Thanks for heads up ebaynoob, I will add these changes to the project soon (probably tomorrow, bit busy with another project) and do a pull request to awol (yeah it's gonna be part of Epoch now 1.0.5.2). So script is open for public to edit, improve and fix as they see fit :)
Update: Option to enable commanding menus over actions (your own preference really). Cmd menus allows you to use numpad keys 0 - 9 as a shortcut to actions, handy when dealing with manual snap. For more info please refer to readme on github. Big props to Mudzereli for commit!
Thank you.
It's a grey area when it comes to credits. Just crediting somebody for an idea is rather silly, imo. I could rather credit tens and hundreds of people who posted code examples on BI and epoch forums that helped me understand syntax instead. From popular snap system, i'd give more credit to otter for keeping that project updated and giving me a hint that building's does not work on water using ATL, his solution was simple and effective. Other than that, whole script is made completely from scratch and it does not in any way resemble popular snap building, in terms of functionality and code, the system had to be redesigned from ground up - starting with an idea. I've even did code based on my own hypothesis with addAction - that calling external scripts is not required (normally code blocks are only supported in Arma 3) and action could instead call origin script (itself) while the rest of code inside sqf is filtered out by using spawned functions running their on external threads, so variables don't go corrupt. I've yet to see anyone else doing this, tbh. I believe that calling itself and using switch is better and easier on resources as only single file needs to be precompiled into memory.
Anyway, I thought by giving any credit to authors or editors of similar scripts would imply this script is somehow based on them, while it's not. It's merely an alternative version designed to apply similar function to the game - snap stuff together.
Hope this does not offend any of authors and creators of similar scripts, I've high respect for anyone that contributes their work to public for free and what they do for our community. Without people like them we would not have awesome stuff and ability to learn.
Harvesting of Hemp is already allowed on the NAPF map. The proper classname for Fiberplant on the NAPF map is p_fiberplant_ep1.p3d
For some reason it was removed from certain maps like Chernarus, that is why someone created this Script. So essentially, all you need is the smoke script. Make sure you are right clicking on the Hemp too, Its not a scroll wheel option. Hope this helps.
//Create Visible Marker with SMOKE
_dayTime = dayTime;
if (_dayTime > 6 && _dayTime < 18.5) then {
_smokeMarker = "SmokeShellRed" createVehicle getPosATL _loot_box;
_smokeMarker setPosATL (getPosATL _loot_box);
_smokeMarker attachTo [_loot_box,[0,0,0]];
};
if (_dayTime > 18.5 && _dayTime < 6) then {
_smokeMarker = "ARTY_Flare_Medium" createVehicle getPosATL _loot_box;
_smokeMarker setPosATL (getPosATL _loot_box);
_smokeMarker attachTo [_loot_box, [0,0,0]];
};
problem is, thats being called before the lootbox is created, that code should work
[Release/Addon] Build Snapping - Support for more buildables! (Safe, Storage Shed, 1/2 Floors, 1/4 Floors etc...)
Hey all, this is an addon to @OtterNas3's Build Snapping v1.6. It simply adds snapping support for a few more buildables which his current version doesn't support.
@OtterNas3 - If you have any problems with this just message me, also feel free to add the snap points to your script.
Buildables supported:
WoodRamp_DZ - Allows snapping to the left and right sides.
VaultStorage/VaultStorageLocked - Allows snapping to the left and right sides as well as the top and bottom.
TentStorage - Allows snapping to the left and right sides.
TentStorageDomed/TentStorageDomed2 - Allows snapping to the left and right sides.
StorageShed_DZ - Allows snapping to the left and right sides.
WoodFloorHalf_DZ - Allows snapping to the front, back, left and right sides.
WoodFloorQuarter_DZ - Allows snapping to the front, back, left and right sides.
WoodStairsSans_DZ/WoodStairs_DZ/WoodStairsRails_DZ - Allows snapping to the left and right sides.
GunRack_DZ - Allows snapping to the left and right sides as well as the top and bottom.
WoodCrate_DZ - Allows snapping to the left and right sides as well as the top and bottom.
Requirements:
OtterNas3's Build Snapping - this should already be installed!
Installation:
Open the 'points.hpp' file located inside the build snapping folder.
Scroll to the very bottom.
Just before the very last '};' paste in the contents of the spoiler.
Save the file and that's it!
Credit to OtterNas3 for the amazing Build Snapping script!
i see this topic is old, but i answer this for everyone with this problem
change this:
_loot_lists = [[[""],["MortarBucket","MortarBucket","Mortar............
to this:
_loot_lists = [[[],["MortarBucket","MortarBucket","Mortar..............
you must remove the "" in the weapon slot or the system searching a weapon with the name "nothing"
If anyone cares, my issue has been resolved. Our server is through survivalservers.com and they have a separate "epochconfig.sqf" in a "configs" folder that the "DZE_MissionLootTable = true" line needs to go into, not the normal init.sqf as mentioned in this guide. If you are having problems with Overwatch loot not spawning & you're absolutely positive you've installed everything correctly like I was, check your install folder on your FTP for a similar config file.
BTW, I highly DO NOT recommend survivalservers, there support is horrible. Support tickets go unanswered for days & I think our server has been down more than it's been up due to constant DDOS attacks...
To add custom loot tables you only need to do the following:
open description.ext and add the following line under enableItemsDropping = 0;
#include "YOURPATHTO\CfgBuildingLoot\CfgBuildingLoot.hpp"
open init.sqf and add the following epoch variable
DZE_MissionLootTable = true;
download these files and place them in your mission pbo (make sure to update the path above in description.ext!)
https://github.com/vbawol/DayZ-Epoch/tree/Release-1.0.5/SQF/dayz_code/Configs/CfgLoot
Then edit away!
