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This is Auto refuel the trucks are not working whats wrong?

 

private ["_vehicle", "_vehicle_refuel_id"];
//Awesomely Edited by Seven, Then modified by Muddr, Then modified again by Darth_Rogue
_vehicle = objNull;
diag_log "Running ""kh_actions"".";

_distance = 15; // Distance from object to display Refuel Message
_amount= 0.01; // Amount of fuel to add per loop. Default was 0.005

while {true} do
{
    if (!isNull player) then {
        private ["_currentVehicle", "_isNearFeed", "_countFuel"];
_currentVehicle = vehicle player;
// Refuel Trucks
_countFuel = (count ((position _currentVehicle) nearObjects ["UralRefuel_TK_EP1_DZ", _distance]));
_countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["V3S_Refuel_TK_GUE_EP1_DZ", _distance]));
_countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["KamazRefuel_DZ", _distance]));
_countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["MtvrRefuel_DES_EP1_DZ", _distance]));
// Fuel Tanks/Stations
_countFuel = (count ((position _currentVehicle) nearObjects ["Land_Fuel_tank_big", _distance]));
_countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_A_FuelStation_Feed", _distance]));
_countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall", _distance]));
_countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall2", _distance]));
_countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall2_EP1", _distance]));
_countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_fuel_tank_stairs", _distance]));
_isNearFeed = _countFuel > 0;

        if (_vehicle != _currentVehicle) then {
            if (!isNull _vehicle) then {
                _vehicle removeAction _vehicle_refuel_id;
                _vehicle = objNull;
            };
 
            if (_currentVehicle != player && _isNearFeed && !(_currentVehicle isKindof "Bicycle")) then {
                _vehicle = _currentVehicle;
 
                _vehicle_refuel_id = _vehicle addAction ["Refuel", "custom\kh_vehicle_refuel.sqf", [_amount], -1, false, true, "", "vehicle _this == _target && local _target"];
            };
        };
   
        if (!_isNearFeed) then {
            _vehicle removeAction _vehicle_refuel_id;
            _vehicle = objNull;
        };
    };
    sleep 2;
}
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Player respawns on their dead body after adding this http://opendayz.net/threads/release-grave-cross-script-v-1-07-german-english.13377/

 

Here is my sql

private["_array","_source","_kills","_killsV","_humanity","_wait","_myKills"];
if (deathHandled) exitWith {};

deathHandled = true;
// ################## grave cross parameter start ##################
    _magazines    = call player_countmagazines;
    _backpack  = unitBackpack player;
 
    // ------------------items backpack check
    private ["_newBackpackType","_backpackWpn","_backpackMag"];
        dayz_myBackpack = unitBackpack player;
    _newBackpackType = (typeOf dayz_myBackpack);
        if(_newBackpackType != "") then {
            _backpackWpn = getWeaponCargo unitBackpack player;
            _backpackMag = getMagazineCargo unitBackpack player;
        };
// ################## grave cross parameter stop ##################
//Death

_body =		player;
_playerID =	getPlayerUID player;

//Send Death Notice
//["dayzDeath",[dayz_characterID,0,_body,_playerID,dayz_playerName]] call callRpcProcedure;
		dayzDeath = [dayz_characterID,0,_body,_playerID,dayz_playerName];
		publicVariable "dayzDeath";

_id = [player,20,true,getPosATL player] spawn player_alertZombies;

sleep 0.5;

player setDamage 1;
0.1 fadeSound 0;

player setVariable ["NORRN_unconscious", false, true];
player setVariable ["unconsciousTime", 0, true];
player setVariable ["USEC_isCardiac",false,true];
player setVariable ["medForceUpdate",true,true];
//remove combat timer on death
player setVariable ["startcombattimer", 0, true];
r_player_unconscious = false;
r_player_cardiac = false;

_id = player spawn spawn_flies;

_humanity =		0;
_wait = 		0;

