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[Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building!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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  • 1 month later...

Hey guys,

 

Sometimes I noticed my users would complain about getting teleported out to the sea after building a mozzie/bike. A guy a few pages back mentioned the same thing.

His fix was to push back the distance at which the vehicle deploys so the user doesn't get the option to get in prematurely. This fixes the issue and you can no longer interact with it till you get closer.

["ItemToolbox",[0,15,1],5,0.1,true,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"],
["ItemToolbox",[0,15,2],7,0.1,true,true,false,false,false,true,true,["CSJ_GyroC"],[],["PartVRotor","PartEngine","PartFueltank"],"true"],

So what I did was change the original number in bold from 5 or so to 15. This now spawns the vehicle 15 meters from the player.

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  • 4 weeks later...

Hey guys,

 

My users have noticed that sometimes they can't deploy items, when watching them/the logs I see this in the logs:

 

"Deleting object MMT_Civ with invalid ID at pos [3044.06,10044,-0.00909424]"

20:24:44 "Deleting object MMT_Civ with invalid ID at pos [3041.55,9989.25,0.00424194]"

20:24:53 "Deleting object MMT_Civ with invalid ID at pos [3032.18,9980.87,-0.0107422]"

20:25:00 "Deleting object MMT_Civ with invalid ID at pos [3033.99,9964.94,-0.0185852]"

 

I've noticed it happening to me occasionally, I'll go to deploy something, right click tool box etc, and I get the ghost then it instantly disapears. From googling I see that it's a common thing for deployables, Apparently they arent being given a character ID, but.. they are.

 

Any ideas?

 

Cheers

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  • 4 weeks later...
15 hours ago, oldmatechoc said:

hey guys just wondering if there's away to change the construction count? id like it to be instant, no animation. 

derp  sorry brain fart, i  said add  DZE_StaticConstructionCount = 1  but then i realized that you were referring to this script..and instant,

thinking about it, i think you can just go into player build and set the count to 0  instead of 1, check this post:

 

 

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  • 1 month later...

Super noob question but I haven't done this stuff in awhile. Any chance someone could shed some light on these kicks? I tried a few things that didn't work and yes I did read Battleye guide thread :D

Setdamage.log 		- #1 1.000000 2:57 fiberplant
deletevehicle.log	- #0 2:57 fiberplant

 

  Using the hemp script with this one combined.

 

Only way for me to fix it currently is to change _weed setDamage 1; & deleteVehicle _weed; to fiberplant within the hemp.sqf file. As much as I like fixing it that way the plants aren't deleting when harvesting them

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47 minutes ago, THEbookie said:

Super noob question but I haven't done this stuff in awhile. Any chance someone could shed some light on these kicks? I tried a few things that didn't work and yes I did read Battleye guide thread :D


Setdamage.log 		- #1 1.000000 2:57 fiberplant
deletevehicle.log	- #0 2:57 fiberplant


 

  Using the hemp script with this one combined.

 

Only way for me to fix it currently is to change _weed setDamage 1; & deleteVehicle _weed; to fiberplant within the hemp.sqf file. As much as I like fixing it that way the plants aren't deleting when harvesting them

mmm maybe i cant understand you but if u wanna delete some objet from db i use it :

Spoiler

private ["_playerPos","_nearRestr","_delobj","_objectID","_objectUID"];

 


_playerPos = getPosATL player;
_nearRestr = count nearestObjects [_playerPos, [" fiberplant"], 5] > 0;

player playActionNow "Medic";
[player,"repair",0,false,10] call dayz_zombieSpeak;
[player,10,true,(getPosATL player)] spawn player_alertZombies;
sleep 2;
_delobj = nearestObject [player, "fiberplant"];

_objectID = _delobj getVariable["ObjectID","0"];
_objectUID = _delobj getVariable["ObjectUID","0"];
deleteVehicle _delobj;
[_objectID,_objectUID] call server_deleteObj;
deleteVehicle _delobj;
PVDZE_obj_Delete = [_objectID,_objectUID,_delobj];
publicVariableServer "PVDZE_obj_Delete";
titleText ["Fiberplat was removed", "PLAIN DOWN"];titleFadeOut 5;

or for example i use it to collect vegetables: (see lines in black)

Spoiler

private ["_inventory","_hasMachete","_brokemachete","_plant","_objectID","_objectUID"];

_inventory = items player;
_hasMachete =     "ItemMachete" in _inventory;
_brokemachete = round(random 10);
_plant = nearestObject [player, "MAP_c_fern"];


if !(_hasMachete) exitWith {
    cutText [format["Needs ItemMachete in your toolbelt"], "PLAIN DOWN"];
};
 
 
if (_hasMachete) then {
if (_brokemachete < 3) exitWith {
    player removeWeapon "ItemMachete";
        cutText [format["%1, broke your Machete :(",name player], "PLAIN DOWN"];
    };
 
         player playMove "AinvPknlMstpSnonWrflDnon_medic1";

         sleep 5;
        _objectID = _plant getVariable["ObjectID","0"];
        _objectUID = _plant getVariable["ObjectUID","0"];
        deleteVehicle _plant;
        [_objectID,_objectUID] call server_deleteObj;
        deleteVehicle _plant;

         player switchMove "AinvPknlMstpSnonWrflDnon_medic1";
        
        [format["<t size='0.70' color='#FFCC00'>>You collect some vegetables Press C</t>"],0,0,2,2] spawn BIS_fnc_dynamicText;

        player addMagazine "FoodCanCurgon";
};

 

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9 hours ago, juandayz said:

mmm maybe i cant understand you but if u wanna delete some objet from db i use it :

