Sp4rkY Posted May 5, 2014 Report Share Posted May 5, 2014 I tried different things now, it doesnt work.... Yes, i have Toolbox, E-Tool and Crowbar in my gear :) Only thing what iam using in fn_selfactions is selfbloodbag and deploy. You said, "this script avoids using it". If i understand it correctly, this means: it is not possible to remove any objects while using your script ? Link to comment Share on other sites More sharing options...
DeanReid Posted May 5, 2014 Report Share Posted May 5, 2014 I have started getting 13:39:53 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. mbg_killhouses and 13:39:53 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. warehouse Would I just add these to my description.ext? Link to comment Share on other sites More sharing options...
fr1nk Posted May 5, 2014 Report Share Posted May 5, 2014 Try editing mission.sqm: version=11; class Mission { addOns[]= { "napf", "ca_modules_animals", "dayz_anim", "dayz_code", "dayz_communityassets", "dayz_weapons", "dayz_equip", "dayz_epoch", "dayz_vehicles", "cacharacters_pmc", "ca_modules_functions", "warfarebuildings", "glt_m300t", "pook_h13", "csj_gyroac", "map_eu", "jetskiyanahuiaddon", "warehouse", <--------------- "mbg_killhouses" <----------- }; raymix 1 Link to comment Share on other sites More sharing options...
raymix Posted May 6, 2014 Author Report Share Posted May 6, 2014 If i understand it correctly, this means: it is not possible to remove any objects while using your script ? at the current state without third party tools, no. But if you are using Infistar AH, then read second post on how to remove objects. Alternatively you can use and follow the same second post, as it's the same script that Infistar uses to destroy objects Link to comment Share on other sites More sharing options...
Sp4rkY Posted May 6, 2014 Report Share Posted May 6, 2014 I dont use infistar. The Basedestruction Dome script i always implement to my admintools, but that isnt what i want. What i want is that every player can remove his own constructed objects. So you dont have any clue how i could manage this ? It´s the only thing what is badly to my server at the moment :) Link to comment Share on other sites More sharing options...
raymix Posted May 6, 2014 Author Report Share Posted May 6, 2014 I dont use infistar. The Basedestruction Dome script i always implement to my admintools, but that isnt what i want. What i want is that every player can remove his own constructed objects. So you dont have any clue how i could manage this ? It´s the only thing what is badly to my server at the moment :) I guess the "repack bike" script in fnselfactions could be reused for this purpose, by making an array of interior items in a public value. I'll look into that when I have more time. Link to comment Share on other sites More sharing options...
DeanReid Posted May 6, 2014 Report Share Posted May 6, 2014 Try editing mission.sqm: version=11; class Mission { addOns[]= { "napf", "ca_modules_animals", "dayz_anim", "dayz_code", "dayz_communityassets", "dayz_weapons", "dayz_equip", "dayz_epoch", "dayz_vehicles", "cacharacters_pmc", "ca_modules_functions", "warfarebuildings", "glt_m300t", "pook_h13", "csj_gyroac", "map_eu", "jetskiyanahuiaddon", "warehouse", <--------------- "mbg_killhouses" <----------- }; Not sure why, I'm sure I had killhouses on before but the server doesnt start with those in the mission for some reason :| just spams it even more Link to comment Share on other sites More sharing options...
