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[Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing


mudzereli

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  On 3/14/2015 at 8:10 PM, SchwEde said:

well, then add 90 :D

just play around with the numbers and see if it's working with every direction

do you know if it moved clockwise or counter clockwise? in other words will +90 turn the front end to the right or to the left? I'll play with it in the mean time.

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  On 3/15/2015 at 7:27 AM, SchwEde said:

0 = north

90 = east

180 = south

270 = west

360 = north

doesn't work

  Reveal hidden contents

 

Did I do it incorrectly? It makes absolutely no difference what I set that number to.

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hmm... the code is looking good. But maybe we can be a more aggressive on vehicles so the allways point in the same direction as the player?

 

search for: 

_tmpbuilt setdir _dir;

replace it with:

if (_tmpbuilt isKindOf "AllVehicles") then { 
			_dir = getdir player;
			_tmpbuilt setdir _dir;
		} else {
			_tmpbuilt setdir _dir;
		};
 

this should set all vehicle types in the same direction as the player is heading :)

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Still testing these changes schwede, its a quiet server so it'll take awhile to fully test.. in the mean time.. I noticed that deployables are able to be sold to traders.. is there a way to attach a variable to them or something that would prevent them from being sellable? Seems very exploitable if say a toolbox and a vrotor gets you a mozzie which you can sell and make double your money back.

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ok, long time not messed around with traders ^^ (this will be only for config traders, NOT for hive traders)

 

hope this will work :)

 

first we need to put everything from the traders to our mission:

 

go to your dayz_code.pbo\actions and copy the following files into your mission:

trade_any_bicycle.sqf
trade_any_vehicle.sqf
trade_backpacks.sqf
trade_weapons.sqf
trade_items.sqf

now go into dayz_code.pbo\compiles and copy the following file into your mission:

player_traderMenuConfig.sqf

ok now we edit some files to get this done:

 

first lets start with the deploying part:

 

player_deploy.sqf

 

search for

_tmpbuilt setVariable ["OEMPos",_location,true];

add right after

_tmpbuilt setVariable ["Schw_notforsale",1,true];

safe the file and done

---------------------------------------------------------------------------

 

next file is your compiles.sqf

 

search for

call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf";

redirect the path to where ever you have placed your player_traderMenuConfig.sqf

 

safe and done

---------------------------------------------------------------------------

 

 

next file is your player_traderMenuConfig.sqf

 

search for

_File = "\z\addons\dayz_code\actions\" + _afile + ".sqf";

and redirect the path you have put the trade_any_vehicle.sqf, trade_weapons.sqf, etc

 

safe and done

---------------------------------------------------------------------------

 

ok now comes the part where we disable the trading for deployed vehicles

 

in your trade_any_vehicle.sqf and trade_any_bike.sqf

 

search for

_obj = (_objects select 0);

and add right after

if ((_obj getVariable ["Schw_notforsale",0]) == 1) exitWith { cutText ["Deployed vehicles can't be sold","PLAIN DOWN"]; DZE_ActionInProgress = false;};

this should cancel the trade from any deployed vehicle.

 

NOT TESTED!

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  • 2 weeks later...
SchwEde seems yout changes have fixed the problem with bike not moving or at least i havent had any complains since

would love to hear from other ppl that have tried your changes thou...

 

the script has a plot check forbiding players to build inside plot poles, unfortunately is still possible to glitch the walls with bike or other deployable if the owner of the plot pole has walls just close enough to the plot radius. is it possible to add little more range to the plot radius check without actually changing plot radius ?

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Hey guys, as you know I've been missing for a long time.

 

First off this is NOT a message to say I'm coming back. :)

 

I'm not really into DayZ/Arma scripting too much anymore, but I was strolling by the forum and it seems SchwEde has come up with a fix for the longstanding "bike won't move" problem. 

 

I pushed a commit to github  that adds this fix to the main code. 

 

Thanks SchwEde and the rest of the community for the love and support of my scripts!

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  • 3 weeks later...

Maybe someone can help me with. I don't want to use the gems, but every time I comment them out, the script breaks. Here is my edited code.

