Humpabry Posted June 8, 2014 Report Share Posted June 8, 2014 i can just //comment this line out for now right? Link to comment Share on other sites More sharing options...
raymix Posted June 8, 2014 Author Report Share Posted June 8, 2014 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 More sharing options...
Humpabry Posted June 8, 2014 Report Share Posted June 8, 2014 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 Link to comment Share on other sites More sharing options...
boyd Posted June 8, 2014 Report Share Posted June 8, 2014 anyone know how to make it work with ?? Link to comment Share on other sites More sharing options...
raymix Posted June 8, 2014 Author Report Share Posted June 8, 2014 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 More sharing options...
Humpabry Posted June 9, 2014 Report Share Posted June 9, 2014 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 More sharing options...
actus Posted June 9, 2014 Report Share Posted June 9, 2014 I have installed the script but i get no right Click Options :( Link to comment Share on other sites More sharing options...
actus Posted June 9, 2014 Report Share Posted June 9, 2014 So now my script is running. Can i add Objects and Flags from Arma 2 OA too? Like this: FlagCarrierGermany_EP1 Link to comment Share on other sites More sharing options...
raymix Posted June 9, 2014 Author Report Share Posted June 9, 2014 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 More sharing options...
actus Posted June 9, 2014 Report Share Posted June 9, 2014 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 More sharing options...
raymix Posted June 9, 2014 Author Report Share Posted June 9, 2014 Technically you should be able to spawn any item you can normally spawn in otherwise - ie database or 3D editor Link to comment Share on other sites More sharing options...
actus Posted June 9, 2014 Report Share Posted June 9, 2014 so this 3 dont work by me: "MAP_Misc_Videoprojektor", "MAP_Misc_Videoprojektor_platno" "MAP_FlagCarrierGermany_EP1" Link to comment Share on other sites More sharing options...
Humpabry Posted June 10, 2014 Report Share Posted June 10, 2014 fully working thanks a lot for mod good work mate :) guess we add emeralds to trader our selfs? Link to comment Share on other sites More sharing options...
shiftd Posted June 13, 2014 Report Share Posted June 13, 2014 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 More sharing options...
raymix Posted June 13, 2014 Author Report Share Posted June 13, 2014 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 More sharing options...
shiftd Posted June 13, 2014 Report Share Posted June 13, 2014 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 More sharing options...
Brockie Posted June 13, 2014 Report Share Posted June 13, 2014 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. 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raymix Posted June 13, 2014 Author Report Share Posted June 13, 2014 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 More sharing options...
Brockie Posted June 13, 2014 Report Share Posted June 13, 2014 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 More sharing options...
Coco-Nuts Posted June 14, 2014 Report Share Posted June 14, 2014 Hello, If you want to retrieve an emerald when you remove an object, open the file remove.sqf and add this line : player addMagazine "ItemEmerald"; after r_interrupt = false; Link to comment Share on other sites More sharing options...
raymix Posted June 14, 2014 Author Report Share Posted June 14, 2014 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 More sharing options...
Brockie Posted June 14, 2014 Report Share Posted June 14, 2014 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 More sharing options...
Coco-Nuts Posted June 14, 2014 Report Share Posted June 14, 2014 I understand, it's just for information and if anyone ask it. Link to comment Share on other sites More sharing options...
Tricks Posted June 19, 2014 Report Share Posted June 19, 2014 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? Link to comment Share on other sites More sharing options...
raymix Posted June 19, 2014 Author Report Share Posted June 19, 2014 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 More sharing options...
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