raymix Posted May 6, 2014 Author Report Share Posted May 6, 2014 (edited) I dont use infistar. The Basedestruction Dome script i always implement to my admintools, but that isnt what i want. What i want is that every player can remove his own constructed objects. So you dont have any clue how i could manage this ? It´s the only thing what is badly to my server at the moment :) add to the bottom of fn_selfActions.sqf: //delete interior isEmerald = ["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"]; _isEmeraldItem = (typeOf cursorTarget) in isEmerald; _emeraldTarget = typeOf cursorTarget; if((_isEmeraldItem) and _canDo) then { if (s_player_removeEmerald < 0) then { s_player_removeEmerald = player addaction [format[("<t color=""#ff0000"">" + ("Remove %1") +"</t>"),_emeraldTarget],"interior\remove.sqf",_emeraldTarget]; }; } else { player removeAction s_player_removeEmerald; s_player_removeEmerald = -1; }; create interior\remove.sqf: private ["_isEmeraldItem","_emeraldTarget","_objectID","_objectUID","_objD","_findNearestPoles","_findNearestPole","_nearestPole","_ownerID","_friendlies"]; _emeraldTarget = cursorTarget; _isEmeraldItem = (typeOf _emeraldTarget) in isEmerald; _proceed = true; _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], 30]; _findNearestPole = []; {if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles; _IsNearPlot = count (_findNearestPole); if(_IsNearPlot >= 1) then { _proceed = false; _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable["CharacterID","0"]; // check if friendly to owner if(dayz_characterID != _ownerID) then { _friendlies = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(!(_ownerID in _friendlies)) then { _proceed = false; } else { _proceed = true; }; } else { _proceed = true; }; }; if (!_proceed) then { // player is not an owner cutText [format["Plotpole nearby."], "PLAIN DOWN"]; } else { if (_isEmeraldItem) then { // player is looking at a object and the target has a object classname // delete it first to avoid player changing to another target _objD = typeOf cursorTarget; _objectID = cursorTarget getVariable["CharacterID","0"]; _objectUID = cursorTarget getVariable ["ObjectUID","0"]; PVDZE_obj_Delete = [_objectID,_objectUID,player]; publicVariableServer "PVDZE_obj_Delete"; _emeraldTarget setDamage 1; deletevehicle cursorTarget; player removeAction s_player_removeEmerald; player playActionNow "Medic"; r_interrupt = false; _dis=10; _sfx = "repair"; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; sleep 6; cutText [format["Deleted %1", _objD], "PLAIN DOWN"]; r_interrupt = false; player switchMove ""; player playActionNow "stop"; } else { // player is not looking at object, or target does not have a object classname cutText [format["You have to be facing the object you are removing"], "PLAIN DOWN"]; }; }; EDIT: works as intended now EDIT2: added plotpole, should imitate epoch now Edited May 6, 2014 by raymix Link to comment Share on other sites More sharing options...
Sp4rkY Posted May 7, 2014 Report Share Posted May 7, 2014 Nice ! You get figured out a way to remove the interior buildings ?! :) Great, i will try this. My primary problem i have fixed now. The reason was a wrong player_build.sqf with dependence to "TIE PlayerUID to all modular buildings". Oh my god, anyway at any time i have uploaded the wrong player_build and i dont have noticed that. lol But now i will try to get your remove for interior working :) I will report you if it works for me ! Link to comment Share on other sites More sharing options...
raymix Posted May 7, 2014 Author Report Share Posted May 7, 2014 Hey, guys! Major update out, please refer to First 2 posts Also more objects to play around with (yes there's a snowman included, lol) Rythron 1 Link to comment Share on other sites More sharing options...
F507DMT Posted May 7, 2014 Report Share Posted May 7, 2014 Emerald mod its very cool! THX! But i sinck need use all gemstons, use obsidian for office, topaz for external objects. 1 stoune not good for economy and interest games Link to comment Share on other sites More sharing options...
raymix Posted May 7, 2014 Author Report Share Posted May 7, 2014 Emerald mod its very cool! THX! But i sinck need use all gemstons, use obsidian for office, topaz for external objects. 1 stoune not good for economy and interest games It depends on the way you run your economy. For my servers these are very rare, but if you want, you can include all gems. All you need to do really, is change extra_rc and create switch for spawn.sqf Link to comment Share on other sites More sharing options...
aaaman Posted May 7, 2014 Report Share Posted May 7, 2014 Lots of bugs in new version... If you place Map_concrete_block, your player stands in the middle of the block, causes him to die cause of glitching. The block must be build in front of him, not around him! B) Removing of antenna or the Map_concrete_block doesn't work, no remove trigger. Maybe it depends on the item class? Cause same items build in editor i also cannot remove, also with infistar direct remove function :o Great work at all, but cannot implement new version, cause of thes bugs^^ Link to comment Share on other sites More sharing options...
raymix Posted May 7, 2014 Author Report Share Posted May 7, 2014 @aaaman: I didn't check all the items. For now, just exclude those glitched in the items.sqf, as this game doesn't normally support spawning items like that and it's beyond my knowledge on how to define custom "snap points" Infistar's direct delete will not work on any of these items after restart, thats why you use F4 dome remove (second post) Some of items like snowman can't be even clicked in Arma's own editor, the only way to remove it - is to use dome, ofc. Link to comment Share on other sites More sharing options...
