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matt_d_rat

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  1. Like
    matt_d_rat got a reaction from RamonaTigier in MF-Tow (a towing script for DayZ Epoch mod)   
    Latest release: https://github.com/matt-d-rat/mf-tow/releases/latest
    Bug reports: https://github.com/matt-d-rat/mf-tow/issues
    Install guide: https://github.com/matt-d-rat/mf-tow/blob/master/README.md
     
    MF-Tow enables vehicles to be towed by others. It has been designed to be highly configurable, allowing server admins to define which vehicles can tow, and what types of vehicles they can tow. This script builds upon the ideas laid down by the built-in tow system in DayZ Epoch, but with more features and a better configurable ease of use.
     
    MF-Tow was inspired by the great work done by the R3F team on their '[R3F] Artillery and Logistic' addon, and serves as an alternative tow script for admins who just want to add towing functionality to their DayZ Epoch server.
     
    MF-Tow is also fully compatible with the popular '=BTC=_Logistic (DayZ Epoch Version)'.
  2. Like
    matt_d_rat reacted to js2k6 in MF-Tow (a towing script for DayZ Epoch mod)   
    thanks for this script matt_d_rat!
     
    I use it in conjunction with R3F, just so people can use only certain types of vehicles to tow c130s and heavy helicopters.
    Didn't want to add the c130s to the towable list and see people driving down the road towing a giant plane behind a UAZ lol. 
     
    I just changed one thing in tow_AttachTow.sqf 
    // Check if the vehicle we want to tow is locked if((_vehicle getVariable ["R3F_LOG_disabled", false])) exitWith { cutText [format["Cannot tow %1 because it is locked.", _vehicleNameText], "PLAIN DOWN"]; }; so it works with my existing mission with r3f.  players are loving it too. 
     
    really appreciate it
  3. Like
    matt_d_rat got a reaction from Dew in MF-Tow (a towing script for DayZ Epoch mod)   
    Latest release: https://github.com/matt-d-rat/mf-tow/releases/latest
    Bug reports: https://github.com/matt-d-rat/mf-tow/issues
    Install guide: https://github.com/matt-d-rat/mf-tow/blob/master/README.md
     
    MF-Tow enables vehicles to be towed by others. It has been designed to be highly configurable, allowing server admins to define which vehicles can tow, and what types of vehicles they can tow. This script builds upon the ideas laid down by the built-in tow system in DayZ Epoch, but with more features and a better configurable ease of use.
     
    MF-Tow was inspired by the great work done by the R3F team on their '[R3F] Artillery and Logistic' addon, and serves as an alternative tow script for admins who just want to add towing functionality to their DayZ Epoch server.
     
    MF-Tow is also fully compatible with the popular '=BTC=_Logistic (DayZ Epoch Version)'.
  4. Like
    matt_d_rat got a reaction from F507DMT in MF-Tow (a towing script for DayZ Epoch mod)   
    This is awesome @F507DMT. Can you please fork the repo (https://github.com/matt-d-rat/mf-tow/fork) and open a pull request to my repo with your changes so that I can include them into the next official release. When I get a chance (sorry for being quiet recently... lots of personal stuff going on in my life at the moment) I will also assist in trying to find a fix for your fix :-) 
  5. Like
    matt_d_rat got a reaction from Buly in MF-Tow (a towing script for DayZ Epoch mod)   
    Latest release: https://github.com/matt-d-rat/mf-tow/releases/latest
    Bug reports: https://github.com/matt-d-rat/mf-tow/issues
    Install guide: https://github.com/matt-d-rat/mf-tow/blob/master/README.md
     
    MF-Tow enables vehicles to be towed by others. It has been designed to be highly configurable, allowing server admins to define which vehicles can tow, and what types of vehicles they can tow. This script builds upon the ideas laid down by the built-in tow system in DayZ Epoch, but with more features and a better configurable ease of use.
     
    MF-Tow was inspired by the great work done by the R3F team on their '[R3F] Artillery and Logistic' addon, and serves as an alternative tow script for admins who just want to add towing functionality to their DayZ Epoch server.
     
