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BigEgg

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  1. Like
    BigEgg got a reaction from Th3-Hunter333 in Virtual garage partially working, help requested   
    In your fn_selfActions, try this instead:
     
    private ["_garageowner","_garagefriends","_garageallowed","_friend"]; _garageowner = _cursorTarget getVariable ["ownerPUID","0"]; _friend = _cursorTarget getVariable ["GarageFriends",[]]; _garagefriends = []; { _garagefriends set [count _garagefriends,(_x select 0)]; } count _friend; _garageallowed = [_owner] + _garagefriends; if ((_typeOfCursorTarget in DZE_Garage) && (speed player <= 1)) then { if (s_player_garage < 0) then { if ((getPlayerUID player) in _garageallowed) then { s_player_garage = player addAction ["<t color='#FFAA00'>Garage Menu</t>", "custom\Garage\player_virtualgarage.sqf", _cursorTarget, 2, false]; } else { s_player_garage = player addAction ["<t color='#FF0000'>Garage Locked</t>", "",_cursorTarget, 2, true, true, "", ""]; }; }; } else { player removeAction s_player_garage; s_player_garage = -1; };  
    And then remove the fn_check_access as it seems completely inefficient to copy over the whole file for a couple lines.
  2. Like
    BigEgg reacted to juandayz in How to remove some craft item and add more craft items.   
    @J.Dominic  here you got dear my friend.. tested and working.
    based on @BigEgg´s Restrict building near defined areas
    you will need a custom modular_build.sqf  and custom variables.sqf.
     
    1- in your custom variables:
    find:
    DayZ_SafeObjects above paste:
    DZE_NotAllow = [ "Plastic_Pole_EP1_DZ", "WoodenGate_1", "WoodenGate_2", "WoodenGate_3", "WoodenGate_4", "WoodStairs_DZ", "WoodStairsSans_DZ", "WoodStairsRails_DZ", "WoodLadder_DZ", "Scaffolding_DZ" ]; Add more objects if you want.
     
    2-your custom modular_build.sqf  (see all lines in red to learn about the changes).
    3-in init.sqf
    DZE_requireplot = 0;  
  3. Like
    BigEgg got a reaction from Th3-Hunter333 in Virtual garage partially working, help requested   
    Can you please paste FNC_check_access so I can see what it is doing.
     
    Edit: I now see that FNC_check_access is a function included with Epoch 1.0.6.
     
    In that file, it appears that the parameters are set based on predefined objects, like a Plot Pole.
     
    We need to define the garage here.
     
    Paste this inside your mission file somewhere and save it as fn_check_access.sqf:
    In your compiles.sqf:
    Replace:
    FNC_check_access = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_check_access.sqf"; With (be sure to change the file path):
    FNC_check_access = compile preprocessFileLineNumbers "YOUR_FILE_PATH_HERE\fn_check_access.sqf"; In your fn_selfActions:
    Replace:
    // garage if (_typeOfCursorTarget in DZE_Garage && {speed player <= 1}) then { _hasAccess = [player, _cursorTarget] call FNC_check_access; _allowed = ((_hasAccess select 0) or (_hasAccess select 2) or (_hasAccess select 3) or (_hasAccess select 4)); if ((s_player_garage < 0) && (_allowed or (_hasAccess select 1))) then { s_player_garage = player addAction ["<t color='#FFAA00'>Garage Menu</t>", "custom\Garage\player_virtualgarage.sqf", _cursorTarget, 2, false]; } else { s_player_garage = player addAction ["<t color='#FF0000'>Garage Locked</t>", "",_cursorTarget, 2, true, true, "", ""]; }; } else { player removeAction s_player_garage; s_player_garage = -1; };  
    With:
    // garage if (_typeOfCursorTarget in DZE_Garage && {speed player <= 1}) then { _hasAccess = [player, _cursorTarget] call FNC_check_access; _allowed = _hasAccess select 8; if ((s_player_garage < 0) && _allowed) then { s_player_garage = player addAction ["<t color='#FFAA00'>Garage Menu</t>", "custom\Garage\player_virtualgarage.sqf", _cursorTarget, 2, false]; } else { s_player_garage = player addAction ["<t color='#FF0000'>Garage Locked</t>", "",_cursorTarget, 2, true, true, "", ""]; }; } else { player removeAction s_player_garage; s_player_garage = -1; };  
    Try this and let me know if it works (this is a complete shot in the dark as I have never worked with this script before).
  4. Like
    BigEgg got a reaction from Brody in [Release] Mogilevka Military Base   
    Hey everyone! Recently, I have been making some new map additions for my community and I decided that I would release this military base.
    It features:
    6 Barracks
    1 Aircraft Control Tower
    3 Medical Tents
     
