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[TUTORIAL] Harvestable hemp, smoking weed, pot farms.


FragZ

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Is the weedfarms.sqf necessary to run this?

Im just trying to get the smokeshit.sqf and hemp.sqf to work in my extra_rc.hpp and it breaks the server. No error in my RPT. I already have deploy bike working via the extra_rc.hpp so Im just adding the SmokeWeed folder with the 2 scripts to my custom folder and the extra_rc.hpp looks like this.

 

class ExtraRc {
	class ItemToolbox {
               class Bike {
                        text = "Deploy Bike";
                        script = "execVM 'custom\deploy\bike.sqf'";
                };
	}; 
	class ItemKnife {
		class farmhemp {
			text = "Harvest the weed";
			script = "execVM 'custom\SmokeWeed\hemp.sqf'";
		
		};
	};
	class ItemKiloHemp {
		class smokeweed {
			text = "Smoke the shit";
			script = "execVM 'custom\SmokeWeed\smokeshit.sqf'";
		};
	};
};

This looks right to me so idk...

smokeshit.sqf

/*

by: ZeroK00L    

*/

    [] spawn {

    hint "You roll a fatty and smoke it! Damn! That shit is the chronic!";

    player removeMagazine 'ItemKiloHemp';

    Remove_Drug_effects =

    {

    {

    ppEffectDestroy _x;

    } forEach (_this select 0);

    ppEffectDestroy ppe2;

    ppEffectDestroy ppe3;

    setaperture 0;

    };

    _time = time;

    _effects = [];

player playMoveNow "ActsPercMstpSnonWpstDnon_sceneBardak01";

    while {true} do

    {

    ppe2 = ppEffectCreate ["chromAberration", 1555];

    _effects = _effects + [ppe2];

    ppe2 ppEffectAdjust [random 0.25,random 0.25,true];

    ppe2 ppEffectCommit 1;

    ppe2 ppEffectEnable true;

    ppe3 = ppEffectCreate ["radialBlur", 1555];

    _effects = _effects + [ppe3];

    ppe3 ppEffectEnable true;

    ppe3 ppEffectAdjust [random 0.02,random 0.02,0.15,0.15];

    ppe3 ppEffectCommit 1;

    sleep random(1);

r_player_blood = r_player_bloodTotal;            //set their blood to the maximum allowed

r_player_lowblood = false;                        //set lowblood setting to false

10 fadeSound 1;                                    //slowly fade their volume back to maximum

"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;    //disable post processing blur effect

"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1],  [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5;    //give them their colour back

r_player_lowblood = false;                        //just double checking their blood isnt low

player setVariable["USEC_BloodQty",r_player_bloodTotal,true];    //set their blood back up to maximum again

    if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;};

    };

    };

hemp.sqf

    /*

    put together for DayZ Epoch

    Credits to Shogun338 from Insurrection gaming

    modified for separate "gather weed" script

    */

     

    private ["_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"];

    _playerPos = getPosATL player;

    _hempqty = {_x == "ItemKiloHemp"} count magazines player;

    _nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0;

    _weed = nearestObject [player, "fiberplant"];

     

    if !(_nearWeed) exitWith {

    cutText [format["You need to be near the weed plants in order to gather."], "PLAIN DOWN"];

    };

    if (_hempqty > 2) exitWith {

    cutText [format["WARNING: %1, You have maximum amount of weed in your inventory! You could get arrested by the police ;)", name player], "PLAIN DOWN"];

    };

    if (dayz_combat == 1) then {

    cutText [format["You are in Combat and Cannot Gather the Weed."], "PLAIN DOWN"];

    } else {

    disableSerialization;

    _gearmenu = FindDisplay 106;

    _gearmenu CloseDisplay 106;

    player playActionNow "Medic";

    r_interrupt = false;

    sleep 6;

    _objectID = _weed getVariable["ObjectID","0"];

    _objectUID = _weed getVariable["ObjectUID","0"];

    deleteVehicle _weed;

    [_objectID,_objectUID] call server_deleteObj;

    _weed setDamage 1;

    player addMagazine "ItemKiloHemp";

    sleep 2;

    cutText [format["You've Gathered Some Weed! Smoke that shit or sell it at Black market dealer!!"], "PLAIN DOWN"];    

    };

 

EDIT- Nevermind it works... no idea what was going wrong. just restarted the server a couple of times and it was good to go.

 

do you mind posting your description.ext? everytime i try to add functions to my extra_rc.hpp nothing works, I followed macas right click option to the T and nothing shows up only the plot pole test 1 & 2 work, but when i call a script nothing happens

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Sure here you go.

#include "Scripts\Trader_Items\cfgServerTrader.hpp"

respawn = "BASE";
respawndelay = 5;
onLoadMission= "DayZ Epoch Chernarus";
OnLoadIntro = "Welcome to DayZ Epoch Chernarus";

OnLoadIntroTime = False;
OnLoadMissionTime = False;

disabledAI = true;

disableChannels[]={0,2,6};
enableItemsDropping = 0;


#include "custom\cfgBuildingLoot.hpp"

briefing = 0;
debriefing = 0;

onPauseScript = "custom\DupingFix.sqf";
loadScreen = "WICKEDSPLASH.jpg";


class Header
{
 gameType = COOP;
 minPlayers = 1;
 maxPlayers = 100;
};

aiKills = 1;
diagRadio = 1;
diagHit = 1;

#include "Scripts\Player_Hud\commonhud.hpp"
#include "Scripts\Defines\hw.hpp"

class RscText
{
	type = 0;
	idc = -1;
	x = 0;
	y = 0;
	h = 0.037;
	w = 0.3;
	style = 0x100; 
	font = Zeppelin32;
	SizeEx = 0.03921;
	colorText[] = {1,1,1,1};
	colorBackground[] = {0, 0, 0, 0};
	linespacing = 1;
};

