creativv Posted February 27, 2016 Report Share Posted February 27, 2016 On 8-11-2015 at 0:36 AM, ElDubya said: I tried it as well, and failed miserably. i added the F function and vectors succesfully Link to comment Share on other sites More sharing options...
salival Posted April 16, 2016 Report Share Posted April 16, 2016 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. Link to comment Share on other sites More sharing options...
salival Posted May 14, 2016 Report Share Posted May 14, 2016 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 Link to comment Share on other sites More sharing options...
SideShowFreak Posted June 6, 2016 Report Share Posted June 6, 2016 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: Link to comment Share on other sites More sharing options...
THEbookie Posted August 4, 2016 Report Share Posted August 4, 2016 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 Link to comment Share on other sites More sharing options...
juandayz Posted August 4, 2016 Report Share Posted August 4, 2016 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"; }; Link to comment Share on other sites More sharing options...
THEbookie Posted August 4, 2016 Report Share Posted August 4, 2016 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 :) Link to comment Share on other sites More sharing options...
juandayz Posted August 4, 2016 Report Share Posted August 4, 2016 1 minute ago, THEbookie said: Thanks a lot man. Tested it this morning and it worked like a charm :) oh nice! glad to see it worked for you ;) Link to comment Share on other sites More sharing options...
LunatikCH Posted December 1, 2016 Report Share Posted December 1, 2016 is someone able to fix this for 106? i tryed myself but after about 8hours i still didnt get it to work Link to comment Share on other sites More sharing options...
juandayz Posted December 2, 2016 Report Share Posted December 2, 2016 6 hours ago, LunatikCH said: is someone able to fix this for 106? i tryed myself but after about 8hours i still didnt get it to work wanna help but im in a fight trying to mount test server1.6 ¬¬ problems with visual c++ Link to comment Share on other sites More sharing options...
icomrade Posted December 2, 2016 Report Share Posted December 2, 2016 10 minutes ago, juandayz said: wanna help but im in a fight trying to mount test server1.6 ¬¬ problems with visual c++ 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 Link to comment Share on other sites More sharing options...
juandayz Posted December 2, 2016 Report Share Posted December 2, 2016 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 :) Link to comment Share on other sites More sharing options...
juandayz Posted December 2, 2016 Report Share Posted December 2, 2016 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. Link to comment Share on other sites More sharing options...
sercanatici Posted December 3, 2016 Report Share Posted December 3, 2016 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? juandayz 1 Link to comment Share on other sites More sharing options...
salival Posted December 3, 2016 Report Share Posted December 3, 2016 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. juandayz 1 Link to comment Share on other sites More sharing options...
sercanatici Posted December 3, 2016 Report Share Posted December 3, 2016 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; Link to comment Share on other sites More sharing options...
juandayz Posted December 3, 2016 Report Share Posted December 3, 2016 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"; Link to comment Share on other sites More sharing options...
LunatikCH Posted December 3, 2016 Report Share Posted December 3, 2016 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 Link to comment Share on other sites More sharing options...
juandayz Posted December 3, 2016 Report Share Posted December 3, 2016 3 minutes ago, LunatikCH said: Ay bro, i had this running for ages, just needed an update for the new 106 stuff for it to work but thanks mmm but the guys above said its works in 1.6 and the steps i give you are for 1.6 Link to comment Share on other sites More sharing options...
LunatikCH Posted December 3, 2016 Report Share Posted December 3, 2016 Yeah it works perfectly fine if you dont need database saving ;) For database saving a few changes in player_deploy are needed Link to comment Share on other sites More sharing options...
juandayz Posted December 3, 2016 Report Share Posted December 3, 2016 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 BigEgg 1 Link to comment Share on other sites More sharing options...
sercanatici Posted December 4, 2016 Report Share Posted December 4, 2016 So you guys can confirm that this script works by just following the steps, No files had to be merge. The thing that i dont understand is, why i am not getting a pack option? Link to comment Share on other sites More sharing options...
juandayz Posted December 4, 2016 Report Share Posted December 4, 2016 no, im not confirm nothing :D lunathick have in right... player_deploy... not use the same base as modular_build. .. bt @salival said he have it working... so i dont know. Link to comment Share on other sites More sharing options...
sercanatici Posted December 4, 2016 Report Share Posted December 4, 2016 14 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. Dude could you share how you did it? Link to comment Share on other sites More sharing options...
mudzereli Posted December 7, 2016 Author Report Share Posted December 7, 2016 I updated the main repository with this pull request (untested). THANK YOU @ebaydayz for updating this for everyone and releasing it. I see that there are new forum sections, not sure if this should be re-posted there now. salival, juandayz, looter809 and 2 others 5 Link to comment Share on other sites More sharing options...
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