    MF-Tow is also fully compatible with the popular '=BTC=_Logistic (DayZ Epoch Version)'.
  6. Like
    matt_d_rat reacted to Cramps2 in MF-Tow (a towing script for DayZ Epoch mod)   
    ok I added another check in the loop that keeps the vehicle attached just in case.  I'll post the whole tow_Attachtow.sqf
     
    EDIT: Missed a };  sorry, lost in the cut/paste...
    /** * mf-tow/tow_AttachTow.sqf * The action for attaching the tow to another vehicle. * * Created by Matt Fairbrass (matt_d_rat) * Version: 1.1.1 * MIT Licence **/ private ["_vehicle","_started","_finished","_animState","_isMedic","_abort","_vehicleNameText","_towTruckNameText","_findNearestVehicles","_findNearestVehicle","_IsNearVehicle","_towTruck","_towableVehicles","_towableVehiclesTotal","_vehicleOffsetY","_towTruckOffsetY","_offsetZ","_hasToolbox"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_96") , "PLAIN DOWN"] }; DZE_ActionInProgress = true; player removeAction s_player_towing; s_player_towing = 1; // Tow Truck _towTruck = _this select 3; _towableVehicles = [_towTruck] call MF_Tow_Towable_Array; _towableVehiclesTotal = count (_towableVehicles); _towTruckNameText = [_towTruck] call MF_Tow_Get_Vehicle_Name; // Get all nearby vehicles that can be towed by the towTruck within the minimum tow distance _findNearestVehicles = nearestObjects [_towTruck, _towableVehicles, MF_Tow_Distance]; _findNearestVehicle = []; { if (alive _x && _towTruck != _x) then { _findNearestVehicle set [(count _findNearestVehicle),_x]; }; } foreach _findNearestVehicles; _IsNearVehicle = count (_findNearestVehicle); if(_IsNearVehicle > 0) then { // select the nearest one _vehicle = _findNearestVehicle select 0; _vehicleNameText = [_vehicle] call MF_Tow_Get_Vehicle_Name; _hasToolbox = "ItemToolbox" in (items player); // Check the player has a toolbox if(!_hasToolbox) exitWith { cutText ["Cannot attach tow without a toolbox.", "PLAIN DOWN"]; }; // Check if the vehicle we want to tow is locked if((_vehicle getVariable ["MF_Tow_Cannot_Tow", false])) exitWith { cutText [format["Cannot tow %1 because it is locked.", _vehicleNameText], "PLAIN DOWN"]; }; // Check that the vehicle we want to tow is not already being towed by something else. if((_vehicle getVariable ["MFTowInTow", false])) exitWith { cutText [format["Cannot tow %1 because it is already being towed by another vehicle.", _vehicleNameText], "PLAIN DOWN"]; }; // Check that the vehicle we want to tow is not already towing something else if(!MF_Tow_Multi_Towing && (_vehicle getVariable ["MFTowIsTowing", false])) exitWith { cutText [format["Cannot tow %1 because it is already towing another vehicle.", _vehicleNameText], "PLAIN DOWN"]; }; // Check if the vehicle has anyone in it if ((count (crew _vehicle)) != 0) exitWith { cutText [format["Cannot tow %1 because it has people in it.", _vehicleNameText], "PLAIN DOWN"]; }; }; _finished = false; [_towTruck] call MF_Tow_Animate_Player_Tow_Action; r_interrupt = false; _animState = animationState player; r_doLoop = true; _started = false; while {r_doLoop} do { _animState = animationState player; _isMedic = ["medic",_animState] call fnc_inString; if (_isMedic) then { _started = true; }; if (_started and !_isMedic) then { r_doLoop = false; _finished = true; }; if ((count (crew _vehicle)) != 0) then { detach player; r_doLoop = false; }; if (r_interrupt) then { detach player; r_doLoop = false; }; sleep 0.1; }; r_doLoop = false; if(!_finished) then { r_interrupt = false; if (vehicle player == player) then { [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; }; _abort = true; }; if (_finished) then { if(((vectorUp _vehicle) select 2) > 0.5) then { if( _towableVehiclesTotal > 0 ) then { _towTruckOffsetY = 0.8; _vehicleOffsetY = 0.8; _offsetZ = 0.1; // Calculate the offset positions depending on the kind of tow truck switch(true) do { case (_towTruck isKindOf "ArmoredSUV_Base_PMC"); case (_towTruck isKindOf "SUV_Base_EP1") : { _towTruckOffsetY = 0.9; }; case (_towTruck isKindOf "UAZ_Base" && !(_vehicle isKindOf "UAZ_Base")) : { _offsetZ = 1.8; }; }; // Calculate the offset positions depending on the kind of vehicle switch(true) do { case (_vehicle isKindOf "Truck" && !(_towTruck isKindOf "Truck")) : { _vehicleOffsetY = 0.9; }; case (_vehicle isKindOf "UAZ_Base" && !(_towTruck isKindOf "UAZ_Base")) : { _offsetZ = -1.8; }; }; // Attach the vehicle to the tow truck _vehicle attachTo [ _towTruck, [ 0, (boundingBox _towTruck select 0 select 1) * _towTruckOffsetY + (boundingBox _vehicle select 0 select 1) * _vehicleOffsetY, (boundingBox _towTruck select 0 select 2) - (boundingBox _vehicle select 0 select 2) + _offsetZ ] ]; // Detach the player from the tow truck detach player; _vehicle setVariable ["MFTowInTow", true, true]; _towTruck setVariable ["MFTowIsTowing", true, true]; _towTruck setVariable ["MFTowVehicleInTow", _vehicle, true]; cutText [format["%1 has been attached to %2.", _vehicleNameText, _towTruckNameText], "PLAIN DOWN"]; }; } else { cutText [format["Failed to attach %1 to %2.", _vehicleNameText, _towTruckNameText], "PLAIN DOWN"]; }; }; } else { cutText [format["No vehicles nearby to tow. Move within %1m of a vehicle.", MF_Tow_Distance], "PLAIN DOWN"]; }; DZE_ActionInProgress = false; s_player_towing = -1;
  7. Like
    matt_d_rat got a reaction from MatthewK in MF-Tow (a towing script for DayZ Epoch mod)   
    Ideally for this feature I want to find a way in which both methods can be used, either generic base class or specific class, and maintain it in only one place rather than two arrays like pre v1.1.0 was doing. Will have a think about the approach over the coming weekend.
  8. Like
    matt_d_rat reacted to Donnovan in Dramatic Suicide Script   
    I like to say thankyou to Grafzahl for the Suicide Script.
     