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 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};
};

class RscProgress
{
	x = 0.344;
	y = 0.619;
	w = 0.313726;
	h = 0.0261438;
	texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
	colorFrame[] = {0,0,0,0};
	colorBar[] = {1,1,1,1};
};

class RscProgressNotFreeze
{
	idc = -1;
	type = 45;
	style = 0;
	x = 0.022059;
	y = 0.911772;
	w = 0.029412;
	h = 0.039216;
	texture = "#(argb,8,8,3)color(0,0,0,0)";
};

class DayZ_loadingScreen
{ 
	idd = -1;
	duration = 10e10;
	fadein = 0;
	fadeout = 0;
	name = "loading screen";
	class controlsBackground
	{
		class blackBG : RscText
		{
			x = safezoneX;
			y = safezoneY;
			w = safezoneW;
			h = safezoneH;
			text = "";
			colorText[] = {0,0,0,0};
			colorBackground[] = {0,0,0,1};
		};
	};
	class controls
	{
		class Title1 : RscLoadingText
		{
			text = "$STR_LOADING";
		};
		class CA_Progress : RscProgress
		{
			idc = 104;
			type = 8;
			style = 0;
			texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
		};
		class CA_Progress2 : RscProgressNotFreeze
		{
			idc = 103;
		};
		class Name2: RscText
		{
			idc = 101;
			x = 0.05;
			y = 0.029412;
			w = 0.9;
			h = 0.04902;
			text = "";
			sizeEx = 0.05;
			colorText[] = {0.543,0.5742,0.4102,1.0};
		};
	};
};

class RscTitles
{
#include "Scripts\Player_Hud\hud.hpp"
};

#include "Scripts\Defines\defines.hpp"
#include "Scripts\Defines\common.hpp"
#include "Scripts\Gold_Coin_system\Bank_Dialog\bank_dialog.hpp"
#include "Scripts\Gold_Coin_system\Give_Money\give_player_dialog.hpp"
#include "custom\snap_pro\snappoints.hpp"
#include "custom\extra_rc.hpp"

 

make sure you dont have an extra closing bracket somewhere.

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okay mine look

 

Sure here you go.

#include "Scripts\Trader_Items\cfgServerTrader.hpp"

respawn = "BASE";
respawndelay = 5;
onLoadMission= "DayZ Epoch Chernarus";
OnLoadIntro = "Welcome to DayZ Epoch Chernarus";

OnLoadIntroTime = False;
OnLoadMissionTime = False;

disabledAI = true;

disableChannels[]={0,2,6};
enableItemsDropping = 0;


#include "custom\cfgBuildingLoot.hpp"

briefing = 0;
debriefing = 0;

onPauseScript = "custom\DupingFix.sqf";
loadScreen = "WICKEDSPLASH.jpg";


class Header
{
 gameType = COOP;
 minPlayers = 1;
 maxPlayers = 100;
};

aiKills = 1;
diagRadio = 1;
diagHit = 1;

#include "Scripts\Player_Hud\commonhud.hpp"
#include "Scripts\Defines\hw.hpp"

class RscText
{
	type = 0;
	idc = -1;
	x = 0;
	y = 0;
	h = 0.037;
	w = 0.3;
	style = 0x100; 
	font = Zeppelin32;
	SizeEx = 0.03921;
	colorText[] = {1,1,1,1};
	colorBackground[] = {0, 0, 0, 0};
	linespacing = 1;
};

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 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};
};

class RscProgress
{
	x = 0.344;
	y = 0.619;
	w = 0.313726;
	h = 0.0261438;
	texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
	colorFrame[] = {0,0,0,0};
	colorBar[] = {1,1,1,1};
};

class RscProgressNotFreeze
{
	idc = -1;
	type = 45;
	style = 0;
	x = 0.022059;
	y = 0.911772;
	w = 0.029412;
	h = 0.039216;
	texture = "#(argb,8,8,3)color(0,0,0,0)";
};

class DayZ_loadingScreen
{ 
	idd = -1;
	duration = 10e10;
	fadein = 0;
	fadeout = 0;
	name = "loading screen";
	class controlsBackground
	{
		class blackBG : RscText
		{
			x = safezoneX;
			y = safezoneY;
			w = safezoneW;
			h = safezoneH;
			text = "";
			colorText[] = {0,0,0,0};
			colorBackground[] = {0,0,0,1};
		};
	};
	class controls
	{
		class Title1 : RscLoadingText
		{
			text = "$STR_LOADING";
		};
		class CA_Progress : RscProgress
		{
			idc = 104;
			type = 8;
			style = 0;
			texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
		};
		class CA_Progress2 : RscProgressNotFreeze
		{
			idc = 103;
		};
		class Name2: RscText
		{
			idc = 101;
			x = 0.05;
			y = 0.029412;
			w = 0.9;
			h = 0.04902;
			text = "";
			sizeEx = 0.05;
			colorText[] = {0.543,0.5742,0.4102,1.0};
		};
	};
};

class RscTitles
{
#include "Scripts\Player_Hud\hud.hpp"
};

#include "Scripts\Defines\defines.hpp"
#include "Scripts\Defines\common.hpp"
#include "Scripts\Gold_Coin_system\Bank_Dialog\bank_dialog.hpp"
#include "Scripts\Gold_Coin_system\Give_Money\give_player_dialog.hpp"
#include "custom\snap_pro\snappoints.hpp"
#include "custom\extra_rc.hpp"

 

make sure you dont have an extra closing bracket somewhere.

Okay that looked similar to mine, but still not getting any right click options on the items. And the plant won't let me harvest it.

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nvm still didnt work. :blink: No right click option and no harvesting of hemp/fiberplant, If anyone can help I would really appreciate it. I run a Overpoch server with: BuildVectors, PlotManagement, SnapbuildPro, ServicePointSC, zupa overwatch skins, zupa coin 3.0, doorManagement, comokey changer, logistics, basejump, deploy anything, hero perks, & WAI 2.2.0. 