    I like a simplistic look so if you are like me, you will love this addon!
    The base is located near Mogilevka, hence the name Mogilevka Military Base.
     
    Pics: Mogilevka Base
     
    File:
     
    Marker (make sure you change the class item # to the appropriate # for your mission.sqm):
    class Item15 { position[]={7769.396,0,4485.5698}; name="MogilivikaBase"; text="Mogilevka Base"; type="Depot"; colorName="ColorBlack"; };  
  5. Like
    BigEgg reacted to juandayz in [RELEASE] XMAS TREE DEPLOYABLE 1.6   
    Fully Rewrited for this 2017 xmas. 
    MERRY XMAS EPOCH MOD!!!!!!
     
    1-Download from here: http://www.mediafire.com/file/6iax6nymsdnotva/xmas2017.rar
    2-Open your init.sqf 
    3-Open your custom variables.sqf
    4-Open fn_selfactions.sqf
    5-Open server_monitor.sqf
    6-Open Description.ext and into class sound add the xmas sound.. take a look in this example:
    7-INFISTAR
    8-BEFILTERS
     If u have some issues with battleyes open createvehicle.txt
     
  6. Like
    BigEgg got a reaction from Hooty in Strange server fps/affinity behaviour   
    Arma 2 is optimized for 1 core.
  7. Like
    BigEgg reacted to ebayShopper in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]   
    Updated for Epoch 1.0.7.1+:
    https://github.com/AirwavesMan/ESSV3
    Old 1.0.6.2
    https://github.com/ebayShopper/ESSV3
  8. Like
    BigEgg got a reaction from Liquid84 in [Release] BigEgg's NW Aircraft Trader   
    Since it seems that Gr8 decided to leak GG's old files on Github, it has come to my attention that a majority of the custom building additions that I made and put on GG are now being used on quite a few servers. Due to this, I might as well release them on here.
     
    Below is the Air Dealer I made for NWAF, it is one of my favorites:
     
    Pics:
    http://imgur.com/a/gq9dq
     
    Code:
     
    private["_object", "_objects"]; _objects = [ ["Land_Mil_ControlTower", [5037.8691, 9697.9629, 6.1035156e-005], 60.40699], ["C130J_wreck_EP1", [5016.1558, 9688.5039, 3.0517578e-005], -160.13626], ["76n6ClamShell", [5047.6226, 9682.001, 6.1035156e-005], 330.77472], ["MAP_t_pinusN2s", [5045.2441, 9708.0488, 0.00012207031], -15.16834], ["Mi8Wreck", [5047.7671, 9715.6377, -3.0517578e-005], -38.521976], ["MAP_t_pinusN2s", [5026.0566, 9697.4912, 6.1035156e-005], -15.16834], ["Land_covering_hut_big_EP1", [5042.3867, 9709.9385, 0], -142.72462], ["Land_Fire_barrel_burning", [5040.7744, 9707.665, -3.0517578e-005], 0], ["Land_Fire_barrel_burning", [5044.0742, 9712.1631, 3.0517578e-005], 0], ["MAP_SidewalkClearLong", [5034.7412, 9710.0078, 0], -30.368095], ["MAP_SidewalkClearLong", [5032.3755, 9714.0713, -6.1035156e-005], -30.533873], ["HeliHCivil", [5022.209, 9731.9844, 6.1035156e-005], -29.740984], ["FlagCarrierWhite_EP1", [5044.896, 9713.5879, 6.1035156e-005], 0], ["Land_Ind_TankSmall", [5026.7256, 9711.9209, 3.0517578e-005], -30.01861] ]; { _object = createVehicle[_x select 0, _x select 1, [], 0, "CAN_COLLIDE"]; _object setDir(_x select 2); _object setPos(_x select 1); _object addEventHandler["HandleDamage", { false }]; _object enableSimulation false; } count _objects; private["_trader", "_traders"]; _traders = [ ["Worker2", [5042.2383, 9710.0039, -339], -52.404758] ]; { _trader = createAgent[_x select 0, _x select 1, [], 0, "CAN_COLLIDE"]; { _trader removeMagazine _x } count magazines _trader; removeAllItems _trader; removeAllWeapons _trader; removeBackpack _trader; _trader switchMove "AmovPercMstpSlowWrflDnon"; _trader setcaptive true; _trader setDir(_x select 2); _trader setVehicleInit "this disableAI 'ANIM'; this disableAI 'AUTOTARGET'; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;"; _trader setUnitAbility 0.6; _trader enableSimulation false; } count _traders; processInitCommands; Just call it like you do with your other building files.
     
