Jump to content

[Discontinued] Emerald Interior Designer


Recommended Posts

i can just //comment this line out for now right?

yes and no. Yes you can comment out, no its not just a single line.

You need to comment or delete whole class that is already defined. There are 2 ways how to comment out, second is easier when commenting multiple lines at once:

// <- this comments out single line

/* this comments out
multiple
lines */

/*
Class Classname {
//defines inside class
};
*/

Hope you get the idea

Link to comment
Share on other sites

everytime i deleted the line it always said line 21 was my error

 

even when my line 21 was empty and had nothing there it was line 21 error

 

this puzzles me 

because that's where the error starts. You need to delete or comment out whole class causing it.. There's solution to this exact problem in first page

dont take error log so literary, lol :D

 

 

anyone know how to make it work with ??

check out credits in first post, man. Fix is there

Link to comment
Share on other sites

ah got ya.

 

i was deleting #define CT_XBUTTON          41

 

but im supposed to delete

 

class RscText
{
    access = 0;
    idc = -1;
    type = CT_STATIC;
    style = ST_MULTI;
    linespacing = 1;
    colorBackground[] = {0,0,0,0};
    colorText[] = {1,1,1,.5};
    text = "";
    shadow = 2;
    font = "Bitstream";
    SizeEx = 0.02300;
    fixedWidth = 0;
    x = 0;
    y = 0;
    h = 0;
    w = 0;
Link to comment
Share on other sites

So now my script is running.

Can i add Objects and Flags from Arma 2 OA too?

 

Like this:

FlagCarrierGermany_EP1

Good to see you sorted it out.

Yes you can add any item you want, even whole buildings or vehicles. Just make sure to update variables.sqf file, too otherwise they will get instantly deleted

Link to comment
Share on other sites

I have tested the Flag but i dont see him if i spawn it :(

 

what i have do:

 

in the Items.sqf:

"MAP_FlagCarrierGermany_EP1" < this i have add under exterior

 

in the variables.sqf:

"MAP_FlagCarrierGermany_EP1" <this add by the other objects.

Link to comment
Share on other sites

Hello All,

after trying many many many things I finally got emerald interiors to work, my problem was the items were not writing to the database and they would disappear after building and saying the item was written to the database, I tried everything suggested here but nothing seemed to work. so I gave up for a bit and went back to searching for some nice scripts to add, well I came across a mod to the advanced base building that I was looking to install and found the following....

 

STEP 5 ( IF BUILDINGS DISAPPEAR AFTER BEING BUILT )

-------------------------------------------------------------------------

open dayz_server\compile\server_publishObject.sqf

find this line

if (!(_object isKindOf "Building")) exitWith {

deleteVehicle _object;

};

and change it to this

//if (!(_object isKindOf "Building")) exitWith {

// deleteVehicle _object;

//};

If your items are disappearing after server restart, find your variables.sqf

There is an array 'SafeObjects = ["blah","blah"]; Add the names of your objects to this array, save and compile. Your items should now not disappear!

 

(Thank you Falling Sheep and Opendayz,net)

 

So I searched for this in my publish objects and did not find the exact line (I am on epoch 1.0.4.2) but instead found the following line

 

_allowed = [_object, "Server"] call check_publishobject;

if (!_allowed) exitWith { deleteVehicle _object; };

 

I then changed this to

 

//_allowed = [_object, "Server"] call check_publishobject;

//if (!_allowed) exitWith { deleteVehicle _object; };

and guess what ladies and gentleman???

My emerald Interiors now works and is saving thru a restart.

 

I hope this helps some of you out there that may be getting frustrated with not getting this to work.

 

 

I did this and the Interiors mod does in fact work but now players cannot upgrade walls. For instance if you place a concrete wall and then upgrade it to a full wall the wall disappears. Here is how I am handling variables.sqf.

