Jump to content

outlander

Member
  • Posts

    16
  • Joined

  • Last visited

Reputation Activity

  1. Like
    outlander got a reaction from Donnovan in [Release] Casca Vehicles Convoy for any Map   
    Perfect, thanks a bunch.
  2. Like
    outlander reacted to Donnovan in [Release] Casca Vehicles Convoy for any Map   
    outlander,
     
    Change the two _unit is this code to _newDriver.
  3. Like
    outlander got a reaction from Donnovan in [Release] Casca Vehicles Convoy for any Map   
    Another error on startup:
    12:05:43 Error in expression <en { _cascaVehicles = _cascaVehicles + [_this select 0]; }; } forEach donn_carsC> 12:05:43 Error position: <_this select 0]; }; } forEach donn_carsC> 12:05:43 Error Undefined variable in expression: _this 12:05:43 File mpmissions\DayZ_Overpoch_1.Chernarus\andre_convoy.sqf, line 96 12:05:43 Error in expression <en { _cascaVehicles = _cascaVehicles + [_this select 0]; }; } forEach donn_carsC> 12:05:43 Error position: <_this select 0]; }; } forEach donn_carsC> 12:05:43 Error Undefined variable in expression: _this 12:05:43 File mpmissions\DayZ_Overpoch_1.Chernarus\andre_convoy.sqf, line 96 All other errors stem from engaging the AI, and are persistent errors once you do.

    Cheers, looking forward to testing it more.  :D

    *Also wanted to add that I get no errors at all when using Casca Convoy*
  4. Like
    outlander got a reaction from Donnovan in [Release] Casca Vehicles Convoy for any Map   
    Tried the Andre Convoy, getting some errors;

     
     
  5. Like
    outlander got a reaction from cen in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    I've gone through the instructions so I don't think I've missed anything (they are a little scattered though).

    Everything works fine except when it comes to vaults/safes.

    After a user places a safe, he is able to "open locked safe", however when they try to go and lock the safe they are given the error:

    "you cannot lock this safe, you do not know the combination"

    It does not give me the option to "re-enter combination"

    Also a user complained he couldn't lock the safe (owner) but I was able to re enter the code, and lock their safe (he was not given the option for re enter code)


    Anyone can point me in the right direction?

    Cheers,


    *Edit*

    I opted for the method outlined in post it worked perfectly.
  6. Like
    outlander reacted to cen in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    This is how epoch does it by default. I don't want safe owners getting lazy and never having to remember their safe/lockbox codes.
     
    I found a way to do it. Here is what I did:
     
    Removed player_lockVault.sqf Removed player_packVault.sqf Removed player_unlockVault.sqf In fn_selfActions.sqf I defined a new variable for _ownerID
    _ownerID = _cursorTarget getVariable ["ownerPUID","0"]; _ownerID2 = _cursorTarget getVariable ["CharacterID","0"]; This new var uses CharacterID instead of ownerPUID.
     
    Then for all the vault actions I used the new var:
    //Allow owner to unlock vault if((_typeOfCursorTarget in DZE_LockableStorage) && _ownerID2 != "0" && (player distance _cursorTarget < 3)) then { if (s_player_unlockvault < 0) then { if(_typeOfCursorTarget in DZE_LockedStorage) then { if(_ownerID2 == dayz_combination || _ownerID2 == dayz_playerUID) then { _combi = player addAction [format[localize "STR_EPOCH_ACTIONS_OPEN",_text], "\z\addons\dayz_code\actions\vault_unlock.sqf",_cursorTarget, 0, false, true, "",""]; s_player_combi set [count s_player_combi,_combi]; } else { _combi = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""]; s_player_combi set [count s_player_combi,_combi]; }; s_player_unlockvault = 1; } else { if(_ownerID2 != dayz_combination && _ownerID2 != dayz_playerUID) then { _combi = player addAction [localize "STR_EPOCH_ACTIONS_RECOMBO", "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""]; s_player_combi set [count s_player_combi,_combi]; s_player_unlockvault = 1; }; }; }; } else { {player removeAction _x} count s_player_combi;s_player_combi = []; s_player_unlockvault = -1; }; //Allow owner to pack vault if(_typeOfCursorTarget in DZE_UnLockedStorage && _ownerID2 != "0" && (player distance _cursorTarget < 3)) then { if (s_player_lockvault < 0) then { if(_ownerID2 == dayz_combination || _ownerID2 == dayz_playerUID) then { s_player_lockvault = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\vault_lock.sqf",_cursorTarget, 0, false, true, "",""]; }; }; if (s_player_packvault < 0 && (_ownerID2 == dayz_combination || _ownerID2 == dayz_playerUID)) then { s_player_packvault = player addAction [format["<t color='#ff0000'>%1</t>",(format[localize "STR_EPOCH_ACTIONS_PACK",_text])], "\z\addons\dayz_code\actions\vault_pack.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_packvault; s_player_packvault = -1; player removeAction s_player_lockvault; s_player_lockvault = -1; }; Now when someone dies, they are forced to re-enter the combination of the vault/lockbox.
×
×
  • Create New...