    I made is happens faster, and more dramatic.
     
    Aditional info:
     
    - Player scream sound is in-world and can be heard by other players and zombies.
    - The gun shot sound, for the player, is the normal gun *ploc* and a personal dramatic gun shot that is not heard in-world. The others just listem the abitual gun *ploc*.
     
    https://www.youtube.com/watch?v=PkoWgPlTDWg
  9. Like
    matt_d_rat reacted to Sandbird in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    Walk Amongst The Dead
     
     
     
    The famous "Walking Dead" trick, that you can smear zombie parts on you to hide from zombies is coming to dayz !
    This mod is for 1.5 epoch. The 1.6+ version is continued by juandayz over here :
     
     
    This script does exactly that!. I tried to do this as realistic as possible...so excuse the lengthy tutorial. Its to add realism to the mod.
     
    Features: 
    To apply the camo you need to harvest zombie parts, and Right click on them. (default value: 2) Zombies ignore you when camo is active (camo can be active until player washes it off, or after x minutes...set in the config.sqf) Humanity or blood decreases while under the effect (default value: 1 point per 10 seconds, easy to disable this..see the end of this thread) When in combat, camo is temporarily disabled (ex...you shoot, or your friend does cause he thinks its funny :P) Player is making random zombie noises when camo is on, to fit in with his new friends :P (male or female sounds, depending on the player's skin) Rain can wash away your camo....depending on rain's intensity. Hide inside a building if you want to keep it. (Low, Medium, Hard rain / 26, 18, 12 seconds till you lose it.) To remove the camo you need to wash it off with any type of water source (Right click water bottle, or swim, use mouse scroll on wells, ponds) Changing clothes removes the camo  
    Basically you gut some zombies and use their parts to 'smear' yourself with zombie parts.
    While you have the camo on you, zombies wont notice you, unless you fire your weapon or clean yourself.
    If you fire your weapon, then you can easily get the 'zombie camo' back if you hide somewhere until the combat timer is off. You still 'wear' the z parts so the zombies still think you are one of them if they see you again.

     
    Installation in 10 steps:
     
    Download the file containing the script  -=Click Here=- Extract the content in your Mission folder (i have them inside /custom  folder. For the purpose of this tutorial i'll refer to that folder. If you want to add them to your OWN special folder...Search all the files for the word custom and change it to your liking.) Open your init.sqf and at the bottom add this line: call compile preprocessFileLineNumbers "custom\walkamongstthedead\config.sqf"; Open your description.ext and search for  class RscPictureGUI If you have RscPictureGUI dont do anything...If you dont....then add this at the bottom of the file.
    class RscPictureGUI { access=0; type=0; idc=-1; colorBackground[]={0,0,0,0}; colorText[]={0.38,0.63,0.25999999,0.75}; font="TahomaB"; sizeEx=0; lineSpacing=0; text=""; style="0x30 + 0x100"; x=0; y=0; w=0.2; h=0.15000001; }; In the same file search for: 
    class RscTitles If you have RscTitles then inside it add class zCamoStatusGUI from bellow...If you dont....then add ALL of this at the bottom of the file:
    class RscTitles { class zCamoStatusGUI { idd = -1; fadeout=0; fadein=0; onLoad = "uiNamespace setVariable ['zCamo_GUI_display', _this select 0]"; duration = 10e10; name= "zCamoGui"; controlsBackground[] = {}; objects[] = {}; class controls { class zCamoIcon:RscPictureGUI { idc = 1; text="custom\walkamongstthedead\zombie.paa"; x="0.958313 * safezoneW + safezoneX"; y="0.43 * safezoneH + safezoneY"; w=0.059999999; h=0.079999998; colorText[]={1,1,1,1}; }; }; }; }; Notice the text="custom\walkamongstthedead\zombie.paa";      folder name custom...change to where you put the mod.
     
    In the same file (or if you have defines.hpp) seach for this:
    class CfgSounds If you have CfgSounds then inside it add class z_wzombie1 and z_wzombie2 from bellow, and into sounds[] array...If you dont....then add ALL of this at the bottom of the file:  (these are the female zombie sounds....whoever made dayz_sfx.pbo forgot to add them in the config.bin..so we have to add them manually).
    class CfgSounds { sounds[] ={z_wzombie1,z_wzombie2}; class z_wzombie1 { name = ""; sound[] = {"custom\walkamongstthedead\dayz_sfx\femalezombie_attack_04.ogg",0.3,1,40}; titles[] = {0, ""}; }; class z_wzombie2 : z_wzombie1 { sound[] = {"custom\walkamongstthedead\dayz_sfx\femalezombie_spotted_01.ogg",0.3,1,40}; }; }; At the bottom of the file add this: (This is the right click options for WaterBottle and Zombie Parts...a must for step 8)
    #include "custom\walkamongstthedead\watd.hpp" Now for the right clicking options on the Zombie Guts and Water Bottles we have to overwrite ui_selectSlot.sqf in the dayz_code\init\compiles.sqf. If you have done this go to step 9.
    Open your compiles.sqf and search for player_selectSlot and change it to this:
    player_selectSlot= compile preprocessFileLineNumbers "dayz_code\compile\ui_selectSlot.sqf"; Open the dayz_code.pbo located in the dayz epoch mod folder (yes the 2.5gig folder) and extract the dayz_code\compile\ui_selectSlot.sqf you see there in your Mission folder (look above the path....dayz_code\compile\)
     