    Original Beidi file:
    https://drive.google.com/file/d/0B80xnidB7gMdck9DbGFYWDhFcXc/view?usp=sharing
  9. Like
    BigEgg reacted to juandayz in [Release] BigEgg's NW Aircraft Trader   
    dint know it... tnks a lot for the link!
  10. Like
    BigEgg got a reaction from juandayz in [Release] BigEgg's NW Aircraft Trader   
    @juandayz I used Ebay's nifty tool:
     
     
  11. Like
    BigEgg reacted to juandayz in [Release] BigEgg's NW Aircraft Trader   
    nice! @BigEgg i like the way you wrote it!
  12. Like
    BigEgg got a reaction from theduke in [Release] BigEgg's NW Aircraft Trader   
    Since it seems that Gr8 decided to leak GG's old files on Github, it has come to my attention that a majority of the custom building additions that I made and put on GG are now being used on quite a few servers. Due to this, I might as well release them on here.
     
    Below is the Air Dealer I made for NWAF, it is one of my favorites:
     
    Pics:
    http://imgur.com/a/gq9dq
     
    Code:
     
    private["_object", "_objects"]; _objects = [ ["Land_Mil_ControlTower", [5037.8691, 9697.9629, 6.1035156e-005], 60.40699], ["C130J_wreck_EP1", [5016.1558, 9688.5039, 3.0517578e-005], -160.13626], ["76n6ClamShell", [5047.6226, 9682.001, 6.1035156e-005], 330.77472], ["MAP_t_pinusN2s", [5045.2441, 9708.0488, 0.00012207031], -15.16834], ["Mi8Wreck", [5047.7671, 9715.6377, -3.0517578e-005], -38.521976], ["MAP_t_pinusN2s", [5026.0566, 9697.4912, 6.1035156e-005], -15.16834], ["Land_covering_hut_big_EP1", [5042.3867, 9709.9385, 0], -142.72462], ["Land_Fire_barrel_burning", [5040.7744, 9707.665, -3.0517578e-005], 0], ["Land_Fire_barrel_burning", [5044.0742, 9712.1631, 3.0517578e-005], 0], ["MAP_SidewalkClearLong", [5034.7412, 9710.0078, 0], -30.368095], ["MAP_SidewalkClearLong", [5032.3755, 9714.0713, -6.1035156e-005], -30.533873], ["HeliHCivil", [5022.209, 9731.9844, 6.1035156e-005], -29.740984], ["FlagCarrierWhite_EP1", [5044.896, 9713.5879, 6.1035156e-005], 0], ["Land_Ind_TankSmall", [5026.7256, 9711.9209, 3.0517578e-005], -30.01861] ]; { _object = createVehicle[_x select 0, _x select 1, [], 0, "CAN_COLLIDE"]; _object setDir(_x select 2); _object setPos(_x select 1); _object addEventHandler["HandleDamage", { false }]; _object enableSimulation false; } count _objects; private["_trader", "_traders"]; _traders = [ ["Worker2", [5042.2383, 9710.0039, -339], -52.404758] ]; { _trader = createAgent[_x select 0, _x select 1, [], 0, "CAN_COLLIDE"]; { _trader removeMagazine _x } count magazines _trader; removeAllItems _trader; removeAllWeapons _trader; removeBackpack _trader; _trader switchMove "AmovPercMstpSlowWrflDnon"; _trader setcaptive true; _trader setDir(_x select 2); _trader setVehicleInit "this disableAI 'ANIM'; this disableAI 'AUTOTARGET'; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;"; _trader setUnitAbility 0.6; _trader enableSimulation false; } count _traders; processInitCommands; Just call it like you do with your other building files.
     