 

my description.ext

#include "ZSC\config\cfgServerTrader.hpp"


#include "Custom\customloot\CfgBuildingLoot.hpp"
respawn = "BASE";
respawndelay = 5;
onLoadMission= "DayZ Epoch Chernarus";
OnLoadIntro = "Welcome to DayZ Epoch Chernarus";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
disabledAI = true;
disableChannels[]={0,2,6};
enableItemsDropping = 0;

briefing = 0;
debriefing = 0;

onPauseScript = "";
loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa";

class Header
{
gameType = COOP; //DM, Team, Coop, ...
minPlayers = 1; //min # of players the mission supports
maxPlayers = 100; //Max # of players the mission supports
};

aiKills = 1;
diagRadio = 1;
diagHit = 1;

class RscText
{
type = 0;
idc = -1;
x = 0;
y = 0;
h = 0.037;
w = 0.3;
style = 0x100;
font = Zeppelin32;
SizeEx = 0.03921;
colorText[] = {1,1,1,1};
colorBackground[] = {0, 0, 0, 0};
linespacing = 1;
};
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 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};
};
class RscProgress
{
x = 0.344;
y = 0.619;
w = 0.313726;
h = 0.0261438;
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
colorFrame[] = {0,0,0,0};
colorBar[] = {1,1,1,1};
};
class RscProgressNotFreeze
{
idc = -1;
type = 45;
style = 0;
x = 0.022059;
y = 0.911772;
w = 0.029412;
h = 0.039216;
texture = "#(argb,8,8,3)color(0,0,0,0)";
};
//
// the loading screen itself
//
class DayZ_loadingScreen
{
idd = -1;
duration = 10e10;
fadein = 0;
fadeout = 0;
name = "loading screen";
class controlsBackground
{
class blackBG : RscText
{
x = safezoneX;
y = safezoneY;
w = safezoneW;
h = safezoneH;
text = "";
colorText[] = {0,0,0,0};
colorBackground[] = {0,0,0,1};
};
/*
class nicePic : RscPicture
{
style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
x = safezoneX + safezoneW/2 - 0.25;
y = safezoneY + safezoneH/2 - 0.2;
w = 0.5;
h = 0.4;
text = "img\nicePic.paa";
};
*/
};
class controls
{
class Title1 : RscLoadingText
{
text = "$STR_LOADING"; // "Loading" text in the middle of the screen
};
class CA_Progress : RscProgress // progress bar, has to have idc 104
{
idc = 104;
type = 8; // CT_PROGRESS
style = 0; // ST_SINGLE
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
};
class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
{
idc = 103;
};
class Name2: RscText // the text on the top-left
{
idc = 101;
x = 0.05;
y = 0.029412;
w = 0.9;
h = 0.04902;
text = "";
sizeEx = 0.05;
colorText[] = {0.543,0.5742,0.4102,1.0};
};
};
};

class RscPictureGUI
{
access = 0;
type = 0;
idc = -1;
colorBackground[] = {0,0,0,0};
colorText[] = {0.38,0.63,0.26,0.75};
font = "TahomaB";
sizeEx = 0;
lineSpacing = 0;
text = "";
style = "0x30 + 0x100";
x = 0;
y = 0;
w = 0.2;
h = 0.15;
};
class RscTextGUIK {
type = 0;
idc = -1;
style = 0x02;
colorBackground[] = {0,0,0,0};
colorText[] = {1, 1, 1, 0.5};
//color[] = {1, 1, 1, 0.5};
font = "TahomaB";
size = 0.03;
sizeEx = 0.03;
x = 0;
y = 0;
w = 0.1;
h = 0.2;
};
class RscTitles
{
#include "ZSC\config\ZSChud.hpp"
};
#include "doorManagement\defines.hpp"
#include "doorManagement\doorUnlock.hpp"
#include "doorManagement\doorManagement.hpp"
#include "doorManagement\ComboLockUI.hpp"
#include "ZSC\config\ZSCdefines.hpp"
#include "ZSC\config\ZSCdialogs.hpp"
#include "zupa\skins\SkinGui.hpp"
#include "zupa\advancedTrading\advancedTrading.hpp"
#include "custom\snap_pro\snappoints.hpp"
#include "plotManagement\plotManagement.hpp"
#include "ckc\ckc_defines.hpp"
#include "ckc\ckc_ui.hpp"
#include "ckc\ckc_SafeUI.hpp"
#include "Custom\extra_rc.hpp"

 

my ui_selectSlot.sqf

private ["_control","_button","_parent","_group","_pos","_item","_conf","_name","_cfgActions","_numActions","_height","_menu","_config","_type","_script","_outputOriented","_compile","_array","_outputClass","_outputType","_erc_cfgActions","_erc_numActions"];


disableSerialization;
_control = _this select 0;
_button = _this select 1;
_parent = findDisplay 106;

//if ((time - dayzClickTime) < 1) exitWith {};

if (!DZE_SelfTransfuse && ((gearSlotData _control) == "ItemBloodBag")) exitWith {};

if (_button == 1) then {
//dayzClickTime = time;
_group = _parent displayCtrl 6902;

_pos = ctrlPosition _group;
_pos set [0,((_this select 2) + 0.48)];
_pos set [1,((_this select 3) + 0.07)];

_item = gearSlotData _control;

_conf = configFile >> "cfgMagazines" >> _item;
if (!isClass _conf) then {
_conf = configFile >> "cfgWeapons" >> _item;
};
_name = getText(_conf >> "displayName");

_cfgActions = _conf >> "ItemActions";
_numActions = (count _cfgActions);
_height = 0;

//Populate Menu
for "_i" from 0 to (_numActions - 1) do
{
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow true;
_config = (_cfgActions select _i);
_type = getText (_config >> "text");
_script = getText (_config >> "script");
_outputOriented = getNumber (_config >> "outputOriented") == 1;
_height = _height + (0.025 * safezoneH);
_compile = format["_id = '%2' %1;",_script,_item];
uiNamespace setVariable ['uiControl', _control];
if (_outputOriented) then {
/*
This flag means that the action is output oriented
the output class will then be transferred to the script
&& the type used for the name
*/
_array = getArray (_config >> "output");
_outputClass = _array select 0;
_outputType = _array select 1;
_name = getText (configFile >> _outputType >> _outputClass >> "displayName");
_compile = format["_id = ['%2',%3] %1;",_script,_item,_array];
};

_menu ctrlSetText format[_type,_name];
_menu ctrlSetEventHandler ["ButtonClick",_compile];
};

// Add extra context menus
_erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item);
_erc_numActions = (count _erc_cfgActions);
if (isClass _erc_cfgActions) then {
for "_j" from 0 to (_erc_numActions - 1) do
{
_menu = _parent displayCtrl (1600 + _j + _numActions);
_menu ctrlShow true;
_config = (_erc_cfgActions select _j);
_text = getText (_config >> "text");
_script = getText (_config >> "script");
_height = _height + (0.025 * safezoneH);
uiNamespace setVariable ['uiControl', _control];
_menu ctrlSetText _text;
_menu ctrlSetEventHandler ["ButtonClick",_script];
};
};

_pos set [3,_height];
//hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos];

_group ctrlShow true;
ctrlSetFocus _group;
_group ctrlSetPosition _pos;
_group ctrlCommit 0;
};

 

and my extra_rc.hpp

class ExtraRc {


class ItemKnife {
class farmhemp {
text = "Harvest the weed";
script = "execVM 'addons\hemp.sqf'";
};
};
class ItemKiloHemp {
class smokeweed {
text = "Smoke the shit";
script = "execVM 'addons\smokeshit.sqf'";
};
};
};

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I figured out the problem... It was because I had the deploy anything 2.8 script, it broke maca's right click options when I had it installed, I found the work around to getting it all to work.

