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Max

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  1. Like
    Max reacted to OtterNas3 in [RELEASE] VASP - Vehicle and Skin preview on Traders v1.2 (Updated 06/18/2014)   
    Hey folks,
     
    some time ago i pushed something to the public, but here is next!
     
     
    "Damn which Truck was the open Camouflage one?"
    "Bah cant remember which of the Vehicles holds the most amount of Magazines and Weapons..."
    "How many Players can Drive in XYZ Vehicle?"
    "How fast can that Vehicle go?"
     
    "What the hell a 'Donald' skin look like?"
    "'Rocker 1 2 3 whats the difference?"
     
    Ever had such questions?
     
     
    Here you go - VASP - Vehicle and Skin Preview
     
     
    This little Mod let you Preview any Vehicle or Skin in the TraderMenu.
    Vehicles will show additional Infos like:
    Max Speed Max Seats Max Cargo Weapons Max Cargo Magazines Max Cargo Backpacks Max Fuel Max Armor All stuff is totally client side spawned and will not be visible to any other Player on Server!
     
    The Player clicks in the Tradermenu on a Vehicle or a Skin and he will get a hint message to press F5 for a preview of it.
     
    While in preview, you can use these Hotkeys:
    Zoom in/out:       Arrowkeys up/down
    Rotate left/right: Arrowkeys left/right
    Close preview:   F5
     
    After preview the Tradermenu will open again on the same spot the Player left it for the preview.
    Just hit Buy and the last previewed item get bought.
     
    Easy as Pie.

     
    Demo Video
      http://youtu.be/KN8MAEpTC8I
     
    Download:
    https://www.dropbox.com/s/a2ziauc6rudqk97/VASP_v1.2.zip
     
    Install instructions:
    1. Download und unzip VASP_v1.2.zip
    2. unpbo MPMissions\YOURMISSIONNAME.pbo (If your hoster has just folders you can skip this obviously ^^)
    3. Copy the custom folder from unziped VASP_v1.2.zip to MPMissions\YOURMISSIONNAME\
    4. open MPMissions\YOURMISSIONNAME\init.sqf
     
    Find this block:
    if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; }; And insert this line above the last closing bracket };
           _nil = [] execVM "custom\VASP\VASP_init.sqf"; If you dont have already a custom pulicEH.sqf continue on 5a) else continue on 5b)
     
    5a)
    Still in the init.sqf Find this line:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; and replace with:
    call compile preprocessFileLineNumbers "custom\VASP\publicEH.sqf"; 5b)
    open your custom publicEH.sqf and find this line:

    "PVDZE_plr_SetDate" addPublicVariableEventHandler {setDate (_this select 1);}; and replace with:
    "PVDZE_plr_SetDate" addPublicVariableEventHandler {if (!(player getVariable["Preview",false])) then {setDate (_this select 1);};}; If you dont have already a custom compiles.sqf continue on 6a) else continue on 6b)
     
    6a)
    Still in the init.sqf Find this line:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; and replace with:
    call compile preprocessFileLineNumbers "custom\VASP\compiles.sqf";                //Compile regular functions 6b)
    Open your custom compiles.sqf and find this block:

    // trader menu code if (DZE_ConfigTrader) then { call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf"; }else{ call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf"; }; and replace with:
    // trader menu code if (DZE_ConfigTrader) then { call compile preprocessFileLineNumbers "custom\VASP\player_traderMenuConfig.sqf"; }else{ call compile preprocessFileLineNumbers "custom\VASP\player_traderMenuHive.sqf"; }; Find this line:
    fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self and replace with:
    fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\VASP\fn_selfActions.sqf"; //Checks which actions for self If you already use a custom fn_selfActions.sqf open it and find this line:
    _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; and add ABOVE:
    LastTraderMenu = (_traderMenu select 0); 7. repbo MPMissions\YOURMISSIONNAME\ - upload - restart server - enjoy!
     