    Original Beidi file:
    https://drive.google.com/file/d/0B80xnidB7gMdck9DbGFYWDhFcXc/view?usp=sharing
  13. Like
    BigEgg got a reaction from juandayz in [Release] BigEgg's NW Aircraft Trader   
    Since it seems that Gr8 decided to leak GG's old files on Github, it has come to my attention that a majority of the custom building additions that I made and put on GG are now being used on quite a few servers. Due to this, I might as well release them on here.
     
    Below is the Air Dealer I made for NWAF, it is one of my favorites:
     
    Pics:
    http://imgur.com/a/gq9dq
     
    Code:
     
    private["_object", "_objects"]; _objects = [ ["Land_Mil_ControlTower", [5037.8691, 9697.9629, 6.1035156e-005], 60.40699], ["C130J_wreck_EP1", [5016.1558, 9688.5039, 3.0517578e-005], -160.13626], ["76n6ClamShell", [5047.6226, 9682.001, 6.1035156e-005], 330.77472], ["MAP_t_pinusN2s", [5045.2441, 9708.0488, 0.00012207031], -15.16834], ["Mi8Wreck", [5047.7671, 9715.6377, -3.0517578e-005], -38.521976], ["MAP_t_pinusN2s", [5026.0566, 9697.4912, 6.1035156e-005], -15.16834], ["Land_covering_hut_big_EP1", [5042.3867, 9709.9385, 0], -142.72462], ["Land_Fire_barrel_burning", [5040.7744, 9707.665, -3.0517578e-005], 0], ["Land_Fire_barrel_burning", [5044.0742, 9712.1631, 3.0517578e-005], 0], ["MAP_SidewalkClearLong", [5034.7412, 9710.0078, 0], -30.368095], ["MAP_SidewalkClearLong", [5032.3755, 9714.0713, -6.1035156e-005], -30.533873], ["HeliHCivil", [5022.209, 9731.9844, 6.1035156e-005], -29.740984], ["FlagCarrierWhite_EP1", [5044.896, 9713.5879, 6.1035156e-005], 0], ["Land_Ind_TankSmall", [5026.7256, 9711.9209, 3.0517578e-005], -30.01861] ]; { _object = createVehicle[_x select 0, _x select 1, [], 0, "CAN_COLLIDE"]; _object setDir(_x select 2); _object setPos(_x select 1); _object addEventHandler["HandleDamage", { false }]; _object enableSimulation false; } count _objects; private["_trader", "_traders"]; _traders = [ ["Worker2", [5042.2383, 9710.0039, -339], -52.404758] ]; { _trader = createAgent[_x select 0, _x select 1, [], 0, "CAN_COLLIDE"]; { _trader removeMagazine _x } count magazines _trader; removeAllItems _trader; removeAllWeapons _trader; removeBackpack _trader; _trader switchMove "AmovPercMstpSlowWrflDnon"; _trader setcaptive true; _trader setDir(_x select 2); _trader setVehicleInit "this disableAI 'ANIM'; this disableAI 'AUTOTARGET'; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;"; _trader setUnitAbility 0.6; _trader enableSimulation false; } count _traders; processInitCommands; Just call it like you do with your other building files.
     
