cobramike
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Posts posted by cobramike
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the server diddent restart. Its the same the last 24 hours no more loot. please restart
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Dus it support napf map
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Ok i fixst it works now on all maps. Sorry Peterbeer this was not working for Saurland Napf Taki.
Look for this. in the files from Peterbeer
private["_newPosition","_finished","_oldPosition"]; if(isNil "_oldPosition") then { _oldPosition = position player;}; _finished = false; sleep 2; if (player distance _oldPosition <= 1) then { _finished = true; }; if (!_finished) exitWith { DZE_ActionInProgress = false; r_autoTrade = false; cutText [(localize "str_epoch_player_106") , "PLAIN DOWN"]; };
And change it whit this one.
private["_newPosition","_finished","_oldPosition"]; _finished = false; _oldPosition = position player; sleep 1; _newPosition = position player; if (_oldPosition select 0 == _newPosition select 0 && _oldPosition select 1 == _newPosition select 1) then { _finished = true; }; if (!_finished) exitWith { _abort = true; cutText [(localize "str_epoch_player_106") , "PLAIN DOWN"]; };
And now it works even when a trader is off ground.
Greets Mike
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Ok i now this problem. Do you have snap pro 1.4
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Stil not working. for napf
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I have the same problem as above. Works on my cherno map but not on my napf map
Look two guys now.. So there is a problem with that on Napf. Please fix this
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It is in the in single currency section ... so it for gold coin system
I just used the provided files and it worked fine 0_o make sure you dont move while doing it all i can say xD
Stil not work on my napf server. Evry time i try to by a weapon it cancelt. And i am not moving
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Weapans trader is not working. Trading canceld i get. Please fix zupa files
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Can anny body help me whit this. So the can not set plot pools in citys. Greets Mike
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Ya its a diffrent addon. You need this addon to play.
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I dont say its bad. That not ad all. But if you look @ them. Its the same. And evry one can chose for them self. And to you nice job ik like to see more devs working and sharing stuf. That what i like to see on Epoch community
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Just dit a test. And i must say this one is not so good as Build Vectors. Build Vectors is better and more options.
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Is this a addon for snap pro.
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Im not getting admin option and I put my id in list
["ItemToolbox",[0,8,0],10,-1,false,false,false,true,true,false,false,["MAP_Bridge_stone_asf2_25","MAP_bridge_asf1_25","MAP_asf3_10_100","MAP_asf3_25","MAP_asf1_12"],[],[],"!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}"], ["ItemEtool",[0,8,0],10,-1,false,false,false,true,true,false,false,["FAL_marktplatz"],[],["forest_large_net_kit","CinderBlocks","PartWoodPile"],"true"] ]; // **DZE_DEPLOYABLE_NAME_MAP format // // DZE_DEPLOYABLE_NAME_MAP = [ // [_class,_name], // [_class,_name], // [... more ...] // ]; // // 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" // DZE_DEPLOYABLE_NAME_MAP = [ ["Notebook","Macbook Pro"], ["FAL_marktplatz","stone floor"] ]; DZE_DEPLOYABLE_ADMINS = [76561198015664072];
["ItemToolbox",[0,8,0],10,-1,false,false,false,true,true,false,false,["MAP_Bridge_stone_asf2_25","MAP_bridge_asf1_25","MAP_asf3_10_100","MAP_asf3_25","MAP_asf1_12"],[],[],"!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}"],
DZE_DEPLOYABLE_ADMINS = [76561198015661111];
Its because it needs to be like this
DZE_DEPLOYABLE_ADMINS = ["76561198015661111","Outher id","Outher id"];
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==================================Step by Step guide================================
I have alot of custom scripts and files in my server, so i decided to look into the custom scripts from RimBlock and search what he has changed so i can make a step by step guide for guys who have the same problem like me. But ok lets start now.
The tutorial Required that you allready have a custom compiles.sqf, if you dont have one just search in google how to made one its pretty simple.
At first here is a file list compare it with your custom folder if some files are missing get them from the DayZ_Code.pbo.