     
    - Configuration -
    Open VASP_init.sqf and edit this block to your liking:
    /****************************/ /* Configuration */ /****************************/ /* Vehicle Preview on/off */ /* true = ON / false = OFF */ VASP_VehiclePreview = true; /****************************/ /* Skin Preview on/off */ /* true = ON / false = OFF */ VASP_SkinPreview = true; /****************************/ /* !!! DONT EDIT BELOW !!! */  
    - Additional Information -
     
    For those who have MORE then the standard Epoch Skins buyable at the Traders you would need to open MPMissions\YOURMISSIONNAME\custom\VASP\VASP_init.sqf
     
    and add them to this block:

        AllAllowedSkins = [         "Skin_Survivor2_DZ","Skin_SurvivorWcombat_DZ","Skin_SurvivorWdesert_DZ",         "Skin_SurvivorWurban_DZ","Skin_SurvivorWsequishaD_DZ","Skin_SurvivorWsequisha_DZ",         "Skin_SurvivorWpink_DZ","Skin_SurvivorW3_DZ","Skin_SurvivorW2_DZ",         "Skin_Bandit1_DZ","Skin_Bandit2_DZ","Skin_BanditW1_DZ",         "Skin_BanditW2_DZ","Skin_Soldier_Crew_PMC","Skin_Sniper1_DZ",         "Skin_Camo1_DZ","Skin_Soldier1_DZ","Skin_Rocket_DZ",         "Skin_Rocker1_DZ","Skin_Rocker2_DZ","Skin_Rocker3_DZ",         "Skin_Rocker4_DZ","Skin_Priest_DZ","Skin_Functionary1_EP1_DZ",         "Skin_GUE_Commander_DZ","Skin_Ins_Soldier_GL_DZ","Skin_Haris_Press_EP1_DZ",         "Skin_Pilot_EP1_DZ","Skin_RU_Policeman_DZ","Skin_Soldier_TL_PMC_DZ",         "Skin_Soldier_Sniper_PMC_DZ","Skin_Soldier_Bodyguard_AA12_PMC_DZ","Skin_Drake_Light_DZ",         "Skin_CZ_Special_Forces_GL_DES_EP1_DZ","Skin_TK_INS_Soldier_EP1_DZ","Skin_TK_INS_Warlord_EP1_DZ",         "Skin_FR_OHara_DZ","Skin_FR_Rodriguez_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ",         "Skin_GUE_Soldier_MG_DZ","Skin_GUE_Soldier_Sniper_DZ","Skin_GUE_Soldier_Crew_DZ",         "Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ","Skin_TK_Special_Forces_MG_EP1_DZ",         "Skin_TK_Soldier_Sniper_EP1_DZ","Skin_TK_Commander_EP1_DZ","Skin_RU_Soldier_Crew_DZ",         "Skin_INS_Lopotev_DZ","Skin_INS_Soldier_AR_DZ","Skin_INS_Soldier_CO_DZ",         "Skin_INS_Bardak_DZ","Skin_INS_Worker2_DZ"     ]; This is ONLY needed if you have custom Skins that are buyable on the Traders!
     

