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Made this in my free time awhile ago thought id make it public. Right Alt is the key to open the menu. Install instructions are inside the download. https://github.com/NWDZ-Trapxxgods/traps-menu here is a picture of the server menu
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craftAnything for DayZ Epoch 1.0.7.1+ A script I originally wrote for TLF servers, but with their permission I am releasing to the public to celebrate getting the A2 Community Dev role in the Epoch Discord. This script allows you to add a ton of craftable items to your server. It is super modular, and takes up very little space. It is also very easy to configure. You can add as many configs as you want. TLF has come up with about 40 custom crafting configs, I have included their turret configs in the example configVariables.sqf file. Installation & Setup Download the code as a zip file here https://github.com/ZzBombardierzZ/DayZ-Epoch-CraftAnything/archive/refs/heads/main.zip Copy the craftAnything.sqf file into your mission folder, inside of a "scripts" folder. Example: "ServerRoot\mpmissions\DayZ_Epoch_11.Chernarus\scripts\craftAnything.sqf" In configVariables.sqf, find the DZE_CLICK_ACTIONS array and add the desired configs to it. See the example configVariables.sqf file for more info. Go into the newly created craftAnything.sqf file and edit the "CONFIG SECTION" to your liking. Read the comments in the file for more info. Battleye Filters If you are using Battleye on your server, you will need to update your scripts.txt file to allow the script to run. I am not going to provide a list of filters unfortunately. It is fairly easy to do yourself. You can look at OpenDayz Guide to BattlEye to learn more about BattlEye filters and use eraser1's BE_AEG to generate scripts.txt filters automatically. Credits As mentioned before, I originally wrote this script for TLF servers. I would like to thank them for allowing me to release this to the public. I would also like to thank the Epoch Discord community for their help and support and for giving me the opportunity to become a Community Developer. License There is none. But please give credit where credit is due. If you do use this script, please let me know. I would love to see what you do with it. Contact If you have any questions, comments, or concerns, please feel free to contact me on Discord at ZzBombardierzZ#5945 or in the Epoch Discord server. Changelog v1.0.0 - Initial release
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I didn't find any script for teleportation that I could implement for my players on my server, so I made this script. I made a short demonstration : Install: https://github.com/Marcusmoldev/Arma2_Dayz_Teleporter In its current state it is limited to two portals as I don't want my players to have portals everywhere, but this functionality is absolutely something one can implement in the future .. I don't plan on doing that for the moment though .. Also if you do end up installing the script, let me know if there are any typos in the readme and I'll try to correct them. Thanks and enjoy
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Hello i created my server from this thread:
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Winter Gaming is a gaming community, that was created in early 2018. We're currently running DayZ Epoch 1.0.6.2 server. Winter Gaming is a project created with passion – for players from players. On our server, the rules are equal for all players – no Pay2Win, no benefits for donating. Server IP: 164.132.203.240:2302 Discord: https://discordapp.com/invite/ECBVKGA Website: http://www.wintergaming.eu Forum: http://www.wintergaming.eu/forums Server Configuration: Building Maintain - 10 Days Abandoned Vehicle Unlock - 7 Days Abandoned Safes/Lockboxes Unlock - 10 Days Building Limit – 250 Objects Max Base Height - 30m Features: High FPS XP System (with awesome Perks and Trader) JSRS Compatible Wear Zombie Skin Plot Management Door Management Snap and Vector Building 20k Starting Money Coin System Running Zombies Ai Missions Ai Convoys Custom Loot Custom Locations Custom Traders Hidden Trader Selling Rare Items Toggle Grass/Environmental Sounds Deploy Bike/Motorcycle/Mozzie Walk Amongst The Dead Harvestable Hemp Tow/Lift Repair/Rearm – Service Points Bury Bodies Take Clothes Locate Vehicle Paychecks every 30 minutes Spawn Selection Abandoned Safe Mission Indestructible Metal/Cinder Bases Blow up door and more! I hope to see You on the server!