Maybe you could post your fix in case someone else has this issue in the future? It might save someone a lot of time

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  • 2 weeks later...

I have managed to get the farms and map markers to spawn in but I am faced with a pretty odd problem...

 

Every single time I join my server my player falls on the floor rolling around and I'm stoned seen all those pretty colors.. any idea what could cause me to be stoned the second I join the server every time?

So, what did you to get spawns? there are still no spawns, and nothing in the rpt

 

/fixed

 

just some typos.....classic

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hi all,

 

this would be a nice script, if i ever get this to work...

 

 

1) i dont understand this with that macas right clickable system, many others use the custom right click actions 3.03. is there a workaround with this click system?

    we  have the WPDs-Action-Menu-master  which contains  also an modified ui_selectSlot.sqf.

 

2) i dont have a buildings folder in my dayz_server.pbo unpacked. should i make a new one for the weedfarm.sqf?

 

3) i dont have that system_functions.sqf, should i call it then from the missions init.sqf?

 

4) i never used the 3D map editor before, so will it enough to start with ctrl-e, choose chernarus, go to decided location, hit F5 to create a new vehicle, choose there under MAP_EU_plants,

    select then your B b_betulaHumilis , place it there how many times i like and then save and close that?

    or do i also need that Center, Unit, Group to create first?   because it wont let me save the mission without that! if i do that, i will get alot of errors in my RPT /Hivelog  regarding that created soldier...

 

thanks

 

cheers

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hi all,

 

this would be a nice script, if i ever get this to work...

 

 

1) i dont understand this with that macas right clickable system, many others use the custom right click actions 3.03. is there a workaround with this click system?

    we  have the WPDs-Action-Menu-master  which contains  also an modified ui_selectSlot.sqf.

 

2) i dont have a buildings folder in my dayz_server.pbo unpacked. should i make a new one for the weedfarm.sqf?

 

3) i dont have that system_functions.sqf, should i call it then from the missions init.sqf?

 

4) i never used the 3D map editor before, so will it enough to start with ctrl-e, choose chernarus, go to decided location, hit F5 to create a new vehicle, choose there under MAP_EU_plants,

    select then your B b_betulaHumilis , place it there how many times i like and then save and close that?

    or do i also need that Center, Unit, Group to create first?   because it wont let me save the mission without that! if i do that, i will get alot of errors in my RPT /Hivelog  regarding that created soldier...

 

thanks

 

cheers

Ok you're really new and really confused. So I'll try and help you the best I can.

 

1-2. Maca's right click system is pretty easy you're just making an edit in the ui_selectslot to tell it to look for the extra_rc.hpp among other things. In the extra_rc.hpp is where you are defining which item you right click, what it says when you right click on it, and directs to the script that you want to run when you right click on that item. In this case it would be Hemp, it would say "smoke weed" or whatever you want it to say, and direct to the SmokeWeed\smokeshit.sqf.. you can put those anywhere and name them anything so long as in the extra_rc.hpp you define it properly. So if you want to name the script farts.sqf and put it in the folder called smelly, you can certainly do so as long as in the extra_rc.hpp it looks like

class ExtraRc {
	class ItemKiloHemp {
		class smokeweed {
			text = "Smoke Weed";
			script = "execVM 'smelly\farts.sqf'";
		};
	};
};

3. This is a typo in the instructions. He means server_functions.sqf and yes you do have one in your server PBO. In the server PBO there is a folder called init and inside the folder is server_functions.sqf

4. Forget the map editor part of the instructions because that is unnecessary to get the script working and just extra confusing for you at this point. BUT in the future when you want to convert something from the map editor to your server you can't just copy the sqf file exactly as it is you need to remove the center/group/unit part of the code and also the fluff at the bottom. You also need to add some things. Here is an example of what it should look like

if (isServer) then {

_vehicle_1 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Destroyer", [7081.4351, 2235.6873, 0.093513697], [], 0, "CAN_COLLIDE"];
  _vehicle_1 = _this;
  _this setDir 82.911446;
  _this setVehicleInit "this setVectorUp [0,0,1];";
  _this setPos [7081.4351, 2235.6873, 0.093513697];
};

_vehicle_2 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Fregata", [7168.519, 2421.0925, -0.13990811], [], 0, "CAN_COLLIDE"];
  _vehicle_2 = _this;
  _this setDir -38.434193;
  _this setVehicleInit "this setVectorUp [0,0,1];";
  _this setPos [7168.519, 2421.0925, -0.13990811];
};

_vehicle_3 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Fregata", [7063.1094, 2299.2778, 0.0078576207], [], 0, "CAN_COLLIDE"];
  _vehicle_3 = _this;
  _this setDir 52.681232;
  _this setVehicleInit "this setVectorUp [0,0,1];";
  _this setPos [7063.1094, 2299.2778, 0.0078576207];
};

};

 

Your best bet is to just copy paste this http://pastebin.com/juMsuJ1r and name it weedfarms.sqf. You should be able to just call this from the init.sqf in your mission file.

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Hello DangerRuss,

 

thanxx for your reply!

 

Now i  understand something more^^

 

1) so should i use then my modified ui_selectSlot.sqf  ?   http://pastebin.com/PptvJWHa    <--- thats for me the hardest thing to understand, with all those modified right clicks, scroll mouse buttons, etc...confusing me everytime...

 

 

2) server_functions.sqf i know very well ;-)

3) whats with that Building folder which i cant find, should i make a new one?