    Open ui_selectSlot.sqf  and search for: 
    _pos set [3,_height]; Right above this add: 
    _erc_cfgActions = (missionConfigFile >> "WaTd" >> _item); _erc_numActions = (count _erc_cfgActions); if (isClass _erc_cfgActions) then { for "_j" from 0 to (_erc_numActions - 1) do { _menu = _parent displayCtrl (1600 + _j + _numActions); _menu ctrlShow true; _config = (_erc_cfgActions select _j); _text = getText (_config >> "text"); _script = getText (_config >> "script"); _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; _menu ctrlSetEventHandler ["ButtonClick",_script]; }; }; If you have in*****r Antihack add this as well in your _dayzActions s_player_cleanguts (Update, If you dont have v5). Since the latest beta patch is so strict, add this at the top of your walkamongstthedead\config.sqf file: hasGutsOnHim = false;  
     
    If people are getting kicked/banned with inifistar you can do this to fix it. Open AH.sqf and change line:
    player_zombieAttack = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\player_zombieAttack.sqf'; to this:
    player_zombieAttack = {}; V2 Changes
    All values have been moved to config.sqf
     
    V3 Changes
    - Changed config.sqf (removed wells from there...now all wells are recognized from the walkamongstthedead.sqf
    - Changed walkamongstthedead.sqf (added all wells and ponds detection. Look at any well or a pond and use scroll to get the option to remove camo)
     
    V4 Changes (17-5-14)
    - Fixed flashing icon not flashing when in combat
    - Fixed camo not getting reactivated properly when 1st camo finishes and new one applied
    - Added value in config.cfg to NOT disable Z camo when you fire your weapon...so it stays on
    - (if you are updating from previous versions just change your walkamongstthedead.sqf, and config.sqf files)
     
    V5 Changes
    - Added a value in config.sqf to initialize a bool.
     
     
     
    Open config.sqf and tweak the hell out of it if you want.
    If you want to lose blood instead of humanity do these 4 steps
    Grab this \z\addons\dayz_code\system\player_spawn_2.sqf and put it in your compiles folder Change path to player_spawn_2.sqf in compiles.sqf, to where you put it in Open player_spawn_2.sqf and change line: if (!r_player_infected and !r_player_inpain and !r_player_injured and !DZE_InRadiationZone) then { to
    if (!r_player_infected and !r_player_inpain and !r_player_injured and !DZE_InRadiationZone and !DZE_hasZombieCamo) then { Set DZ_ZCAMO_HUMANITY = false; in the \walkamongstthedead\config.sqf
     
     
    Gui will look like this when you have zombie camo on

     
     
    Note:
    If you dont hear any idle zombie sounds when you are wearing the Z camo, try this fix here:
    It should work for the latest Epoch version.
     
     
    Enjoy
     
    Credits: Enhanced Water Bottle Filling - by BDC - Aug 11 2013, for DayZ 1.7.7.1
     
    I DO NOT ALLOW ANYONE SELLING THIS SCRIPT...PERIOD
    YOU DO NOT HAVE MY PERMISSION TO SELL IT
    THIS SCRIPT SHOULD BE USED FREELY