 

//DZE_safeVehicle = DZE_safeVehicle + ["MMT_Civ","TT650_Civ","CSJ_GyroC","MH6J_EP1"];
 
EVDVehicleArray = ["MMT_Civ","TT650_Civ","CSJ_GyroC"];
dayz_allowedObjects = dayz_allowedObjects + EVDVehicleArray + Emerald_Objects;
 
if(isServer) then {
DZE_safeVehicle = DZE_safeVehicle + EVDVehicleArray;
};
 
//Emerald Interiors
Emerald_Objects = [
"MAP_picture_a",
"MAP_picture_a_02",
"MAP_picture_a_03",
"MAP_picture_a_04",
"MAP_picture_a_05",
"MAP_picture_b",
"MAP_picture_b_02",
"MAP_picture_c",
"MAP_picture_c_02",
"MAP_picture_d",
"MAP_picture_e",
"MAP_picture_f",
"MAP_picture_f_02",
"MAP_picture_g",
"MAP_wall_board",
"MAP_wall_board_02",
"MAP_wall_board_03",
"MAP_F_ch_mod_c",
"MAP_ch_mod_h",
"MAP_armchair",
"MAP_ch_mod_h",
"MAP_ch_office_B",
"MAP_chair",
"MAP_Church_chair",
"MAP_hospital_bench",
"MAP_kitchen_chair_a",
"MAP_lavicka_1",
"MAP_lavicka_2",
"MAP_lavicka_3",
"MAP_lavicka_4",
"MAP_lobby_chair",
"MAP_office_chair",
"MAP_F_postel_manz_kov",
"MAP_F_postel_panelak1",
"MAP_F_postel_panelak2",
"MAP_F_Vojenska_palanda",
"MAP_postel_manz_kov",
"MAP_postel_panelak1",
"MAP_vojenska_palanda",
"MAP_fridge",
"MAP_Kitchenstove_Elec",
"MAP_washing_machine",
"MAP_P_Basin_A",
"MAP_P_bath",
"MAP_F_bath",
"MAP_lekarnicka",
"MAP_P_sink",
"MAP_toilet_b",
"MAP_P_toilet_b_02",
"MAP_almara",
"MAP_case_a",
"MAP_case_bedroom_a",
"MAP_case_bedroom_b",
"MAP_case_cans_b",
"MAP_case_d",
"MAP_case_wall_unit_part_c",
"MAP_case_wall_unit_part_d",
"MAP_case_wooden_b",
"MAP_Dhangar_borwnskrin",
"MAP_Dhangar_brownskrin",
"MAP_Dhangar_knihovna",
"MAP_library_a",
"MAP_shelf",
"MAP_Skrin_bar",
"MAP_Skrin_opalena",
"MAP_Truhla_stara",
"MAP_briefcase",
"MAP_Dkamna_bila",
"MAP_Dkamna_uhli",
"MAP_F_Dkamna_uhli",
"MAP_icebox",
"MAP_mutt_vysilacka",
"MAP_notebook",
"MAP_pc",
"MAP_phonebox",
"MAP_radio",
"MAP_radio_b",
"MAP_satelitePhone",
"MAP_smallTV",
"MAP_tv_a",
"MAP_vending_machine",
"MAP_lantern",
"MAP_bucket",
"MAP_MetalBucket",
"MAP_FuelCan",
"MAP_SmallObj_money",
"MAP_conference_table_a",
"MAP_desk",
"MAP_Dhangar_psacistul",
"MAP_F_conference_table_a",
"MAP_kitchen_table_a",
"MAP_lobby_table",
"MAP_office_table_a",
"MAP_pultskasou",
"MAP_SmallTable",
"MAP_stul_hospoda",
"MAP_stul_kuch1",
"MAP_Table",
"MAP_table_drawer",
"MAP_kasna_new",
"MAP_Misc_Boogieman",
"MAP_ChickenCoop",
"MAP_Misc_Greenhouse",
"MAP_Misc_Hutch",
"MAP_Misc_Well",
"MAP_Misc_WellPump",
"MAP_PowerGenerator",
"MAP_psi_bouda",
"MAP_pumpa",
"MAP_stanek_3",
"MAP_stanek_3_d",
"MAP_stanek_3B",
"MAP_AirCond_big",
"MAP_AirCond_small",
"MAP_antenna_big_roof",
"MAP_antenna_small_roof",
"MAP_antenna_small_roof_1",
"MAP_drapes",
"MAP_drapes_long",
"MAP_GasMeterExt",
"MAP_Ladder",
"MAP_P_Ladder",
"MAP_LadderHalf",
"MAP_P_LadderLong",
"MAP_leseni2x",
"MAP_leseni4x",
"MAP_Misc_loudspeakers",
"MAP_parabola_big",
"MAP_P_Stavebni_kozy",
"MAP_Heli_H_civil",
"MAP_Heli_H_army",
"MAP_Heli_H_cross",
"MAP_Heli_H_rescue",
"MAP_Sr_border",
"MAP_drevo_hromada",
"MAP_garbage_misc",
"MAP_garbage_paleta",
"MAP_Ind_BoardsPack1",
"MAP_Ind_BoardsPack2",
"MAP_Ind_Timbers",
"MAP_Kontejner",
"MAP_Misc_GContainer_Big",
"MAP_Misc_HayStack",
"MAP_Misc_TyreHeap",
"MAP_Misc_WoodPile",
"MAP_pneu",
"MAP_popelnice",
"MAP_sekyraspalek",
"MAP_seno_balik",
"MAP_concrete_block",
"MAP_Concrete_Ramp",
"MAP_ramp_concrete",
"MAP_woodenRamp",
"MAP_brana",
"MAP_Houpacka",
"MAP_nastenkaX",
"MAP_Piskoviste",
"MAP_snowman",
"MAP_Barel1",
"MAP_Barel3",
"MAP_Barel4",
"MAP_Barel5",
"MAP_Barel6",
"MAP_Barel7",
"MAP_Barel8",
"MAP_Barels",
"MAP_Barels2",
"MAP_Barels3",
"MAP_barrel_empty",
"MAP_barrel_sand",
"MAP_barrel_water",
"MAP_P_bedna",
"MAP_box_c",
"MAP_P_cihly1",
"MAP_P_cihly2",
"MAP_P_cihly3",
"MAP_P_cihly4",
"MAP_metalcrate",
"MAP_metalcrate_02",
"Misc_concrete",
"MAP_Misc_G_Pipes",
"MAP_Misc_palletsfoiled",
"MAP_Misc_palletsfoiled_heap",
"MAP_obstacle_get_over",
"MAP_obstacle_prone",
"MAP_obstacle_run_duck",
"MAP_paletaA",
"MAP_paletyC",
"MAP_paletyD",
"MAP_Pallets_Column",
"MAP_P_pipe_big",
"MAP_P_pipe_small",
"MAP_P_ytong"];