Inevitable Gaming Posted May 7, 2014 Report Share Posted May 7, 2014 What is the emeralds classname? i want to add it to my trader and i cant because there is no classname in the folder. i tried with ItemEmerald but didnt work Link to comment Share on other sites More sharing options...
raymix Posted May 7, 2014 Author Report Share Posted May 7, 2014 What is the emeralds class name? i want to add it to my trader <id> ["ItemEmerald",1] [5,"ItemGoldBar10oz",1] [1,"ItemGoldBar",1] 0 <tid> trade_items Link to comment Share on other sites More sharing options...
F507DMT Posted May 8, 2014 Report Share Posted May 8, 2014 Your addition is very steep and unusual new! is that not enough Epoch right now! Expect big ratings! The only thing I want to ask, add more info(as in your addition) how must be modified as player_build.sqf Link to comment Share on other sites More sharing options...
david Posted May 8, 2014 Report Share Posted May 8, 2014 I like it a lot. Link to comment Share on other sites More sharing options...
lmapper Posted May 8, 2014 Report Share Posted May 8, 2014 It's working with chernorus.? Link to comment Share on other sites More sharing options...
F507DMT Posted May 8, 2014 Report Share Posted May 8, 2014 1. extract ui_selectSlot.sqf from dayz_code.pbo to scripts\ 2. extract compiles.sqf from dayz_code.pbo to scripts\ 3. change in init.sqf: this: call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions change to: call compile preprocessFileLineNumbers "scripts\compiles.sqf"; //Compile regular functions 4. in compiles.sqf: this: player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf"; change to: player_selectSlot = compile preprocessFileLineNumbers "scripts\ui_selectSlot.sqf"; 5. in ui_selectSlot.sqf: add this: // 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); _compile = format["_id = '%2' %1;",_script,_item]; uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; _menu ctrlSetTextColor [1,0.25,0.25,1]; _menu ctrlSetEventHandler ["ButtonClick",_script]; }; }; after this: _menu ctrlSetText format[_type,_name]; _menu ctrlSetEventHandler ["ButtonClick",_compile];}; 6. add this very buttom in description.ext: #include "scripts\extra_rc.hpp" Link to comment Share on other sites More sharing options...
F507DMT Posted May 8, 2014 Report Share Posted May 8, 2014 http://youtu.be/cLSEMYTVJBshttp://youtu.be/tY0pSBIp7LA Link to comment Share on other sites More sharing options...
raymix Posted May 8, 2014 Author Report Share Posted May 8, 2014 @david: Thank you! Also thanks for the remote key script, really good idea. @Imapper: yeah I am running this on both Cerno and Panthera @F507DMT: I will be updating the list of objects that needs to be removed today. Link to comment Share on other sites More sharing options...
F507DMT Posted May 8, 2014 Report Share Posted May 8, 2014 @raymix do preview for objects Link to comment Share on other sites More sharing options...
raymix Posted May 8, 2014 Author Report Share Posted May 8, 2014 (edited) Figured out better solution to object placement: inside of spawn.sqf find this line: _offset = [0,1.5,0]; change it to _offset = [0,3.5,0]; This will simply offset the location of object spawned away from your character by 2 meters (1.5m + 2m = 3.5m) Here's some pictures of examples: Map_kasna_new MAP_pumpa I will update spawn.sqf as soon as I figure out how to add height limit in response to ladders video @F507DMT: it wont work, it involves adding extra @addon of objects with reduced alpha and collision removed edit: fixed distance bug, it was a typo, updating spawn.sqf from first post. Thanks for your bug reports, guys, much appreciated. Edited May 8, 2014 by raymix F507DMT 1 Link to comment Share on other sites More sharing options...
F507DMT Posted May 8, 2014 Report Share Posted May 8, 2014 @raymix add new button - preview u choose object press preview, object spawn sleep 3-5sec then disappears if u choose next ojbect preview disappears Link to comment Share on other sites More sharing options...
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