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Found 2 results

  1. There are many deployable vehicle scripts out there; however, every single one of them that I've come across used multiple scripts for the deployment and packing of each vehicle. Thinking that there was a better way to do it, I started working to create "one set of scripts to rule them all". The goal was to reduce the overall size of the script by consolidating everything into a single deploy and packing script and make it a little easier to modify by server admins. I also took the opportunity to fix what I felt where exploits that players could abuse. Features Deployable mountain bike, motorcycle, and Mozzie. Easy to configure required materials for each vehicle. Right click on toolbox to deploy vehicles. Stop deployment/packing of vehicles by moving. Prevent packing of destroyed deployable vehicles. Prevent packing of locked vehicles. Allow for selling of deployable vehicles (configurable by the admin). Remove deployable vehicles from hive to prevent them from respawning on reset. (Infinite parts exploit) Materials are dropped on the ground when packing like the other remove actions (workbench, wreckage, weapons crates) instead of automatically added to the player's inventory. Remove ammo from all vehicles when deployed. (Infinite grenades exploit with Mozzie) Credits oOSmokyOo for on which this one was developed from. maca134 for his wonderful Right Click Options To Items script. TheVampire whose DZMS gave me plenty of ideas on how to rework this script. [VB]AWOL whose code in player_craftItem.sqf and remove.sqf I referenced for some parts of the deployment script. Requirements Knowledge of how to unpacking pbo's. A text editor (Notepad++ recommended) Installation Step 1: Custom variables.sqf If you do not have a custom variables.sqf, create an empty file in the custom scripts directory of your mission folder. Edit it to include the following: EVDVehicleArray = ["MMT_Civ","TT650_Civ","CSJ_GyroC"]; dayz_allowedObjects = dayz_allowedObjects + EVDVehicleArray; if(isServer) then { DZE_safeVehicle = DZE_safeVehicle + EVDVehicleArray; }; If you already have a custom variables.sqf, then add the above code to the bottom. Step 2: Custom compiles.sqf If you do not have a custom compiles.sqf, create an empty file the custom scripts directory of your mission folder. Edit it to include the following: if (!isDedicated) then { fnc_usec_selfActions = compile preprocessFileLineNumbers "SCRIPT_PATH\fn_selfActions.sqf"; player_selectSlot = compile preprocessFileLineNumbers "SCRIPT_PATH\ui_selectSlot.sqf"; }; Where "SCRIPT_PATH" is the path of you custom scripts folder from your mission folder. If you already have a custom compiles.sql, then add/modify fnc_usec_selfActions and player_selectSlot depending on the style of custom compiles.sql you are using. Step 3: Modify init.sqf Next open the mission's init.sqf and search for the following: call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; Below it, add: call compile preprocessFileLineNumbers "SCRIPT_PATH\variables.sqf"; Next, find the following: call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; Below it, add: call compile preprocessFileLineNumbers "SCRIPT_PATH\compiles.sqf"; //Compile custom functions You now have a custom variable.sqf and compiles.sqf, which will be used by other scripts and modifications. Step 4: Custom ui_selectSlot.sqf Unpack dayz_code.pbo and copy dayz_code\compile\ui_selectSlot.sqf to your custom scripts folder. Open your copied ui_selectSlot.sqf and search for the following around line 57: _pos set [3,_height]; Above it add the following: // Add extra context menus _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _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]; }; }; Step 5: Modify description.ext Open description.ext in your mission folder. At the very bottom of description.ext, add: #include "SCRIPT_PATH\extra_rc.hpp" Step 6: Create extra_rc.hpp Next, create an empty file named extra_rc.hpp in your