4) ok, i should use the random hemp spawn

 

 

 

Update 08:11 PM:  first 2 fiberplant fields spawning..but without markings on the map...  1st success :D

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Hello DangerRuss,

 

thanxx for your reply!

 

Now i  understand something more^^

 

1) so should i use then my modified ui_selectSlot.sqf  ?   http://pastebin.com/PptvJWHa    <--- thats for me the hardest thing to understand, with all those modified right clicks, scroll mouse buttons, etc...confusing me everytime...

 

 

2) server_functions.sqf i know very well ;-)

3) whats with that Building folder which i cant find, should i make a new one?

4) ok, i should use the random hemp spawn

1. Here is a copy of my ui_selectslot.sqf which uses Macas' right click system.

private ["_control","_button","_parent","_group","_pos","_item","_conf","_name","_cfgActions","_numActions","_height","_menu","_config","_type","_script","_outputOriented","_compile","_array","_outputClass","_outputType"];
disableSerialization;
_control = 	_this select 0;
_button =	_this select 1;
_parent = 	findDisplay 106;

//if ((time - dayzClickTime) < 1) exitWith {};
if (!DZE_SelfTransfuse && ((gearSlotData _control) == "ItemBloodBag")) exitWith {};
if (_button == 1) then {
	//dayzClickTime = time;
	_group = _parent displayCtrl 6902;
	
	_pos = 		ctrlPosition _group;
	_pos set [0,((_this select 2) + 0.48)];
	_pos set [1,((_this select 3) + 0.07)];
	
	_item = gearSlotData _control;
	
	_conf = configFile >> "cfgMagazines" >> _item;
	if (!isClass _conf) then {
		_conf = configFile >> "cfgWeapons" >> _item;
	};
	_name = getText(_conf >> "displayName");
	
	_cfgActions = _conf >> "ItemActions";
	_numActions = (count _cfgActions);
	_height = 0;
	
	//Populate Menu
	for "_i" from 0 to (_numActions - 1) do 
	{
		_menu = 	_parent displayCtrl (1600 + _i);
		_menu ctrlShow true;
		_config = 	(_cfgActions select _i);
		_type = 	getText	(_config >> "text");
		_script = 	getText	(_config >> "script");
		_outputOriented = 	getNumber	(_config >> "outputOriented") == 1;
		_height = _height + (0.025 * safezoneH);
		_compile =  format["_id = '%2' %1;",_script,_item];
		uiNamespace setVariable ['uiControl', _control];
		if (_outputOriented) then {
			/*
				This flag means that the action is output oriented
				the output class will then be transferred to the script
				&& the type used for the name
			*/			
			_array = 	getArray	(_config >> "output");
			_outputClass = _array select 0;
			_outputType = _array select 1;
			_name = getText (configFile >> _outputType >> _outputClass >> "displayName");
			_compile =  format["_id = ['%2',%3] %1;",_script,_item,_array];
		};
		
		_menu ctrlSetText format[_type,_name];
		_menu ctrlSetEventHandler ["ButtonClick",_compile];
	};
	// Add extra context menus
		_erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item);
		_erc_numActions = (count _erc_cfgActions);
	if (isClass _erc_cfgActions) then {
    for "_j" from 0 to (_erc_numActions - 1) do
    {
        _menu =  _parent displayCtrl (1600 + _j + _numActions);
        _menu ctrlShow true;
        _config =  (_erc_cfgActions select _j);
        _text =  getText (_config >> "text");
        _script =  getText (_config >> "script");
        _height = _height + (0.025 * safezoneH);
        uiNamespace setVariable ['uiControl', _control];
        _menu ctrlSetText _text;
        _menu ctrlSetEventHandler ["ButtonClick",_script];
    };
};
	_pos set [3,_height];
	//hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos];		

	_group ctrlShow true;
	ctrlSetFocus _group;
	_group ctrlSetPosition _pos;
	_group ctrlCommit 0;
};

Try comparing it to yours it might help you understand better, or just use it.

3. You dont need a building folder. That is where they are telling you to place the script, so if you're following the instructions you would create one, BUT you dont have to do that.. Like I said earlier, you can call the folders whatever you want as long as you direct the paths correctly.  You can make a folder called prettypinkbow and name the script chocolatemarshmallows.sqf for all it matters, as long as the paths reflect that.

 

4. I'll simplify this even further for you. Use my ui_selectslot.sqf that I pasted above. 

 

Use this for your extra_rc.hpp

 

extra_rc.hpp

class ExtraRc {
    class ItemKnife {
		class farmhemp {
			text = "Harvest the weed";
			script = "execVM 'scripts\hemp.sqf'";
		};
    };
class ItemKiloHemp {
	class smokeweed {
		text = "Smoke the shit";
		script = "execVM 'scripts\smokeshit.sqf'";
		};
	};
};

 

 

Use these files, put them in a folder called scripts. If you dont have a folder called scripts make one and put it in the root of your mission pbo.

 

hemp.sqf

    /*
    put together for DayZ Epoch
    Credits to Shogun338 from Insurrection gaming
    modified for separate "gather weed" script
    */
     
    private ["_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"];
    _playerPos = getPosATL player;
    _hempqty = {_x == "ItemKiloHemp"} count magazines player;
    _nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0;
    _weed = nearestObject [player, "fiberplant"];
     
    if !(_nearWeed) exitWith {
    cutText [format["You need to be near the weed plants in order to gather."], "PLAIN DOWN"];
    };
    if (_hempqty > 2) exitWith {
    cutText [format["WARNING: %1, You have maximum amount of weed in your inventory! You could get arrested by the police ;)", name player], "PLAIN DOWN"];
    };
    if (dayz_combat == 1) then {
    cutText [format["You are in Combat and Cannot Gather the Weed."], "PLAIN DOWN"];
    } else {
    disableSerialization;
    _gearmenu = FindDisplay 106;
    _gearmenu CloseDisplay 106;
    player playActionNow "Medic";
    r_interrupt = false;
    sleep 6;
    _objectID = _weed getVariable["ObjectID","0"];
    _objectUID = _weed getVariable["ObjectUID","0"];
    deleteVehicle _weed;
    [_objectID,_objectUID] call server_deleteObj;
    _weed setDamage 1;
    player addMagazine "ItemKiloHemp";
    sleep 2;
    cutText [format["You've Gathered Some Weed! Smoke that shit or sell it at Black market dealer!!"], "PLAIN DOWN"];	
    };

