Pro_Speedy Posted June 11, 2014 Report Share Posted June 11, 2014 And also does someone have the list of all the vehicles towable ( i am quite lazy) :p Link to comment Share on other sites More sharing options...
Buly Posted June 11, 2014 Report Share Posted June 11, 2014 And also does someone have the list of all the vehicles towable ( i am quite lazy) :P http://pastebin.com/5JBkqdtc :) Link to comment Share on other sites More sharing options...
F507DMT Posted June 11, 2014 Report Share Posted June 11, 2014 FIX WALL HACK edit init.sqf Also, I fixed so that you don't get teleported to the other side of the car when towing because it can be used for bugging in to buildings. and add repair sound: [player,20,true,(getPosATL player)] spawn player_alertZombies; // Alert nearby zombies [1,1] call dayz_HungerThirst; // Use some hunger and thirst to perform the action [player,"repair",0,false,10] call dayz_zombieSpeak; // Attach the player to the tow truck temporarily for safety so that they aren't accidentally hit by the vehicle when it gets attached /* player attachTo [_towTruck, [ (boundingBox _towTruck select 1 select 0), (boundingBox _towTruck select 0 select 1) + 1, (boundingBox _towTruck select 0 select 2) - (boundingBox player select 0 select 2) + _offsetZ ] ]; */ //player setDir 270; //player setPos (getPos player); player playActionNow "Medic"; // Force the animation THX Defent! Link to comment Share on other sites More sharing options...
F507DMT Posted June 11, 2014 Report Share Posted June 11, 2014 skip Link to comment Share on other sites More sharing options...
F507DMT Posted June 12, 2014 Report Share Posted June 12, 2014 FIX BY F507DMT #2: inif.sqf hide all menu if vehicles LOCK new: if(!(_cursorTarget getVariable ["MF_Tow_Cannot_Tow", false])) then { // Add the action to the players scroll wheel menu if the cursor target is a vehicle which can tow. if(_towableVehiclesTotal > 0) then { if (s_player_towing < 0) then { if(!(_cursorTarget getVariable ["MF_Tow_Cannot_Tow", false])) then { if(!(_cursorTarget getVariable ["MFTowIsTowing", false])) then { if(!(_cursorTarget getVariable ["MFTowInTow", false])) then { s_player_towing = player addAction [("<t color=""#dddd00"">" + ("Attach nearest...") +"</t>"), format["%1\tow_AttachTow.sqf", MF_Tow_Base_Path], _cursorTarget, 0, false, true, "",""]; }; } else { s_player_towing = player addAction [("<t color=""#dddd00"">" + ("Detach...") +"</t>"), format["%1\tow_DetachTow.sqf", MF_Tow_Base_Path], _cursorTarget, 0, false, true, "",""]; }; }; }; } else { player removeAction s_player_towing; s_player_towing = -1; }; . FIX WALL HACK (video on the top) in tow_AttachTow.sqf del: detach player; - IF U DEL player attachTo IN INIF.sqf (fix bag wall hack) _vehicle lock true; add: //Can`t sit in a car if car towing _vehicle addEventHandler ["GetIn", { if (_this select 0 getVariable ["VehicleInTow", true]) then { player action ["eject", _this select 0]; cutText [format["Can`t sit in a car if car towing"], "PLAIN DOWN"]; };}]; _vehicle setVariable ["VehicleInTow", true, true]; //Can`t sit in a car if car towing _vehicle setVariable ["MFTowInTow", true, true]; _towTruck setVariable ["MFTowIsTowing", true, true]; Del in tow_DetachTow.sqf detach player; - IF U DEL player attachTo IN INIF.sqf (fix bag wall hack) _vehicle lock false; add: //force save detach _vehicle; //Can`t sit in a car if car towing _vehicle setVariable ["VehicleInTow", false, true]; //Can`t sit in a car if car towing _vehicle setVariable ["MFTowInTow", false, true]; Link to comment Share on other sites More sharing options...
