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Posts posted by mkah
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Don't know if someone else has posted this but here goes. If someone else has posted it, sorry and will delete it off.
If you would like to get this working along with mudzereli's deploy bicycle script. It is pretty simple to do
1) In mission files go to "overwrites\click_actions\init.sqf" and change it to the code below:// this baby only runs client side
if(isServer) exitWith {};// only let this dependency be instantiated onceif(isNil "DZE_CLICK_ACTIONS_BUILD") then {diag_log text "CLICK ACTIONS: loading...";// our fancy array of registered actionsDZE_CLICK_ACTIONS = [];// overwrite the selectslot function with our hooked versionplayer_selectSlot = compile preprocessFileLineNumbers "custom\player_selectSlot.sqf";// let other addons know we're loadedDZE_CLICK_ACTIONS_BUILD = 2;};
Just make sure you point it to the correct location of your "custom\player_selectSlot.sqf" file, that was made with the deploy bike script.
2)Now we need to add the code from "overwrites\click_actions\ui_selectSlot.sqf" and slot it into your "custom\playerselectSlot.sqf"
take this part of the code:
//### BEGIN MODIFIED CODE: extra click actions
{private["_className","_displayText","_scriptCall"];_className = _x select 0;_displayText = _x select 1;_scriptCall = _x select 2;// if the clicked item matches, then assign the script call and display textif(_item == _className) then {_menu = _parent displayCtrl (1600 + _numActions);_menu ctrlShow true;_height = _height + (0.025 * safezoneH);uiNamespace setVariable ['uiControl', _control];_menu ctrlSetText _displayText;_menu ctrlSetEventHandler ["ButtonClick",_scriptCall];_numActions = _numActions + 1;};} forEach DZE_CLICK_ACTIONS;//### END MODIFIED CODE: extra click actionsand place it above this line "_pos set [3,_height];" in the "custom\player_selectSlot.sqf"Then you should be all good to go. Not very good at writing guides, so go easy on me! -
Ok, cool I must have the wrong end of the stick somewhere. This can be closed off.
Thanks
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Hi,
Just wondering if anyone knows how to remove all the clutter that was put in by rocket all over the map. I have tried using this in the init.sqf "stream_locationCheck = {};" but guess this is an old fix.
Any advice or links to pages that could help me solve this would be great. Have been looking all over to find something to do this, but has been fruitless.
Thanks in advance.
[Release] DayZ Mission System
in DZMS - DayZ Mission System
Posted
Yes there is something wrong there. Mine are setup to use RPG if any vehicles come close lol
https://www.dropbox.com/s/7td01fj3v10ti3p/DZMS.zip
Feel free to try my DZMS setup and see if it changes.