raymix Posted May 16, 2014 Report Share Posted May 16, 2014 what about tying it to a key bind like in A3? They use L for lock/unlock. check post for that. But you will have to disable "break known functions" if you are using infistar. https://community.bistudio.com/wiki/ListOfKeyCodes Link to comment Share on other sites More sharing options...
shaundibble69 Posted May 17, 2014 Report Share Posted May 17, 2014 lol im in the credits, thank you but not needed = :). Possible suggestion i don't know if this is possible. Instead of shiftclick could something not be done like in the heli-lift where remote lock is deactivated where the vehicle is not empty. i think its something to do with (count (crew _unit)) == 0 but im not a coder, just a noob loving all you resourceful guys Link to comment Share on other sites More sharing options...
dgx Posted May 19, 2014 Report Share Posted May 19, 2014 I've activated the gear menu, if you sit in a locked car :P 1. I edited my custom compiles.sqf: Search fn_gearMenuChecks and change the line fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf"; to fn_gearMenuChecks = compile preprocessFileLineNumbers "custom\fn_gearMenuChecks.sqf"; 2. Opened the dayz_code.pbo, extracted fn_gearMenuChecks.sqf at compile in my custom foldier and edited if((locked _cTarget) and _isOk and (((vehicle player) distance _cTarget) < 12)) then { to if((locked _cTarget) and _isOk and !_inVehicle and(((vehicle player) distance _cTarget) < 12)) then { Thats all B) david 1 Link to comment Share on other sites More sharing options...
david Posted May 19, 2014 Author Report Share Posted May 19, 2014 Thanks. Will verify this later tonight and update the original post. You've got my beans. Link to comment Share on other sites More sharing options...
david Posted May 19, 2014 Author Report Share Posted May 19, 2014 Thanks for the input dgx, the script has now been updated. Link to comment Share on other sites More sharing options...
Draftkid Posted May 21, 2014 Report Share Posted May 21, 2014 Works good!, Anyone notice the cars don't stay running? Or could this be infistar shutting them off after 20ish seconds? Link to comment Share on other sites More sharing options...
david Posted May 21, 2014 Author Report Share Posted May 21, 2014 Works good!, Anyone notice the cars don't stay running? Or could this be infistar shutting them off after 20ish seconds?I think it's one of the known issues. If you use the remote engine start, the engine turns on - but dies after a short while. But if you enter the car, then exit it, then use the remote engine start, it stays on. (can you confirm that this is the case for you?)I'm not sure what causes it though, will hopefully have it fixed further down the road. Link to comment Share on other sites More sharing options...
dlsco Posted June 1, 2014 Report Share Posted June 1, 2014 just wondering if you could help me understand what to put in either my init.sqf or my compiles, ive installed multiple times and the key beep works as it sits in the init but everything else i install isnt called anywhere so it isnt running and im wondering what im misreading sorry im noob thx in advance Link to comment Share on other sites More sharing options...
david Posted June 2, 2014 Author Report Share Posted June 2, 2014 just wondering if you could help me understand what to put in either my init.sqf or my compiles, ive installed multiple times and the key beep works as it sits in the init but everything else i install isnt called anywhere so it isnt running and im wondering what im misreadingsorry im noobthx in advanceIt sounds like you have missed the step 1 of the original post.The functions you need to replace are ui_selectSlot and fn_gearMenuChecks. Normally, these point to sqf files in the dayz_code pbo.player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf"; fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";These functions need to point to the files in the mission file:player_selectSlot = compile preprocessFileLineNumbers "custom\player_selectSlot.sqf"; fn_gearMenuChecks = compile preprocessFileLineNumbers "custom\fn_gearMenuChecks.sqf";I hope this will point you in the right direction.I am working on a complete re-write of this that will be a lot simpler to install, if you cant get this to work you may try the experimental new version. Link to comment Share on other sites More sharing options...