- compiles.sqf
- fn_damageActions.sqf
- fn_selfActions.sqf
- player_build.sqf (If you have any kind of snap building, just added the player_build.sqf in the snap building folder)
- player_buildingDowngrade.sqf
- player_lockvault.sqf (not needed, it was in the folder but RimBlock did no changes to the file, so its equal to the original one)
- player_packtent.sqf
- player_packvault.sqf
- player_tagfriendly.sqf
- player_unlockvault.sqf
- player_updategui.sqf
- player_upgrade.sqf
- remove.sqf
- server_monitor.sqf (Note dont take the file from the dayz_code.pbo go into your dayz_server.pbo and search for server_monitor.sqf and copy it out)
- tent_pitch.sqf
- vault_pitch.sqf
- Player_buildingmaint.sqf
If you checked theese list and maked sure that you have every file, you can start with the compiles.sqf
Remeber, i use my own file path´s, if you have another folder who is not named "Custom" you need to change the path´s to fit your folders.
I also call the custom compiles.sqf twice, so first the original one then the custom one, so my compiles.sqf looks like this:
if (!isDedicated) then { fnc_usec_damageActions = compile preprocessFileLineNumbers "Custom\fn_damageActions.sqf"; fnc_usec_selfActions = compile preprocessFileLineNumbers "Custom\fn_selfActions.sqf"; player_packTent = compile preprocessFileLineNumbers "Custom\player_packTent.sqf"; player_packVault = compile preprocessFileLineNumbers "Custom\player_packVault.sqf"; player_unlockVault = compile preprocessFileLineNumbers "Custom\player_unlockVault.sqf"; player_removeObject = compile preprocessFileLineNumbers "Custom\remove.sqf"; player_lockVault = compile preprocessFileLineNumbers "Custom\player_lockVault.sqf"; player_updateGui = compile preprocessFileLineNumbers "Custom\player_updateGui.sqf"; player_tentPitch = compile preprocessFileLineNumbers "Custom\tent_pitch.sqf"; player_vaultPitch = compile preprocessFileLineNumbers "Custom\vault_pitch.sqf"; player_build = compile preprocessFileLineNumbers "Custom\player_build.sqf"; };
So, now we came to the changes in every file:
- fn_damageActions.sqf
Find at the private variables at the top:
"_charid"
and replace it with:
"_playerUID"
Find:
_charID = _unit getVariable ["CharacterID", 0];
Replace with:
_playerUID = getPlayerUID player;
Find:
if ((isPlayer _unit) && !(_charID in _friendlies)) then {
Replace with:
if ((isPlayer _unit) && !(_playerUID in _friendlies)) then {
Find:
"\z\addons\dayz_code\actions\player_tagFriendly.sqf"
and replace it with your own path which point to your custom player_tagFriendly.sqf for me it looks like this:
"Custom\player_tagFriendly.sqf"
Done!
- Fn_sefactions.sqf
Find (again the private section at the top):
"_attached"
and add this behind it
,"_playerUID","_characterID"
Find:
_isMan = _cursorTarget isKindOf "Man";
and add directly above it:
_playerUID = getPlayerUID player;
Find:
_ownerID = _cursorTarget getVariable ["CharacterID","0"];
Replace with:
_ownerID = _cursorTarget getVariable ["ownerPUID","0"];
Directly under this add:
_characterID = _cursorTarget getVariable ["CharacterID","0"];
Find:
//Allow player to delete objects
and add above it:
diag_log format["fn_actons: [PlayerUID: %1] [_ownerID: %2] [_isModularDoor: %3] [typeOfCursorTarget: %4]",_playerUID, _ownerID, _isModularDoor, _typeOfCursorTarget]; diag_log format["[_isDestructable:%1 ] [_isWreck: %2 ] [_isRemovable: %3 ] [_isWreckBuilding: %4 ]",_isDestructable, _isWreck, _isRemovable, _isWreckBuilding];
Find 2 times:
(dayz_characterID == _ownerID))
and replace it with:
(_playerUID == _ownerID))
Find:
if(!_isMan && _ownerID != "0" && !(_cursorTarget isKindOf "Bicycle")) then {
and replace it with:
if(!_isMan && _characterID != "0" && !(_cursorTarget isKindOf "Bicycle")) then {
Find 2x times:
"\z\addons\dayz_code\actions\remove.sqf"
and replace it with your own path pointing to your custom remove.sqf for me it looks like this:
"Custom\remove.sqf"
Find:
