use a config file that lets you build custom array to pass to functions. So instead of long parameters like:
    [arg1,arg2.arg3,arg4] call fnc; we could use something like args = [1,2,3,4,5,6,7]; [args] call fnc; This way people can easily configure their build system to use different array depending on playerUID for example. Never having a need for extra player_build file for admins alone. You get the idea...lol
    Ofcourse this is where plotpole ranges and other stuff comes in, too - a config file that can be controlled dynamically with some script magic.
  10. Like
    raymix reacted to RimBlock in Modular && Function based player_build.sqf   
    Cool, I was going to suggest a separate thread for this.
     
    We were discussing slightly different things about functions and the modular building system it seems :) .  I was looking at taking duplicated code out of the player_build / remove / upgrade / downgrade sqf files and put it in a single fn_xxxx.sqf thus reducing the size of those sqf files.
     
    You idea is a bit more .... epic ;) .
     
    Some observations / suggestions.
     
    Noticed the plot pole in range is hard coded to 30 and not using the global variable (DZE_PlotPole) in DZE_buildFNC_countNearby.  Whilst this matches the original, personally I think that is a bug with the original as well.  If you have changed the plot radius to 20 for smaller builds, it will still count objects outside the players build range.
     
    The player_build is now 240 odd lines bigger (780+ vs the origian 560 odd).  These lines will be read every time a player builds something.  Smaller scripts generally run faster so why not move the functions out to separate files (or groups of functions into 2-3 files, maybe fn_PB_checks & fn_PB_create or something).  Pre compile them from the init or custom compiles.  The fn_selfactions suffers from this type of problem as well as more and more just gets tagged on.
     
    I also notice you still have the animation in the DZE_buildFNC_publish rather than as a separate function.  This would probably provide one of the biggest benefits to move to its own function and it could be leveraged but a great many scripts or bypassed if the mod writer wishes very easily.  I was thinking of passing [animation-name, num-of-repeats] and returning [abort] (false being sucessful completion, false being interrupt of some kind).
     
    Great work.
  11. Like
    raymix got a reaction from RC_Robio in Modular && Function based player_build.sqf   
    It's now added to Epoch 1.0.5.2 RC
     

     
     
    Second concept: 
    Github - https://github.com/raymix/Modular_player_build
     
     
    Modular player_build Concept   Based on files from Dayz Epoch 1.0.5.2 RC and imitates original file/folder structure   What is it? It is a redesigned *player_build* system created by @vbawol that still keeps the default functionality in general,  however the code concept is designed for maximum compatibility for future addons that uses *player_build*.   Why? There are many great mods out there that reuses whole *player_build.sqf* file. Thousands of servers out there are running customized file uploaded to MPMissions instead. Basically original file is not even used in-game, just as a reference (unless it's a vanilla server, which is rare). Many addons reuses this file only to change or add few variables and in most cases only rare few addons are compatible with each other.   How does it work? It's quite simple concept - player_build is simply split apart into multiple files and defined as functions. ..* Default player build is actually modularly built from collection of these functions ..* These functions can receive arguments and send arrays back to caller with handles ..* Fully change outcome of single function by sending it your own customized variables with a single line of code ..* You are not forced to use all functions, this way you can design a custom mod bypassing some unneeded functions (i.e admin build) ..* You can redesign your own functions and reuse *modular player_build* functions in any combination you want ..* This will save mission file sizes for custom addons since most of code is actually inside client files and controlled externally ..* Addon makers that will work together on this project will most likely have their projects fully compatible   Can I contribute code or help in any other way? Yes, you can! Also any testing and bug reports will help us big time.   Is this gonna be in official Dayz Epoch build? No idea, that would be awesome, if this concept works out, I'd say this mod should be almost a "must".   What else? If you have designed popular mod, but it has huge file size and it replaces player_build, there's a good chance it won't be accepted  as a part of official Dayz even if it would be an awesome toggle-able feature. However modular player_build allows for everyone to  reuse same files without ever changing them, thus giving ability to initiate their addon from a single file. If we all work together and create a centralized control file. This way your mod/addon could be added to Dayz-Epoch client files without ever changing any of default files that would cause incompatibility plus it will keep the mission file sizes low.  
     