 
I am running the server on Vilayer and as such have to do a bit of custom editing for most mods. Any help would be greatly appreciated as I would love to get this mod working.
Link to comment
Share on other sites

That's an odd one, since you shouldn't be able to even build walls if upgrading deletes them.

try like this:

dayz_allowedObjects = (dayz_allowedObjects) + (EVDVehicleArray) + (Emerald_Objects);

edit: https://community.bistudio.com/wiki/Array#Adding_.28appending.29_to_arrays

Should be working the way you did it, quite weird. Could you post variables to pastebin? Could be few things like - where you are whitelisting, for example an if statement condition not met, so array not populated properly?

It's more of a guessing work for us at this point.

Link to comment
Share on other sites

I was just going to edit my post. I in fact removed the above "fix" and am now not able to build anything as you mentioned.

 

I did not edit variables at all, just used custom/complies.sqf to call variables like dayz_allowobject.

 

This may be unrelated, but as an added bonus the server is mass spawning vehicles at a rate of 100 per restart.

Link to comment
Share on other sites

I was just going to edit my post. I in fact removed the above "fix" and am now not able to build anything as you mentioned.

 

I did not edit variables at all, just used custom/complies.sqf to call variables like dayz_allowobject.

 

This may be unrelated, but as an added bonus the server is mass spawning vehicles at a rate of 100 per restart.

 

I looked at 'how you handle your vairables'.. kind of confused because you also said "I did not edit variables at all..."

 

can you not find the variables.sqf on vilayer?