_array = _this;
if (count _array > 0) then {
	_source = _array select 0;
	_method = _array select 1;
	if (!isNull _source) then {
		if (_source != player) then {
			_canHitFree = 	player getVariable ["freeTarget",false];
			_isBandit = (["Bandit",typeOf player,false] call fnc_inString);
			_myKills = 		((player getVariable ["humanKills",0]) / 30) * 1000;
			if (!_canHitFree and !_isBandit) then {
				//Process Morality Hit
				_humanity = -(2000 - _myKills);
				_kills = 		_source getVariable ["humanKills",0];
				_source setVariable ["humanKills",(_kills + 1),true];
				_wait = 300;
			} else {
				//Process Morality Hit
				//_humanity = _myKills * 100;
				_killsV = 		_source getVariable ["banditKills",0];
				_source setVariable ["banditKills",(_killsV + 1),true];
				_wait = 0;
			};
			if (_humanity < 0) then {
				_wait = 0;
			};
			if (!_canHitFree and !_isBandit) then {
				//["dayzHumanity",[_source,_humanity,_wait]] call broadcastRpcCallAll;
				dayzHumanity = [_source,_humanity,_wait];
				publicVariable "dayzHumanity";
			};
		};
	};
	_body setVariable ["deathType",_method,true];
};

terminate dayz_musicH;
terminate dayz_lootCheck;
terminate dayz_slowCheck;
terminate dayz_animalCheck;
terminate dayz_monitor1;
terminate dayz_medicalH;
terminate dayz_gui;
terminate dayz_zedCheck;
terminate dayz_locationCheck;
terminate dayz_combatCheck;
terminate dayz_spawnCheck;

//Reset (just in case)
//deleteVehicle dayz_playerTrigger;
disableUserInput false;
r_player_dead = true;

"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [4]; "dynamicBlur" ppEffectCommit 0.2;

"colorCorrections" ppEffectEnable true;
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.01],  [1, 1, 1, 0.0]];
"colorCorrections" ppEffectCommit 1;

//Player is Dead!
3 fadeSound 0;
0 cutText ["", "BLACK",10];
dayz_DeathActioned = true;
sleep 1;

TitleText[localize "str_player_12","PLAIN DOWN",5];

dayz_originalPlayer enableSimulation true;

addSwitchableUnit dayz_originalPlayer;
setPlayable dayz_originalPlayer;
selectPlayer dayz_originalPlayer;

_myGroup = group _body;
[_body] joinSilent dayz_firstGroup;
deleteGroup _myGroup;
// ################## grave cross script start ##################
     
// --------------------player items setparameter
_playerWeapons = weapons _body;
_playerMagazines = _magazines;
     
// ############# script ##############
     
removeAllWeapons _body;
clearMagazineCargo _body;
hidebody _body;
     
// --------------------Create the tombstone objects.
_graveBase = createVehicle ["GraveCross2", position _body, [], 0, "NO_COLLIDE"];
_graveBase setPosATL position _body; // setPos again because arma.
_graveBase setDir _playerDir;
     
// --------------------Create a loot container inside the grave.
_tempContainer = createVehicle ["weaponHolder", getPosATL _graveBase, [], 1, "can_collide"];
_containerLoc = getPosATL _tempContainer;
_containerLoc = [((_containerLoc select 0) + 0),((_containerLoc select 1) + 0),0];
_tempContainer setPosATL _containerLoc;
     
// #### PLAYER items to weaponholder start ####
     
// player add weapons
{
_tempContainer addWeaponCargoGlobal [_x,1];
} forEach _playerWeapons;
 
// player add items
{
_tempContainer addMagazineCargoGlobal [_x,1];
} forEach _playerMagazines;
     