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Hey im not sure if im in the right forum, but i've been struggling with this problem for about 3 days now and google searches haven't gotten anything out for me, since my problem isnt really described other than that my server crashes after i join and start loading in. im running 1.0.7 Epoch with a few scripts/mods (DZSM, WAI, Lift&Tow, clickActions, remoteVehicle, marker_Manager, custom safezones script) + infistar. it was working all fine until i made a change to dynamic_vehicle.sqf in the dayz_server, after that the server kept crashing and i even made a backup and moved the old file back, but it kept crashing after that too, so i dont know what the problem is, i do have an rpt. but its basically no use since it doesnt show any errors. I left last few lines out, because its infistar stuff that is keys and other things im not supposed to show. After that it just cuts off from there because it crashes. Edited dynamic_vehicle.sqf (only AllowedVehiclesList changed):
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I was playing on this server for many hours now. I just can say its the best server for playing tanoa epoch. everything is running so stable and there is enought loot to find everywhere. they have many cars spawning over the whole map. zombies and ai-hunter will cross your way to kill you so you always have to watch out. of course the new apex stuff is available. the basebuilding system is revolutionary.missions are fun to solve. there are many traders and gas stations where you can modify almost every type of vehicle and equipmment. Its a new server so there are not so many players at the moment. thats why its limited to 60 player only. I talked to the admin and he told me if they have a stable number of players they will set the server up to 100 player. I would love to see that. The admins are very nice guys from swiss and they all speak good english and always listen to players problems. I hope that you will take a look inside and see how good it is and tell your friends so the server will get more full. hope to see you there check out their website: www.zombielandepoch.clan.su Babbaz server IP: 85.195.251.180 or arma.no-ip.info Port: 2302 required mod: epoch 0.3.9.0 http://steamcommunity.com/sharedfiles/filedetails/?id=421839251 optional mod: jsrs4 http://www.armaholic.com/page.php?id=27827
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Vehicle Service Point is part of Epoch 1.0.7.1 now. Hi, With Axe Cops permission I am releasing my updated version of his amazing Service Points script. This includes support for original briefcases, gems (from epoch 1.0.7) and coins. (original github url: https://github.com/vos/dayz/tree/master/service_point) (original install/discussion url: https://epochmod.com/forum/topic/3935-release-vehicle-service-point-refuel-repair-rearm-script/) **** *REQUIRES DAYZ EPOCH 1.0.7* **** Major Changes: This version adds support for both single currency and gems (from the epoch 1.0.6 update) as well as the original epoch briefcase currency system. Instead of pricing things like the original way, prices are now done on a "worth" similar to how coins are done. The price value of items are below. If you are using coins, I would recommend using the _currencyModifier variable since coins typically are 10x the value of briefcase based currency (1 brief == 100,000 coins) (You can either set this _currencyModifier variable to 1 then set the proper value or use the modifier, the modifier is mainly for dual currency servers) 1 silver = 1 worth 1 10oz silver = 10 worth 1 gold = 100 worth 1 10oz gold = 1,000 worth 1 briefcase = 10,000 worth Please see dayz_code\configVariables.sqf for the value of gems (DZE_GemWorthArray) and their relevant worth if they are enabled. Example config settings for _refuel_costs, _repair_costs and _rearm_costs: All 3 sections can either be made free, disabled or a specifc price with the following examples: ["Air","free"] will make the vehicle config class of "Air" free for the specific action. ["Air","disabled"] will make the vehicle config class of "Air" disabled for the specific action. ["Air",2000] will make the vehicle config class of "Air" have a worth of 2000 for the specific action. ["Armored_SUV_PMC",2000] will make the specific vehicle have a worth of 2000 for the specific action. ["Armored_SUV_PMC","free"] will make the specific vehicle be free for the specific action. ["Armored_SUV_PMC","disabled"] will make the specific vehicle be disabled for the specific action. Valid vehicle config classes as an example: "Air", "AllVehicles", "All", "APC", "Bicycle", "Car", "Helicopter", "Land", "Motorcycle", "Plane", "Ship", "Tank" Visit my Github page to download and read the README.MD : https://github.com/oiad/service_points Old Epoch 1.0.6.2 Version can be found here: https://github.com/oiad/service_points/archive/refs/tags/Epoch_1.0.6.2.zip
