lucho Posted June 30, 2014 Report Share Posted June 30, 2014 i class CfgSounds { sounds[] = { carLock,track1,track2,track3,track4 }; class carLock { name="carLock"; sound[]={carlock.ogg,0.9,1}; titles[] = {}; }; class track1 { name="track1"; sound[]={"sound\track1.ogg",0.05,1}; titles[]={}; }; class track2 { name="track2"; sound[]={"sound\track2.ogg",0.05,1}; titles[]={}; }; class track3 { name="track3"; sound[]={"sound\track3.ogg",0.05,1}; titles[]={}; }; class track4 { name="track4"; sound[]={"sound\track4.ogg",0.05,1}; titles[]={}; }; }; I AM THANK YOU!!! Link to comment Share on other sites More sharing options...
f3cuk Posted July 5, 2014 Report Share Posted July 5, 2014 David any news on this one? Earlier you talked about redoing it, dont think there is much need for that but would be awesome if: You are able to spin up chopper that haven't been entered yet Car vehicle keys do not get the options to start engine (or maybe just rename to "start helicopter engine" to avoid confusion) Link to comment Share on other sites More sharing options...
david Posted July 5, 2014 Author Report Share Posted July 5, 2014 I actually got a pm from TheVampire a while ago with a better approach on remote starting engines:private ["_ownerID","_objects","_i","_ownerID2","_vehicle","_driver","_aigroup]; _ownerID = _this select 0; _objects = nearestObjects [getPos player, ["LandVehicle","Helicopter","Plane","Ship"], 50]; _i = 0; { _vehicle = _x; if (alive _vehicle) then { _ownerID2 = _vehicle getVariable ["CharacterID", "0"]; if(_ownerID == _ownerID2) then { if(!locked _vehicle) then { if(player distance _vehicle < 50) then { DZE_ActionInProgress = true; if (isEngineOn _vehicle) then { _vehicle engineOn false; } else { _vehicle engineOn true; }; DZE_ActionInProgress = false; }; }; }; _i = _i + 1; }; } forEach _objects;The new version is still in active development. Link to comment Share on other sites More sharing options...
dajax Posted July 5, 2014 Report Share Posted July 5, 2014 I can't seem to get it to display the right click option. I am using Maca's Right Click options... Could that be causing an issue? Link to comment Share on other sites More sharing options...
f3cuk Posted July 6, 2014 Report Share Posted July 6, 2014 I actually got a pm from TheVampire a while ago with a better approach on remote starting engines: private ["_ownerID","_objects","_i","_ownerID2","_vehicle","_driver","_aigroup"]; _ownerID = _this select 0; _objects = nearestObjects [getPos player, ["LandVehicle","Helicopter","Plane","Ship"], 50]; _i = 0; { _vehicle = _x; if (alive _vehicle) then { _ownerID2 = _vehicle getVariable ["CharacterID", "0"]; if(_ownerID == _ownerID2) then { if(!locked _vehicle) then { if(player distance _vehicle < 50) then { DZE_ActionInProgress = true; if (isEngineOn _vehicle) then { _vehicle engineOn false; } else { _vehicle engineOn true; }; DZE_ActionInProgress = false; }; }; }; _i = _i + 1; }; } forEach _objects; The new version is still in active development. Good to hear its still in developement, big fan of this one! TheVampires code does not fix the remote engine start btw. When you haven't been in the chopper it will fire up briefly but then quickly shut down again. Link to comment Share on other sites More sharing options...
mkah Posted July 6, 2014 Report Share Posted July 6, 2014 Don't know if someone else has posted this but here goes. If someone else has posted it, sorry and will delete it off. If you would like to get this working along with mudzereli's deploy bicycle script. It is pretty simple to do 1) In mission files go to "overwrites\click_actions\init.sqf" and change it to the code below:// this baby only runs client side if(isServer) exitWith {}; // only let this dependency be instantiated once if(isNil "DZE_CLICK_ACTIONS_BUILD") then { diag_log text "CLICK ACTIONS: loading..."; // our fancy array of registered actions DZE_CLICK_ACTIONS = []; // overwrite the selectslot function with our hooked version player_selectSlot = compile preprocessFileLineNumbers "custom\player_selectSlot.sqf"; // let other addons know we're loaded DZE_CLICK_ACTIONS_BUILD = 2; }; Just make sure you point it to the correct location of your "custom\player_selectSlot.sqf" file, that was made with the deploy bike script. 2)Now we need to add the code from "overwrites\click_actions\ui_selectSlot.sqf" and slot it into your "custom\playerselectSlot.sqf" take this part of the code: //### BEGIN MODIFIED CODE: extra click actions { private["_className","_displayText","_scriptCall"]; _className = _x select 0; _displayText = _x select 1; _scriptCall = _x select 2; // if the clicked item matches, then assign the script call and display text if(_item == _className) then { _menu = _parent displayCtrl (1600 + _numActions); _menu ctrlShow true; _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _displayText; _menu ctrlSetEventHandler ["ButtonClick",_scriptCall]; _numActions = _numActions + 1; }; } forEach DZE_CLICK_ACTIONS; //### END MODIFIED CODE: extra click actions and place it above this line "_pos set [3,_height];" in the "custom\player_selectSlot.sqf" Then you should be all good to go. Not very good at writing guides, so go easy on me! Link to comment Share on other sites More sharing options...