_hasKey = _ownerID in _temp_keys; _oldOwner = (_ownerID == dayz_playerUID);
Replace with:
_hasKey = _characterID in _temp_keys; _oldOwner = (_characterID == dayz_playerUID);
Find:
_Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\unlock_veh.sqf",[_cursorTarget,(_temp_keys_names select (parseNumber _ownerID))], 2, true, true, "", ""];
Replace with:
_Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\unlock_veh.sqf",[_cursorTarget,(_temp_keys_names select (parseNumber _characterID))], 2, true, true, "", ""];
Find:
(_ownerID == dayz_characterID) then {
Replace with:
if (_ownerID == _playerUID) then {
Find:
if(_ownerID == dayz_combination || _ownerID == dayz_playerUID) then {
Replace with:
if(_characterID == dayz_combination || _ownerID == _playerUID) then {
Find:
if(_ownerID != dayz_combination && _ownerID != dayz_playerUID) then {
Replace with:
if(_characterID != dayz_combination && _ownerID != _playerUID) then {
Find:
if(_typeOfCursorTarget in DZE_UnLockedStorage && _ownerID != "0" &&
Replace with:
if(_typeOfCursorTarget in DZE_UnLockedStorage && _characterID != "0" &&
Find:
if(_ownerID == dayz_combination || _ownerID == dayz_playerUID) then {
Replace with:
if(_characterID == dayz_combination || _ownerID == dayz_playerUID) then {
Find:
if (s_player_packvault < 0 && (_ownerID == dayz_combination || _ownerID == dayz_playerUID))
Replace with:
if (s_player_packvault < 0 && (_characterID == dayz_combination || _ownerID == dayz_playerUID))
Find:
"\z\addons\dayz_code\actions\player_upgrade.sqf"
And replace it with your path pointing to player_upgrade:sqf for me it looks like this:
"Custom\player_upgrade.sqf"
Find:
} else { player removeAction s_player_upgrade_build; s_player_upgrade_build = -1; };
and add directly under this:
diag_log text "============================================"; diag_log format["fn_actons: [PlayerUID: %1] [_ownerID: %2] [DZE_Lock_Door: %3] [_characterID: %4] [typeOfCursorTarget: %5]",_playerUID, _ownerID, DZE_Lock_Door, _characterID, _typeOfCursorTarget]; diag_log format["[s_player_downgrade_build:%1 ] [s_player_lastTarget: %2 ] [_isRemovable: %3 ] [_isWreckBuilding: %4 ]",s_player_downgrade_build, s_player_lastTarget, _isRemovable, _isWreckBuilding];
FInd:
&& (DZE_Lock_Door == _ownerID)) then {
Replace with:
&& (DZE_Lock_Door == _characterID)) then {
Find:
"\z\addons\dayz_code\actions\player_buildingDowngrade.sqf"
Replace it with your own path pointing to your custom player_buildingDowngrade.sqf for me it looks like this:
"Custom\player_buildingDowngrade.sqf"
Find:
if(_isTent && _ownerID == dayz_characterID) then {
Replace with:
if(_isTent && _ownerID == _playerUID) then {
Find:
if (_isDog && _isAlive && (_hasRawMeat) && _ownerID == "0" &&
Replace with:
if (_isDog && _isAlive && (_hasRawMeat) && _characterID == "0" &&
Find:
if (_isDog && _ownerID == dayz_characterID && _isAlive) then {
Replace with:
if (_isDog && _characterID == dayz_characterID && _isAlive) then {
Find:
_ownerID = "0";
Replace with:
_characterID = "0";
Find:
if (!isNull cursorTarget) then { _ownerID = cursorTarget getVariable ["CharacterID","0"]; }
Replace with:
if (!isNull cursorTarget) then { _characterID = cursorTarget getVariable ["CharacterID","0"]; };
Find:
if (_canDo && !_inVehicle && alive _dog && _ownerID != dayz_characterID) then {
Replace with:
if (_canDo && !_inVehicle && alive _dog && _characterID != dayz_characterID) then {
Wow we are done with the Fn_selfactions, this file alone take 1 hour for me :)
- player_packtent.sqf
Lets start with player_packTent.sqf
Add at the top the private variables:
"_playerUID"
Find:
_ownerID = _obj getVariable["CharacterID","0"];
Replace with:
_ownerID = _obj getVariable["ownerPUID","0"];
Find:
_objectUID = _obj getVariable["ObjectUID","0"];
and add directly under it:
_playerUID = getPlayerUID player;
Find:
if(_ownerID != dayz_characterID)
Replace with:
if(_ownerID != _playerUID)
That was fast we are done with playerpacktent.