- 114 replies
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Vehicle Key Changer is part of Epoch 1.0.7.1 now. Hi, Here's my version of @OtterNas3 vehicle key changer. It was subsequently modified by @Grahame for epoch 1.0.6. Updated for 1.0.7. This adds support for briefcases, gems and coins as well as using the epoch vehicle upgrade system to do the key changing/claiming. * original discussion url: https://epochmod.com/forum/topic/5972-release-vehicle-key-changer-for-making-masterkey-v-14-updated-06152014/ * updated discussion url: https://epochmod.com/forum/topic/43048-release-vehicle-key-changer-for-making-masterkey-v-141-updated-for-epoch-106/ Github link with install directions: https://github.com/oiad/vkc **EDIT* Link to a working locate Vehicle script that is able to find multiple vehicles per key: **** For Epoch 1.0.6.2 only **** >> Download << Visit this link: https://github.com/oiad/vkc/tree/vkc-Epoch-1.0.6.2
- 74 replies
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- gems
- vehicle key changer
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Simple but fun little script I put together awhile ago. What it does? It is bound to a object in this case "ItemObsidian" as a right click, but can be changed to whatever you want. It then will sends out a message to the players on the server and marks the player with red smoke and a marker on the map. The player will then get 2 mins of god mod acting like the amour. Once the amour takes damage (All it is is a countdown timer really) The god mode is then disabled so they can be killed. I'm still working on this and will update it when it is done. If any of you better scriptwriters then myself ( I'm still a noob lol) have any ideas on how to improve this? contact me so I can give you credit in the update :) Known bugs: marker sometimes stays on map Credits to : @Schalldampfer For helping me understand map markers Install: Place this in your scripts folder name it something like Jugg.sqf //======================================================== //========= Juggernaut script-Written by Reaper5150 =========== //======================================================= sleep 2; [nil,nil,rTitleText,"THERE IS A JUGGERNAUT,FIND HIM AND KILL HIM IF YOU CAN!!!","PLAIN",3] call RE; sleep 1; [nil, player, rSAY, "YOURSOUND.OGG", 100] call RE; //Add your custom sound here when Juggernaut spawns [] spawn { player removeMagazine 'ItemObsidian';//Add whatever object you want and bound to your right click function sleep 5; [nil,nil,rTitleText,"THE JUGGERNAUT HAS BODY ARMOR,WE CAN'T KILL HIM...HELP!!!","PLAIN",3] call RE; ////////Set marker///////////////////////////////////////////////////////////////////// [] execVM "scripts\marker.sqf"; //Start Smoke Marker////////////////////////////////////////////////////////////////////////// sleep 5; PJ_grenade = "SmokeShellRed" createVehicle position player; PJ_grenade attachto [vehicle player,[0.1,0,0]]; sleep 2; [nil,nil,rTitleText,"THE JUGGERNAUT (PLAYER) HAS BEEN MARKED WITH SMOKE AND ON THE MAP!!!","PLAIN",3] call RE; //Temp Godmode for 2 mins//////////////////////////////////////////////////// (vehicle player) removeAllEventHandlers "handleDamage"; (vehicle player) addEventHandler ["handleDamage", { false }]; (vehicle player) allowDamage false; //Acts like a countdown timer////////////////////////////////////////////////////////////////// sleep 90; [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR HAS TAKEN 30% DAMAGE","PLAIN",3] call RE; sleep 100; [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR HAS TAKEN 50% DAMAGE","PLAIN",3] call RE; sleep 110; [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR HAS TAKEN 90% DAMAGE","PLAIN",3] call RE; uiSleep 120; [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR IS WEAK...TAKE HIM OUT NOW!!!","PLAIN",3] call RE; sleep 2; //Start ending Juggernaut/////////////////////////////////// (vehicle player) addEventHandler ["handleDamage", { true }]; (vehicle player) removeAllEventHandlers "handleDamage"; (vehicle player) allowDamage true; uiSleep 240; deleteVehicle PJ_grenade; END; Call it from your right click ["ItemObsidian","JUGGERNAUT","execVM 'scripts\Jugg.sqf';","true"], marker.sqf: _unit = player; _nameP = name _unit; _markerobjp = createMarker [_namep,[0,0]]; _markerobjp setMarkerShape "ICON"; _markerobjp setMarkerType "mil_dot"; _markerobjp setMarkerColor "ColorRed"; _markerobjp setMarkerText _nameP; _markerobjp setMarkerSize [1,1]; while {alive _unit} do { _markerobjp setmarkerdir (getdir _unit); _markerobjp setMarkerPos (getPos _unit); _markerobjp setMarkerText _nameP; sleep 5; }; //////////////////////////////////////////// uiSleep 240; deleteMarker _markerobjp;