    First concept:



  12. Like
    raymix reacted to Uro in Why are there still some servers on DAYZ Commander   
    Confirmed.
    01:44:13 : IMPORTANT: Effective immediately BattlEye is no longer providing protection for servers using outdated non-Steam versions of the game. We're sorry, but this is due to GameSpy suddenly marking ALL cd-keys as valid, even if they are fake/generated.
  13. Like
    raymix got a reaction from xBowBii in How can I add another safezone with infistar?   
    Here's mine (don't forget to change radius)
    [[6325.6772,7807.7412],100,true], //stary [[4063.4226,11664.19],60,true], //bash [[11447.472,11364.504],100,true], //klen [[1606.6443,7803.5156],100,true], //bandit [[12944.227,12766.889],100,true], //hero [[12066.9,12659.3],100,true] // aircraft
  14. Like
    raymix got a reaction from PryMary in Modular && Function based player_build.sqf   
    It's now added to Epoch 1.0.5.2 RC
     

     
     
    Second concept: 
    Github - https://github.com/raymix/Modular_player_build
     
     
    Modular player_build Concept   Based on files from Dayz Epoch 1.0.5.2 RC and imitates original file/folder structure   What is it? It is a redesigned *player_build* system created by @vbawol that still keeps the default functionality in general,  however the code concept is designed for maximum compatibility for future addons that uses *player_build*.   Why? There are many great mods out there that reuses whole *player_build.sqf* file. Thousands of servers out there are running customized file uploaded to MPMissions instead. Basically original file is not even used in-game, just as a reference (unless it's a vanilla server, which is rare). Many addons reuses this file only to change or add few variables and in most cases only rare few addons are compatible with each other.   How does it work? It's quite simple concept - player_build is simply split apart into multiple files and defined as functions. ..* Default player build is actually modularly built from collection of these functions ..* These functions can receive arguments and send arrays back to caller with handles ..* Fully change outcome of single function by sending it your own customized variables with a single line of code ..* You are not forced to use all functions, this way you can design a custom mod bypassing some unneeded functions (i.e admin build) ..* You can redesign your own functions and reuse *modular player_build* functions in any combination you want ..* This will save mission file sizes for custom addons since most of code is actually inside client files and controlled externally ..* Addon makers that will work together on this project will most likely have their projects fully compatible   Can I contribute code or help in any other way? Yes, you can! Also any testing and bug reports will help us big time.   Is this gonna be in official Dayz Epoch build? No idea, that would be awesome, if this concept works out, I'd say this mod should be almost a "must".   What else? If you have designed popular mod, but it has huge file size and it replaces player_build, there's a good chance it won't be accepted  as a part of official Dayz even if it would be an awesome toggle-able feature. However modular player_build allows for everyone to  reuse same files without ever changing them, thus giving ability to initiate their addon from a single file. If we all work together and create a centralized control file. This way your mod/addon could be added to Dayz-Epoch client files without ever changing any of default files that would cause incompatibility plus it will keep the mission file sizes low.  
     
    First concept:



  15. Like
    raymix got a reaction from Brockie in Adding an image to a billboard?   
    you can only assign textures to objects that has named hidden selections. For example SignM_FARP_Winchester_EP1 has one.
     
    also this code can be used to change texture on runtime if spawning signs using script:
    _myLocation = player modelToWorld [0,2,0]; // 2 meters in front of player _mySign = createVehicle ['SignM_FARP_Winchester_EP1', _myLocation, [], 0, 'CAN_COLLIDE']; _mySign setDir ((getDir player)-180); //not sure about syntax, just woke up _mySign setVehicleInit 'this setObjectTexture [0, ''custom\mysign.paa''];'; Another example - using fnSelfActions on cursorTarget to setVehicleInit would change it's texture, too.
    You can even generate random colors for SUV (or many other vehicles that has named selection (usually "camo" or "camo1")) like that, lol.
  16. Like
    raymix reacted to Vipzer in Show Off Your Base   
  17. Like
    raymix got a reaction from KamikazeXeX in [1.4.1] Snap Building PRO   
    It's not mod related, there's nothing I can do to fix it, I've emailed log to Chris, he is well aware of the problem
     
     
    If points are showing up, then it's working fine, make sure no other mods/scripts that uses player_build are interfering 
     
     
    use this one instead (I might do an update removing cmd menus as they seem to cause problems with other mods lately):
    https://dl.dropboxusercontent.com/u/14423790/DayZ/snap_pro_clean.rar
     
