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SGCDayZ

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  1. Like
    SGCDayZ got a reaction from Varkom in [Release] Enhanced Vehicle Deployment (with right click option)   
    Hold up, just realized that you need a toolbox to pack it so I edited out "and _hasToolbox"  from the first line on the pack option in fn_selfActions.sqf
     
     
    I also realized that if you interrupt the progress at any point it doesn't give you the toolbox back, or for packing you can begin and then abort and effectively clone tool boxes to fix the deploy I put this
    player removeWeapon "ItemToolbox"; after 
    player reveal _object; in EVD\EVDdeploy.sqf
     
    To fix this on packing I put this
    player addWeapon "ItemToolbox"; after 
    _radius = 1; there we go all fixed :)
     
    NOTE :
    With this method you won't get a toolbox if you already have one, for a method that drops the extra on the floor look here :
  2. Like
    SGCDayZ reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Ok, I think I have found the issue.
     
    In custom\ConvertpUID\convertpuid.sqf
     
    Find
    _number_string = getPlayerUID _player;  Change to
    _number_string = getPlayerUID _playertemp ;   The bug was resulting in the players UID always being sent back.  Good some of the time but if you wanted the UID of your target (e.g. for tagging) it would send the wrong UID back.
     
    Not able to test as the person I am testing with is now asleep but that is likely to be the source of the issue.
     
    Will verify when home tomorrow.
     
    RB
  3. Like
    SGCDayZ got a reaction from RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Are the change to meant to be the same ? And I should also add that I have Epoch yet I had _object not _tmpbuilt
    (I have snap build installed)
     
     
     
     Shouldn't it be change to _callerID ? Or is the ID dropped on purpose ? ??
     
    Any help greatly appreciated.
     
    SGCDayZ Server Management
    Jonas
     
    EDIT:
     
    Also when you say edit fn_selfAction.sqf I'm presuimg you meant fn_selfActions.sqf
     
    Also when you say find :
    s_player_downgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_REMLOCK",_text], "\z\addons\dayz_code\actions\player_upgrade.sqf",_cursorTarget, -2, false, true, "",""];
     
    I'm presuming that the file path is meant to say player_downgrade.sqf not upgrade since this is the downgrade action not the upgrade ;P
  4. Like
    SGCDayZ reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
  5. Like
    SGCDayZ reacted to Bambit in [Release] Enhanced Vehicle Deployment (with right click option)   
    In EVD_pack.sqf
    Add this:
    player addWeapon "ItemToolbox"; After this
    [1,1] call dayz_HungerThirst; player playActionNow "Medic"; In EVD_deploy.sqf
    Add this:
    player removeWeapon "ItemToolbox"; After this:
    [1,1] call dayz_HungerThirst; player playActionNow "Medic";
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