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raymix

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  1. Like
    raymix got a reaction from GenCamoUGL in [1.4.1] Snap Building PRO   
    could be a broken ghost. No idea why that happens to you personally tho, snapping floors works fine for me. Please keep in mind there is not much you can do to fix this apart from offsetting snap points a bit. 1cm equals to 0.01 units, lets say leave floor as is at 0,0,0 but decrease it's ghost by creating new array with 0,0,-0.01 This will lower height offset by 1cm on pivot point. For the rest of points simply apply the same math.
  2. 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.
  3. 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:



  4. Like
    raymix got a reaction from unrealPANDA 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 reacted to mudzereli in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    Outdated, does not work with Epoch 1.0.7
    DEPLOYABLE BIKE 2.8.2
    all of this information is available in an easier-to-read format on github pages>>
    version 2.8.2 updates the code to work with Epoch Mod 1.0.6. Thanks @ebaydayz!
    version 2.8.1 should hopefully fix the long-standing non-moving-bike problem! Thanks @SchwEde!
    FYI: 2.8.0 adds the _condition and _ammo parameters to the config array so you will need to add a value for these parameter in each record of the DZE_DEPLOYABLES_CONFIG array in the appropriate spot if you are upgrading from 2.6
     
    Out of the box, it adds a deployable bike with a right click action on a toolbox and a couple other neat deployables.
    Really, it can be used to deploy just about anything. See the configuration section below.
    For some samples of what it can do, check out this gallery on imgur
     
    Installation
    download the files extract the addons and overwrites folder from the downloaded zip file into your mission file root find this line in your mission file init.sqf (warning: if you have a custom compiles file, find that line instead of the one below!) call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; place this line directly after the line you found call compile preprocessFileLineNumbers "addons\bike\init.sqf"; edit addons\bike\config.sqf to change some options or add different deployables (see configuration section for more info) Warning:
    due to the way the way arma handles numbers and the way addon is coded, using the save-to-database option may not allow you to re-pack some objects if you have Character ID's over 500,000 (which I don't think will be an issue for 99.99% of people).  
    Adding Your Own Custom Actions
    If you use another right click method like extra_rc.hpp and want to switch to my method, see my click actions configuration github page.
    The click actions script is included in the deploy script as part of the core, so you don't need to download anything, just follow the instructions for adding your own actions.
    * note: before attempting to troubleshoot issues with adding your own actions, make sure you are using the most recent version of the addon.
     
    Configuration
    This addon is highly configurable, you can deploy just about anything, not just bikes.
    open addons\bike\config.sqf and edit the array to add your own deployables.
     
