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[Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building!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 6/23/2015 at 9:54 PM, ElDubya said:

in overwrites/clickactions : 

["Group Management","Group Management","execVM 'dzgm\loadGroupManagement.sqf';","true"],

Don't forget to take the ItemRadio class out of your extra_rc.hpp.

["ItemRadio","Group Management","execVM 'dzgm\loadGroupManagement.sqf';","true"],
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Here's mine:

DZE_CLICK_ACTIONS = [
    ["ItemRadio","Group Management","execVM 'scripts\dzgm\loadGroupManagement.sqf';","true"],
    ["Binocular_Vector","View Distance: 500m" ,"setViewDistance 500; systemChat('ViewDistance: 500');","true"],
    ["Binocular_Vector","View Distance: 1000m" ,"setViewDistance 1000; systemChat('ViewDistance: 1000');","true"],
    ["Binocular_Vector","View Distance: 1500m" ,"setViewDistance 1500; systemChat('ViewDistance: 1500');","true"],
    ["Binocular_Vector","View Distance: 2000m" ,"setViewDistance 2000; systemChat('ViewDistance: 2000'); systemChat('Warning: Higher the view distance Lower the FPS');","true"],
    ["Binocular_Vector","View Distance: 2500m" ,"setViewDistance 2500; systemChat('ViewDistance: 2500'); systemChat('Warning: Higher the view distance Lower the FPS');","true"],
    ["Binocular_Vector","View Distance: 3000m" ,"setViewDistance 3000; systemChat('ViewDistance: 3000'); systemChat('Warning: Higher the view distance Lower the FPS');","true"],
    ["Binocular_Vector","View Distance: 3500m" ,"setViewDistance 3500; systemChat('ViewDistance: 3500'); systemChat('Warning: Higher the view distance Lower the FPS');","true"],
    ["Binocular_Vector","View Distance: 4000m" ,"setViewDistance 4000; systemChat('ViewDistance: 4000'); systemChat('Warning: Higher the view distance Lower the FPS');","true"],
    ["Binocular","View Distance: 500m" ,"setViewDistance 500; systemChat('ViewDistance: 500');","true"],
    ["Binocular","View Distance: 1000m" ,"setViewDistance 1000; systemChat('ViewDistance: 1000');","true"],
    ["Binocular","View Distance: 1500m" ,"setViewDistance 1500; systemChat('ViewDistance: 1500');","true"],
    ["Binocular","View Distance: 2000m" ,"setViewDistance 2000; systemChat('ViewDistance: 2000'); systemChat('Warning: Higher the view distance Lower the FPS');","true"],
    ["Binocular","View Distance: 2500m" ,"setViewDistance 2500; systemChat('ViewDistance: 2500'); systemChat('Warning: Higher the view distance Lower the FPS');","true"],
    ["Binocular","View Distance: 3000m" ,"setViewDistance 3000; systemChat('ViewDistance: 3000'); systemChat('Warning: Higher the view distance Lower the FPS');","true"],
    ["Binocular","View Distance: 3500m" ,"setViewDistance 3500; systemChat('ViewDistance: 3500'); systemChat('Warning: Higher the view distance Lower the FPS');","true"],
    ["Binocular","View Distance: 4000m" ,"setViewDistance 4000; systemChat('ViewDistance: 4000'); systemChat('Warning: Higher the view distance Lower the FPS');","true"]
];
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I don't get it. I have had a look at others files (with permission), installed the latest version of Deploy Anything, looked into my own files for ages and STILL can't figure out why when I push the "F" key, the buildable doesn't stay in position so I can let it go, and walk around it like I can with Snap Build.

 

What am I missing here?

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  • 4 weeks later...

Anyone know how to stop a deployable that is being saved to the database from being locked after restart?

 

I am using gems to deploy static weapons on my taviana server and after restart they become locked and the player does not have a key to unlock it.

 

The script is giving the static weapon a Character ID which makes it a locked vehicle after restart. I would like to make it save but as character ID 0 so it is unlocked after restart.

 

What i have done so far to counter this is let anyone pack it up so even if they die they can still pack it up and redeploy it. This is not how i want it.

 

The code for this is inside functions.sqf

  Reveal hidden contents

 

If anyone can help change this code some so the depoyables that get saved to the database are set to character ID 0 would be great. I have tryed a couple different ways with no success.

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["ItemTopaz",    [0,5,1],5,-1,false,false,false,true,true,true,false,["Land_Fort_Watchtower","M2StaticMG","DSHKM_Ins","SearchLight","Hhedgehog_concrete","Hhedgehog_concreteBig","Base_WarfareBBarrier10xTall","Fence_corrugated_plate","Fence_Ind_long","Land_CncBlock","Land_CncBlock_D","Land_CncBlock_Stripes"],[],["ItemTopaz"],"true"],

Probably doesn't help, but that's my code for building mounted weapons. Mine don't lock after a server restart though?