     
    Did you modify player_build.sqf file by any chance? seems to be borked. Snap and spheres runs on different thread, but they depend on player_build to snap (pressing F key).
  18. Like
    raymix got a reaction from Brockie 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:



  19. Like
    raymix got a reaction from Creep in [WIP] DZEi - Epoch interior (updated 4/07/04)   
    Been busy lately learning hard surface modeling in zbrush, but decided to let it all settle down as the learning curve is quite steep, so decided to do some small update I've had in my mind for quite a while... so here it is:
    Picture worth thousand words they say?  :ph34r: (that chair upside down is lootable object aka weapon holder).

  20. Like
    raymix reacted to KamikazeXeX in [How to/Update] Snap Build Pro W/ Admin Fast Build + Upgrade and Extra RC Building system   
    So, (prepare for a bit of reading) everyone has been posting in both raymix's thread and WGC GeekGarage's thread about whether Admin Fast Build/Upgrade can be included into Snap Build Pro, I decided I was going to look into the matter, it took me some time to get it worked out so i present to you, Snap Build Pro with Admin Instant Build/Upgrade.

    CHANGELOG:
     
    Update #9: Updated variant 2 + 3 to A Plot for life v2.34
     
    Update #8: Added new variant from variant 2 but now includes needed changes for build vectors.
     
    Update #7: Fixed 3 lines that caused objects to not snap to each other this occurred during the 1.4 to 1.4.1 update.
     
    Update #6: Removed ghostriders changes as it seems to cause a building already in progress loop as it did on earlier versions.
     
    Update #5: Updated Snap Build Pro to version 1.4 and merged in Ghostriders fixes, thanks for that broski!
     
    Update #4: Updated to A Plot For Life v2.2.6 and changed the build distance checks as castle walls were causing a cancelled building issue.
     
    Update #3: Updated Snap Build Pro to version 1.3.1.
     
    Update #2: Updated Snap Build Pro to version 1.3.
     
    Update #1: Updated distances so you can move up to 20 meters from where you started building on both versions and updated the the plot for life version to a plot for life v2.2.4.
    INSTALLATION:

    As I'm going to assume you all have Snap Build Pro installed already I will assume you already have a custom compiles, if you are yet to have installed Snap Build Pro, do so now and verify it works before trying this out, you will also need a custom variables file, again I'm not going to provide instructions on how to do this, there is plenty of information out there on how its done.  :P

    As I'm running A Plot for life and Indestructible items for 1.0.5.1 with my Snap Build pro the file bellow is so you can be lazy without making the adjustments and just swap it out with mine.
     
    Head to my github below and check for the version you wish to use.
      Use the SnapPro+A files if you want the plain version of Snap Build Pro with Admin Build only.

    Use the SnapPro+A+P4L+Inde files If you want the version of Snap Build Pro that has Admin Build, A Plot For Life and Indestructible items for 1.0.5.1.

    Use the SnapPro+A+P4L+Inde+BuildVect files If you want the version of Snap Build Pro that has Admin Build, A Plot For Life, Indestructible items for 1.0.5.1 and Build Vectors.
      https://github.com/KamikazeXeX/SnapPro-AdminBuild  
    Once you have verified that Snap Build Pro works, download whatever version of my files you need, if you wish to install different mods later I would recommend that you use the SnapPro+A set of files on Github, simply replace your current player_build.sqf with the one from the zip file.
    FAST UPGRADE
    Now, for fast upgrade you will need to go into your fn_selfActions.sqf and look for this
    s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "\z\addons\dayz_code\actions\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""]; and change to
    s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "PATH-TO-YOUR-CUSTOM-SCRIPTS\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""]; Replace PATH-TO-YOUR-CUSTOM-SCRIPTS with the path to the directory in which you will be storing your custom scripts, e.g "custom\scripts\player_upgrade.sqf".
     
    from there you need to go into your custom variables file and add this line
    WG_adminBuild = ["0","0","0"]; very near the top just below this line
    disableSerialization; Replace the 0's with your PlayerUID/SteamUID's for the players and admins that you want to have access to instant building.  :D

    REMOVING
    For your players to be able to remove the custom buildables they make you will need to do the following.
    Go into your custom variables again and find this line.
    dayz_allowedObjects = just below this line
    WG_OwnerRemove =[]; and insert any of the class names of items you want in the custom build system.