    Original Beidi file:
    https://drive.google.com/file/d/0B80xnidB7gMdck9DbGFYWDhFcXc/view?usp=sharing
  14. Like
    BigEgg got a reaction from Hoplox in [Release] BigEgg's NW Aircraft Trader   
    Since it seems that Gr8 decided to leak GG's old files on Github, it has come to my attention that a majority of the custom building additions that I made and put on GG are now being used on quite a few servers. Due to this, I might as well release them on here.
     
    Below is the Air Dealer I made for NWAF, it is one of my favorites:
     
    Pics:
    http://imgur.com/a/gq9dq
     
    Code:
     
    private["_object", "_objects"]; _objects = [ ["Land_Mil_ControlTower", [5037.8691, 9697.9629, 6.1035156e-005], 60.40699], ["C130J_wreck_EP1", [5016.1558, 9688.5039, 3.0517578e-005], -160.13626], ["76n6ClamShell", [5047.6226, 9682.001, 6.1035156e-005], 330.77472], ["MAP_t_pinusN2s", [5045.2441, 9708.0488, 0.00012207031], -15.16834], ["Mi8Wreck", [5047.7671, 9715.6377, -3.0517578e-005], -38.521976], ["MAP_t_pinusN2s", [5026.0566, 9697.4912, 6.1035156e-005], -15.16834], ["Land_covering_hut_big_EP1", [5042.3867, 9709.9385, 0], -142.72462], ["Land_Fire_barrel_burning", [5040.7744, 9707.665, -3.0517578e-005], 0], ["Land_Fire_barrel_burning", [5044.0742, 9712.1631, 3.0517578e-005], 0], ["MAP_SidewalkClearLong", [5034.7412, 9710.0078, 0], -30.368095], ["MAP_SidewalkClearLong", [5032.3755, 9714.0713, -6.1035156e-005], -30.533873], ["HeliHCivil", [5022.209, 9731.9844, 6.1035156e-005], -29.740984], ["FlagCarrierWhite_EP1", [5044.896, 9713.5879, 6.1035156e-005], 0], ["Land_Ind_TankSmall", [5026.7256, 9711.9209, 3.0517578e-005], -30.01861] ]; { _object = createVehicle[_x select 0, _x select 1, [], 0, "CAN_COLLIDE"]; _object setDir(_x select 2); _object setPos(_x select 1); _object addEventHandler["HandleDamage", { false }]; _object enableSimulation false; } count _objects; private["_trader", "_traders"]; _traders = [ ["Worker2", [5042.2383, 9710.0039, -339], -52.404758] ]; { _trader = createAgent[_x select 0, _x select 1, [], 0, "CAN_COLLIDE"]; { _trader removeMagazine _x } count magazines _trader; removeAllItems _trader; removeAllWeapons _trader; removeBackpack _trader; _trader switchMove "AmovPercMstpSlowWrflDnon"; _trader setcaptive true; _trader setDir(_x select 2); _trader setVehicleInit "this disableAI 'ANIM'; this disableAI 'AUTOTARGET'; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;"; _trader setUnitAbility 0.6; _trader enableSimulation false; } count _traders; processInitCommands; Just call it like you do with your other building files.
     
    Original Beidi file:
    https://drive.google.com/file/d/0B80xnidB7gMdck9DbGFYWDhFcXc/view?usp=sharing
  15. Like
    BigEgg got a reaction from Joshyy in [Release] BigEgg's NW Aircraft Trader   
    Since it seems that Gr8 decided to leak GG's old files on Github, it has come to my attention that a majority of the custom building additions that I made and put on GG are now being used on quite a few servers. Due to this, I might as well release them on here.
     