 

but anyway... I did notice that you have Emerald_Objects = array after DZE_safeVehicle = array... this is not the correct place for it.  it should be put above dayz_allowedObjects = array (in variables.sqf)

 

look at how I handle my variables.. the blue is what i added

 

SargeAIArray = ["UH1H_DZE","Mi17_DZE","MH60S_DZE","UH60M_EP1_DZE","UH1Y_DZE","RHIB];

StaticWrecksArray = ["UH60_wreck_EP1","UH1Wreck"];

EmeraldArray = [

"MAP_picture_a",

"MAP_picture_a_02",

"MAP_picture_a_03",

"MAP_picture_a_04",

"MAP_picture_a_05",

"MAP_picture_b",

"MAP_picture_b_02",

"MAP_picture_c",

"MAP_picture_c_02",

"MAP_picture_d",

"MAP_picture_e",

"MAP_picture_f",

"MAP_picture_f_02",

"MAP_picture_g",

"MAP_wall_board",

"MAP_wall_board_02",

"MAP_wall_board_03",

"MAP_F_ch_mod_c",

"MAP_ch_mod_h",

"MAP_armchair",

"MAP_ch_mod_h",

"MAP_ch_office_B",

"MAP_chair",

"MAP_Church_chair",

"MAP_hospital_bench",

"MAP_kitchen_chair_a",

"MAP_lavicka_1",

"MAP_lavicka_2",

"MAP_lavicka_3",

"MAP_lavicka_4",

"MAP_lobby_chair",

"MAP_office_chair",

"MAP_F_postel_manz_kov",

"MAP_F_postel_panelak1",

"MAP_F_postel_panelak2",

"MAP_F_Vojenska_palanda",

"MAP_postel_manz_kov",

"MAP_postel_panelak1",

"MAP_vojenska_palanda",

"MAP_fridge",

"MAP_Kitchenstove_Elec",

"MAP_washing_machine",

"MAP_P_Basin_A",

"MAP_P_bath",

"MAP_F_bath",

"MAP_lekarnicka",

"MAP_P_sink",

"MAP_toilet_b",

"MAP_P_toilet_b_02",

"MAP_almara",

"MAP_case_a",

"MAP_case_bedroom_a",

"MAP_case_bedroom_b",

"MAP_case_cans_b",

"MAP_case_d",

"MAP_case_wall_unit_part_c",

"MAP_case_wall_unit_part_d",

"MAP_case_wooden_b",

"MAP_Dhangar_borwnskrin",

"MAP_Dhangar_brownskrin",

"MAP_Dhangar_knihovna",

"MAP_library_a",

"MAP_shelf",

"MAP_Skrin_bar",

"MAP_Skrin_opalena",

"MAP_Truhla_stara",

"MAP_briefcase",

"MAP_Dkamna_bila",

"MAP_Dkamna_uhli",

"MAP_F_Dkamna_uhli",

"MAP_icebox",

"MAP_mutt_vysilacka",

"MAP_notebook",

"MAP_pc",

"MAP_phonebox",

"MAP_radio",

"MAP_radio_b",

"MAP_satelitePhone",

"MAP_smallTV",

"MAP_tv_a",

"MAP_vending_machine",

"MAP_lantern",

"MAP_bucket",

"MAP_MetalBucket",

"MAP_FuelCan",

"MAP_SmallObj_money",

"MAP_conference_table_a",

"MAP_desk",

"MAP_Dhangar_psacistul",

"MAP_F_conference_table_a",

"MAP_kitchen_table_a",

"MAP_lobby_table",

"MAP_office_table_a",

"MAP_pultskasou",

"MAP_SmallTable",

"MAP_stul_hospoda",

"MAP_stul_kuch1",

"MAP_Table",

"MAP_table_drawer",

"MAP_kasna_new",

"MAP_Misc_Boogieman",

"MAP_ChickenCoop",

"MAP_Misc_Greenhouse",

"MAP_Misc_Hutch",

"MAP_Misc_Well",

"MAP_Misc_WellPump",

"MAP_PowerGenerator",

"MAP_psi_bouda",

"MAP_pumpa",

"MAP_stanek_3",

"MAP_stanek_3_d",

"MAP_stanek_3B",

"MAP_AirCond_big",

"MAP_AirCond_small",

"MAP_antenna_big_roof",