    Go back into your fn_selfActions.sqf and find
    _isModular = _cursorTarget isKindOf "ModularItems"; and change it to this
    _isModular = (_cursorTarget isKindOf "ModularItems") or ((typeOf _cursorTarget) in WG_OwnerRemove); you must remember to add your custom items to the "dayz_allowedObjects" and "DZE_maintainClasses" sections in your variables.sqf any object you add to "DZE_isRemovable" will be removable by anyone!

    That's it from me, from here you will want to go over to WGC GeekGarage's main post and read up on how to add the rest of the right click system and add the custom buildables in, here is a link to the original thread 

    Credits to WGC GeekGarage and raymix for the original scripts, Acmed for Indestructible items for 1.0.5.1, RimBlock for Plot for Life, OtterNas3 for the original snap building that was a backbone for this project, Maca134 for originally creating the SnapBuild concept Otter's is based off and also his Extra RC, striker for Build Vectors in variant 3 and lastly Nekuan for keeping on pushing me to get this going!

    I hope everyone enjoys this! If anyone needs help I will be available on my teamspeak @ ts.xexgaming.org and here on the forums! I will try to keep this updated and work out how to fix any bugs that you may come across! :D

    ~KamikazeXeX from XeXGaming


    Credits

     (OtterNas3)

     (WGC GeekGarage)

    (Achmed)

    (Rimblock)

    (RayMix)

    (Striker)
  21. Like
    raymix got a reaction from GaspArt in [1.4.1] Snap Building PRO   
    Q & A
     
    Q: Is there a tutorial video showing how to install the addon?
    A: Yes, a youtuber Dayz Playground have uploaded a nice and clean video showing how to install this addon, it is aimed towards GTX gaming servers, but the installation is actually the same everywhere.

     
    Q: Can I add my own snap points or change some of yours and how do I do that?
    A: Yes! Yes you can and here's how:

     
    Q: Will this work with #n version?
    A: I don't know, tested with 1.62.103718 / 1.5.0.1 only. (Help me update this one).
    flakvest: "I can confirm this is working on 1.63 Overpoch"
    Kixbike: "works perfectly on Epoch 1.0.5.1 , 1.63.112555 "
    Anarior: "We're running Overpoch on 1.63.125548 and no issues at all."
    Logan: "Working perfect Overpoch 1.0.5.1 112555"
     
    Q: Will this work with Overpoch?
    A: Yes, it was designed in Epoch and video was shot in Overpoch.
     
    Q: Wait you removed commanding menus? I liked them!
    A: Not entirely. To reduce compatibility issues I had to separate addon into 2 different repos. If you still prefer commanding menus, please use SnapProCMD repo.
     
    Q: Anyone else notices fps drop or desync?
    A: Please refer to
     
    Q: My action menus are dissapearing / My select action menus are being deleted / My infistar AH is broken!!
    A: Make sure to follow AH part very carefully on Installation page, it is important that you understand the changes you make there, don't blindly follow the guide. Variables goes on top, array goes on bottom part. A single typo will break the whole antihack!
     
    Q: Will this work with "X" script?
    A: If it uses custom player_build then no, but you can merge differences of my code with yours to get it to work, as I did not do much editing on original player_build.sqf file intentionally. It should be easy to port.
    Watch this video, it explains in detail how code works (snap_build code part is a bit outdated, but it does cover full basics and shows How's and Why's, it also covers how player_build works)
     
    Q: Can you fix my "Y" script? Can you make it work with "Z" script?
    A: Probably no, as I've things to do, please stay on topic, if it's help on code you are seeking, post it away, but don't raise expectations, maybe  I will help, maybe someone else will, as I've much work to do with other bigger sorry.
     
    Q:  I can turn snap on but when I hit "F" nothing happens despite 2 matching green dots.
    A: Something is overwriting your dayz_spaceinterrupt.sqf file, check all your custom compiles and read
     
    Q: Will this work with ""?
    A: Maybe, check out for a code. EDIT: RimBlock is ?p=101271 of the issue, expect an update soon.
     