F507DMT Posted June 12, 2014 Report Share Posted June 12, 2014 need fix for my fix)) only works with player who tow, help Link to comment Share on other sites More sharing options...
matt_d_rat Posted June 12, 2014 Author Report Share Posted June 12, 2014 FIX WALL HACK edit init.sqf and add repair sound: [player,20,true,(getPosATL player)] spawn player_alertZombies; // Alert nearby zombies [1,1] call dayz_HungerThirst; // Use some hunger and thirst to perform the action [player,"repair",0,false,10] call dayz_zombieSpeak; // Attach the player to the tow truck temporarily for safety so that they aren't accidentally hit by the vehicle when it gets attached /* player attachTo [_towTruck, [ (boundingBox _towTruck select 1 select 0), (boundingBox _towTruck select 0 select 1) + 1, (boundingBox _towTruck select 0 select 2) - (boundingBox player select 0 select 2) + _offsetZ ] ]; */ //player setDir 270; //player setPos (getPos player); player playActionNow "Medic"; // Force the animation THX Defent! This is awesome @F507DMT. Can you please fork the repo (https://github.com/matt-d-rat/mf-tow/fork) and open a pull request to my repo with your changes so that I can include them into the next official release. When I get a chance (sorry for being quiet recently... lots of personal stuff going on in my life at the moment) I will also assist in trying to find a fix for your fix :-) F507DMT 1 Link to comment Share on other sites More sharing options...
F507DMT Posted June 12, 2014 Report Share Posted June 12, 2014 This is awesome @F507DMT. Can you please fork the repo (https://github.com/matt-d-rat/mf-tow/fork) and open a pull request to my repo with your changes so that I can include them into the next official release. When I get a chance (sorry for being quiet recently... lots of personal stuff going on in my life at the moment) I will also assist in trying to find a fix for your fix :-) Done! https://github.com/F507DMT/mf-tow Need help whitch addEventHandler ideas: 1. Speed limit if u tow! some like this code: _veh = vehicle player; _reduc = 1.0050; _aaa = true; while {_aaa} do { _veh setvelocity [((velocity _veh) select 0)/_reduc, ((velocity _veh) select 1)/_reduc, ((velocity _veh) select 2)]; sleep 0.05; }; 2. chouse what car i want Tow Link to comment Share on other sites More sharing options...
matt_d_rat Posted June 13, 2014 Author Report Share Posted June 13, 2014 Done! https://github.com/F507DMT/mf-tow Need help whitch addEventHandler ideas: 1. Speed limit if u tow! some like this code: _veh = vehicle player; _reduc = 1.0050; _aaa = true; while {_aaa} do { _veh setvelocity [((velocity _veh) select 0)/_reduc, ((velocity _veh) select 1)/_reduc, ((velocity _veh) select 2)]; sleep 0.05; }; 2. chouse what car i want Tow Awesome, can you issue the pull request from your fork onto my repo so I can approve it into the official release. I like these ideas, I thought about how we could emulate an objects mass and effect the speed of the towing vehicle. Needs exploring, but certainly if more people contribute to the project things will get released quicker. Thanks for contribution. Link to comment Share on other sites More sharing options...
Incar Posted June 13, 2014 Report Share Posted June 13, 2014 v1.1.2 Fixed bug which allowed players to enter towed vehicles, allowing them to ghost through walls to gain access to modular bases. Added a check to interupt the attaching of the tow if a player enters the vehicle during the attachment phase. Just curious how that works. I've installed v1.1.2 but am still able to enter a vehicle once it's attached for towing. Does it kick them out of the vehicle if you start driving or am I doing something wrong? Edit: Ok after reading through all the pages I see vehicles are suppose to lock once towed, seems they aren't locking for me so I'm gonna go over everything I've done to ensure I didn't miss something. Edit 2: Everything looks right, but for some reason vehicles just don't lock once towed. On another note, curious where I can find what vehicles are defined by... {_array = ["Motorcycle","Car"];}; Just doesn't seem right I can attach a ural to the back of a hilux, unless that's another bug I'm encountering. Link to comment Share on other sites More sharing options...
F507DMT Posted June 14, 2014 Report Share Posted June 14, 2014 @matt_d_rat u cnow why addEventHandler work jast for me? i want add Event Handler to car! if we fix this, i easy can do speed limit ps Awesome, can you issue the pull request from your fork onto my repo so I can approve it into the official release. I like these ideas, I thought about how we could emulate an objects mass and effect the speed of the towing vehicle. Needs exploring, but certainly if more people contribute to the project things will get released quicker. Thanks for contribution. i sink i do this? Link to comment Share on other sites More sharing options...
