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[Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building!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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  • 3 weeks later...

I have a anoying issue ........ some things are saved in the database, others not. But they should.

Eaxample:

This one is safed in database

["ItemToolbox",[0,5,2],7,0.5,false,true,false,true,true,false,false,["Land_Ind_TankSmall2"],[],["equip_metal_sheet","equip_metal_sheet","equip_metal_sheet","equip_metal_sheet","ItemTankTrap","ItemTankTrap"],"true"],

The next one NOT

["ItemToolbox",[0,2,1],5,0.5,false,true,false,true,true,true,false,["SearchLight_CDF"],[],["equip_metal_sheet","equip_1inch_metal_pipe","equip_1inch_metal_pipe","ItemLightBulb"],"true"],

Both are deployable ............. where is the error?

 

 

BTW ..... would this work too?

["ItemToolbox",[0,5,2],7,0.5,false,true,false,true,true,false,false,["Land_Ind_TankSmall2"],[],["equip_metal_sheet",4,"ItemTankTrap",2],"true"],

 

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  • 2 weeks later...
  On 5/9/2017 at 6:53 AM, Anhor said:

I have a anoying issue ........ some things are saved in the database, others not. But they should.

Eaxample:

This one is safed in database

["ItemToolbox",[0,5,2],7,0.5,false,true,false,true,true,false,false,["Land_Ind_TankSmall2"],[],["equip_metal_sheet","equip_metal_sheet","equip_metal_sheet","equip_metal_sheet","ItemTankTrap","ItemTankTrap"],"true"],

The next one NOT

["ItemToolbox",[0,2,1],5,0.5,false,true,false,true,true,true,false,["SearchLight_CDF"],[],["equip_metal_sheet","equip_1inch_metal_pipe","equip_1inch_metal_pipe","ItemLightBulb"],"true"],

Both are deployable ............. where is the error?

 

 

BTW ..... would this work too?

["ItemToolbox",[0,5,2],7,0.5,false,true,false,true,true,false,false,["Land_Ind_TankSmall2"],[],["equip_metal_sheet",4,"ItemTankTrap",2],"true"],

 

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your searchlight is treated as a vehicle. And if you have cleanup scripts for vehicles. It will clean them.  For example. I run a script that untouched vehicles within 21 days get delete (bought vehicles). This deletes my m2s that i can craft with the gem crafting. You'll need to add a exception in the sql event.

This might not be your problem, but its a possibility

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  On 5/24/2017 at 4:16 AM, theduke said:

your searchlight is treated as a vehicle. And if you have cleanup scripts for vehicles. It will clean them.  For example. I run a script that untouched vehicles within 21 days get delete (bought vehicles). This deletes my m2s that i can craft with the gem crafting. You'll need to add a exception in the sql event.

This might not be your problem, but its a possibility

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Thx for reply @theduke  but I run no custom clean up script. This is what makes me confused.

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im not talking about a custom cleanup script. the default epoch events for the database cleans up vevhicles. If you use them, which most of the community does. this is the event

CREATE FUNCTION `DeleteNonKeyVehicles`() RETURNS int(11)
BEGIN
	DELETE FROM
		`Object_DATA`
	WHERE
		`Object_DATA`.`CharacterID` <> 0
		AND `Object_DATA`.`CharacterID` <= 12500
		AND `Object_DATA`.`Classname` NOT LIKE 'Tent%'
		AND `Object_DATA`.`Classname` NOT LIKE '%Locked'
		AND `Object_DATA`.`Classname` NOT LIKE 'Land\_%' -- added escape character so LandRover vehicles are not ignored
		AND `Object_DATA`.`Classname` NOT LIKE 'Cinder%'
		AND `Object_DATA`.`Classname` NOT LIKE 'Wood%'
		AND `Object_DATA`.`Classname` NOT LIKE 'Metal%'
		AND `Object_DATA`.`Classname` NOT LIKE '%Storage%'
		AND `Object_DATA`.`Classname` NOT IN ('OutHouse_DZ', 'GunRack_DZ', 'WorkBench_DZ', 'Sandbag1_DZ', 'FireBarrel_DZ', 'DesertCamoNet_DZ', 'StickFence_DZ', 'LightPole_DZ', 'DeerStand_DZ', 'ForestLargeCamoNet_DZ', 'DesertLargeCamoNet_DZ', 'Plastic_Pole_EP1_DZ', 'Hedgehog_DZ', 'FuelPump_DZ', 'Fort_RazorWire', 'SandNest_DZ', 'ForestCamoNet_DZ', 'Fence_corrugated_DZ', 'CanvasHut_DZ', 'Generator_DZ', 'BagFenceRound_DZ')
		AND FindVehicleKeysCount(Object_DATA.CharacterID) = 0;

	RETURN ROW_COUNT();
END
;;
DELIMITER ;

 

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  • 2 weeks later...