    Q: Will this work with Admin Fast Build?
    A: Yes. KamikazeXeX released guide how to make it compatible:
     
    Q: It says object limit reached (or something along these lines), but I can still build without snap enabled?
    A: You will need to either increase object limit inside of your init.sqf file OR you can exclude spheres from nearestObjects check in player_build.sqf
     
    Q: I am getting BE: Script restriction #17 kicks
    A: You are using latest BE filters by Infistar, remove line #19 (double check readme file on github)
     
    Q: Have you encountered a problem when placing plotpole it spawns, and seems to put the entire radius of the plotpole where the plotpole is placed, MASS desync then ensues
    A: Yes, it was related to Infistar AH, Chris is aware of an issue, see if new update fixes it and report back please.
     
    Q: players on my server build very large bases with hundreds of objects. They reported me about massive fps-drops while using the snap function. So some players can't use it because of older hardware etc.  Any Idea how to reduce the amount of objects or improve the performance
    A: Yeah, download the version 1.3 (or up). It lets you adjust ranges, negative values will reduce detection range effectively reducing snap point amount and giving more performance, add/adjust this to your init.sqf:
    DZE_snapExtraRange = 0; Q:  I had issues with not being able to return to the players lobby by pressing ESC after installing Snap Pro.
    A: You are probably running 1.0.4.2, comment out
     
    Positive/Negative Feedback from live servers:
    STENCHOVDETH: "I've had this working on all my servers for about a week now and the players just go nuts for it."
    Tricks: "This is very true, have it on my server and my players love it!"
    Anarior: "Other than a few issues with people finding it quite complex to start with, the feedback has been overwhelmingly positive from users."
    MatthewK: "Had this on my server for the past 24 hours and my players are spending so much time building stuff, they aren't even bothering to kill each other any more."
    |Changelog----------------------------------|Date---------------|Version----| |Rare bug fix  -----------------------------|30/08/2014---------|1.4.1------| |ASL based player/snap_build, fixes, extras |21/08/2014---------|1.4--------| |Full support for water bases --------------|09/08/2014---------|1.3.1------| |Fixed defines, adjustable snap ranges -----|09/08/2014---------|1.3--------| |Anti-grief temporarily removed ------------|23/07/2014---------|1.2.1------| |CMD menus removed and pushed to a new repo-|21/07/2014---------|1.2.0------| |Snap point radius is now config based------|18/07/2014---------|1.1.6------| |Build range and anti-grief fix-------------|16/07/2014---------|1.1.5------| |Missing stairs with support in config------|14/07/2014---------|1.1.4------| |Code optimization, vault points added------|12/07/2014---------|1.1.3------| |Ghost fix for metal floor (GenCamoUGL)-----|10/07/2014---------|1.1.2------| |CMD/Action menu toggle---------------------|09/07/2014---------|1.1.1------| |CMD menu added (mudzerelli)----------------|09/07/2014---------|1.1.0------| |Missing objects added----------------------|07/07/2014---------|1.0.1------| |SBP release--------------------------------|06/07/2014---------|1.0.0------|
  22. Like
    raymix got a reaction from Nekuan in [1.4.1] Snap Building PRO   
    Quick sneak peak to performance optimization idea for large bases:
    http://www.twitch.tv/raymich/b/548457117
     
    also Update: Radius reduced down to 5 meters for all objects except wood and metal floors (they are still 10 meters).
     
    Keep them reports coming  :ph34r:
  23. Like
    raymix got a reaction from PryMary in [1.4.1] Snap Building PRO   
    Quick sneak peak to performance optimization idea for large bases:
    http://www.twitch.tv/raymich/b/548457117
     
    also Update: Radius reduced down to 5 meters for all objects except wood and metal floors (they are still 10 meters).
     
    Keep them reports coming  :ph34r:
  24. Like
    raymix reacted to megaz in [1.4.1] Snap Building PRO   
    Raymix have you done a typo on the Github ?
     
    To only show tutorial text once (per log-in), add this right before closing bracket in line #236 in snap_build.sqf:
                    ] spawn bis_fnc_dynamicText;
                };
            };
        snapTutorial = false;  
    };
     
    I think you mean line#263 ?
     
    Megaz
     
    Loving this by the way Good Work and thanks for sharing.
  25. Like
    raymix reacted to Markokil321 in [1.4.1] Snap Building PRO   
    @raymix please take a look at this. Haven't tested myself though.
     
    https://github.com/vbawol/DayZ-Epoch/issues/1424
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