custom scripts folder. Inside the file, add the following: class ExtraRc { class ItemToolbox { class BuildBike { text = "Deploy Bike"; script = "['MMT_Civ'] execVM 'SCRIPT_PATH\EVD\EVD_deploy.sqf'"; }; class BuildMotorcycle { text = "Deploy Motorcycle"; script = "['TT650_Civ'] execVM 'SCRIPT_PATH\EVD\EVD_deploy.sqf'"; }; class BuildMozzie { text = "Deploy Mozzie"; script = "['CSJ_GyroC'] execVM 'SCRIPT_PATH\EVD\EVD_deploy.sqf'"; }; }; }; If you already have Right Click Options To Items installed and have other scripts that use it, your extra_rc.hpp will look similar to this: class ExtraRc { class ItemBloodbag { class Use { text = "Use Bloodbag"; script = "execVM 'SCRIPT_PATH\SelfBB\SelfBB.sqf'"; }; }; class ItemToolbox { class BuildBike { text = "Deploy Bike"; script = "['MMT_Civ'] execVM 'SCRIPT_PATH\EVD\EVD_deploy.sqf'"; }; class BuildMotorcycle { text = "Deploy Motorcycle"; script = "['TT650_Civ'] execVM 'SCRIPT_PATH\EVD\EVD_deploy.sqf'"; }; class BuildMozzie { text = "Deploy Mozzie"; script = "['CSJ_GyroC'] execVM 'SCRIPT_PATH\EVD\EVD_deploy.sqf'"; }; }; }; Step 7: Custom fn_selfActions.sqf Copy dayz_code\compile\fn_selfActions.sqf to your custom scripts folder. Open your copied fn_selfActions.sqf and search for the following: // All Traders if (_isMan and !_isPZombie and _traderType in serverTraders) then { Above it, add the following: //Pack Vehicles if (_typeOfCursorTarget in EVDVehicleArray and _hasToolbox and !(locked _cursorTarget) and (damage _cursorTarget < 1)) then { if (s_player_packvehicle < 0) then { s_player_packvehicle = player addAction ["Pack Vehicle", "SCRIPT_PATH\EVD\EVD_pack.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_packvehicle; s_player_packvehicle = -1; }; Step 8: The finishing touches Download the attached file and unzip it into your custom scripts directory. Edit EVD\EVD_deploy.sqf and EVD\EVD_pack.sqf and change SCRIPT_PATH to the path of your custom scripts directory. Finally, edit EVD\EVD_common.sqf to configure the script to suit your tastes. If you add more vehicles as deplorable, you will need to add the class names to EVDVehicleArray in your custom variables.sqf, modify extra_rc.hpp to add an additional option, and add the required materials to the EVDGetMaterials function in EVD\EVD_common.sqf. Future plans A few features that did not make it into this release are the ability to save deployable vehicles to the hive, a check to make sure the vehicle is unoccupied when packed, and the option to turn on or off the able to deploy/pack a vehicle while in combat (the latter gave me a bugger of a time despite it appearing to be a simple matter). EVD.zip
  2. This is Enhanced Vehicle Deployment - retooled for deploying mounted weapons. I do not take credit for any of the script. I just made a how-to because a few people asked for it. http://youtu.be/oASs2_RUX88 Features: Right click on gems to deploy mounted weapons. Emerald excluded. Easy to configure any way you want. Topaz = DSHkM .50 cal Citrine = M2 .50 cal Amethyst = KORD .50 cal Sapphire = AGS Grenade Launcher Ruby = MK19 Grenade Launcher Obsidian = GMG Grenade Launcher The .50 cal guns have optional tripod sizes: high or mini. The grenade launchers just have minitripods. Most of the ammunition for these weapons can be found in ammo crates. Excluding KORD ammo. Repack Weapon into gem form. Deploy and repack as many times as you want. Anyone can pack the weapons if it's unlocked. Requires a toolbox Also allows packing of M240 nests into M240Nest_Kit. Requires a toolbox Stop deployment by moving. Prevent packing of destroyed deployable vehicles. Prevent packing of locked vehicles. Materials are dropped on the ground when packing like the other remove actions (workbench, wreckage, weapons crates) instead of automatically added to the player's inventory. Remove ammo from all vehicles when deployed. Credits oOSmokyOo for on which EVD was developed from. maca134 for his wonderful Right Click Options to Items script. TheVampire whose DZMS gave plenty of ideas on how to rework