I need a little help here, i attempted to setup the ItemRadio with an rc_action using the method detailed on github and had no success. I was attempting to use you script to do the WAI radios but failed miserably. I have other defined items with scripted rc_actions working just fine, just not that gorram radio. Asside from accuracy, i suppose I could live without it, its just not my style tho. Any help would be much appreciated

["ItemRadio","Switch On\Off","execVM 'scripts\remote\switch_on_and_off.sqf';","true"]

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  • 4 weeks later...
  On 5/24/2017 at 10:30 AM, theduke said:

im not talking about a custom cleanup script. the default epoch events for the database cleans up vevhicles. If you use them, which most of the community does. this is the event

CREATE FUNCTION `DeleteNonKeyVehicles`() RETURNS int(11)
BEGIN
	DELETE FROM
		`Object_DATA`
	WHERE
		`Object_DATA`.`CharacterID` <> 0
		AND `Object_DATA`.`CharacterID` <= 12500
		AND `Object_DATA`.`Classname` NOT LIKE 'Tent%'
		AND `Object_DATA`.`Classname` NOT LIKE '%Locked'
		AND `Object_DATA`.`Classname` NOT LIKE 'Land\_%' -- added escape character so LandRover vehicles are not ignored
		AND `Object_DATA`.`Classname` NOT LIKE 'Cinder%'
		AND `Object_DATA`.`Classname` NOT LIKE 'Wood%'
		AND `Object_DATA`.`Classname` NOT LIKE 'Metal%'
		AND `Object_DATA`.`Classname` NOT LIKE '%Storage%'
		AND `Object_DATA`.`Classname` NOT IN ('OutHouse_DZ', 'GunRack_DZ', 'WorkBench_DZ', 'Sandbag1_DZ', 'FireBarrel_DZ', 'DesertCamoNet_DZ', 'StickFence_DZ', 'LightPole_DZ', 'DeerStand_DZ', 'ForestLargeCamoNet_DZ', 'DesertLargeCamoNet_DZ', 'Plastic_Pole_EP1_DZ', 'Hedgehog_DZ', 'FuelPump_DZ', 'Fort_RazorWire', 'SandNest_DZ', 'ForestCamoNet_DZ', 'Fence_corrugated_DZ', 'CanvasHut_DZ', 'Generator_DZ', 'BagFenceRound_DZ')
		AND FindVehicleKeysCount(Object_DATA.CharacterID) = 0;

	RETURN ROW_COUNT();
END
;;
DELIMITER ;

 

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 @theduke  I tried this and got the following error:

#1064 - You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near '' at line 16

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  On 6/24/2017 at 9:21 PM, JakeQue said:

 @theduke  I tried this and got the following error:

#1064 - You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near '' at line 16

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I would just grab them from the epoch server files. I copied and pasted this from that, so i might of grabbed something that didnt belong.

If you rn the file called recommended sql events, it will add this and the rest of the default epoch cleanup events

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Thanks mate, found it and resolved it. I have it setup for blast proof bunkers, and 2 different heli pads also. For anyone who wants it...

 