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Zabns Take Clothes is part of Epoch 1.0.7.1 now. Hi, Since Zabn is MIA I have updated his Take Clothes script to 1.0.7 compatible. Github with install instructions and download location: https://github.com/oiad/TakeClothes **** For Epoch 1.0.6.2 only **** >> Download << Visit this link: https://github.com/oiad/TakeClothes/tree/Epoch_1.0.6.2 (original install url: http://opendayz.net/threads/release-zabns-take-clothes-2-0.19290/) (original discussion url: http://opendayz.net/threads/help-discussion-zabns-take-clothes.13198/)
- 52 replies
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- epoch
- take clothes
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Bury and butcher body is part of Epoch 1.0.7.1 now. Hi guys, Here's my version of the bury/butcher body script. Focus'd on optimization and cleanliness. * Tested as working on a blank Epoch 1.0.7 server * Contains a server side scheduler module to clean up old weapon crates, graves and crosses after 25 minutes. * Removes the flies sound when body is buried for performance. To download: https://github.com/oiad/buryBodies **** For Epoch 1.0.6.2 only **** >> Download << Visit this link: https://github.com/oiad/buryBodies/tree/Epoch_1.0.6.2
- 34 replies
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- butcher body
- bury body
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(and 2 more)
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Epoch Discord is open. https://discord.gg/0k4ynDDCsnMzkxk7 Always a work in progress. Channels will be added as needed. Check pinned messages in the channel for latest updates! Rules that apply here also apply there. DO NOT PM the dev's if they happen to be there! You may PM me or one of the other moderators. Download the app at: https://discordapp.com/apps
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Ok so I'm helping out manage a server and they want me to make a change to the loading screen. I thought I knew how but the guides I have found conflict with what I see in the files on the server. If anyone could give me the exact file paths of the pbo I need to unpack and pack that has the image in it. I see everywhere it says mission.pbo but all i see is the server.pbo and it doesn't have what i'm looking for. Thanks!
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Hey guys, so I saw that there are lot of people asking how to get an GUI looking like this: This is not my work, I'm only posting a tutorial on how to do it. This is from user Cen who was so nice to share it with us. All credits go to: Cen Tutorial: 1.) First download these files and extract them in the root of your mission folder or mission.pbo. Download Link or Attached files. 2.) Add this to the bottom of description.ext class RscPictureGUI { access = 0; type = 0; idc = -1; colorBackground[] = {0,0,0,0}; colorText[] = {0.38,0.63,0.26,0.75}; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; style = "0x30 + 0x100"; x = 0; y = 0; w = 0.2; h = 0.15; }; class RscTextGUIK { type = 0; idc = -1; style = 0x02; colorBackground[] = {0,0,0,0}; colorText[] = {1, 1, 1, 0.5}; //color[] = {1, 1, 1, 0.5}; font = "TahomaB"; size = 0.03; sizeEx = 0.03; x = 0; y = 0; w = 0.1; h = 0.2; }; #include "dayz_code\gui\ATD_Hud.h" 3.) Add this line to a custom compiles.sqf or overwrite the path in the existing compiles.sqf (depends how you call yours). I will not do a tutorial on how to add custom compiles as there are plenty of them already out here on this forum. player_updateGui = compile preprocessFileLineNumbers "dayz_code\compile\player_updateGui.sqf"; 4.) Edit ATD_Hud.h to your liking. And that should be it! If you have any questions or problems with it, please post down below and I'll try to get back to you as soon as possible or send me a PM. Let me know how I did for my first tutorial and thanks again to Cen for the HUD and letting me post a tutorial on this. ATD-HUD-FILES.zip
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epoch I can't get player built objects to save to my database
[email protected] posted a question in Scripting
Im setting up a new epoch 1.0.6 server with very little addons/mods installed, and when i was testing i realized safes/plotpoles/walls etc werent saving to the server database. Anyone got any ideas what might be wrong? -
Hello Epoch Community i have installed AxeCops fantastic elevator mod and it works great with some tweaking on 1.0.6.1, what my issue is if i keep using MetalFloor_Preview_DZ as the stop class they disappear. My question is has the name of this item changed in the update, or is there a setting that disallows this item to remain persistent? i have not seen anything in InfiStar that is blocking it either.