     
    ~ Have fun with it ~
     
    Questions - Bugs - Tell me!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  2. Like
    Max 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!
  3. Like
    Max reacted to hogscraper in Advanced Alchemical Crafting v3.3   
    Hello Epoch forums! I was working on a custom crafting system when I found Raymix's Emerald Interiors.  I really liked what he had in his system but saw that he was no longer working on it or updating it. My system had a menu but didn't have many items in it so I talked to him about using his item lists and bringing out an in depth crafting system with tons of items. Where my old system had 77 items, and his had 193, this new system has over 550! The name of this mod came from a couple users asking how in the world can you make a bed out of a Ruby and someone said Alchemy!   So what does this add that other systems do not? An easy to use interface that also includes a preview function so players can tell the difference between MAP_Misc_Well and Land_Misc_Well_C before they run out and scavenge materials to make them. I also tried to add realistic ingredient and tool lists to most items but for most of the misc or small items I went with just a gemstone and/or gold costs. The main reason I added the extra costs was to limit players from having hundreds of these items all over the map as they do save to the database like Epoch craftables. I wanted this to be something more for player's to work towards. On our server we have a rather large Sector B mission that unfolds in three stages and the rewards at the end include gemstones. While we have a gem trader to buy and sell the gems it seemed like a waste to have nothing else to do with the gemstones.   Demonstration Videos: Where I live is very loud with traffic and outside noise so they have music instead of me talking. If you don't care for heavy metal you may want to mute your speakers :) This video is of v1.3 so there are many more items included now but I kept the general categories for each gemstone the same.   Demo of the menu system itself: I re-purposed an old UAV script I had written a while back for vanilla Arma 2 for the preview function   Installation guide:   PLEASE DO NOT SKIP THE CONFLICTS SECTION!   Multiple people in this thread have run into issues with certain parts of my script causing problems for other scripts like Snap Pro and Deploy anything and the fixes are currently listed in the conflicts sections.  UPDATE! Added more conflict resolutions including one for Zupa's single currency.   Assumptions in this guide: You have a basic understanding of scripting for Arma2.  You are familiar with using custom files and overriding values via script. If you do not use any of the listed below files you will need to use Google to find out how to unpack your pbos and utilize these custom files.    STEP 1. Create a folder in your mission folder called custom if you do not already have one.  Download the attached file, (Buildables.zip). Unzip and place the Buildables folder into your custom folder. Buildables.zip   STEP 2. Changes you need to make to your files:
      Antihack edits: If you do not use BE filters you can skip STEP 2.d and if you do not use Infistar Antihack you can skip STEP 2.e. Step 2.d keeps players from being kicked when they attempt to create an item with box in it's name. Step 2.e will allow your admins to use Infistar's base delete tool to remove items crafted with this system as well as the Epoch items.   
      You are now ready to get crafting!    User guide:
      Item categories you can craft:
      Notes on possible conflicts with the included files:
    I also have redefined a custom dayz_spaceInterrupt in my Crafting_Compiles.sqf. That section of code is necessary as it not only allows players to spin the item in small increments using the 1 & 3 keys but it also captures any key presses that then trigger the Preview menu to close and return to the main crafting screen. Without that code, any player using the Preview will have to log out if they hit ESC or Backspace as it will simply close out the dialog buttons that allow them to Return and leave them staring at the item.    I do not use Plot for Life so I do not know what may or may not conflict with that addon while using this addon. My system does utilize a custom player_build and does check for plot poles so if you are using that plot pole addon you may need to edit the custom_builds.sqf. I have not tested the below code but it was submitted by StiflersM0m as a fix for plotforlife. I included it here as a quick ref for anyone reading this first before immediately downloading.  
        Thank you to stiflersM0M and emwilsh for the heads up on Snap Pro. Thank you also to Stranger for pointing out a couple typos that might have hemmed some of you up. If you are using Snap Pro system you can integrate my system with that one by opening my Crafting_Compiles.sqf and deleting the dayz_spaceinterrupt function from the bottom of that file. This function starts on line 256. Delete everything from line 256 to the end of the file. Then navigate to custom\Snap_Pro\dayz_spacensterrupt.sqf and open that file.   You will need to add    GlobalPreviewVariable = 1;   into the empty space on line 3.   And near the very bottom, you need to add   // num 1 or 3 above qwerty if (_dikCode == 0x02) then { AAC_1 = true; }; if (_dikCode == 0x04) then { AAC_3 = true; };   just BEFORE\ABOVE the line   _handled       I disabled the functionality of the 2 button for now as what I wanted it to do isn't working. Adding those two things to Raymix's dayz_spaceinterrupt.sqf will stop the conflicts between the two systems.   If you are using the Deploy Anything script, Epoch forums user Calamity has worked up a fix that will allow my script to work with it. Please see for the correct format.   If you would like to add the detach with F like in Snap Pro,The Hound posted this reply on page six: For anyone who has snap pros space interrupt and wants the F key function from it in this here is the custom_build http://pastebin.com/Sx3BK5TC.    Thank you to Zupa for making a combined defines.hpp that eliminates the conflict between his mods and this one.   Just delete my crafting_defines.hpp, remove #include "custom\Buildables\Crafting_Defines.hpp" from your description.ext and replace his defines.hpp with the one in the above link.     If you find any other addons that conflict with this one please let me know and I will add them to this section. I may not have the time to test out or work out a fix but I will include any issues and fixes that you guys come up with in this section.   Known Issues:
      NEW! HOW TO ADD NEW CATEGORIES!
    I spent a lot of time on the offsets for these items to ensure that the item was at a good distance from the player, but if you find something that could be better, please post the item and offset below. Many items that are grouped together have similar offsets and I did that to cut out a few thousand lines of code from the MT_Defines.hpp. In some cases this means an item may be a little closer or further than what would be perfect, but when you look at everything in the group it makes sense to that group. In some cases like the Topaz items, many items have their own definitions.   I have been running this on a Cherno server with just Epoch as well as an Origins Epoch server that just used the Origins map and vehicles without issues. If you do find you are having trouble with this on another map, just let me know and I will do what I can to help you out. It works with edited BE filters and Infistar and is working on both of the above servers with 1.0.5.1/125548. I also had this previously running under 1.0.4.2/112555 and 1.0.5.1/112555. Now that I've tested it out quite a bit I wanted to give v3.3 to the community and hope other people can get some use out it.   Thank you guys for any feedback you can give and if you find an issue or mistake in this guide, please let me know!    Thank you to: Maca for his Right Click script: http://epochservers.com/viewtopic.php?f=14&t=13   Raymix for Emerald Interiors that made me realize that I didn't have to settle on just 10 items in a menu list from maca's right click script   vbawol for all his awesome work on getting Epoch out there in the first place   [GOM] Simbo for helping me test this out and getting a lot of the earlier bugs out of the way.   [AFLA] Rick Grimes for helping me test this out on other maps and getting the delete sorted.   [OG] Kenshinz and everyone at Origins Gaming Server for helping to test this in a live environment. You can find my system currently running on his server at : 192.99.16.15:2372   EDITED!: Buildables_Experimental.zip If you have read through page 7 of this thread and are interested in the updated version here it is. Please follow my instructions above and do not download this file if you haven't read the post where I talk about it. This is an experimental build and has not been tested.
  4. Like
    Max reacted to striker in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    https://www.youtube.com/watch?v=gsa44JO02VQ&feature=youtu.be
     