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I am not sure why it does not lock the M2StaticMG for you but does for me. But even with your code of true/false's it is the same after restart. The M2StaticMG is locked and you need a key to unlock it. I did notice if the pack option is true you can pack it even if it is locked.

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Question: I wonder if 10 is the maximum number of items a right click menu can have? I'm trying to add all the flag carriers to the metal pole right-click option but in-game inventpory only show me a maximum number of ten things I can craft with the metal pole.

 

How can I add more?

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That's like saying please put "HOT" on a coffee cup :)

 

but I see your point if you haven't done this before. . .  

  On 7/20/2014 at 2:38 PM, flakvest said:

I found out what is going on.  I feel like you aren't taking in to account that people may already have a custom ui_selectslot.sqf and your mod overwrites that.  Would it be possible to revise your instructions for people who already have custom ui_selectslot.sqf?

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I haven't tried the reboot yet, all static mounted weapons give a black screen for me. . . I think Calimity mentioned it as well in a previous post.  

 

This is what I get for not reading 3 pages back. . .  :huh:

 

Changed this: (bolded 'true') to false.

 

["ItemCitrine",[0,2,1],5,1,true,true,false,true,true,true,false,["DSHKM_CDF","Suitcase],[],["ItemCitrine"],"true"], 

 

["ItemCitrine",[0,2,1],5,1,true,true,false,true,false,true,false,["DSHKM_CDF","Suitcase],[],["ItemCitrine"],"true"],  <- works

 

  Reveal hidden contents

 

 

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Just a very random guess here:  but does one of you have infistar and the other doesnt? or maybe different variations of it? 

 

Plot pole flag turned on = static weapons are not locked after restart.

 

_plot  = true, no locking static weapons

 

_plot  = false, the static weapons lock after reboot

 

NOTE: so far this only works for the M2StaticMG.     (Still testing)

 

  On 7/22/2015 at 2:25 AM, syco said:

I am not sure why it does not lock the M2StaticMG for you but does for me. But even with your code of true/false's it is the same after restart. The M2StaticMG is locked and you need a key to unlock it. I did notice if the pack option is true you can pack it even if it is locked.

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  On 7/22/2015 at 12:11 AM, ElDubya said:
["ItemTopaz",    [0,5,1],5,-1,false,false,false,true,true,true,false,["Land_Fort_Watchtower","M2StaticMG","DSHKM_Ins","SearchLight","Hhedgehog_concrete","Hhedgehog_concreteBig","Base_WarfareBBarrier10xTall","Fence_corrugated_plate","Fence_Ind_long","Land_CncBlock","Land_CncBlock_D","Land_CncBlock_Stripes"],[],["ItemTopaz"],"true"],

Probably doesn't help, but that's my code for building mounted weapons. Mine don't lock after a server restart though?

 

I added your code but when I right click on Topaz I still cannot see more than 10

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  On 7/23/2015 at 9:09 AM, Just_R said:

Just a very random guess here:  but does one of you have infistar and the other doesnt? or maybe different variations of it? 

 

Plot pole flag turned on = static weapons are not locked after restart.

 

_plot  = true, no locking static weapons

 

_plot  = false, the static weapons lock after reboot

 

NOTE: so far this only works for the M2StaticMG.     (Still testing)

This does not work for me.

 

This is my code i want to use for static weapons.

	["ItemEmerald",[0,7,1],7,-1,false,false,false,true,true,true,false,["Stinger_Pod_US_EP1","TOW_TriPod_US_EP1"],[],["ItemEmerald"],"true"],
	["ItemObsidian",[0,7,1],7,-1,false,false,false,true,true,true,false,["M2StaticMG_US_EP1","MK19_TriPod_US_EP1"],[],["ItemObsidian"],"true"]

All four of them are locked after a restart.

 

Even changing the class names

	["ItemEmerald",[0,7,1],7,-1,false,false,false,true,true,true,false,["Stinger_Pod","TOW_TriPod"],[],["ItemEmerald"],"true"],
	["ItemObsidian",[0,7,1],7,-1,false,false,false,true,true,true,false,["M2StaticMG","MK19_TriPod"],[],["ItemObsidian"],"true"]

Still they are locked after a server restart.

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  On 7/24/2015 at 1:44 AM, syco said:
...

 

I was going at that same locking problem for ages and i believe it has something to do with me attaching deployables to P4L system but anyways, after few hours of heavy head scratching and script breaking i've found some sort of solution.

 

Check out and you only need step 2 like this for every deployable static gun you might ever need

if (_object isKindof "M2StaticMG") then {
	_ownerID = "0";
};

Edit: If anyone wants to get this working with P4L, snap and vectors here's my file for reference, it's a mess but works without any errors :D

http://pastebin.com/SyZbD7mz

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  • 2 weeks later...

This is what i'm using, has older snap/vector added to it though i'm not sure if snap actually works as i haven't set any snappoints for any deployable items.

Note that vectors don't save on deployable vehicles like tripods, bikes, mozzies etc but does save with any kind of buildings

 

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