// #### PLAYER items to weaponholder stop ####
// #### BACKPACK items to weaponsholder start ####
     
if (!isNil "_newBackpackType") then {
if (_newBackpackType != "") then {
_backpackWpnTypes = [];
_backpackWpnQtys = [];
        if (count _backpackWpn > 0) then {
         _backpackWpnTypes = _backpackWpn select 0;
         _backpackWpnQtys =    _backpackWpn select 1;
        };
_countr = 0;
        {
        _tempContainer addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
_countr = _countr + 1;
        } forEach _backpackWpnTypes;
        _backpackmagTypes = [];
        _backpackmagQtys = [];
        if (count _backpackmag > 0) then {
        _backpackmagTypes = _backpackMag select 0;
        _backpackmagQtys =    _backpackMag select 1;
        };
_countr = 0;
        {
        _tempContainer addmagazineCargoGlobal [_x,(_backpackmagQtys select _countr)];
_countr = _countr + 1;
        } forEach _backpackmagTypes;
     };
};
     
// #### BACKPACK items to weaponsholder stop ####
 
 
// ### vanilla dayz ###
_class = typeOf _backpack;
if (_class == "CZ_VestPouch_EP1") then {createVehicle ["CZ_VestPouch_EP1", position _body, [], 3, "can_collide"];};
_class = typeOf _backpack;
if (_class == "DZ_Patrol_Pack_EP1") then {createVehicle ["DZ_Patrol_Pack_EP1", position _body, [], 3, "can_collide"];};
_class = typeOf _backpack;
if (_class == "DZ_Assault_Pack_EP1") then {createVehicle ["DZ_Assault_Pack_EP1", position _body, [], 3, "can_collide"];};
_class = typeOf _backpack;
if (_class == "DZ_CivilBackpack_EP1") then {createVehicle ["DZ_CivilBackpack_EP1", position _body, [], 3, "can_collide"];};
_class = typeOf _backpack;
if (_class == "DZ_ALICE_Pack_EP1") then {createVehicle ["DZ_ALICE_Pack_EP1", position _body, [], 3, "can_collide"];};
_class = typeOf _backpack;
if (_class == "DZ_Backpack_EP1") then {createVehicle ["DZ_Backpack_EP1", position _body, [], 3, "can_collide"];};
_class = typeOf _backpack;
if (_class == "DZ_British_ACU") then {createVehicle ["DZ_British_ACU", position _body, [], 3, "can_collide"];};
_class = typeOf _backpack;
if (_class == "DZ_Czech_Vest_Puch") then {createVehicle ["DZ_Czech_Vest_Puch", position _body, [], 3, "can_collide"];};
 
 
// ### epoch ###
_class = typeOf _backpack;
if (_class == "DZ_GunBag_EP1") then {createVehicle ["DZ_GunBag_EP1", position _body, [], 3, "can_collide"];};
_class = typeOf _backpack;
if (_class == "DZ_TerminalPack_EP1") then {createVehicle ["DZ_TerminalPack_EP1", position _body, [], 3, "can_collide"];};
_class = typeOf _backpack;
if (_class == "DZ_TK_Assault_Pack_EP1") then {createVehicle ["DZ_TK_Assault_Pack_EP1", position _body, [], 3, "can_collide"];};
// #### BACKPACK to weaponsholder stop ####
[_graveBase, _tempContainer, _backp] spawn {
};
 
hideBody _body;
// ################## grave cross script stop ##################

3 cutRsc ["default", "PLAIN",3];
4 cutRsc ["default", "PLAIN",3];

if (count _array > 0) then {
	_body setVariable ["deathType",_method,true];
};

_body setVariable["combattimeout", 0, true];

//["dayzFlies",player] call broadcastRpcCallAll;
sleep 2;

1 cutRsc ["DeathScreen","BLACK OUT",3];


playMusic "dayz_track_death_1";

"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1],  [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5;
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i cant see anything wrong whit the scripts them selfs,

i believe your having conflicts since you got so damn many scripts in your pack.

 

This, the solution is to strip back to vanilla Epoch with no mods, then add them one at a time and test for bugs, then when you're satisfied that there are no errors, add the next mod.

You will never get all those mods working on your pack the way you've added them, everytime you fix one thing you will break two more.

But you will probably ignore this like always and keep trying to polish that turd.

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