     
  10. Like
    matt_d_rat reacted to ukko in MF-Tow (a towing script for DayZ Epoch mod)   
    Hi Matt
     A true trooper ! ... Sorry for keeping ya awake :D
    cheers
    ukko
  11. Like
    matt_d_rat reacted to VentZer0 in MF-Tow (a towing script for DayZ Epoch mod)   
    here is my tow capable vehicle list, should cover all the vehicles that are of interest.
    MF_Tow_Vehicles = [ "Truck", "Wheeled_APC", "BRDM2_Base", "BTR90_Base", "GAZ_Vodnik_HMG", "LAV25_Base", "M1126_ICV_BASE_EP1", "StrykerBase_EP1", "M1126_ICV_mk19_EP1", "M1126_ICV_M2_EP1" "BTR40_MG_base_EP1", "BTR40_base_EP1", "hilux1_civil_1_open", "HMMWV_Base", "Lada_base", "Offroad_DSHKM_base", "Pickup_PK_base", "SkodaBase", "tractor", "VWGolf", "Volha_TK_CIV_Base_EP1", "S1203_TK_CIV_EP1", "SUV_Base_EP1", "ArmoredSUV_Base_PMC", "UAZ_Base", "LandRover_Base", "GLT_M300_LT", "GLT_M300_ST", "TowingTractor" ]; and the towable vehicles for each class
     