    Below is the Air Dealer I made for NWAF, it is one of my favorites:
     
    Pics:
    http://imgur.com/a/gq9dq
     
    Code:
     
    private["_object", "_objects"]; _objects = [ ["Land_Mil_ControlTower", [5037.8691, 9697.9629, 6.1035156e-005], 60.40699], ["C130J_wreck_EP1", [5016.1558, 9688.5039, 3.0517578e-005], -160.13626], ["76n6ClamShell", [5047.6226, 9682.001, 6.1035156e-005], 330.77472], ["MAP_t_pinusN2s", [5045.2441, 9708.0488, 0.00012207031], -15.16834], ["Mi8Wreck", [5047.7671, 9715.6377, -3.0517578e-005], -38.521976], ["MAP_t_pinusN2s", [5026.0566, 9697.4912, 6.1035156e-005], -15.16834], ["Land_covering_hut_big_EP1", [5042.3867, 9709.9385, 0], -142.72462], ["Land_Fire_barrel_burning", [5040.7744, 9707.665, -3.0517578e-005], 0], ["Land_Fire_barrel_burning", [5044.0742, 9712.1631, 3.0517578e-005], 0], ["MAP_SidewalkClearLong", [5034.7412, 9710.0078, 0], -30.368095], ["MAP_SidewalkClearLong", [5032.3755, 9714.0713, -6.1035156e-005], -30.533873], ["HeliHCivil", [5022.209, 9731.9844, 6.1035156e-005], -29.740984], ["FlagCarrierWhite_EP1", [5044.896, 9713.5879, 6.1035156e-005], 0], ["Land_Ind_TankSmall", [5026.7256, 9711.9209, 3.0517578e-005], -30.01861] ]; { _object = createVehicle[_x select 0, _x select 1, [], 0, "CAN_COLLIDE"]; _object setDir(_x select 2); _object setPos(_x select 1); _object addEventHandler["HandleDamage", { false }]; _object enableSimulation false; } count _objects; private["_trader", "_traders"]; _traders = [ ["Worker2", [5042.2383, 9710.0039, -339], -52.404758] ]; { _trader = createAgent[_x select 0, _x select 1, [], 0, "CAN_COLLIDE"]; { _trader removeMagazine _x } count magazines _trader; removeAllItems _trader; removeAllWeapons _trader; removeBackpack _trader; _trader switchMove "AmovPercMstpSlowWrflDnon"; _trader setcaptive true; _trader setDir(_x select 2); _trader setVehicleInit "this disableAI 'ANIM'; this disableAI 'AUTOTARGET'; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;"; _trader setUnitAbility 0.6; _trader enableSimulation false; } count _traders; processInitCommands; Just call it like you do with your other building files.
     
    Original Beidi file:
    https://drive.google.com/file/d/0B80xnidB7gMdck9DbGFYWDhFcXc/view?usp=sharing
  16. Like
    BigEgg reacted to juandayz in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    think the player_deploy was an adaptation of the old Player_build.sqf...  now in 1.6 i guess is the modular_build.sqf..  so you can try merge player_deploy with modular_build
  17. Like
    BigEgg reacted to juandayz in Epoch 1.0.6   
    configVariables.sqf its amazing guys .. cant belive have a plotmanagement,doormanagement,dzgm,p4l,snap,and the others great new options in one single file... already got it in my custom folder :)
    now we have the server configuration become as a pleasure.  
  18. Like
    BigEgg got a reaction from Richie in Trouble with 1.0.6 server install   
    All you need from Arma 2 is the addons folder. Drag over the A2OA files and then Copy the A2 Addons folder over. From there on it is just installing the Epoch/Client and server files which is done by just dragging them over.
  19. Like
    BigEgg reacted to _Lance_ in Trouble with 1.0.6 server install   
    BigEgg you are so helpful, I appreciate it - I figured the a2 addons was prob the issue after thinking about it, will try that and see how it goes tonight. Then comes the overpoch upgrade which hopefully is like 1.0.5.1 other than the loot tables.. We'll see! Thanks again BigEgg.
  20. Like
    BigEgg got a reaction from Conzole in Epoch 1.0.6   
    My thoughts exactly.
  21. Like
    BigEgg reacted to icomrade in Epoch 1.0.6   
    You thought the wait was bad, wait until you realize how much of a pain it will be to update your servers. Muhahaha
  22. Like
    BigEgg reacted to juandayz in Epoch 1.0.6   
    im going to miss the old and trustworthy 1.0.5.1 
  23. Like
    BigEgg reacted to juandayz in [Tutorial] Non-P4L Automatically Add Plot Owner to Plot   
    @BigEgg   awesome!!!!  this is very usefull almost for me... im an anti plot4life(although it is a great mod)
        but whit your tuto your saving a lot of install time :).
     
    i just  add it at most common mods install guide. tnks!
  24. Like
    BigEgg got a reaction from RiMMON in [Tutorial] Non-P4L Automatically Add Plot Owner to Plot   
    First, credit goes to @Zupa for his amazing Plot Management Mod.
     