    Credit Is Due Where Due
     

     

    Special Thanks to Raymix and his Script!
    Special Thanks to RimBlock and his 
    Special Thanks to Jossy and the future improvements I hope to see from him! Check out his work
    Special Thanks to KamikazeXeX for his changes to the AdminBuild for Snap Building Pro and his help!
     
    Notice
    These files have been tested and work on the maps Chernarus and Taviana.

    Installation
    Warning: This script is fairly untested and could cause unforeseen problems. USE AT YOUR OWN RISK!
    Please backup your database before you implement this encase something goes wrong!

    Newest Build Vectors Installation (version 4)
     
    Snap Build Pro Only
    Files & Install guide
    http://bitly.com/BuildVectorsSBPv4
     
    Plot 4 Life & Snap Build Pro
    Files:
    http://bitly.com/BuildVectorsV4

    Install Guide:
    https://github.com/strikerforce/DayzBuildVectors


    Legacy Installation (version 3)




    Road Map
    Keep menus up when clicked for better user experience Known Issues
    None Change Log




    Version 1:
    Released
    Version 1.1:
    Updated server_monitor.sqf to make sure the vector is the correct format.
    Version 2:
    Updated files for the snap building pro update v1.3.
    Added files for Adminbuild and Right Clickables.
    Version 3:
    Updated files for snap building pro v1.4.1
    Ghost preview supported (Thanks Jossy!)
    Version 4:
    Cleaned up some of the HORRENDOUS code :P
    Fixed issue with objects not snapping correctly to objects of a certain degree after restart. ;)
     
     
    Appreciate and support my work?
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