tawnik Posted July 12, 2014 Report Share Posted July 12, 2014 OK so i have this mostly working. i have installed the script like you had originally showed and then made the changes so that the sound only plays when you lock/unlock with the remote and i made a small change so that the lock uses the one beep sound file and the unlock uses the two beep sound. other than that i think i have left everything else alone but i am still not seeing the lights turn on and off when i do these things so in order to try to figure this out i got in a few different vehicles to make sure there was an option to turn on the lights manually but there is not... any clue where i should be looking to figure out why? the only other things on my server are custom loadouts which dont reference anything to do with lights and a custom debug monitor which also should have nothing to do with lights... EDIT: Ok i guess it works now... i dont think i changed anything but the lights definitely come on when it beeps now so cool good work on the script! Link to comment Share on other sites More sharing options...
justchil Posted July 31, 2014 Report Share Posted July 31, 2014 I can't seem to get it to display the right click option. I am using Maca's Right Click options... Could that be causing an issue? NVM just put this code above macas addition Link to comment Share on other sites More sharing options...
justchil Posted July 31, 2014 Report Share Posted July 31, 2014 nvm Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 21, 2014 Report Share Posted August 21, 2014 I am currently already overriding local_lockunlock to disable R3Farty lift and tow on locked vehicles so my file looks like this: private ["_vehicle","_status"]; _vehicle = _this select 0; _status = _this select 1; if (local _vehicle) then { if(_status) then { _vehicle setVehicleLock "LOCKED"; _vehicle setVariable ["R3F_LOG_disabled",true,true]; } else { _vehicle setVehicleLock "UNLOCKED"; _vehicle setVariable ["R3F_LOG_disabled",false,true]; }; }; Can you tell me what it should look like when merged? Thanks Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 22, 2014 Report Share Posted August 22, 2014 I am currently already overriding local_lockunlock to disable R3Farty lift and tow on locked vehicles so my file looks like this: private ["_vehicle","_status"]; _vehicle = _this select 0; _status = _this select 1; if (local _vehicle) then { if(_status) then { _vehicle setVehicleLock "LOCKED"; _vehicle setVariable ["R3F_LOG_disabled",true,true]; } else { _vehicle setVehicleLock "UNLOCKED"; _vehicle setVariable ["R3F_LOG_disabled",false,true]; }; }; Can you tell me what it should look like when merged? Thanks can anyone help? Thanks Link to comment Share on other sites More sharing options...
Mikeeeyy Posted August 22, 2014 Report Share Posted August 22, 2014 can anyone help? Thanks Replace your local_lockUnlock with this: private ["_vehicle","_status"]; _vehicle = _this select 0; _status = _this select 1; if (local _vehicle) then { _vehicle setVehicleLock (if (_status) then { "LOCKED" } else { "UNLOCKED" }); _vehicle setVariable ["R3F_LOG_disabled", _status, true]; player action ["lightOn", _vehicle]; [objNull, _vehicle, rSAY, "CarLock", 20] call RE; uiSleep 0.5; player action ["lightOff", _vehicle]; }; ReDBaroN 1 Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 22, 2014 Report Share Posted August 22, 2014 Replace your local_lockUnlock with this: private ["_vehicle","_status"]; _vehicle = _this select 0; _status = _this select 1; if (local _vehicle) then { _vehicle setVehicleLock (if (_status) then { "LOCKED" } else { "UNLOCKED" }); _vehicle setVariable ["R3F_LOG_disabled", _status, true]; player action ["lightOn", _vehicle]; [objNull, _vehicle, rSAY, "CarLock", 20] call RE; uiSleep 0.5; player action ["lightOff", _vehicle]; }; Thanks! :) Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 23, 2014 Report Share Posted August 23, 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. Hi David, unless I'm being blind those modified calls above to the new overridden files aren't in your original post....? Could be where people are getting stuck... Link to comment Share on other sites More sharing options...
ThaKang Posted August 23, 2014 Report Share Posted August 23, 2014 This script is awesome, thanks! :D Link to comment Share on other sites More sharing options...