I have finally made a release able version of my skin trader, it is far from being done but it works great.
The skin trader has all skins from Arma but if your on Overpoch or any other Addons on your server, you can easily add the skins to the list of either men or woman clothing.
Before you buy a new skin you have to make sure your not wearing a backpack, once you bought a skin you can no longer use the epoch skins to change into any other skin you need to buy the skin on top of the list to do this again.
As this is not a final release any bugs or problems are all welcome and i will try to solve them.
Video
Q&A
Installation:
Download link here.
1. Open description.ext at very bottom add this:
//Skin Trader
#include "Skin_Trader\dialog\common.hpp"
#include "Skin_Trader\dialog\SkinGui.hpp"
2. Open your custom variables and change this:
//Model Variables
Bandit1_DZ = "Bandit1_DZ";
Bandit2_DZ = "Bandit2_DZ";
BanditW1_DZ = "BanditW1_DZ";
BanditW2_DZ = "BanditW2_DZ";
Survivor1_DZ = "Survivor2_DZ";
Survivor2_DZ = "Survivor2_DZ";
SurvivorW2_DZ = "SurvivorW2_DZ";
SurvivorW3_DZ = "SurvivorW2_DZ";
Sniper1_DZ = "Sniper1_DZ";
Camo1_DZ = "Camo1_DZ";
Soldier1_DZ = "Soldier1_DZ";
Rocket_DZ = "Rocket_DZ";
AllPlayers = ["Survivor2_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWurban_DZ","SurvivorWsequishaD_DZ","SurvivorWsequisha_DZ","SurvivorWpink_DZ","SurvivorW3_DZ","SurvivorW2_DZ","Bandit1_DZ","Bandit2_DZ","BanditW1_DZ","BanditW2_DZ","Soldier_Crew_PMC","Sniper1_DZ","Camo1_DZ","Soldier1_DZ","Rocket_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ","Rocker4_DZ","Priest_DZ","Functionary1_EP1_DZ","GUE_Commander_DZ","Ins_Soldier_GL_DZ","Haris_Press_EP1_DZ","Pilot_EP1_DZ","RU_Policeman_DZ","pz_policeman","pz_suit1","pz_suit2","pz_worker1","pz_worker2","pz_worker3","pz_doctor","pz_teacher","pz_hunter","pz_villager1","pz_villager2","pz_villager3","pz_priest","Soldier_TL_PMC_DZ","Soldier_Sniper_PMC_DZ","Soldier_Bodyguard_AA12_PMC_DZ","Drake_Light_DZ","CZ_Special_Forces_GL_DES_EP1_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","FR_OHara_DZ","FR_Rodriguez_DZ","CZ_Soldier_Sniper_EP1_DZ","Graves_Light_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_CO_DZ","GUE_Soldier_2_DZ","TK_Special_Forces_MG_EP1_DZ","TK_Soldier_Sniper_EP1_DZ","TK_Commander_EP1_DZ","RU_Soldier_Crew_DZ","INS_Lopotev_DZ","INS_Soldier_AR_DZ","INS_Soldier_CO_DZ","INS_Bardak_DZ","INS_Worker2_DZ"];
To this:
AllPlayers set [count AllPlayers, "Bandit1_DZ",
"Bandit2_DZ",
"BanditW1_DZ",
"BanditW2_DZ",
"Survivor2_DZ",
"SurvivorW2_DZ",
"Sniper1_DZ",
"Camo1_DZ",
"Soldier1_DZ",
"Rocket_DZ"];
3. Now look for this in your Mission.sqm
class Groups
{
items=2;
Change it to:
class Groups
{
items=3;
Now look for this at around line 1155:
class Item1
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={8810.7705,138.52499,11751.518};
id=50;
side="LOGIC";
vehicle="FunctionsManager";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
};
};
};
After the "};" add this:
class Item2
{
side="GUER";
class Vehicles
{
items=1;
class Item0
{
position[]={6303.8,0.001,7795.03};//Trader City Stary
azimut=138.222;
special="NONE";
id=101;
side="GUER";
vehicle="UN_CDF_Soldier_SL_EP1";
leader=1;
skill=0.60000002;
init="this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;this enableSimulation false;this setcaptive true;this addAction [""Men Clothing"",""Skin_Trader\open_dialog.sqf""];this addAction [""Women Clothing"",""Skin_Trader\open_dialog2.sqf""]";
};
};
};
4. Now copy the Skin_Trader to your MPMissions folder.
Infistart FIX
Open AHconfig.sqf and find this:
/* ALLOWED Dialogs */ _ALLOWED_Dialogs = [-1,106,2200,6900,6901,6902,6903,420420,41144];
Change it to this:
/* ALLOWED Dialogs */ _ALLOWED_Dialogs = [-1,106,2200,6900,6901,6902,6903,420420,41144,20001,20002,20003,20004,20005,20006];
Future Plans:
The ability to preview the skin with a better camera view.
Change log:
0.6
Removed all the clothing from men and woman that are being used by traders from any map.
Removed all woman clothing that din't work, only civilian left now.
Credits:
Original script: http://www.armaholic.com/page.php?id=12113
- What scripts?
- What issues did you experience?
- What provider do you have?
- Do you use AH?
- Do you have custom variables.sqf?
- What is the RPT saying?
When asking for help, provide more info... that way, it will be much easier for us to help.