- player_packVault.sqf
add to the private variables at the top:
,"_characterID"
Find:
_ownerID = _obj getVariable["CharacterID","0"];
replace with:
_characterID = _obj getVariable["CharacterID","0"];
Find:
_objectUID = _obj getVariable["ObjectUID","0"];
add directly under this:
_ownerID = _obj getVariable["ownerPUID", "0"];
Find:
if((_ownerID != dayz_combination) &&
replace with:
if((_characterID != dayz_combination) &&
Find:
_holder setVariable["CharacterID",_ownerID,true];
Replace with:
_holder setVariable["CharacterID",_characterID,true];
Find:
_holder setVariable ["OEMPos", _pos, true];
add directly under it:
_holder setVariable ["ownerPUID", _ownerID , true];
Done.
- player_unlockVault.sqf
Add to the private variables at the top:
,"_characterID"
Find:
_ownerID = _obj getVariable["CharacterID","0"];
Replace with:
_characterID = _obj getVariable["CharacterID","0"];
and add directly under it:
_ownerID = _obj getVariable["ownerPUID","0"];;
Find:
if ((_ownerID == dayz_combination) || (_ownerID == dayz_playerUID)) then {
replace with:
if ((_characterID == dayz_combination) || (_ownerID == dayz_playerUID)) then {
Find:
_holder setVariable["CharacterID",_ownerID,true];
Replace with:
_holder setVariable["CharacterID",_characterID,true];
Find:
_holder setVariable ["OEMPos", _pos, true];
and add directly under it:
_holder setVariable ["ownerPUID", _ownerID , true];
Done.
- remove.sqf
Add to the private variables at the top:
,"_playerUID"
Find:
_objOwnerID = _obj getVariable["CharacterID","0"];
replace with:
_objOwnerID = _obj getVariable["ownerPUID","0"];
and add directly above it:
_playerUID = getPlayerUID _activatingPlayer;
Find:
_isOwnerOfObj = (_objOwnerID == dayz_characterID);
Replace with:
_isOwnerOfObj = (_objOwnerID == _playerUID);
Find:
_ownerID = _nearestPole getVariable["CharacterID","0"];
Replace with:
_ownerID = _nearestPole getVariable["ownerPUID","0"];
Find:
if(dayz_characterID != _ownerID) then {
replace with:
if(_playerUID != _ownerID) then {
Done.
- player_updateGui.sqf
Find:
"_charID","_rcharID"
Replace with:
"_playerUID","_rplayerUID"
Find:
_charID = player getVariable ["CharacterID", "0"];
replace with:
_playerUID = getPlayerUID player;
Find:
_rcharID = _humanityTarget getVariable ["CharacterID", "0"];
replace with:
_rplayerUID = getPlayerUID _humanityTarget;
Find:
if ((_rcharID in _friendlies) && (_charID in _rfriendlies)) then {
Replace with:
if ((_rplayerUID in _friendlies) && (_playerUID in _rfriendlies)) then {
Find:
if !(_charID in _rfriendlyTo) then {
replace with:
if !(_playerUID in _rfriendlyTo) then {
Find:
_rfriendlyTo set [count _rfriendlyTo, _charID];
replace with:
_rfriendlyTo set [count _rfriendlyTo, _playerUID];
Done.
- tent_pitch.sqf
Add to the private variables at the top:
,"_playerUID"
Find:
_isOk = [(vehicle player),_building] call fnc_isInsideBuilding;
and add directly under it:
_playerUID = getPlayerUID player;
Find:
_object setVariable ["CharacterID",dayz_characterID,true];
and add directly under it:
_object setVariable ["ownerPUID",_playerUID,true];
FInd:
PVDZE_obj_Publish = [dayz_characterID,_object,[_dir,_location],_classname];
replace with:
PVDZE_obj_Publish = [dayz_characterID,_object,[_dir,_location, _playerUID],_classname];
Done.
- vault_pitch.sqf
add at to the private variables at the top
,"_playerUID"
Find:
_location = player modeltoworld [_offset_x,_offset_y,_offset_z];
and add directly under it:
_playerUID = getPlayerUID player;
Find:
_tent setVariable ["CharacterID",_combination,true];
and add directly under it:
_object setVariable ["ownerPUID",_playerUID,true];
Find:
PVDZE_obj_Publish = [_combination,_tent,[_dir,_location],"VaultStorageLocked"];
replace with:
PVDZE_obj_Publish = [_combination,_tent,[_dir,_location, _playerUID],"VaultStorageLocked"];
Done.