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And it is up! Arma 3 Epoch Server is up and running! Background: Year 2027, In Europe two years after the mass extinction of billions of people. Those that remain are left with remnants of a once technological society. Try to survive, build, or explore your way through the harsh dynamic environment. Different fractions are trying to get controll of island, bandits, goverment. UPDATE: Looks like infection made whole way to island aswell ! Some cities are being populated with mutated zombies ! PVE/PVP you decide how to play. MAP: Altis IP : weallplay.eu:2302 Addons: Zombies and Demons: http://steamcommunit...s/?id=501966277 SM_Zombz: http://steamcommunit...s/?id=779675063 Epoch : http://steamcommunit...s/?id=421839251 Server bonuses: Safe Zones (Trader areas are safe) Side Missions (with nice loot) Loot system (better loot spawn system) Capture Points (for PVP action with greater rewards.) Zombies ( yes they are back) Some more changes that i will not mention here
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Outdated, already built into Epoch 1.0.7 Hi, This is my modified version of Zupas single currency framework. This drops into an Epoch 1.0.6.1+ server and just "works". Credits to Zupa for his amazing work, There's quite a few fixes mentioned in his original release thread in this version to make it more secure. GitHub link with install instructions: https://github.com/oiad/ZSC Tested as working on a blank Epoch 1.0.6.1+ and OverWatch 0.25 server. Designed to minimize duping/glitching of bank related saving with nearby players (checkWallet etc). Lots of code snippets taken from the original Zupa release thread to stop multiple people checking wallet/depositing into the same safe etc. Supports multiple configuration types, Safes/lockboxes only, vehicles only, safes/lockboxes AND vehicles. Supports any map, currently only has server_traders files for Chernarus (default), napf and tavi. To install global banking: https://github.com/oiad/ZSC#changing-to-global-banking Install: This install basically assumes you have NO custom variables.sqf or compiles.sqf or fn_selfActions.sqf, I would recommend diffmerging where possible. This has all the config traders set up for epoch 1.0.6 items and OverWatch guns/items. You will need to install the specific version you want to use, See install notes further down.
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Hi everyone, i would like to know if there is any torrent links for Epoch and Overpoch, if you know some send me the link here
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Hello Epoch Users, i (RHE24) & Stefan have a simple Admin Menu for your Epoch Server. We are Admins on the Gigacraft A3 Epoch Server. Its based on Arma3 Wiki and fusion13 and AltisLife Features Teleport Godmode Vehicle Spawn Weapon Spawn Group Spawn ESP Heal self and Players Spectate You can Download the 7z Archive https://sourceforge.net/projects/gama3epoch/files/latest/download Install: , extract to our Mission Folder. Insert this in your init.sqf //Gigacraft Admin Menu [] execVM "gigacraft_admin_menu\admin\activate.sqf"; [] execVM "gigacraft_admin_menu\admin\loop.sqf"; then in tools.sqf and activate.sqf search this if ((getPlayerUID player) in ["####", "####", "####", "####", "####", "####", "####"]) then { //all admins and in activate.sqf if ((getPlayerUID player) in ["####", "####", "####", "####", "####", "####", "####"]) then { ; replace "####" with your Admin UIDS, like 76xxxxxxxxxxx thats all, repack your to pbo and have a Menu :) --------------------------------------------------------------------- presentet by RHE24 & Stefan, we are Admins on our Arma3 Epoch Server. Server IP: gigacraft.de:2302
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Greetings! So I recently started up in a new host and haven't gotten to make the server run, found that a ca/modules bis_fnc issue is recurring but doesn't affect players when running coop missions like the default arma 2 oa ones, but when trying with Epoch hive won't connect/start despite being configured. Hive error Meanwhile at line 23... I'm still bad with Pastebin, sorry. This error has been chasing me for 2 days now
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Outdated, does not work with Epoch 1.0.7 DEPLOYABLE BIKE 2.8.2 all of this information is available in an easier-to-read format on github pages>> version 2.8.2 updates the code to work with Epoch Mod 1.0.6. Thanks @ebaydayz! version 2.8.1 should hopefully fix the long-standing non-moving-bike problem! Thanks @SchwEde! FYI: 2.8.0 adds the _condition and _ammo parameters to the config array so you will need to add a value for these parameter in each record of the DZE_DEPLOYABLES_CONFIG array in the appropriate spot if you are upgrading from 2.6 Out of the box, it adds a deployable bike with a right click action on a toolbox and a couple other neat deployables. Really, it can be used to deploy just about anything. See the configuration section below. For some samples of what it can do, check out this gallery on imgur Installation download the files extract the addons and overwrites folder from the downloaded zip file into your mission file root find this line in your mission file init.sqf (warning: if you have a custom compiles file, find that line instead of the one below!) call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; place this line directly after the line you found call compile preprocessFileLineNumbers "addons\bike\init.sqf"; edit addons\bike\config.sqf to change some options or add different