S4M Posted September 8, 2014 Report Share Posted September 8, 2014 someone could help me?? not get it to work right. I also post about # 114 but I damaged my bike deploy and without sound. :( Link to comment Share on other sites More sharing options...
S4M Posted September 11, 2014 Report Share Posted September 11, 2014 please someone help me !! this my files: descreption.ext: class RscPicture { access=0; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="TahomaB"; sizeEx=0; lineSpacing=0; text=""; }; class CfgSounds { sounds[] = { carLock }; class carLock { name="carLock"; sound[]={carlock.ogg,0.9,1}; titles[] = {}; }; }; class RscLoadingText : RscText { style = 2; x = 0.323532; y = 0.666672; w = 0.352944; h = 0.039216; sizeEx = 0.03921; colorText[] = {0.543,0.5742,0.4102,1.0}; }; local_lockunlock: private ["_vehicle","_status","_sounddist"]; _vehicle = _this select 0; _status = _this select 1; _sounddist = 20; if (local _vehicle) then { if(_status) then { _vehicle setVehicleLock "LOCKED"; _vehicle setVariable ["R3F_LOG_disabled",true,true]; _vehicle allowDamage false; _vehicle enableSimulation true; player action ["lightOn", _vehicle]; _nul = [objNull, _vehicle, rSAY, "CarLock", 20] call RE; sleep 0.5; player action ["lightOff", _vehicle]; titleText ["CERRADO = No puedes Remolcar","PLAIN DOWN"]; titleFadeOut 4; } else { _vehicle setVehicleLock "UNLOCKED"; _vehicle setVariable ["R3F_LOG_disabled",false,true]; _vehicle allowDamage true; _vehicle enableSimulation true; player action ["lightOn", _vehicle]; _nul = [objNull, _vehicle, rSAY, "CarLock", 20] call RE; sleep 0.5; player action ["lightOff", _vehicle]; titleText ["ABIERTO = Puedes Remolcar","PLAIN DOWN"]; titleFadeOut 4; }; Link to comment Share on other sites More sharing options...
redrum.fk Posted September 13, 2014 Report Share Posted September 13, 2014 changing the ui_selectslot.sqf to player_selectslot.sqf breaks my maca right click options or im doing something wrong and cannot figure out what any help be great Link to comment Share on other sites More sharing options...
Scaramanga Posted September 18, 2014 Report Share Posted September 18, 2014 What you want to do is to completely skip the changes to local_unlock and instead put the code in remote_lock.sqf and remote_unlock.sqf. In each of these files, find the line: PVDZE_veh_Lock spawn local_lockUnlock Replace it with this: PVDZE_veh_Lock spawn local_lockUnlock; player action ["lightOn", _vehicle]; _nul = [objNull, _vehicle, rSAY, "carLock", _sounddist] call RE; sleep 0.5; player action ["lightOff", _vehicle]; With this approach you will only get sound after you've been in the driver seat. Any idea how to fix this? changing the ui_selectslot.sqf to player_selectslot.sqf breaks my maca right click options or im doing something wrong and cannot figure out what any help be great You do not need to rename the file. Link to comment Share on other sites More sharing options...
mootactics Posted September 22, 2014 Report Share Posted September 22, 2014 So can i get a update on this? and is there anyway i can get a rewrite for it to be on the mouse wheel when pointing at a vehicle, instead of having to access my inventory to right click on the key? Link to comment Share on other sites More sharing options...
jahangir13 Posted October 12, 2014 Report Share Posted October 12, 2014 @David: to your post here: To close the gear menu directly after using the right click option, add this at the very end of the files remote_lock.sqf, remote_unlock.sqf and engine script. if (!IsNull (FindDisplay 106)) then { closeDialog 0; } Link to comment Share on other sites More sharing options...
tomahawk Posted January 19, 2015 Report Share Posted January 19, 2015 i have tried and tried to use this script on my server and i have followed and rechecked all the steps it never works. the keys dont have right click options and when they do they dont unlock the vehicle i need some help Link to comment Share on other sites More sharing options...
Wootenstien Posted February 1, 2015 Report Share Posted February 1, 2015 I sadly do not get a right click option. I have checked all the files, looked at my and the server rpt logs. There are no errors. The custom compiles is calling these edits. I have no clue what I am doing wrong. Link to comment Share on other sites More sharing options...
ElDubya Posted February 8, 2015 Report Share Posted February 8, 2015 How can I make it so the flashing car lights when scrolling unlock/lock as normal, work so the person locking/unlocking can see it as well? I already have the sound? Nevermind, I'm a goose :) Link to comment Share on other sites More sharing options...
Longshot03XX Posted February 13, 2015 Report Share Posted February 13, 2015 anyone get this working with the deploy anything 2.8.0 script? Link to comment Share on other sites More sharing options...
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