- player_build.sqf
add to the private variables at the top:
,"_ownerPUID", "_playerUID"
Find:
_inVehicle = (_vehicle != player);
and add under it:
_playerUID = getPlayerUID player;
Find:
_ownerID = _nearestPole getVariable ["CharacterID","0"];
replace with:
_ownerID = _nearestPole getVariable ["ownerPUID","0"];
Find:
// diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];
and replace it if you want to enable the debug,
diag_log format["Player_build start: [PlayerUID = %1] [OwnerID = %2]", _playerUID, _ownerID];
Find:
if(dayz_characterID == _ownerID) then { //Keep ownership
replace with:
if(_playerUID == _ownerID) then { //Keep ownership
Find:
// owner can build anything within his plot except other plots
and if you want to enable the debug add directly under it:
diag_log text "Player is owner";
Find 2x:
_tmpbuilt setVariable ["CharacterID",_combination,true];
and add directly under it 2x:
_tmpbuilt setVariable ["ownerPUID",_playerUID,true];
Find:
PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location],_classname];
Replace with:
PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,_playerUID],_classname];
Find:
PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],_classname];
Replace with:
PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_playerUID],_classname];
Done.
- Player_buildingmaint.sqf
add to the private variables at the top:
,"_playerUID"
Find:
_needText = localize "str_epoch_player_246";
and add directly under it:
_playerUID = getPlayerUID player;
Find:
_ownerID = _nearestPole getVariable["CharacterID","0"];
replace with:
_ownerID = _nearestPole getVariable["ownerPUID","0"];
Find:
if(dayz_characterID == _ownerID) then {
replace with:
if(_playerUID == _ownerID) then {
Find:
_objectCharacterID = _obj getVariable ["CharacterID","0"];
and add directly under it:
_ownerID = _obj getVariable["ownerPUID","0"];
Find:
// Set location _object setPosATL _location;
And add under it:
// Set Owner. _object setVariable ["ownerPUID",_ownerID,true]; diag_log format["Player_buildingdowngrade: [newclassname: %1] [_ownerID: %2] [_objectCharacterID: %2]",_newclassname, _ownerID, _objectCharacterID];
Find:
PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,player];
replace with:
PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,_ownerID],_classname,_obj,player];
Done.
- player_tagfriendly.sqf
Find:
_callerID = _caller getVariable ["CharacterID", "0"];
replace with:
_callerID = getPlayerUID _caller;
Find:
_targetID = _target getVariable ["CharacterID", "0"];
Replace with:
_targetID = getPlayerUID _target;
add above this 2 entries:
diag_log format["[_target: $1] [_caller: %2]", _target,_caller];
add below this 2 entries:
diag_log format["[_targetID: $1] [_callerID: %2]", _targetID,_callerID];
Done.
- player_upgrade.sqf
Find:
_ownerID = _nearestPole getVariable["CharacterID","0"]
Replace with:
_ownerID = _nearestPole getVariable["ownerPUID","0"];
add directly under it:
_playerUID = getPlayerUID player;
Find:
if(dayz_characterID == _ownerID) then {
replace with:
if(_playerUID == _ownerID) then {
Find:
_objectCharacterID = _obj getVariable ["CharacterID","0"];
add under it:
_ownerID = _obj getVariable["ownerPUID","0"];
Find:
// Set location _object setPosATL _location;
Add under it:
// Set Owner. _object setVariable ["ownerPUID",_ownerID,true];
Find:
PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,player];
Replace with:
PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location, _ownerID],_classname,_obj,player];
Done.
- Server_monitor.sqf
open it and find:
if (!_wsDone) then { if (count _worldspace >= 1) then { _dir = _worldspace select 0; }; _pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos; if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; }; diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos)); };
directly under it add:
// Realign characterID to OwnerPUID - need to force save though. if (count _worldspace < 3) then { _worldspace set [count _worldspace, "0"]; }; _ownerPUID = _worldspace select 2; // diag_log format["Server_monitor: [ObjectID = %1] [ClassID = %2] [_ownerPUID = %3]", _idKey, _type, _ownerPUID];
Find:
_object setVariable ["ObjectID", _idKey, true];
Directly under it add:
_object setVariable ["OwnerPUID", _ownerPUID, true];
Done.
Now go to your init.sqf
and find:
_serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
and replace it with your custom path pointing to your custom folder in my case it looks like this:
_serverMonitor = [] execVM "custom\server_monitor.sqf";
For me everything is working, i dont test the script before, i doed exact the same like above and its working for me with vanilla epoch and with my normal MPmission where i have about 22 custom files from the dayz_code.pbo.