"MAP_antenna_small_roof",

"MAP_antenna_small_roof_1",

"MAP_drapes",

"MAP_drapes_long",

"MAP_GasMeterExt",

"MAP_Ladder",

"MAP_P_Ladder",

"MAP_LadderHalf",

"MAP_P_LadderLong",

"MAP_leseni2x",

"MAP_leseni4x",

"MAP_Misc_loudspeakers",

"MAP_parabola_big",

"MAP_P_Stavebni_kozy",

"MAP_Heli_H_civil",

"MAP_Heli_H_army",

"MAP_Heli_H_cross",

"MAP_Heli_H_rescue",

"MAP_Sr_border",

"MAP_drevo_hromada",

"MAP_garbage_misc",

"MAP_garbage_paleta",

"MAP_Ind_BoardsPack1",

"MAP_Ind_BoardsPack2",

"MAP_Ind_Timbers",

"MAP_Kontejner",

"MAP_Misc_GContainer_Big",

"MAP_Misc_HayStack",

"MAP_Misc_TyreHeap",

"MAP_Misc_WoodPile",

"MAP_pneu",

"MAP_popelnice",

"MAP_sekyraspalek",

"MAP_seno_balik",

"MAP_concrete_block",

"MAP_Concrete_Ramp",

"MAP_ramp_concrete",

"MAP_woodenRamp",

"MAP_brana",

"MAP_Houpacka",

"MAP_nastenkaX",

"MAP_Piskoviste",

"MAP_snowman",

"MAP_Barel1",

"MAP_Barel3",

"MAP_Barel4",

"MAP_Barel5",

"MAP_Barel6",

"MAP_Barel7",

"MAP_Barel8",

"MAP_Barels",

"MAP_Barels2",

"MAP_Barels3",

"MAP_barrel_empty",

"MAP_barrel_sand",

"MAP_barrel_water",

"MAP_P_bedna",

"MAP_box_c",

"MAP_P_cihly1",

"MAP_P_cihly2",

"MAP_P_cihly3",

"MAP_P_cihly4",

"MAP_metalcrate",

"MAP_metalcrate_02",

"Misc_concrete",

"MAP_Misc_G_Pipes",

"MAP_Misc_palletsfoiled",

"MAP_Misc_palletsfoiled_heap",

"MAP_obstacle_get_over",

"MAP_obstacle_prone",

"MAP_obstacle_run_duck",

"MAP_paletaA",

"MAP_paletyC",

"MAP_paletyD",

"MAP_Pallets_Column",

"MAP_P_pipe_big",

"MAP_P_pipe_small",

"MAP_P_ytong"];

dayz_allowedObjects = ["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"] + StaticVehicleArray + SargeAIArray + StaticWrecksArray + EmeraldArray;

 

DZE_LockableStorage = ["VaultStorage","VaultStorageLocked","LockboxStorageLocked","LockboxStorage"];

DZE_LockedStorage = ["VaultStorageLocked","LockboxStorageLocked"];

DZE_UnLockedStorage = ["VaultStorage","LockboxStorage"];

//["ModularItems", "DZE_Housebase", "BuiltItems", "Plastic_Pole_EP1_DZ" ,"FireBarrel_DZ"] - Skaronator, looks like some classes are missing not sure if this is intended

DZE_maintainClasses = ["ModularItems","DZE_Housebase","LightPole_DZ"];

DZE_DoorsLocked = ["Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallDoorLocked_DZ","CinderWallDoorSmallLocked_DZ"];

// List of removable items that require crowbar

DZE_isRemovable = ["Fence_corrugated_DZ","ParkBench_DZ","Plastic_Pole_EP1_DZ","FireBarrel_DZ","Scaffolding_DZ"];

DZE_isWreck = ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2"];

DZE_isWreckBuilding = ["Land_wreck_cinder","Land_wood_wreck_quarter","Land_wood_wreck_floor","Land_wood_wreck_third","Land_wood_wreck_frame","Land_iron_vein_wreck","Land_silver_vein_wreck","Land_gold_vein_wreck","Land_ammo_supply_wreck"];