    switch (typeOf _towTruck) do { case "Truck": {_array = ["Truck","GLT_M300_ST","GLT_M300_LT","LandRover_Base","UAZ_Base","ArmoredSUV_Base_PMC","SUV_Base_EP1","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Offroad_DSHKM_base","Lada_base","HMMWV_Base","hilux1_civil_1_open","GAZ_Vodnik_HMG","BRDM2_Base","BTR40_MG_base_EP1","BTR40_base_EP1"];}; case "Wheeled_APC": {_array = ["Motorcycle","Car","Truck","Wheeled_APC","Tracked_APC","M1126_ICV_BASE_EP1","StrykerBase_EP1","M1126_ICV_mk19_EP1","M1126_ICV_M2_EP1","BTR40_MG_base_EP1","BTR40_base_EP1","BTR90_Base","GAZ_Vodnik_HMG"];}; case "BRDM2_Base": {_array = ["Truck","GLT_M300_ST","GLT_M300_LT","LandRover_Base","UAZ_Base","ArmoredSUV_Base_PMC","SUV_Base_EP1","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Offroad_DSHKM_base","Lada_base","HMMWV_Base","hilux1_civil_1_open","GAZ_Vodnik_HMG","BRDM2_Base","BTR40_MG_base_EP1","BTR40_base_EP1"];}; case "BTR90_Base": {_array = ["Truck","GLT_M300_ST","GLT_M300_LT","LandRover_Base","UAZ_Base","ArmoredSUV_Base_PMC","SUV_Base_EP1","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Offroad_DSHKM_base","Lada_base","HMMWV_Base","hilux1_civil_1_open","GAZ_Vodnik_HMG","BRDM2_Base","BTR40_MG_base_EP1","BTR40_base_EP1","BTR90_Base"];}; case "GAZ_Vodnik_HMG": {_array = ["Truck","GLT_M300_ST","GLT_M300_LT","LandRover_Base","UAZ_Base","ArmoredSUV_Base_PMC","SUV_Base_EP1","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Offroad_DSHKM_base","Lada_base","HMMWV_Base","hilux1_civil_1_open","GAZ_Vodnik_HMG","BRDM2_Base","BTR40_MG_base_EP1","BTR40_base_EP1"];}; case "LAV25_Base": {_array = ["Motorcycle","Car","Truck","Wheeled_APC","Tracked_APC","M1126_ICV_BASE_EP1","StrykerBase_EP1","M1126_ICV_mk19_EP1","M1126_ICV_M2_EP1","BTR40_MG_base_EP1","BTR40_base_EP1","BTR90_Base","GAZ_Vodnik_HMG"];}; case "M1126_ICV_BASE_EP1": {_array = ["Motorcycle","Car","Truck","Wheeled_APC","Tracked_APC","M1126_ICV_BASE_EP1","StrykerBase_EP1","M1126_ICV_mk19_EP1","M1126_ICV_M2_EP1","BTR40_MG_base_EP1","BTR40_base_EP1","BTR90_Base","GAZ_Vodnik_HMG"];}; case "StrykerBase_EP1": {_array = ["Motorcycle","Car","Truck","Wheeled_APC","Tracked_APC","M1126_ICV_BASE_EP1","StrykerBase_EP1","M1126_ICV_mk19_EP1","M1126_ICV_M2_EP1","BTR40_MG_base_EP1","BTR40_base_EP1","BTR90_Base","GAZ_Vodnik_HMG"];}; case "M1126_ICV_mk19_EP1": {_array = ["Motorcycle","Car","Truck","Wheeled_APC","Tracked_APC","M1126_ICV_BASE_EP1","StrykerBase_EP1","M1126_ICV_mk19_EP1","M1126_ICV_M2_EP1","BTR40_MG_base_EP1","BTR40_base_EP1","BTR90_Base","GAZ_Vodnik_HMG"];}; case "M1126_ICV_M2_EP1": {_array = ["Motorcycle","Car","Truck","Wheeled_APC","Tracked_APC","M1126_ICV_BASE_EP1","StrykerBase_EP1","M1126_ICV_mk19_EP1","M1126_ICV_M2_EP1","BTR40_MG_base_EP1","BTR40_base_EP1","BTR90_Base","GAZ_Vodnik_HMG"];}; case "BTR40_MG_base_EP1": {_array = ["Truck","GLT_M300_ST","GLT_M300_LT","LandRover_Base","UAZ_Base","ArmoredSUV_Base_PMC","SUV_Base_EP1","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Offroad_DSHKM_base","Lada_base","HMMWV_Base","hilux1_civil_1_open","GAZ_Vodnik_HMG","BRDM2_Base","BTR40_MG_base_EP1","BTR40_base_EP1"];}; case "BTR40_base_EP1": {_array = ["Truck","GLT_M300_ST","GLT_M300_LT","LandRover_Base","UAZ_Base","ArmoredSUV_Base_PMC","SUV_Base_EP1","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Offroad_DSHKM_base","Lada_base","HMMWV_Base","hilux1_civil_1_open","GAZ_Vodnik_HMG","BRDM2_Base","BTR40_MG_base_EP1","BTR40_base_EP1"];}; case "hilux1_civil_1_open": {_array = ["GLT_M300_ST","GLT_M300_LT","LandRover_Base","UAZ_Base","ArmoredSUV_Base_PMC","SUV_Base_EP1","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Offroad_DSHKM_base","Lada_base","HMMWV_Base","hilux1_civil_1_open"];}; case "HMMWV_Base": {_array = ["GLT_M300_ST","GLT_M300_LT","LandRover_Base","UAZ_Base","ArmoredSUV_Base_PMC","SUV_Base_EP1","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Offroad_DSHKM_base","Lada_base","HMMWV_Base","hilux1_civil_1_open"];}; case "Lada_base": {_array = ["GLT_M300_ST","GLT_M300_LT","UAZ_Base","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Lada_base"];}; case "Offroad_DSHKM_base": {_array = ["GLT_M300_ST","GLT_M300_LT","LandRover_Base","UAZ_Base","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Offroad_DSHKM_base","Lada_base","hilux1_civil_1_open"];}; case "Pickup_PK_base": {_array = ["GLT_M300_ST","GLT_M300_LT","LandRover_Base","UAZ_Base","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Offroad_DSHKM_base","Lada_base","hilux1_civil_1_open"];}; case "SkodaBase": {_array = ["GLT_M300_ST","GLT_M300_LT","UAZ_Base","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Lada_base"];}; case "tractor": {_array = ["GLT_M300_ST","GLT_M300_LT","UAZ_Base","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Lada_base"];}; case "VWGolf": {_array = ["GLT_M300_ST","GLT_M300_LT","UAZ_Base","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Lada_base"];}; case "Volha_TK_CIV_Base_EP1": {_array = ["GLT_M300_ST","GLT_M300_LT","UAZ_Base","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Lada_base"];}; case "S1203_TK_CIV_EP1": {_array = ["GLT_M300_ST","GLT_M300_LT","UAZ_Base","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Lada_base"];}; case "SUV_Base_EP1": {_array = ["GLT_M300_ST","GLT_M300_LT","LandRover_Base","UAZ_Base","ArmoredSUV_Base_PMC","SUV_Base_EP1","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Offroad_DSHKM_base","Lada_base","HMMWV_Base","hilux1_civil_1_open"];}; case "ArmoredSUV_Base_PMC": {_array = ["GLT_M300_ST","GLT_M300_LT","LandRover_Base","UAZ_Base","ArmoredSUV_Base_PMC","SUV_Base_EP1","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Offroad_DSHKM_base","Lada_base","HMMWV_Base","hilux1_civil_1_open"];}; case "UAZ_Base": {_array = ["GLT_M300_ST","GLT_M300_LT","LandRover_Base","UAZ_Base","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Offroad_DSHKM_base","Lada_base","hilux1_civil_1_open"];}; case "LandRover_Base": {_array = ["GLT_M300_ST","GLT_M300_LT","LandRover_Base","UAZ_Base","ArmoredSUV_Base_PMC","SUV_Base_EP1","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Offroad_DSHKM_base","Lada_base","HMMWV_Base","hilux1_civil_1_open"];}; case "GLT_M300_LT": {_array = ["GLT_M300_ST","GLT_M300_LT","UAZ_Base","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Lada_base"];}; case "GLT_M300_ST": {_array = ["GLT_M300_ST","GLT_M300_LT","UAZ_Base","S1203_TK_CIV_EP1","Volha_TK_CIV_Base_EP1","VWGolf","tractor","SkodaBase","Pickup_PK_base","Lada_base"];}; case "TowingTractor": {_array = ["Motorcycle","Car","Truck","Wheeled_APC","Tracked_APC","Air"];}; };
  12. Like
    matt_d_rat got a reaction from freakystyle in MF-Tow (a towing script for DayZ Epoch mod)   
    Latest release: https://github.com/matt-d-rat/mf-tow/releases/latest
    Bug reports: https://github.com/matt-d-rat/mf-tow/issues
    Install guide: https://github.com/matt-d-rat/mf-tow/blob/master/README.md
     