    DZE_DEPLOYABLES_CONFIG format -- (note no comma after last array entry)
    DZE_DEPLOYABLES_CONFIG = [ [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [...more stuff here...] ]; DZE_DEPLOYABLES_CONFIG array values (view on github to read easier):
    parameter | description | type | example --------------|---------------------------------------------------------------------|--------|-------- _clickItem | class name of the item to click on | string | "ItemToolbox" _deployOffset | [_side,_front,_up] array to offset the deployable when buiding | array | [0,2,1] _packDistance | how close does the packer need to be to pack the object? | number | 5 _damageLimit | item can't be repacked if damage is > this. (-1 = no re-packing) | number | 0.1 _packAny | can anyone repack the deployable? | bool | false _cargo | clear the cargo of the deployable? | bool | false _ammo | should vehicle ammo be cleared? (does not persist through restart) | bool | true _hive | write deployable to database? | bool | false _plot | require a plot from the owner to build the deployable? | bool | false _simulation | enable simulation (movement/damage) for the object? (true for cars) | bool | true _road | enable road building for this object? | bool | true _deployables | array of class names that can be deployed with this method | array | ["MMT_Civ"] _near | array of items required nearby to build (workshop/fire/fueltank) | array | [] _parts | array of parts required to build (will be taken from player) | array | ["ItemToolbox"] _condition | string of code to evaluate to determine whether action is shown | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}" DZE_DEPLOYABLE_NAME_MAP array -- allows you to rename the deployable (on the right click/messages)
    format (note no comma after last array entry)
    DZE_DEPLOYABLE_NAME_MAP = [ [_class,_name], [_class,_name], [... more ...] ];  array parameters
    parameter    | description                                                         |  type  | example --------------|---------------------------------------------------------------------|--------|-------- _class        | class name of the item you want to replace the name of              | string | "Notebook" _name         | new name to display when right clicking                             | string | "Macbook Pro" Change Log
    version | change --------|------- 2.8.2 | updates for 1.0.6! Thanks @ebaydayz! 2.8.1 | fix from SchwEde that should fix bike not moving. Thanks @SchwEde! 2.8.0 | option to clear vehicle ammo 2.7.1 | better exit reasons 2.7.0 | option to add condition for showing action in config 2.6.1 | fix for unrideable bikes 2.6.0 | road building options, deployable name mapping 2.5.1  | fix a bug where preview items would sometimes disappear  2.5.0  | now uses a modified epoch building system to deploy the objects  2.4.3  | better click actions build conflict detection  2.4.2  | updated for new click actions handler build  2.4.1  | fixed deployables spawning in locked after restart  2.4.0  | multi-part deployables. yay!  2.3.1  | big fix on packing temp objects  2.3.0  | optional saving to database with post-restart memory of deployed items (see warning below about this) | configurable damage limits on re-packing | admin list for packing/deploying instantly & being able to remove all deployables  2.2.1  | positioning fix for deployed items  2.2.0  | option for clearing cargo of spawned items  2.1.0  | change way dependency call is made, only one line needed in init.sqf now for setup  2.0.0  | major update, allow multiple deployables, pretty much any class  1.1.0  | configuration options / code optimization  1.0.0  | release Issues/FAQ
    1) people are getting kicked for createvehicle restriction when building a stone wall
    open your battleye filter createvehicle.txt and change this line
    5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" to this:
    5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1" 2) I am using "A Plot For Life" and this is not working!
  6. Like
    raymix reacted to mudzereli in [1.4.1] Snap Building PRO   
    You should be able to put something like this at the bottom of the dayz_spaceInterrupt.sqf JUST BEFORE THE LAST LINE (which says:  _handled):
    //toggles between scroll menu and commanding menu with the MINUS key (on main keyboard) if(_dikCode == 0x0C) then {     private["_message"];     DZE_SNAP_PRO_USE_COMMAND_MENU = !DZE_SNAP_PRO_USE_COMMAND_MENU;     if(DZE_SNAP_PRO_USE_COMMAND_MENU) then {         _message = "SNAP PRO: now using COMMANDING MENU";     } else {         _message = "SNAP PRO: now using SCROLL MENU";     };     cutText[_message,"PLAIN DOWN"];     hint _message; };
  7. Like
    raymix got a reaction from arkmal in [1.4.1] Snap Building PRO   
    Update: Option to enable commanding menus over actions (your own preference really). Cmd menus allows you to use numpad keys 0 - 9 as a shortcut to actions, handy when dealing with manual snap. For more info please refer to readme on github. Big props to Mudzereli for commit!
  8. 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------|
  9. Like
    raymix got a reaction from CartoonrBOY 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.
  10. Like
    raymix got a reaction from MasterHiggins 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.
  11. Like
    raymix got a reaction from cheech in [Tutorial] Overpoch - Custom traders, all weapons/ammo/vehicles in menus   
    For those of you using DZMS or EMS
     



     
    For those using WAI missions:
     



     
    Config traders:
    server_traders.sqf
    //UPDATE ARRAY ON TOP! serverTraders = ["Winter_SOF_DA1b", //Overpoch menu_Winter_SOF_DA1b = [ [["Pistols",900],["RH",901],["FHQ",902],["Vil",903],["Misc",904],["Ammo",905],["Vehicles",906]], [], "neutral" ]; Dayz_Epoch_11.Chernarus\mission.sqf (dayz_server.pbo): (animated badass looking traders)
    _unit_670 = objNull; if (true) then { _this = createAgent ["Winter_SOF_DA1b", [6296.33,7803.79,0], [], 0, "CAN_COLLIDE"]; _unit_670 = _this; _this setDir 310; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/}; _unit_671 = objNull; if (true) then { _this = createAgent ["Winter_SOF_DA1b", [11449.9,11349.8,0], [], 0, "CAN_COLLIDE"]; _unit_671 = _this; _this setDir 120; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/}; _unit_672 = objNull; if (true) then { _this = createAgent ["Winter_SOF_DA1b", [4030.66,11678.5,0], [], 0, "CAN_COLLIDE"]; _unit_672 = _this; _this setDir 140; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/}; Overpoch.hpp:
    http://pastebin.com/nfp5sbAL
     