this script. [VB]AWOL whose code in player_craftItem.sqf and remove.sqf were referenced for some parts of the deployment script. [VB]AWOL whose player_build.sqf was used for building the weapons. TheFarix whose release: is the foundation of this how-to. SiothieGaming whose Remove Weapons Script allows better customization of vehicles. Requirements Right Click Options Script and knowledge how it works. I don't know a link to one, so you have to find it yourself. Remove Weapons/Ammunition/Thermal from Vehicle Script and how it works Custom variables.sqf and knowledge how it works. Custom fn_selfActions.sqf and knowledge how it works. Knowledge of and how it works. Installation Step 1. Install Right Click Options Script, and install Remove Weapons/Ammo Script. Step 2. Open your fnc_remWepSG.sqf (Remove Weapons/Ammo Script) and change it to this: Save it and repack your dayz_server.pbo. Step 3. In your extra_rc.hpp (Extra Right Click Script), add this: Step 4. In your custom variables.sqf, find this: dayz_allowedObjects = StaticVehicleArray + ["TentStorage","TentStorageDomed","TentStorageDomed2", "VaultStorageLocked", "Hedgehog_DZ", "Sandbag1_DZ","BagFenceRound_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Land_HBarrier5_DZ","Fence_corrugated_DZ","M240Nest_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","Plastic_Pole_EP1_DZ","Generator_DZ","StickFence_DZ","LightPole_DZ","FuelPump_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","SandNest_DZ","DeerStand_DZ","MetalPanel_DZ","WorkBench_DZ","WoodFloor_DZ","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","LockboxStorageLocked","WoodFloorHalf_DZ","WoodFloorQuarter_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodSmallWallThird_DZ","WoodLadder_DZ","Land_DZE_GarageWoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_WoodDoor","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","MetalFloor_DZ","WoodRamp_DZ","GunRack_DZ","FireBarrel_DZ","WoodCrate_DZ","Scaffolding_DZ"]; And add "StaticVehicleArray + " without the quotes, as I did. Step 5. Again in variables.sqf, above dayz_allowedObjects = StaticVehicleArray + ... add this: StaticVehicleArray = ["M240Nest_DZ","AGS_RU","MK19_TriPod","BAF_GMG_Tripod_D","M2StaticMG_US_EP1","M2HD_mini_TriPod","KORD_high","KORD","DSHkM_Mini_TriPod","DSHKM_Gue"]; Step 6. Again in variables.sqf find this line: DZE_isRemovable = ["Fence_corrugated_DZ","ParkBench_DZ","Plastic_Pole_EP1_DZ","FireBarrel_DZ","Scaffolding_DZ"]; and remove "M240Nest_DZ", as I did. Step 7. Again in variables.sqf find this line: DZE_safeVehicle = StaticVehicleArray + ["ParachuteWest","ParachuteC"]; and add "StaticVehicleArray + " without the quotes, as I did. Step 8. In your custom fn_selfActions.sqf, find this: // All Traders and above it add: Step 9. In your init.sqf, find this: MaxMineVeins = 0; and set it to 0, as I did. Or at least a very low number. Step 10. Download the attachment and copy the Scripts folder to your mission pbo, where the init.sqf is. Dropbox Notes: More then one player can deconstruct and get items from a single ore vein. So groups of players can easily exploit them for gems if you do not limit the MaxMineVeins. You can spawn in mine veins using Gold_Vein_DZE for missions or events or well defended areas for rewards. You can add the gems and the ammo to the traders. If you want something to give the sledgehammer new meaning, consider this: I've played with it and about 95%+ of the time it just breaks the tools anyway. Otherwise I would recommend finding some new creative use for the sledge, rather than removing it. If I can find a good item to use for searchlights I will add it to the download. You could I guess change the KORD to be searchlight. Feel free to change things to suit your needs. I know that this could have been done in 3 files or less, instead of 11. I admit I am a very novice at this. It's the best I could do at the moment. I've tested it on my server and seems to be working on 1.0.5.1/125402
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