dlsco Posted June 2, 2014 Report Share Posted June 2, 2014 It sounds like you have missed the step 1 of the original post. The functions you need to replace are ui_selectSlot and fn_gearMenuChecks. Normally, these point to sqf files in the dayz_code pbo. player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf"; fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf"; These functions need to point to the files in the mission file: player_selectSlot = compile preprocessFileLineNumbers "custom\player_selectSlot.sqf"; fn_gearMenuChecks = compile preprocessFileLineNumbers "custom\fn_gearMenuChecks.sqf"; I hope this will point you in the right direction. I am working on a complete re-write of this that will be a lot simpler to install, if you cant get this to work you may try the experimental new version. Got it, thx! Ended up having my init pointing to two seperate compiles was really messing it up. Thanks for getting back to me so quick! Link to comment Share on other sites More sharing options...
david Posted June 2, 2014 Author Report Share Posted June 2, 2014 Got it, thx!Ended up having my init pointing to two seperate compiles was really messing it up. Thanks for getting back to me so quick!Glad the issue was resolved, cheers :) Link to comment Share on other sites More sharing options...
TiNkLeS Posted June 3, 2014 Report Share Posted June 3, 2014 Need a little advice did all getting beep but not right click option on key and i only have 1 complie called in my init any help would be appreciated thanks Link to comment Share on other sites More sharing options...
david Posted June 3, 2014 Author Report Share Posted June 3, 2014 Need a little advice did all getting beep but not right click option on key and i only have 1 complie called in my init any help would be appreciated thanksIt sounds like player_selectSlot.sqf is not running the one in the mission file.You need to take another look at step 1 and check out the link provided, which describes how to replace references to sqf files in the days_code pbo to local mission ones. Link to comment Share on other sites More sharing options...
crazzeddemonn Posted June 3, 2014 Report Share Posted June 3, 2014 Urgg i dont know what i did wrong i followed your instructions exactly , i couldnt find player_selectslot so i used my ui_selectslot as it had the line you said to use but i get stuck at wait for host I checked the rpt and this is the only error in there.. ErrorMessage: Config : some input after EndOfFile. Link to comment Share on other sites More sharing options...
david Posted June 3, 2014 Author Report Share Posted June 3, 2014 Urgg i dont know what i did wrong i followed your instructions exactly , i couldnt find player_selectslot so i used my ui_selectslot as it had the line you said to use but i get stuck at wait for host I checked the rpt and this is the only error in there.. ErrorMessage: Config : some input after EndOfFile. ui_selectSlot should be correct, the variable ui_selectslot should point to the file player_selectslot, but I don't think the problem is there otherwise the logs should say that the file is missing or something I think.Have you done anything else at the same time as when you implemented this? Call it a hunch, but could you double check so that everything looks alright with the description.ext file? Link to comment Share on other sites More sharing options...
F507DMT Posted June 4, 2014 Report Share Posted June 4, 2014 in custom\local_lockUnlock.sqf add buttom: [player,500,true,(getPosATL player)] spawn player_alertZombies; 1 beep - lock! 2 beep Unlock! david 1 Link to comment Share on other sites More sharing options...
david Posted June 4, 2014 Author Report Share Posted June 4, 2014 in custom\local_lockUnlock.sqf add buttom: [player,500,true,(getPosATL player)] spawn player_alertZombies;1 beep - lock! 2 beep Unlock!Thank you for your input. Link to comment Share on other sites More sharing options...
F507DMT Posted June 4, 2014 Report Share Posted June 4, 2014 add ,"_tvih" in: private ["_tvih","_ownerID","_objects","_i","_ownerID2","_vehicle","_tvih"]; + remote_lock.sqf change this: titleText ["Vehicle has been locked","PLAIN DOWN"]; to this: _tvih = typeOf _vehicle; cutText [format["%1 has been locked",_tvih], "PLAIN DOWN"]; ----- + remote_unlock.sqf change this: titleText ["Vehicle has been unlocked","PLAIN DOWN"]; to this: _tvih = typeOf _vehicle; cutText [format["%1 has been unlocked",_tvih], "PLAIN DOWN"]; ispan55 and david 2 Link to comment Share on other sites More sharing options...