Scoo Posted June 15, 2014 Report Share Posted June 15, 2014 Hi, first i want to congratulate you for your hard work. But i have a problem and would like to know if someone else has it. Sometimes (1 per 10 or 20 times) when i untow a vehicule it returns its initial position (where i attached it), so i dont know if i've made a mistake during the install or if any conflict.... If anyone has this problem too i would be happy not to be alone, thx for an eventually answer and have a good day. Link to comment Share on other sites More sharing options...
F507DMT Posted June 16, 2014 Report Share Posted June 16, 2014 yes, there is! Needs to be fixed! @matt_d_rat, I think I need to do a double untow Link to comment Share on other sites More sharing options...
Eddizzle909 Posted June 17, 2014 Report Share Posted June 17, 2014 Would putting this "DZE_teleport = [99999,99999,99999,99999,99999];" in the inti.sqf help with the vehicles teleporting back to the position where they were first hook on for towing?? Link to comment Share on other sites More sharing options...
blueman Posted June 17, 2014 Report Share Posted June 17, 2014 Does this script do air lift also? Link to comment Share on other sites More sharing options...
Incar Posted June 17, 2014 Report Share Posted June 17, 2014 Does this script do air lift also? Just towing. If you want to do something similar for lift, I think this might be handy. I haven't tried it out yet though so can't be 100%. VentZer0 1 Link to comment Share on other sites More sharing options...
VentZer0 Posted June 18, 2014 Report Share Posted June 18, 2014 Just towing. If you want to do something similar for lift, I think this might be handy. I haven't tried it out yet though so can't be 100%. thanks for refering to my script :) Link to comment Share on other sites More sharing options...
VentZer0 Posted June 18, 2014 Report Share Posted June 18, 2014 Hi, first i want to congratulate you for your hard work. But i have a problem and would like to know if someone else has it. Sometimes (1 per 10 or 20 times) when i untow a vehicule it returns its initial position (where i attached it), so i dont know if i've made a mistake during the install or if any conflict.... If anyone has this problem too i would be happy not to be alone, thx for an eventually answer and have a good day. ALWAYS get in the vehicle you want to tow and start engine, shut down engine, get out, attach to towing vehicle. This happens because the position for the vehicle hasnt been updated yet in the database and towing it doesnt updated the location in the db for that vehicle, so if you untow it *poof* back at its starting point. Link to comment Share on other sites More sharing options...
F507DMT Posted June 18, 2014 Report Share Posted June 18, 2014 MANY FIX BY F507DMT https://github.com/F507DMT/mf-tow still wait you, matt_d_rat, lets rock! ;) ispan55 1 Link to comment Share on other sites More sharing options...
Incar Posted June 18, 2014 Report Share Posted June 18, 2014 thanks for refering to my script :) lol np. I like the look of it, simple and effective for creating balance. MANY FIX BY F507DMT https://github.com/F507DMT/mf-tow still wait you, matt_d_rat, lets rock! ;) If you don't mind me asking... What's fixed in it? I'm still trying to understand why vehicles don't lock for me once towed. Link to comment Share on other sites More sharing options...
Eddizzle909 Posted June 18, 2014 Report Share Posted June 18, 2014 so i followed the intructions to the letter for this and made it so vehicles cant tow locked vehicles and everything is working fine .. but when i UNLOCK and LOCKABLE vehicle and try to tow it it still wont let me tow it.... do i need to change something to keep locked vehicles to not be towed.... but unlocked vehicles could be towed?? Link to comment Share on other sites More sharing options...
F507DMT Posted June 18, 2014 Report Share Posted June 18, 2014 many many many other fix, its like new addon)) but this bag not fix yet, Link to comment Share on other sites More sharing options...
dagg929 Posted June 22, 2014 Report Share Posted June 22, 2014 Is the version on the front page still contain these glitches? The changelog says it fixes the ghosting, etc. ?? Link to comment Share on other sites More sharing options...
Guest Posted June 23, 2014 Report Share Posted June 23, 2014 i think i have a solution for the "vehicle do not save position after tow" problem, but i havent tested it yet. just insert PVDZE_veh_Update = [_vehicle,"all"]; publicVariableServer "PVDZE_veh_Update"; in your tow_DetachTow.sqf after the line: _vehicle setvelocity [0,0,1]; Link to comment Share on other sites More sharing options...
KillingPigs123 Posted June 23, 2014 Report Share Posted June 23, 2014 Nice! Link to comment Share on other sites More sharing options...
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