 

smokeshit.sqf

/*
by: ZeroK00L    
*/
    [] spawn {
    hint "You roll a fatty and smoke it! Damn! That shit is the chronic!";
    player removeMagazine 'ItemKiloHemp';
    Remove_Drug_effects =
    {
    {
    ppEffectDestroy _x;
    } forEach (_this select 0);
    ppEffectDestroy ppe2;
    ppEffectDestroy ppe3;
    setaperture 0;
    };
    _time = time;
    _effects = [];
player playMoveNow "ActsPercMstpSnonWpstDnon_sceneBardak01";
    while {true} do
    {
    ppe2 = ppEffectCreate ["chromAberration", 1555];
    _effects = _effects + [ppe2];
    ppe2 ppEffectAdjust [random 0.25,random 0.25,true];
    ppe2 ppEffectCommit 1;
    ppe2 ppEffectEnable true;
    ppe3 = ppEffectCreate ["radialBlur", 1555];
    _effects = _effects + [ppe3];
    ppe3 ppEffectEnable true;
    ppe3 ppEffectAdjust [random 0.02,random 0.02,0.15,0.15];
    ppe3 ppEffectCommit 1;
    sleep random(1);
r_player_blood = r_player_bloodTotal;            //set their blood to the maximum allowed
r_player_lowblood = false;                        //set lowblood setting to false
10 fadeSound 1;                                    //slowly fade their volume back to maximum
"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;    //disable post processing blur effect
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1],  [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5;    //give them their colour back
r_player_lowblood = false;                        //just double checking their blood isnt low
player setVariable["USEC_BloodQty",r_player_bloodTotal,true];    //set their blood back up to maximum again
    if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;};
    };
    };

 

weedfarms.sqf

/*
	Script by HALV
	Create Weed fields (or other objects) in random locations, amount and "random preset" amount of objects,
	objects are placed "Labyrinth Style" around the middle object
*/

_useLocalMarkers = false;

if (isServer)then{
	private["_blacklistedAreas"];
	diag_log "[Random_Weed_Farm]: waiting for BIS_fnc_findSafePos";
	waitUntil {(!isNil "BIS_fnc_findSafePos")};
	if(isNil "dayz_MapArea")then{dayz_MapArea = 7000};
	_WorldName = toLower format ["%1", worldName];

//settings
	//how many will spawn farms, note that farms can spawn "on top" of eachother (min 1, default 6)
	_farms = 4;
	//min farms (min 1, default 2)
	_farmsmin = 3;
	//how many plants per farm (min 1, default 9)
	_plants = 9;
	//min plants (min 1, default 4)
	_plantsmin = 4;
	//min dist (in meters) from roads to build farms (default 200m)
	_mindist2roads = 200;
	//the object to spawn, default "Fiberplant"
	_fiberplant = "Fiberplant";
	_spawnarea = (dayz_MapArea/2);
	switch(_WorldName)do{
		case "napf":{
		_blacklistedAreas = [
		[[8246.3184,15485.867,0],	500],
		[[15506.952,13229.368,0],	500],
		[[12399.751,5074.5273,0],	500],
		[[10398.626,8279.4619,0],	500],
		[[5149.9814,4864.1191,0],	500],
		[[6633.1538,7254.916,0],	500],
		[[13288.313,19590.338,0],	800]
		];
		};
		case "chernarus":{
		_blacklistedAreas = [
		[[23999.742,2.4571743,0],	500],
		[[6325.6772,7807.7412,0],	500],
		[[4063.4226,11664.19,0],	500],
		[[11447.472,11364.504,0],	500],
		[[1606.6443,7803.5156,0],	500],
		[[12944.227,12766.889,0],	500],
		[[8122.35,13464.5,0],		500] // <-- no comma for last entry
		];
		};
		default{
		_blacklistedAreas = [
			[[0,0,0],	0]
		];
		};
	};
//function to find x amount of positions around a position (on ground, z axis not included) in a size you define - "labyrinth style"
//[start position, amount of positions to return (ex start pos), distance between positions,include startposition (optional, default true)] call _fnc_positions_array
	_fnc_positions_array = {
		private ["_posi"];
		_pos = _this select 0;
		_amnt = _this select 1;
		_adjust = _this select 2;
		_include = if(count _this > 3)then{_this select 3}else{true};
		_positions = [];
		_buildDir = 0;
		_buildRow = 0;
		_Row = 0;
		_build = 0;
		if(_include)then{_positions set [count _positions,[_pos select 0,_pos select 1,0]];_amnt = _amnt - 1;};
		for "_i" from 0 to (_amnt-1) do {
			if(_Row > 1)then{_buildRow = _buildRow + 1;_Row = 0;};
			if(_buildDir > 3)then{_buildDir = 0;};
			for "_i" from 0 to _buildRow do {
				switch (_buildDir) do{
					case 0:{
						_posi = [(_pos select 0),(_pos select 1) + _adjust]; //up
						_positions set [count _positions,[_posi select 0,_posi select 1,0]];
					};
					case 1:{
						_posi = [(_pos select 0) + _adjust,(_pos select 1)]; //left
						_positions set [count _positions,[_posi select 0,_posi select 1,0]];
					};
					case 2:{
						_posi = [(_pos select 0),(_pos select 1) - _adjust]; //down
						_positions set [count _positions,[_posi select 0,_posi select 1,0]];
					};
					case 3:{
						_posi = [(_pos select 0) - _adjust,(_pos select 1)]; //right
						_positions set [count _positions,[_posi select 0,_posi select 1,0]];
					};
				};
				_pos = _posi;
				_build = _build + 1;
				if(_build >= _amnt)exitWith{};
			};
			_buildDir = _buildDir + 1;
			_Row = _Row + 1;
			if(_build >= _amnt)exitWith{};
		};
//		diag_log format["[Random_Weed_Farm]: Debug - _build: '%1' _amnt: '%2' _positions: '%3' %4",_build,_amnt,(count _positions),_positions];
		_positions
	};