    Instructions:
    Create new overpoch.hpp file near rest of configs and update your cfgServerTrader.hpp file like so (just add that single line):
    #include "Category\NeutralWholesale.hpp" #include "Category\Overpoch.hpp" }; note: I feel obligated to remind you to use your own folder structure in these lines. In my example I have all my trader .hpp files inside "Category" folder that is found in root of mission file.
  12. Like
    raymix got a reaction from Buck0 in [1.4.1] Snap Building PRO   
    If you read the guide on bottom-right screen, it tells you to press [F] to snap or pick up object again :>
    It does not snap automatically, some might find this confusing, but there are more ups than downs for this method. Basically - more control for players over what's happening.
  13. Like
    raymix got a reaction from MGT in InfiStars kick for side chat really aggressive :(   
    Ah, yes. That would make sense then.
  14. Like
    raymix got a reaction from hogscraper in [1.4.1] Snap Building PRO   
    Thank you. 
    It's a grey area when it comes to credits. Just crediting somebody for an idea is rather silly, imo. I could rather credit tens and hundreds of people who posted code examples on BI and epoch forums that helped me understand syntax instead. From popular snap system, i'd give more credit to otter for keeping that project updated and giving me a hint that building's does not work on water using ATL, his solution was simple and effective. Other than that, whole script is made completely from scratch and it does not in any way resemble popular snap building, in terms of functionality and code, the system had to be redesigned from ground up - starting with an idea. I've even did code based on my own hypothesis with addAction - that calling external scripts is not required (normally code blocks are only supported in Arma 3) and action could instead call origin script (itself) while the rest of code inside sqf is filtered out by using spawned functions running their on external threads, so variables don't go corrupt. I've yet to see anyone else doing this, tbh. I believe that calling itself and using switch is better and easier on resources as only single file needs to be precompiled into memory.
    Anyway, I thought by giving any credit to authors or editors of similar scripts would imply this script is somehow based on them, while it's not. It's merely an alternative version designed to apply similar function to the game - snap stuff together.
    Hope this does not offend any of authors and creators of similar scripts, I've high respect for anyone that contributes their work to public for free and what they do for our community. Without people like them we would not have awesome stuff and ability to learn.
  15. Like
    raymix got a reaction from Muffin Man in [1.4.1] Snap Building PRO   
    Thank you all, appreciate you giving this a try.
    Update: New Infistar AH update, make sure to refer to updated readme file on github on how to whitelist actions (thanks for heads up, Chris)
  16. Like
    raymix got a reaction from arkmal in [1.4.1] Snap Building PRO   
    Thank you. 
    It's a grey area when it comes to credits. Just crediting somebody for an idea is rather silly, imo. I could rather credit tens and hundreds of people who posted code examples on BI and epoch forums that helped me understand syntax instead. From popular snap system, i'd give more credit to otter for keeping that project updated and giving me a hint that building's does not work on water using ATL, his solution was simple and effective. Other than that, whole script is made completely from scratch and it does not in any way resemble popular snap building, in terms of functionality and code, the system had to be redesigned from ground up - starting with an idea. I've even did code based on my own hypothesis with addAction - that calling external scripts is not required (normally code blocks are only supported in Arma 3) and action could instead call origin script (itself) while the rest of code inside sqf is filtered out by using spawned functions running their on external threads, so variables don't go corrupt. I've yet to see anyone else doing this, tbh. I believe that calling itself and using switch is better and easier on resources as only single file needs to be precompiled into memory.
    Anyway, I thought by giving any credit to authors or editors of similar scripts would imply this script is somehow based on them, while it's not. It's merely an alternative version designed to apply similar function to the game - snap stuff together.
    Hope this does not offend any of authors and creators of similar scripts, I've high respect for anyone that contributes their work to public for free and what they do for our community. Without people like them we would not have awesome stuff and ability to learn.
  17. Like
    raymix reacted to NoxSicarius in PAYING SOMEONE TO FIX BEC RESTARTS ON DEDICATED, AND MAINTENANCE   
    You don't need anything third party to bring the server back up. I use batch files and bec.
     