 

config.sqf

  Reveal hidden contents

/* see github for instructions for more details on how these values work:

https://github.com/mudzereli/DayZEpochDeployableBike*/
/* [ **CLASS_TO_CLICK** , **TYPE_OF_CLASS_TO_CLICK** , **DEPLOY_DISTANCE** , **DEPLOY_DIRECTION_OFFSET** , **PACK_DISTANCE** , **DAMAGE_LIMIT** , **ALLOW_PACKING_OTHERS** , **CLEAR_CARGO** , **SAVE_TO_DATABASE** , [ **CLASS_TO_DEPLOY** , **CLASS_TO_DEPLOY2** ] ] */
DZE_DEPLOYABLES_CONFIG = [
// deploy a non-permanent bike from a toolbox right in front of the player that can be re-packed by the owner as long as it's under 10% damage
["ItemToolbox","CfgWeapons",2,270,5,0.1,false,false,false,["MMT_Civ"]],
// deploy fortifications from etool 3 meters in front of player that are permanent until server restart
["ItemEtool","CfgWeapons",3,0,5,-1,false,true,false,["Land_fort_rampart","Fort_StoneWall_EP1"]],
// deploy a permanent helicopter from ruby 5 meters in front of player that can be re-packed by anyone as long as it's under 10% damage
//["ItemRuby","CfgMagazines",5,270,7,0.1,true,true,true,["AH6X_DZ","UH1Y_DZ"]],
// deploy some vehicles in front of the player that have an empty inventory (commented out)
//["ItemCitrine","CfgMagazines",5,270,7,false,false,false,true,["UralCivil","MTVR","LocalBasicWeaponsBox"]],
// deploy some vehicles in front of the player that have all the default items in their inventory still (commented out)
//["ItemSapphire","CfgMagazines",5,270,7,false,false,false,false,["UralCivil","MTVR","LocalBasicWeaponsBox"]],
// deploy military housing in front of the player that is permanent but can't be re-packed by anyone
//["ItemEmerald","CfgMagazines",10,0,10,-1,false,false,true,["Barrack2","Land_fortified_nest_small_EP1"]],
// deploy some housing items from parts piles in front of the player that are permanent but can be re-packed by anyone
["PartGeneric","CfgMagazines",2,0,5,1,true,true,true,["Desk","FoldChair","FoldTable","SmallTable","Barrel1","Garbage_can"]],
// deploy some housing items from wood piles in front of the player that are permanent but can be re-packed by anyone
["PartWoodPile","CfgMagazines",2,90,5,1,true,true,true,["Land_Rack_EP1","Land_Table_EP1","Land_Shelf_EP1","WoodChair","Park_bench2","Park_bench1"]],
// deploy concrete barricades from cinderblocks 2m in front of the player, that are permanent and can only be re-packed by the person who placed them
//["CinderBlocks","CfgMagazines",2,0,5,1,false,true,true,["Land_CncBlock","Land_CncBlock_Stripes"]]
];

DZE_DEPLOYABLE_ADMINS = ["38130182","76561197962680159"];

 

I'm still using the original code, I do apologize, but I really don't want the extras with the gps and rangfinders. The other issue we have is when players attempt to "take" their own deployed bike, they get a Battleye kicked PublicVariable Restriction #0. Any help would be greatly appreciated! Thanks so much.

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is there a way to get this working together with infistars _CSA

i guess infistars CSA is blocking the addaction because its not loaded into a allowed variable (s_player_...) 
 

 

bike\init.sqf line 105

if ((_forEachIndex call getActionId) < 0) then {
[_forEachIndex,player addaction["<t color='#33b5e5'>" + format["Pack %1",(_forEachIndex call getDeployableDisplay)] + "</t>","addons\bike\pack.sqf",[_forEachIndex,_cursorTarget],0,false,true,"", ""]] call setActionId;
};

someone knows a way how to fix this so the Pack Obj scrollmenu will be shown for the players.

 

regard dew

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  On 4/18/2015 at 12:37 PM, Dew said:

is there a way to get this working together with infistars _CSA

i guess infistars CSA is blocking the addaction because its not loaded into a allowed variable (s_player_...) 

 

 

bike\init.sqf line 105

if ((_forEachIndex call getActionId) < 0) then {
[_forEachIndex,player addaction["<t color='#33b5e5'>" + format["Pack %1",(_forEachIndex call getDeployableDisplay)] + "</t>","addons\bike\pack.sqf",[_forEachIndex,_cursorTarget],0,false,true,"", ""]] call setActionId;
};

someone knows a way how to fix this so the Pack Obj scrollmenu will be shown for the players.

 

regard dew

did you use the scroll wheel installation or the right click installation? I've never had to filter this with infiSTAR and I use the right click set up.