Nice tut. Evry thing is working server is live but a verry inportent issue
- Player_buildingmaint.sqf
Is not working also i can not fint the stuf what you are saying your tut. Is there enny one out there that has this working. Please help me out. Buildings starting to decay and some buildings are already gone. Because the can not building maint.
This is the origenal
- Player_buildingmaint.sqf
/* DayZ Base Building Maintenance Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected]. */ private ["_location","_dir","_classname","_missing","_text","_proceed","_num_removed","_object","_missingQty","_itemIn","_countIn","_qty","_removed","_removed_total","_tobe_removed_total","_objectID","_objectUID","_temp_removed_array","_textMissing","_requirements","_obj","_upgrade","_objectCharacterID"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_52") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; player removeAction s_player_maint_build; s_player_maint_build = 1; // get cursortarget from addaction _obj = _this select 3; // Find objectID _objectID = _obj getVariable ["ObjectID","0"]; // Find objectUID _objectUID = _obj getVariable ["ObjectUID","0"]; if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_maint_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];}; // Get classname _classname = typeOf _obj; // Find display name _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); // Find next maintain _upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "maintainBuilding"); if ((count _upgrade) > 0) then { _requirements = _upgrade; } else { _requirements = [["PartGeneric",1]]; }; _missingQty = 0; _missing = ""; _proceed = true; { _itemIn = _x select 0; _countIn = _x select 1; _qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player; if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; }; } forEach _requirements; if (_proceed) then { [1,1] call dayz_HungerThirst; player playActionNow "Medic"; [player,20,true,(getPosATL player)] spawn player_alertZombies; _temp_removed_array = []; _removed_total = 0; _tobe_removed_total = 0; { _removed = 0; _itemIn = _x select 0; _countIn = _x select 1; // diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn]; _tobe_removed_total = _tobe_removed_total + _countIn; { if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then { _num_removed = ([player,_x] call BIS_fnc_invRemove); _removed = _removed + _num_removed; _removed_total = _removed_total + _num_removed; if(_num_removed >= 1) then { _temp_removed_array set [count _temp_removed_array,_x]; }; }; } forEach magazines player; } forEach _requirements; // all parts removed proceed if (_tobe_removed_total == _removed_total) then { cutText [format[(localize "STR_EPOCH_ACTIONS_4"), 1], "PLAIN DOWN", 5]; PVDZE_maintainArea = [player,2,_obj]; publicVariableServer "PVDZE_maintainArea"; } else { {player addMagazine _x;} count _temp_removed_array; cutText [format[(localize "str_epoch_player_145"),_removed_total,_tobe_removed_total], "PLAIN DOWN"]; }; } else { _textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName"); cutText [format[(localize "str_epoch_player_146"),_missingQty, _textMissing], "PLAIN DOWN"]; }; DZE_ActionInProgress = false; s_player_maint_build = -1;
Greets Mike
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Vilayer is working but in you using your own mission file keep in mint to edit from zupas folder. It works like a charm. Als i changed the banks as real back objects becuase i dont like it but thats my opinion. Greets Mike. Zupa thanks for this amazing addon
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Ok i have a problem when i use this script and then Maintain Aria its then not working because its giving me 2 gerage doors and 2 doors and 2 cobolock. So its geving me 2 of evrything.
Eny one has a fix for this
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He ramix are you getting paid.
We are excited to release two new custom mods! More products coming soon.
Snap Building Pro Installation cost: $20.00
Latest snap building release (1.2.1) from developer Raymix. Works for all Epoch maps including Overpoch.
Source - http://epochmod.com/forum/index.php?/topic/13886-121-snap-building-pro/
Video example - https://www.youtube.com/watch?v=K56e3dV9PKUJust got a email from Survival Servers ( Shit company )
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Ya on vilayer its works great. When you have a problem. Backup your missions fils that you added. And next remove all the addons. When that is done go to code manager and then restore code. Go back to your addons and install MYSQL first and then when thats done Overpoch.\
Greets Mike
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Ok this is stil not working. What is going on. Why is this not working. And there are no errors for Pkills
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This is stil not working. Anny one have a fix for this
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Sweet works. Nice. Thank you verry much
Hacker/Scripter
in Discussion
Posted
I love my kill. And thats desinc. Its Arma 3 and i have seen this a 100 times on Arma 3 servers.. So no hacker. I was on that server to and on that time 4 guys had problems opening stuff. I had problems getting in my car. so deel with this and stop calling evry one hackers. That video is no proof whats so ever