  18. Like
    raymix got a reaction from PryMary in [1.4.1] Snap Building PRO   
    Wooden small doors and garage doors added to snap list, no idea how I forgot those, lol.
    Also if you are bored, come join some dev streams live atm: Axles, sequisha. Have fun!
  19. Like
    raymix got a reaction from ReDBaroN 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 got a reaction from dy3rx in PAYING SOMEONE TO FIX BEC RESTARTS ON DEDICATED, AND MAINTENANCE   
    For restarts, install BEC and follow this:

     
    However this will shut down server, so you need to run third party application that will run your game as a service instead - basically if it detects shutdown it will automatically start it up for you. Most popular seems to be FireDaemon.
     
    For maintenance, you will need to add setDamageOnAge event from additional epoch SQL tables
    Just change damage in range around 0.11 - 0.3, because 0.1 is bugged. The way this works is - after a while it sets tiny damage on items (damage is not incremental, just static value), which in turn will enable option on plotpoles - ability to maintain objects (pp detects damage of nearby objects). Maintaining with PP will simple replace models with new ones effectively refreshing date of creation and preventing them from being deleted by setDamageOnAge .
     
    Enjoy
  21. Like
    raymix got a reaction from nachtmasse 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.
  22. Like
    raymix got a reaction from Muffin Man in [1.4.1] Snap Building PRO   
    Thank you. 
    It's a grey area when it comes to credits. Just crediting somebody for an idea is rather silly, imo. I could rather credit tens and hundreds of people who posted code examples on BI and epoch forums that helped me understand syntax instead. From popular snap system, i'd give more credit to otter for keeping that project updated and giving me a hint that building's does not work on water using ATL, his solution was simple and effective. Other than that, whole script is made completely from scratch and it does not in any way resemble popular snap building, in terms of functionality and code, the system had to be redesigned from ground up - starting with an idea. I've even did code based on my own hypothesis with addAction - that calling external scripts is not required (normally code blocks are only supported in Arma 3) and action could instead call origin script (itself) while the rest of code inside sqf is filtered out by using spawned functions running their on external threads, so variables don't go corrupt. I've yet to see anyone else doing this, tbh. I believe that calling itself and using switch is better and easier on resources as only single file needs to be precompiled into memory.
    Anyway, I thought by giving any credit to authors or editors of similar scripts would imply this script is somehow based on them, while it's not. It's merely an alternative version designed to apply similar function to the game - snap stuff together.
    Hope this does not offend any of authors and creators of similar scripts, I've high respect for anyone that contributes their work to public for free and what they do for our community. Without people like them we would not have awesome stuff and ability to learn.
  23. Like
    raymix got a reaction from TayTayTheKiller in So. what the hell?   
    I hope you realize, nobody here is responsible for that, right? It has nothing to do with the hype, patch, dayz commander or even epoch mod/forums/staff. Gamespy failed to shut down yet again, and everyone is still puzzled as to what is going on. Some of admins jumped over to new patch too early (I do realize they were alarmed with BE messages), rest of us have learned lesson not to trust gamespy the first time they did this and wait till the very last moment to make the switch.
     
    I know this sucks big time, whole playerbase is split between several betas and even mod versions... hopefully this nonsense balances soon. But nothing will change as long as Gamespy is still running, unfortunately.
  24. Like
    raymix got a reaction from PryMary in [1.4.1] Snap Building PRO   
    Good morning and Holy crap so much positive attitude, haha, love you guys, thanks for great responses. I'll update Q&A section in a bit.
     
    Thanks for sticking around the development of this in DZEI thread, buddy, appreciate your feedback and testing ^^
     
     
    It can happen when building is between water and land, these things tend to feck up search code, it's not very sophisticated as I am no mathematician. It'd be great if you could give me more info on this. What I'd suggest you to do is: drop the item down while in auto snap, then switch to manual and choose your point, pick it up again and go from there, should be ok.
     
     
    Thanks for confirm, i'll add that to Q&A
     
     
     
    Well, it will take little bit of time to get your head around it, I know some players have trouble learning it, too, but once they get more comfortable with it, it gets much easier and faster.
     
     
    It should work with all those things as long as you are not using different player_build from mine, it's very much the original script by awol with the exception that it adds 45 degree turns and spawns external file. What it basically does is generates a helper object and attaches item you are building to it, does not matter if it has ghost preview or not. However, if you are using third party player_build.sqf make launch your diffmerge and look up how to add object helpers and how to spawn snap_build.sqf script in your file. It should be a simple matter of a fix.
  25. Like
    raymix got a reaction from Mendo 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.
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