deployables (see configuration section for more info) Warning: due to the way the way arma handles numbers and the way addon is coded, using the save-to-database option may not allow you to re-pack some objects if you have Character ID's over 500,000 (which I don't think will be an issue for 99.99% of people). Adding Your Own Custom Actions If you use another right click method like extra_rc.hpp and want to switch to my method, see my click actions configuration github page. The click actions script is included in the deploy script as part of the core, so you don't need to download anything, just follow the instructions for adding your own actions. * note: before attempting to troubleshoot issues with adding your own actions, make sure you are using the most recent version of the addon. Configuration This addon is highly configurable, you can deploy just about anything, not just bikes. open addons\bike\config.sqf and edit the array to add your own deployables. DZE_DEPLOYABLES_CONFIG format -- (note no comma after last array entry) DZE_DEPLOYABLES_CONFIG = [ [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [...more stuff here...] ]; DZE_DEPLOYABLES_CONFIG array values (view on github to read easier): parameter | description | type | example --------------|---------------------------------------------------------------------|--------|-------- _clickItem | class name of the item to click on | string | "ItemToolbox" _deployOffset | [_side,_front,_up] array to offset the deployable when buiding | array | [0,2,1] _packDistance | how close does the packer need to be to pack the object? | number | 5 _damageLimit | item can't be repacked if damage is > this. (-1 = no re-packing) | number | 0.1 _packAny | can anyone repack the deployable? | bool | false _cargo | clear the cargo of the deployable? | bool | false _ammo | should vehicle ammo be cleared? (does not persist through restart) | bool | true _hive | write deployable to database? | bool | false _plot | require a plot from the owner to build the deployable? | bool | false _simulation | enable simulation (movement/damage) for the object? (true for cars) | bool | true _road | enable road building for this object? | bool | true _deployables | array of class names that can be deployed with this method | array | ["MMT_Civ"] _near | array of items required nearby to build (workshop/fire/fueltank) | array | [] _parts | array of parts required to build (will be taken from player) | array | ["ItemToolbox"] _condition | string of code to evaluate to determine whether action is shown | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}" DZE_DEPLOYABLE_NAME_MAP array -- allows you to rename the deployable (on the right click/messages) format (note no comma after last array entry) DZE_DEPLOYABLE_NAME_MAP = [ [_class,_name], [_class,_name], [... more ...] ]; array parameters parameter | description | type | example --------------|---------------------------------------------------------------------|--------|-------- _class | class name of the item you want to replace the name of | string | "Notebook" _name | new name to display when right clicking | string | "Macbook Pro" Change Log version | change --------|------- 2.8.2 | updates for 1.0.6! Thanks @ebaydayz! 2.8.1 | fix from SchwEde that should fix bike not moving. Thanks @SchwEde! 2.8.0 | option to clear vehicle ammo 2.7.1 | better exit reasons 2.7.0 | option to add condition for showing action in config 2.6.1 | fix for unrideable bikes 2.6.0 | road building options, deployable name mapping 2.5.1 | fix a bug where preview items would sometimes disappear 2.5.0 | now uses a modified epoch building system to deploy the objects 2.4.3 | better click actions build conflict detection 2.4.2 | updated for new click actions handler build 2.4.1 | fixed deployables spawning in locked after restart 2.4.0 | multi-part deployables. yay! 2.3.1 | big fix on packing temp objects 2.3.0 | optional saving to database with post-restart memory of deployed items (see warning below about this) | configurable damage limits on re-packing | admin list for packing/deploying instantly & being able to remove all deployables 2.2.1 | positioning fix for deployed items 2.2.0 | option for clearing cargo of spawned items 2.1.0 | change way dependency call is made, only one line needed in init.sqf now for setup 2.0.0 | major update, allow multiple deployables, pretty much any class 1.1.0 | configuration options / code optimization 1.0.0 | release Issues/FAQ 1) people are getting kicked for createvehicle restriction when building a stone wall open your battleye filter createvehicle.txt and change this line 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" to this: 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1" 2) I am using "A Plot For Life" and this is not working!
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Hi there, I would like to move this file to my server pbo. I have moved it to my mission pbo and tested by changing the call to this and it spawns fine. For some reason however I can not get it to spawn if it is placed server side and executed from server_functions.sqf either using [] execVm, execVm or call compile preprocessFileLineNumbers. The main reason for wanting to move this file is that when I edit my map I dont want to place any objects over existing ones. If it is not going to be possible then an alternative will be to load the buildings in the 3d editor make my map and just remove the duplicates that already spawn/exist in chernarus11.sqf Contents of chernarus11.sqf below extracted from dayz_code. Thanks in advance !