	_amnt = round(random _farms);
	if(_amnt < _farmsmin)then{_amnt = _farmsmin};
	if(_amnt < 1)then{_amnt = 1};

	diag_log format["[Random_Weed_Farm]: Function loaded ... Server Building %1 Weed Farm(s)",_amnt];

	_locations = [];
	for "_i" from 0 to (_amnt-1) do {
		private ["_coords"];
		while{true}do{
			scopeName "posiscope";
			_coords = [getMarkerPos 'Center',0,_spawnarea,25,0,2000,0] call BIS_fnc_findSafePos;
			_roadlist = _coords nearRoads _mindist2roads;
			_IsBlacklisted = false;
			{if(_coords distance (_x select 0) < (_x select 1))exitWith{_IsBlacklisted = true};}forEach _blacklistedAreas;
			if((count _roadlist < 1) and !_IsBlacklisted)then{breakOut "posiscope"};
		};
		_locations set [count _locations,[_coords select 0,_coords select 1,0]];
		_amnt = round(random _plants);
		if(_amnt < _plantsmin)then{_amnt = _plantsmin};
		if(_amnt < 1)then{_amnt = 1};
		diag_log format["[Random_Weed_Farm]: Found Location for a farm (%1) %2 with %3 plants",mapGridPosition _coords,_coords,_amnt];
		//aparently sizeOf has problems sometimes, so we iput this manually - else perhaps use [position, amount, sizeOf "object"]
		_plantpositions = [[(_coords select 0),(_coords select 1),0],_amnt,5] call _fnc_positions_array;
		{
			_plant = createVehicle [_fiberplant, _x, [], 0, "CAN_COLLIDE"];
			_plant setPos _x;
			_uID = str(round(random 999999));
			_plant setVariable ["ObjectID", _uID, true];
			_plant setVariable ["ObjectUID", _uID, true];
			_plant setVariable ["lastUpdate",time,true];
		}forEach _plantpositions;
	};
	diag_log "[Random_Weed_Farm]: Weed Farm(s) Done ... Broadcasting locations for clients";
	PV_HALV_Broadcast_weedlocations = _locations;
	publicVariable "PV_HALV_Broadcast_weedlocations";
};

//comment out for no markers
if(!isDedicated)then{
	diag_log "[Random_Weed_Farm]: Client awaiting markers ...";
	waitUntil{(!isNil "PV_HALV_Broadcast_weedlocations")};
	//create markers
	_nr = 1;
	for "_i" from 0 to ((count PV_HALV_Broadcast_weedlocations)-1) do {
		_markername = format["WeedFarm_%1",_nr];
		_markertext = format["Weed Farm %1",_nr];
		if(_useLocalMarkers)then{
			_marker = createMarkerLocal [_markername, (PV_HALV_Broadcast_weedlocations select _i)];
			_marker setMarkerTypeLocal "Warning";
			_marker setMarkerTextLocal _markertext;
			_marker setMarkerColorLocal "ColorGreen";
		}else{
			if (getMarkerColor _markername == "") then {
				_marker = createMarker [_markername, (PV_HALV_Broadcast_weedlocations select _i)];
				_marker setMarkerType "Warning";
				_marker setMarkerText _markertext;
				_marker setMarkerColor "ColorGreen";
			};
		};
		diag_log format["[Random_Weed_Farm]: Client created marker %1 ...",_nr];
		_nr = _nr + 1;
	};
	PV_HALV_Broadcast_weedlocations = nil;
};

 

and then open your init.sqf, at the very bottom below EVERYTHING else paste this

//Weed Farms
[] execVM "scripts\weedfarms.sqf";
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Thanxx alot dude! 

 

 

But now i got it working ;-)   :D  :D  :D

 

I can harvest and smoke the weed :D

 

but there were no markers on the map?   should there be any markers on the map?

 

i can see in rpt the spawning coordinates from that random weed farms, but this messages appears earlier than i am joining ingame...is that normal?  or should the call be placed somewhere later?

 

now i like to figure out how i can sell that stuff to the traders, i have custom traders (loads from mission file) and also the other traders (databae)

 

and im gonna read those 11 pages again for all the infos^^

 

will there be a possibility to harvest the hemp with action menu from scrolll mouse?

 

thanx man, now im gonna smoke blunt first ;-)

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Thanxx alot dude! 

 

 

But now i got it working ;-)   :D  :D  :D

 

I can harvest and smoke the weed :D

 

but there were no markers on the map?   should there be any markers on the map?

 

i can see in rpt the spawning coordinates from that random weed farms, but this messages appears earlier than i am joining ingame...is that normal?  or should the call be placed somewhere later?

 

now i like to figure out how i can sell that stuff to the traders, i have custom traders (loads from mission file) and also the other traders (databae)

 

and im gonna read those 11 pages again for all the infos^^

 

will there be a possibility to harvest the hemp with action menu from scrolll mouse?

 

thanx man, now im gonna smoke blunt first ;-)

hmm I'll look at the markers part and let you know. I haven't used this is probably a year or more.

The RPT stuff should be normal unless its spamming you like crazy.

To add it to the traders in the database just add it like you would add any magazine to the traders, the item name is ItemKiloHemp

If you want to add it to the cfgtraders in the mission folder just add it like any other magazine. Nothing special.

You'll need to add it to trader_items and also trader_data.

Try using this as your smokeshit.sqf if you want those crazy effects. No guarantees though.

    /*
    by: http://infiSTAR.de Credits to infistar for the actual script
    Edited by FragZ
     