F507DMT Posted June 4, 2014 Report Share Posted June 4, 2014 better to use in remote_unlock.sqf and remote_lock.sqf add very buttom: [_vehicle,500,true,(getPosATL _vehicle)] spawn player_alertZombies; david 1 Link to comment Share on other sites More sharing options...
david Posted June 4, 2014 Author Report Share Posted June 4, 2014 better to use in remote_unlock.sqf and remote_lock.sqfadd very buttom: [_vehicle,500,true,(getPosATL _vehicle)] spawn player_alertZombies;Yea, that would make sense. Link to comment Share on other sites More sharing options...
F507DMT Posted June 4, 2014 Report Share Posted June 4, 2014 1 beep - lock! 2 beep Unlock! http://www.sendspace.com/file/d6tfv1 in local_lockUnlock.sqf better to use: _sounddist = 10; david 1 Link to comment Share on other sites More sharing options...
david Posted June 4, 2014 Author Report Share Posted June 4, 2014 1 beep - lock! 2 beep Unlock!http://www.sendspace.com/file/d6tfv1 in local_lockUnlock.sqf better to use:_sounddist = 10;Will have a look at this tonight. Thanks for all your input :) Link to comment Share on other sites More sharing options...
F507DMT Posted June 4, 2014 Report Share Posted June 4, 2014 we can use ONLY cool cars: _objects = nearestObjects [getPos player, ["SUV_Blue_DZE4","SUV_Green_DZE4".........], 50]; sorry, wrong say, write this: local_lockUnlock.sqf very buttom: [_vehicle,500,true,(getPosATL _vehicle)] spawn player_alertZombies; I have long heard about the supplement did not have time to find, but there were plenty of ideas thx to you! david 1 Link to comment Share on other sites More sharing options...
F507DMT Posted June 4, 2014 Report Share Posted June 4, 2014 if (_objects_one_id > 1) exitWith {cutText [format["In this way more than one veh, I can not open all"], "PLAIN DOWN"]}; david 1 Link to comment Share on other sites More sharing options...
F507DMT Posted June 5, 2014 Report Share Posted June 5, 2014 thx for u script! i find other scripts, recharge, learning. and try do something my. hold, ADMIN TOOL, make the resolution of only admins how write do: _uid = getPlayerUID player; _adminlist = ["111111","2222222"]; if (_uid in _adminlist) then { _menu = _parent displayCtrl (1600 + _numActions); _menu ctrlShow true; _text = "TP к машине"; _script = "[""" + _ownerKeyId + """] execVM ""scripts\tp_to_veh_bykey.sqf"""; _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; _menu ctrlSetTextColor [1,0.25,0.25,1]; _menu ctrlSetEventHandler ["ButtonClick",_script]; }; tp_to_veh_bykey.sqf //F507DMT //http://goldkey-dz.ru //GoldKey https://vk.com/goldkey_dz private ["_ownerID","_objects","_i","_ownerID2","_vehicle","_veh_pos"]; _ownerID = _this select 0; _objects = nearestObjects [getPos player, ["LandVehicle","Helicopter","Air","Ship","Tank","Wheeled_APC","Tracked_APC"], 14000]; _i = 0; { _vehicle = _x; if (alive _vehicle) then { _ownerID2 = _vehicle getVariable ["CharacterID", "0"]; if(_ownerID == _ownerID2) then { _veh_pos = getPosATL _vehicle; player setPosATL _veh_pos; _tvih = typeOf _vehicle; cutText [format["You teleported to %1",_tvih], "PLAIN DOWN"]; }; _i = _i + 1; }; } forEach _objects; closeDialog 0; Link to comment Share on other sites More sharing options...
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