DROP FUNCTION IF EXISTS `DeleteNonKeyVehicles`;
DELIMITER ;;
CREATE FUNCTION `DeleteNonKeyVehicles`() RETURNS int(11)
BEGIN
	DELETE FROM
		`Object_DATA`
	WHERE
		`Object_DATA`.`CharacterID` <> 0
		AND `Object_DATA`.`CharacterID` <= 12500
		AND `Object_DATA`.`Classname` NOT LIKE 'Tent%'
		AND `Object_DATA`.`Classname` NOT LIKE '%Locked'
		AND `Object_DATA`.`Classname` NOT LIKE 'Land\_%' -- added escape character so LandRover vehicles are not ignored
		AND `Object_DATA`.`Classname` NOT LIKE 'Cinder%'
		AND `Object_DATA`.`Classname` NOT LIKE 'Wood%'
		AND `Object_DATA`.`Classname` NOT LIKE 'Metal%'
		AND `Object_DATA`.`Classname` NOT LIKE '%Storage%'
		AND `Object_DATA`.`Classname` NOT IN ('OutHouse_DZ', 'GunRack_DZ', 'WorkBench_DZ', 'Sandbag1_DZ', 'FireBarrel_DZ', 'DesertCamoNet_DZ', 'StickFence_DZ', 'LightPole_DZ', 'DeerStand_DZ', 'ForestLargeCamoNet_DZ', 'DesertLargeCamoNet_DZ', 'Plastic_Pole_EP1_DZ', 'Hedgehog_DZ', 'FuelPump_DZ', 'Fort_RazorWire', 'SandNest_DZ', 'ForestCamoNet_DZ', 'Fence_corrugated_DZ', 'CanvasHut_DZ', 'Generator_DZ', 'BagFenceRound_DZ', 'Land_MBG_HeavyShelter', 'HeliH', 'HeliHCivil')
		AND FindVehicleKeysCount(Object_DATA.CharacterID) = 0;

	RETURN ROW_COUNT();
END
;;
DELIMITER ;

 

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Sry, nope. Unfortunatlly this will not fix my problem.

Everytime we deploy a searvhlight, we see the server message "This vehicle is persistant and will be ...."

But there is NOTHING in the database.

I copied just the code from deploy a mozzie and change the classname of object and the parts needed ............ Mozzie is still persistent and shown up in database ........ but not the searchlight :wacko:

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@Anhor did you see my above post? That worked for me as well as the true variable on the deploy bike config.

 

When adding that function into the database, on line 16 make sure you add the deployables that you want to stay. 

AND `Object_DATA`.`Classname` NOT IN ('OutHouse_DZ', 'GunRack_DZ', 'WorkBench_DZ', 'Sandbag1_DZ', 'FireBarrel_DZ', 'DesertCamoNet_DZ' )

Add your item classes into that.

This is all I changed I didn't edit any files around...

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  On 6/25/2017 at 12:17 PM, Anhor said:

Sry, nope. Unfortunatlly this will not fix my problem.

Everytime we deploy a searvhlight, we see the server message "This vehicle is persistant and will be ...."

But there is NOTHING in the database.

I copied just the code from deploy a mozzie and change the classname of object and the parts needed ............ Mozzie is still persistent and shown up in database ........ but not the searchlight :wacko:

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try make it to the old way.

you create in deployanything all about rightclick.

Open your server_monitor.sqf  and find:

_isPlot = _type == "Plastic_Pole_EP1_DZ";

below paste:

_isSlight = _type == "SearchLIGHT ID HERE";

find:

if( (count _inventory > 0) && !_isPlot && !_doorLocked) then {

change by:

if( (count _inventory > 0) && !_isPlot && !_doorLocked && !_isSLight) then {

 

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@Anhor if that way dsnt works.. then lets do everything in the old way.

1-create  searchlight.sqf

  Reveal hidden contents

*NOTE: edit items required from the file of above in this lines:

  Reveal hidden contents

 

 

2-open your custom variables.sqf

  Reveal hidden contents

3-server_monitor.sqf

  Reveal hidden contents

4-at least call searchlight.sqf  with deployanything

["ItemToolbox","DeployLights","execVM 'scripts\searchlight.sqf';","true"],

 

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I found the "error" by myself.

Let´s see. I had this in config.sqf from deploy anything:

  Reveal hidden contents

After I changed it to this, it works perfect:

  Reveal hidden contents

Dont ask me why, this is the point where you decide if vehicle ammo is cleared on restart, but now it works :blush:

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  • 2 weeks later...

Hey guys, I had a search through this forum but couldn't find what I was looking for. When a player starts constructing a bike or a pook, player goes through an animation. Now say if someone came along, got inside that vehicle then the person stop constructing. The player that got in was teleported to the ocean. Is there anyway to make the vehicle unenterable while in construction. I want to make it instant crafting but I know that isn't an option with this script.

Another thing I have to ask. Is there a way to edit the config so when I right click on something in my gear, it does the action and closes the gear? I have implemented right click rules on my server but the rules I am using pops up in the middle of the screen in front of the gear and is unreadable. If you press ESC it closes both pages.