    */
    //Add this part after *while {true} do {* to add a smoke effect
    /* Flare = "SmokeShellGreen" createVehicle position player;
      if (vehicle player != player) then { Flare attachTo [vehicle player,[0,0,0.]];}
    else {Flare attachTo [player,[0,0,0.]];}
    */
    [] spawn {
    hint "You took drugs YOLOLOLO";
    player removeMagazine 'ItemKiloHemp';
    Remove_Drug_effects =
    {
    {
    ppEffectDestroy _x;
    } forEach (_this select 0);
    ppEffectDestroy nonapsi_ef;
    ppEffectDestroy wetdist1;
    ppEffectDestroy ppe;
    ppEffectDestroy ppe2;
    ppEffectDestroy ppe3;
    setaperture 0;
    "dynamicBlur" ppEffectAdjust [0];
    "dynamicBlur" ppEffectCommit 16;
    "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 0.0]];
    "colorCorrections" ppEffectCommit 0;
    };
    _time = time;
    _effects = [];
    while {true} do
    {
    nonapsi_ef = ppEffectCreate ["colorCorrections", 1555];
    _effects = _effects + [nonapsi_ef];
    nonapsi_ef ppEffectEnable true;
    nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.03, [0.0, 0.0, 0.0, 0.0], [3.0, 5.0, 9.0, 5.0],[0.4,0.0,0.0, 0.7]];
    nonapsi_ef ppEffectCommit 1;
    sleep random(1);
    wetdist1 = ppEffectCreate ["wetDistortion", 2006];
    _effects = _effects + [wetdist1];
    wetdist1 ppEffectAdjust [0, 8, 0.8,8,8, 0.2, 1, 0, 0, 0.08, 0.08, 0, 0, 0, 0.77];
    wetdist1 ppEffectEnable true;
    wetdist1 ppEffectCommit 0;
    ppe = ppEffectCreate ["colorCorrections", 1555];
    _effects = _effects + [ppe];
    ppe ppEffectAdjust [1, 1, 0, [1.5,6,2.5,0.5], [5,3.5,5,-0.5], [-3,5,-5,-0.5]];
    ppe ppEffectCommit 1;
    ppe ppEffectEnable true;
    ppe2 = ppEffectCreate ["chromAberration", 1555];
    _effects = _effects + [ppe2];
    ppe2 ppEffectAdjust [0.01,0.01,true];
    ppe2 ppEffectCommit 1;
    ppe2 ppEffectEnable true;
    ppe3 = ppEffectCreate ["radialBlur", 1555];
    _effects = _effects + [ppe3];
    ppe3 ppEffectEnable true;
    ppe3 ppEffectAdjust [0.02,0.02,0.15,0.15];
    ppe3 ppEffectCommit 1;
    sleep random(1);
    wetdist1 = ppEffectCreate ["wetDistortion", 2006];
    _effects = _effects + [wetdist1];
    wetdist1 ppEffectAdjust [1, 1.16, 0.32, 2.56, 0.8, 0.64, 2.64, 0, 0, 1.08, 0.08, 0, 0, 0, 1.77];
    wetdist1 ppEffectEnable true;
    wetdist1 ppEffectCommit 0;
    sleep random(1);
    nonapsi_ef = ppEffectCreate ["colorCorrections", 1555];
    _effects = _effects + [nonapsi_ef];
    nonapsi_ef ppEffectEnable true;
    nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.02, [9.5, 1.5, 2.5, 0.2], [2.0, 7.0, 6.0, 2.0],[0.4,0.0,0.0, 0.7]];
    nonapsi_ef ppEffectCommit 1;
    sleep random(1);
    if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;};
    };
    };

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thanx again, but those effects were the standard color effects by infistar...

 

 i found at line #6  this  -->   //Add this part after *while {true} do {* to add a smoke effect

 

maybe something of it has to be inserted in line #32 next to  -->  while {true} do

 

but i dont have a clue...

 

also when i call the weedfarm.sqf from the init.sqf i get stuck at loading screen. everything is fine when i call it from the server_functions.sqf      weard...

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thanx again, but those effects were the standard color effects by infistar...

 

 i found at line #6  this  -->   //Add this part after *while {true} do {* to add a smoke effect

 

maybe something of it has to be inserted in line #32 next to  -->  while {true} do

 

but i dont have a clue...

 

also when i call the weedfarm.sqf from the init.sqf i get stuck at loading screen. everything is fine when i call it from the server_functions.sqf      weard...

then call it from the server_functions.sqf... it's been a long time since Ive used this so perhaps something changed.

I dont know anything about the effects really, you'll just have to keep looking around to see if someone has one you like. Personally I used the one that doesn't have strange visuals and heals you like a blood bag. Glad we got this working for you.

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yeah man, thats great :-)

 

the only last thing were  the missing markers on the map, so the people can see where it spawns...

 

then i try to put some own fields on the map with AI patrols surrounding them ;-)

 

thank you very much again!!!

 

cheers and good nite for now :D

 

p.s. traders have setup correctly also ;-)

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yeah man, thats great :-)

 

the only last thing were  the missing markers on the map, so the people can see where it spawns...

 

then i try to put some own fields on the map with AI patrols surrounding them ;-)

 

thank you very much again!!!

 

cheers and good nite for now :D

 

p.s. traders have setup correctly also ;-)

in weedfarms.sqf try changing this

_useLocalMarkers = false;

to

_useLocalMarkers = true;

see if that works.

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in weedfarms.sqf try changing this

_useLocalMarkers = false;

to

_useLocalMarkers = true;

see if that works.

 

 

nope...that changes nothing....

 

i have read all the 12 pages again. and all the people who had the same error with markers as me, have called the weedfarm.sqf from missions init.sqf  not as me server side via server_functions.sqf...

 

but if i do that i get stuck at loading screen  

 

heres my init.sqf  http://pastebin.com/26fj80dW

 

 

maybe you find something there

 

p.s. the line #118 is custom made by Chong, my Team Mate  ([] execVM "scripts\novoicechat.sqf";)

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Cheech&Chong workaround right click menu

 

To add Knife Harvest and and smoke Hemp via DayZ Custom Right Click Actions 3.0.3  / deploy anything 2.8
 

in config.sqf find

["ItemMap","Toggle Map Marker","execVM 'overwrites\click_actions\examples\marker.sqf';","true"],

and add below

["ItemKnife","Harvest Weed","execVM 'scripts\hemp.sqf';","true"],
["ItemKiloHemp","Smoke Shit","execVM 'scripts\smokeshit.sqf';","true"]
know we initialized the right click on knife and hemp
 
if you choose maca's right clickable system before, just simply
 
dont call the extra_rc.hpp in your descrition.ext just comment out like this //#include "custom\extra_rc.hpp"
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in weedfarms.sqf try changing this

_useLocalMarkers = false;

to

_useLocalMarkers = true;

see if that works.

Yeah, finally got it.

 

some kinda typo, grrr :D

 

now the marker shown on the map. not via server_monitor.sqf,  but via init.sqf !

 

Thannxxx again for everything got this script to run ;-)

 

now we can look for the static fields and the AI patrols around them ^^

 

Cheers

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