DZE_isNewStorage = ["VaultStorage","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","GunRack_DZ","WoodCrate_DZ"];

// These work with just a running generator

dayz_fuelpumparray = ["FuelPump_DZ","Land_A_FuelStation_Feed","Land_Ind_FuelStation_Feed_EP1","Land_FuelStation_Feed_PMC","FuelStation","Land_ibr_FuelStation_Feed","Land_fuelstation_army","Land_fuelstation","land_fuelstation_w","Land_benzina_schnell"];

DZE_fueltruckarray = ["KamazRefuel_DZ","UralRefuel_TK_EP1_DZ","MtvrRefuel_DES_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ","MtvrRefuel_DZ","KamazRefuel_DZE","UralRefuel_TK_EP1_DZE","MtvrRefuel_DES_EP1_DZE","V3S_Refuel_TK_GUE_EP1_DZE","MtvrRefuel_DZE"];

// Standard Fuel sources

dayz_fuelsources = ["Land_Ind_TankSmall","Land_fuel_tank_big","Land_fuel_tank_stairs","Land_fuel_tank_stairs_ep1","Land_wagon_tanker","Land_fuelstation","Land_fuelstation_army","land_fuelstation_w","Land_benzina_schnell"];

DZE_Lock_Door = "";

//init global arrays for Loot Chances

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\loot_init.sqf";

if(isServer) then {

dayz_players = [];

dead_bodyCleanup = [];

needUpdate_objects = [];

DZE_DYN_AntiStuck = 0;

DZE_DYN_AntiStuck2nd = 0;

DZE_DYN_AntiStuck3rd = 0;

if(isNil "dayz_fullMoonNights") then {

dayz_fullMoonNights = false;

};

if(isNil "EpochEvents") then {

EpochEvents = [];

};

if(isNil "DZE_vehicleAmmo") then {

DZE_vehicleAmmo = 0;

};

if(isNil "DZE_BackpackGuard") then {

DZE_BackpackGuard = true;

};

if(isNil "DZE_CleanNull") then {

DZE_CleanNull = false;

};

DZE_safeVehicle = StaticVehicleArray + SargeAIArray + StaticWrecksArray + EmeraldArray + ["ParachuteWest","ParachuteC"];

};

 

Notice that I added + Arrays to the allowed objects and safe vehicles.  it is important to define these arrays before adding them to other arrays hence why they should be put above.

Link to comment
Share on other sites

To be honest there is absolutely no good reason to create new array for emerald (i understand you want it to look cleaner), which just creates extra confusion. Think you should just start fresh and add emerald objects list on top of dayz_allowedobjects

 

other than that, to make this to work, you need to follow this pattern

_originalArray = [];
_emeraldArray=[];
_vehicleArray=[];

//right at the bottom of array list:
_originalArray = _originalArray + _emeraldArray + _vehicleArray; //now we overwrite original array and add rest of them to a list
Link to comment
Share on other sites

it just makes it easier to remember all the things i added just incase I ever have to rebuild the server and looking cleaner makes it easier to understand.  sloppy script is hard to look at.

 

both ways seem fine to me...  I also wanted to show that you don't need to put your arrays in brackets. you can simply put + CustomArray or CustomArray +

Link to comment
Share on other sites

Hi, Coco. It was originally like that, but got removed when somebody reported that you can remove objects from around the world to generate emeralds. I guess it's ok if you want that, but wouldn't make much sense to remove a fridge to spawn a toilet. Then again, right clicking emerald doesn't make much sense either.

Link to comment
Share on other sites

Im using Tie Player UID to all Objects mod in tandem with this mod.  Essentially my players can only remove the objects that they built because it has their UID attached to it.  This stops players from removing objects that dont belong to them.  Making both these mods to work together is not the easiest thing to do, but it works for me.  And I have a gem trader that sells the emeralds for cheap, so I do not refund emeralds for deleting objects.  Plus normal deconstruction of epoch objects do not refund any items, so why should this be any different.

Link to comment
Share on other sites

Hey all, I have the script working. However when I go to build the item, after the build animation is complete the item disappears. Any help?

You missed allowed objects part in  variables.sqf

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×
×
  • Create New...