    This short tutorial is for those of you who use Plot Management without Plot 4 Life. It automatically adds the builder of the Plot Pole to the "Friends" list on the Plot so they don't have to remember to add themselves.
     
    For this tutorial, I used the player_build.sqf from snap/vector build pro. It is designed around this player_build so please be sure you are using it!
     
    At the top of player_build.sqf, add this to the private array:
    ,"_nearPlots", "_selectedPlot", "_onPlot", "_uidPlayer", "_playerName" Then, find this block of code (around line 667):
    _tmpbuilt setVariable ["CharacterID",dayz_characterID,true]; // fire? if(_tmpbuilt isKindOf "Land_Fire_DZ") then { _tmpbuilt spawn player_fireMonitor; } else { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; }; Replace that block with this:
    _tmpbuilt setVariable ["CharacterID",dayz_characterID,true]; if (_tmpbuilt isKindof "Plastic_Pole_EP1_DZ") then { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; _nearPlots = nearestObjects [player, ["Plastic_Pole_EP1_DZ"],15]; _selectedPlot = _nearPlots select 0; _onPlot = _selectedPlot getVariable ["plotfriends",[]]; _uidPlayer = getPlayerUID player; _playerName = name player; _onPlot = _onPlot + [[_uidPlayer,_playerName]]; _selectedPlot setVariable ["plotfriends", _onPlot, true]; PVDZE_veh_Update = [_selectedPlot,"gear"]; publicVariableServer "PVDZE_veh_Update"; if (isServer) then { PVDZE_veh_Update call server_updateObject; }; } else { if(_tmpbuilt isKindOf "Land_Fire_DZ") then { _tmpbuilt spawn player_fireMonitor; } else { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; }; };  
    Go in game and test it out!
  25. Like
    BigEgg got a reaction from Hoplox in [Tutorial] Non-P4L Automatically Add Plot Owner to Plot   
    First, credit goes to @Zupa for his amazing Plot Management Mod.
     
    This short tutorial is for those of you who use Plot Management without Plot 4 Life. It automatically adds the builder of the Plot Pole to the "Friends" list on the Plot so they don't have to remember to add themselves.
     
    For this tutorial, I used the player_build.sqf from snap/vector build pro. It is designed around this player_build so please be sure you are using it!
     
    At the top of player_build.sqf, add this to the private array:
    ,"_nearPlots", "_selectedPlot", "_onPlot", "_uidPlayer", "_playerName" Then, find this block of code (around line 667):
    _tmpbuilt setVariable ["CharacterID",dayz_characterID,true]; // fire? if(_tmpbuilt isKindOf "Land_Fire_DZ") then { _tmpbuilt spawn player_fireMonitor; } else { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; }; Replace that block with this:
    _tmpbuilt setVariable ["CharacterID",dayz_characterID,true]; if (_tmpbuilt isKindof "Plastic_Pole_EP1_DZ") then { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; _nearPlots = nearestObjects [player, ["Plastic_Pole_EP1_DZ"],15]; _selectedPlot = _nearPlots select 0; _onPlot = _selectedPlot getVariable ["plotfriends",[]]; _uidPlayer = getPlayerUID player; _playerName = name player; _onPlot = _onPlot + [[_uidPlayer,_playerName]]; _selectedPlot setVariable ["plotfriends", _onPlot, true]; PVDZE_veh_Update = [_selectedPlot,"gear"]; publicVariableServer "PVDZE_veh_Update"; if (isServer) then { PVDZE_veh_Update call server_updateObject; }; } else { if(_tmpbuilt isKindOf "Land_Fire_DZ") then { _tmpbuilt spawn player_fireMonitor; } else { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; }; };  
    Go in game and test it out!
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