  Reveal hidden contents

private ["_playerPos","_nearRestr","_delobj","_objectID","_objectUID"];

 


_playerPos = getPosATL player;
_nearRestr = count nearestObjects [_playerPos, [" fiberplant"], 5] > 0;

player playActionNow "Medic";
[player,"repair",0,false,10] call dayz_zombieSpeak;
[player,10,true,(getPosATL player)] spawn player_alertZombies;
sleep 2;
_delobj = nearestObject [player, "fiberplant"];

_objectID = _delobj getVariable["ObjectID","0"];
_objectUID = _delobj getVariable["ObjectUID","0"];
deleteVehicle _delobj;
[_objectID,_objectUID] call server_deleteObj;
deleteVehicle _delobj;
PVDZE_obj_Delete = [_objectID,_objectUID,_delobj];
publicVariableServer "PVDZE_obj_Delete";
titleText ["Fiberplat was removed", "PLAIN DOWN"];titleFadeOut 5;

or for example i use it to collect vegetables: (see lines in black)

  Reveal hidden contents

private ["_inventory","_hasMachete","_brokemachete","_plant","_objectID","_objectUID"];

_inventory = items player;
_hasMachete =     "ItemMachete" in _inventory;
_brokemachete = round(random 10);
_plant = nearestObject [player, "MAP_c_fern"];


if !(_hasMachete) exitWith {
    cutText [format["Needs ItemMachete in your toolbelt"], "PLAIN DOWN"];
};
 
 
if (_hasMachete) then {
if (_brokemachete < 3) exitWith {
    player removeWeapon "ItemMachete";
        cutText [format["%1, broke your Machete :(",name player], "PLAIN DOWN"];
    };
 
         player playMove "AinvPknlMstpSnonWrflDnon_medic1";

         sleep 5;
        _objectID = _plant getVariable["ObjectID","0"];
        _objectUID = _plant getVariable["ObjectUID","0"];
        deleteVehicle _plant;
        [_objectID,_objectUID] call server_deleteObj;
        deleteVehicle _plant;

         player switchMove "AinvPknlMstpSnonWrflDnon_medic1";
        
        [format["<t size='0.70' color='#FFCC00'>>You collect some vegetables Press C</t>"],0,0,2,2] spawn BIS_fnc_dynamicText;

        player addMagazine "FoodCanCurgon";
};

 

Thanks a lot man. Tested it this morning and it worked like a charm :) 

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  • 3 months later...
4 minutes ago, icomrade said:

You need all of the x86 packages found on this page (not sure specifically which ones, so just install them all :P) https://support.microsoft.com/en-us/kb/2977003

yup i know.. i have 2005/2008/2010/2012/2013... i think i need update my windows cuz visual c++ 2015 cannot be installed. drop the famous "unespecified error".

tnks anyway :)

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17 minutes ago, juandayz said:

yup i know.. i have 2005/2008/2010/2012/2013... i think i need update my windows cuz visual c++ 2015 cannot be installed. drop the famous "unespecified error".

tnks anyway :)

yes.. update my windows fix the "unespecified error" when i was trying to install visual c++ 2015--- so if any other guy have the same issue.. just go to cntrol pane-windows update.

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28 minutes ago, sercanatici said:

Hey, guys

i have installed deploy bike script on my server epoch v1.0.6 and it is working 99% The only issue iam having is you dont get the pack menu while scrolling?

Hey, it's working fine on my server so I guess you need to go over your script again and check everything. 

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4 hours ago, salival said:

Hey, it's working fine on my server so I guess you need to go over your script again and check everything. 

I have simply copy pasted the files to my mpmission, and added

call compile preprocessFileLineNumbers "addons\bike\init.sqf";

directly under

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";

 

so it looks like this:

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
progressLoadingScreen 0.05;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
call compile preprocessFileLineNumbers "overwrites\click_actions\init.sqf";
progressLoadingScreen 0.2;

 

 

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maybe @LunatikCH  you will need a custom compiles.sqf to made the call for ui_Selectslot.sqf located in mod folder...

for example:

1-go to your init.sqf and find compiles.sqf

line must be changed by:

call compile preprocessFileLineNumbers "custom\compiles.sqf";

2- open: @epoch\ dayz_code.pbo\init\ and drop the compiles.sqf into  mpmissions\yourinstance\custom\

open this new custom compiles and find this line:

 

  player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";

change by:

player_selectSlot =	 compile preprocessFileLineNumbers "overwrites\click_actions\ui_selectSlot.sqf";

 

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1 hour ago, juandayz said:

maybe @LunatikCH  you will need a custom compiles.sqf to made the call for ui_Selectslot.sqf located in mod folder...

for example:

1-go to your init.sqf and find compiles.sqf

line must be changed by:


call compile preprocessFileLineNumbers "custom\compiles.sqf";

2- open: @epoch\ dayz_code.pbo\init\ and drop the compiles.sqf into  mpmissions\yourinstance\custom\

open this new custom compiles and find this line:

 


  player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";

change by:


player_selectSlot =	 compile preprocessFileLineNumbers "overwrites\click_actions\ui_selectSlot.sqf";

 

Ay bro, i had this running for ages, just needed an update for the new 106 stuff for it to work but thanks

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40 minutes ago, LunatikCH said:

Yeah it works perfectly fine if you dont need database saving ;) For database saving a few changes in player_deploy are needed

think the player_deploy was an adaptation of the old Player_build.sqf...  now in 1.6 i guess is the modular_build.sqf..  so you can try merge player_deploy with modular_build

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