So ive actually tried adding a bunch of different types of Deploy Bike Scripts. Except none of them have worked what so ever... Everytime ive added them the Right Click option never works on the tool box, yet ive added them as the installation says to.. so i know for a fact ive added them correctly. So if anyone knows a Deploy Bike script that works correctly with a somewhat simple installation guide that would be the best thing ever!
Using the deploy anything script for right click deploy bicycle. Everything appears to work fine. Bike spawns and players get on the bike, except the bike won't move... As an admin I dont have this problem, so somehow the anithack is blocking regular players from riding the bike. The bike is listed as safe in my variables.sqf, and the deploy anything script is supposed to make it safe as well. I have vehicle checks turned off on my antihack.. so Im pretty stumped. I never had this problem when I used maca's right click system, but the deploy bike script ont he deploy anything is so much better.
This is Enhanced Vehicle Deployment - retooled for deploying mounted weapons.
I do not take credit for any of the script. I just made a how-to because a few people asked for it.
Right click on gems to deploy mounted weapons. Emerald excluded. Easy to configure any way you want. Topaz = DSHkM .50 cal Citrine = M2 .50 cal Amethyst = KORD .50 cal Sapphire = AGS Grenade Launcher Ruby = MK19 Grenade Launcher Obsidian = GMG Grenade Launcher The .50 cal guns have optional tripod sizes: high or mini. The grenade launchers just have minitripods. Most of the ammunition for these weapons can be found in ammo crates. Excluding KORD ammo. Repack Weapon into gem form. Deploy and repack as many times as you want. Anyone can pack the weapons if it's unlocked. Requires a toolbox Also allows packing of M240 nests into M240Nest_Kit. Requires a toolbox Stop deployment by moving. Prevent packing of destroyed deployable vehicles. Prevent packing of locked vehicles. Materials are dropped on the ground when packing like the other remove actions (workbench, wreckage, weapons crates) instead of automatically added to the player's inventory. Remove ammo from all vehicles when deployed. Credits
oOSmokyOo for on which EVD was developed from. maca134 for his wonderful Right Click Options to Items script. TheVampire whose DZMS gave plenty of ideas on how to rework this script. [VB]AWOL whose code in player_craftItem.sqf and remove.sqf were referenced for some parts of the deployment script. [VB]AWOL whose player_build.sqf was used for building the weapons. TheFarix whose release: is the foundation of this how-to. SiothieGaming whose Remove Weapons Script allows better customization of vehicles. Requirements
Right Click Options Script and knowledge how it works. I don't know a link to one, so you have to find it yourself. Remove Weapons/Ammunition/Thermal from Vehicle Script and how it works Custom variables.sqf and knowledge how it works. Custom fn_selfActions.sqf and knowledge how it works. Knowledge of and how it works. Installation
Step 1. Install Right Click Options Script, and install Remove Weapons/Ammo Script.
Step 2. Open your fnc_remWepSG.sqf (Remove Weapons/Ammo Script) and change it to this:
Save it and repack your dayz_server.pbo.
Step 3. In your extra_rc.hpp (Extra Right Click Script), add this:
Step 4. In your custom variables.sqf, find this:
Step 5. Again in variables.sqf, above dayz_allowedObjects = StaticVehicleArray + ... add this:
StaticVehicleArray = ["M240Nest_DZ","AGS_RU","MK19_TriPod","BAF_GMG_Tripod_D","M2StaticMG_US_EP1","M2HD_mini_TriPod","KORD_high","KORD","DSHkM_Mini_TriPod","DSHKM_Gue"]; Step 6. Again in variables.sqf find this line:
DZE_isRemovable = ["Fence_corrugated_DZ","ParkBench_DZ","Plastic_Pole_EP1_DZ","FireBarrel_DZ","Scaffolding_DZ"]; and remove "M240Nest_DZ", as I did.
Step 7. Again in variables.sqf find this line:
DZE_safeVehicle = StaticVehicleArray + ["ParachuteWest","ParachuteC"]; and add "StaticVehicleArray + " without the quotes, as I did.
Step 8. In your custom fn_selfActions.sqf, find this:
// All Traders and above it add:
Step 9. In your init.sqf, find this:
MaxMineVeins = 0; and set it to 0, as I did. Or at least a very low number.
Step 10. Download the attachment and copy the Scripts folder to your mission pbo, where the init.sqf is.
More then one player can deconstruct and get items from a single ore vein. So groups of players can easily exploit them for gems if you do not limit the MaxMineVeins.
You can spawn in mine veins using Gold_Vein_DZE for missions or events or well defended areas for rewards.
You can add the gems and the ammo to the traders.
If you want something to give the sledgehammer new meaning, consider this: I've played with it and about 95%+ of the time it just breaks the tools anyway. Otherwise I would recommend finding some new creative use for the sledge, rather than removing it.
If I can find a good item to use for searchlights I will add it to the download. You could I guess change the KORD to be searchlight. Feel free to change things to suit your needs.
I know that this could have been done in 3 files or less, instead of 11. I admit I am a very novice at this. It's the best I could do at the moment.
I've tested it on my server and seems to be working on 184.108.40.206/125402