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rightclick. i m using the 2.8.1 from github https://github.com/mudzereli/DayZEpochDeployableBike#configuration

its working without CSA without any problems the menu shows up and all is good but i cannot firuge out how to put this addaction function behinde a s_player variable. i guess this is why the AH is removing the scrollmenu option to pack the object. 

 

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  On 4/18/2015 at 10:27 PM, Dew said:

rightclick. i m using the 2.8.1 from github https://github.com/mudzereli/DayZEpochDeployableBike#configuration

its working without CSA without any problems the menu shows up and all is good but i cannot firuge out how to put this addaction function behinde a s_player variable. i guess this is why the AH is removing the scrollmenu option to pack the object. 

 

thats just really weird that it's blocking it because mine isn't and never has.

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I'm having trouble with this script breaking the JAEM v1.6 script I'm currently using. It seems like the Deploy Anything script blocks the custom variables.sqf file JAEM uses

 

dayz_allowedObjects = dayz_allowedObjects + ["HeliHRescue"];

 

The issue I get is the Helipad is disappearing as soon as it is placed

 

  Reveal hidden contents

19:46:14 Error in expression


};>
19:46:14 Error position: <};>
19:46:14 Error Missing {
19:46:14 File mpmissions\__cur_mp.chernarus\custom\JAEM\variables.sqf, line 3
19:46:14 Error in expression
};>
19:46:14 Error position: <};>
19:46:14 Error Missing {
19:46:14 File mpmissions\__cur_mp.chernarus\custom\JAEM\variables.sqf, line 3

 

and

 

  Reveal hidden contents

19:05:49 Error in expression <

if (isServer) then {

if (parseNumber _id > 0) then {

_key = format["CHILD:30>
19:05:49 Error position: <_id > 0) then {

_key = format["CHILD:30>
19:05:49 Error Undefined variable in expression: _id
19:05:49 File z\addons\dayz_server\compile\server_deleteObj.sqf, line 11

 

are the errors I get, I've tried to add "HeliHRescue" to the dayz_allowedObjects list in the original variables file and removed the call compile for JAEMs variables.sqf

 

I am probably missing something simple but It's late here, any help would be appreciated

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i doubt its this script doing anything with JAEM

most likely ur problem its with JAEM

 

the first error im sure its acctually on your JAEM\variables.sqf, you eitheir have a `,` or a `;` where u shouldn't have, or just one too many `{`

 

the other error gets complicated, i would go through the installation (JAEM instalation) steps again pay attention to the changes on server_monitor.sqf or server_functions.sqf (which ever it needs changing, cant remember.)

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I have everything working fine except deployment of static weapons. i can safely deploy M2staticMG but when I enter the vehicle to fire my screen turns black and I can only fire one round. At that point i can only alt f4 out of the game. When i log back in i can repack the M2 with no issues. I can spawn a M2 via infiStar and have zero issues entering, firing, exiting the vehicle. I only noticed a few additions to battleye in the install/intro. Can someone help point me in the right direction so i can get this deployment script working at 100%. Thank you

 

Added EVD to test and had no issues entering and safely firing the M2, but couldn't get pack to work with the selfactions.

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  • 2 weeks later...
  • 3 weeks later...

I came up with an idea to use this to deploy static guns using the gunbags (ie: M2StaticMG_US_Bag_EP1) so I added this line:

["M2StaticMG_US_Bag_EP1",[0,2,0],1,-1,false,false,false,true,false,false,false,["M2StaticMG_US_EP1"],[],["M2StaticMG_US_Bag_EP1"],"true"],

The idea was that you right click on the M2StaticMG_US_Bag_EP1 and  deploy the M2StaticMG_US_EP1, and the M2StaticMG_US_Bag_EP1 gets removed. Apparently the object to remove has to be in your inventory. Is there a way to make it so it can remove the backpack being worn under this condition?

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  On 5/27/2015 at 4:57 PM, BetterDeadThanZed said:

I came up with an idea to use this to deploy static guns using the gunbags (ie: M2StaticMG_US_Bag_EP1) so I added this line:

["M2StaticMG_US_Bag_EP1",[0,2,0],1,-1,false,false,false,true,false,false,false,["M2StaticMG_US_EP1"],[],["M2StaticMG_US_Bag_EP1"],"true"],

The idea was that you right click on the M2StaticMG_US_Bag_EP1 and  deploy the M2StaticMG_US_EP1, and the M2StaticMG_US_Bag_EP1 gets removed. Apparently the object to remove has to be in your inventory. Is there a way to make it so it can remove the backpack being worn under this condition?

 

BUMP

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