Thanks.

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  On 7/8/2017 at 8:47 AM, jjsnacks77 said:

Hey guys, I had a search through this forum but couldn't find what I was looking for. When a player starts constructing a bike or a pook, player goes through an animation. Now say if someone came along, got inside that vehicle then the person stop constructing. The player that got in was teleported to the ocean. Is there anyway to make the vehicle unenterable while in construction. I want to make it instant crafting but I know that isn't an option with this script.

Another thing I have to ask. Is there a way to edit the config so when I right click on something in my gear, it does the action and closes the gear? I have implemented right click rules on my server but the rules I am using pops up in the middle of the screen in front of the gear and is unreadable. If you press ESC it closes both pages.

Thanks.

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Check out my fork of this mod, I have made changes to lock the vehicle while you are deploying it so people cant get on (THEY STILL DONT LEARN!!!) and it stops the vehicle being moved when packing: https://github.com/oiad/DayZEpochDeployableBike There's lots of other changes in there as well to make this version better, diffmerge it against your own.

In your rules script, you need to have this line of code to close the gear menu:

closeDialog 0;

 

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  On 7/8/2017 at 9:03 AM, jjsnacks77 said:

Tell me about it. :P

I can merge all but the configs yes? Or do my configs need to be replaced with yours?  - EDIT

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Your config should be okay, I made a lot of back end changes to make things work correctly, Only thing I know is broken is saving to the database with simulation enabled (it's using the wrong syntax for saving)

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  On 3/15/2017 at 7:40 PM, CappyZA said:

 

Having the same issue here

 

@jimmy565, did you ever get this sorted? Please share

 

@juandayz, please explain what you mean by use publicVariableServer "PVDZ_obj_Publish";.......... Where do I set it to use this

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I am not sure how to tag everyone that was asking about this, but I was having this same issue and to fix it all I did is changed the true/ false statements to match what I had for deploying the helipad.

This is what i have and both save to the database and there are no errors anymore when deploying.

["ItemRuby",[0,8,0],5,-1,true,true,false,true,true,false,true,["Land_MBG_Garage_Single_A"],[],["ItemRuby"],"true"],

 ["ItemToolbox",[0,9,2],5,0.9,true,true,false,true,true,false,true,["HeliHCivil"],[],["ItemToolbox"],"true"]

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  • 5 weeks later...

Hey, I have set this up

    ["full_cinder_wall_kit",[0,2,0],5,1,false,true,false,true,true,false,true,["Land_A_Castle_Wall1_20"],[],["full_cinder_wall_kit","full_cinder_wall_kit","full_cinder_wall_kit","full_cinder_wall_kit"],"true"],

but when a player dies after server restart they can no longer pack the object.

 

Have I done something wrong here? I want the castle wall to repack-able only by the player who placed it even after restart/deaths

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I've ran into a issue with this script. It is relating to saving things into database. I've been playing with this script for few days and I do like it. In my server I run a hefty mix of buildable structures and static weapons, however I ran into a issue with static weapons saving to the database

After following instructions from CappyZA I commented couple of lines from player_Deploy.sqf

  Quote

                    if (_index call getPermanent) then {
                        _tmpbuilt call fnc_set_temp_deployable_id;
                        if(_index call getDeployableSimulation) then {
                        //     PVDZE_veh_Publish2 = [_tmpbuilt,[_dir,_position],(_index call getDeployableClass),true,call fnc_perm_deployable_id]; //
                         //    publicVariableServer "PVDZE_veh_Publish2";
                        // } else {
                            PVDZ_obj_Publish = [call fnc_perm_deployable_id,_tmpbuilt,[_dir,_position],(_index call getDeployableClass)];
                            publicVariableServer "PVDZ_obj_Publish";
                        };
                    } else {
                        _tmpbuilt call fnc_set_temp_deployable_id;
                    };

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This section, the one commented out. This fixed the static weapon saving to the Database. They recieve their own unique IDs and are saved to the database. HOWEVER, now the buildings will not be saved to the database.

However if those lines are NOT commented the buildings will be saved to the database. It is kinda funny in a sense that you choose either that or that but I'd want to know how to build both so that they both remain in database and gets saved there. How could one do so? I can't figure that section out.

 

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