    MF-Tow enables vehicles to be towed by others. It has been designed to be highly configurable, allowing server admins to define which vehicles can tow, and what types of vehicles they can tow. This script builds upon the ideas laid down by the built-in tow system in DayZ Epoch, but with more features and a better configurable ease of use.
     
    MF-Tow was inspired by the great work done by the R3F team on their '[R3F] Artillery and Logistic' addon, and serves as an alternative tow script for admins who just want to add towing functionality to their DayZ Epoch server.
     
    MF-Tow is also fully compatible with the popular '=BTC=_Logistic (DayZ Epoch Version)'.
  13. Like
    matt_d_rat got a reaction from Glenn in MF-Tow (a towing script for DayZ Epoch mod)   
    Latest release: https://github.com/matt-d-rat/mf-tow/releases/latest
    Bug reports: https://github.com/matt-d-rat/mf-tow/issues
    Install guide: https://github.com/matt-d-rat/mf-tow/blob/master/README.md
     
    MF-Tow enables vehicles to be towed by others. It has been designed to be highly configurable, allowing server admins to define which vehicles can tow, and what types of vehicles they can tow. This script builds upon the ideas laid down by the built-in tow system in DayZ Epoch, but with more features and a better configurable ease of use.
     
    MF-Tow was inspired by the great work done by the R3F team on their '[R3F] Artillery and Logistic' addon, and serves as an alternative tow script for admins who just want to add towing functionality to their DayZ Epoch server.
     
    MF-Tow is also fully compatible with the popular '=BTC=_Logistic (DayZ Epoch Version)'.
  14. Like
    matt_d_rat reacted to tkdmaster in =BTC=_Logistic (DayZ Epoch Version)   
    Any update on the towing?
  15. Like
    matt_d_rat got a reaction from derpyhooves in =BTC=_Logistic (DayZ Epoch Version)   
    I have a working implementation for towing. Its a little buggy in places, just working on fixing issues with inaccurate bounding box sizes. Will post when I have something stable.
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