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[Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building!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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Hey guys new here and having some issues with deploy anything, my issues is i'm trying to use it to deploy a Heli pad and Garage for the virtual garage mod but the garage is not saving to the data base it will deploy and build but not stay after restart  because of this ( _donotusekey line 9 of server_publishVehicle2). i'm at a loss, been trying for 3 days to get one of the virtual garage scripts to work but its beyond my capabilities. any help or guidance would be much appreciated   

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47 minutes ago, jimmy565 said:

Hey guys new here and having some issues with deploy anything, my issues is i'm trying to use it to deploy a Heli pad and Garage for the virtual garage mod but the garage is not saving to the data base it will deploy and build but not stay after restart  because of this ( _donotusekey line 9 of server_publishVehicle2). i'm at a loss, been trying for 3 days to get one of the virtual garage scripts to work but its beyond my capabilities. any help or guidance would be much appreciated   

maybe u need to use:


                                publicVariableServer "PVDZ_obj_Publish";

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Both downloads for this still have the short build distances for the build bike and build mozzie, which allows you to get on the vehicle before placing it and then getting teleported out in the ocean when you hit space  to drop it.  Using 6 for the bike and 8 for the mozzie fixes this.    config.sqf

OLD -  ["ItemToolbox",[0,2,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"],

New -  ["ItemToolbox",[0,6,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"],

OLD - ["ItemToolbox",[0,5,2],7,0.1,true,true,false,true,false,true,true,["CSJ_GyroC"],[],["PartVRotor","PartEngine","PartFueltank"],"true"],

New - ["ItemToolbox",[0,8,2],7,0.1,true,true,false,true,false,true,true,["CSJ_GyroC"],[],["PartVRotor","PartEngine","PartFueltank"],"true"],

It would be helpful to future down loaders if these could be updated in the files.

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On 12/14/2016 at 3:54 PM, Jim90 said:

Both downloads for this still have the short build distances for the build bike and build mozzie, which allows you to get on the vehicle before placing it and then getting teleported out in the ocean when you hit space  to drop it.  Using 6 for the bike and 8 for the mozzie fixes this.    config.sqf

OLD -  ["ItemToolbox",[0,2,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"],

New -  ["ItemToolbox",[0,6,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"],

OLD - ["ItemToolbox",[0,5,2],7,0.1,true,true,false,true,false,true,true,["CSJ_GyroC"],[],["PartVRotor","PartEngine","PartFueltank"],"true"],

New - ["ItemToolbox",[0,8,2],7,0.1,true,true,false,true,false,true,true,["CSJ_GyroC"],[],["PartVRotor","PartEngine","PartFueltank"],"true"],

It would be helpful to future down loaders if these could be updated in the files.

Added these ranges in as the default.

Thank you!

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  • 2 weeks later...
1 hour ago, Brody said:

some people might not know so better just tell then him needing to explain it all the time :D

but yeah you are right :D

@Brody my friend.. i think extra_rc and deploy anything can be fully compatable...

Deploy anything have his own.. ui_selectslot.sqf into overwrite folder..and extra_rc.hpp uses his own.. but if u merge this two..

using the ui_selectslot,sqf from deployanything  must be work.

Spoiler

   
    //### BEGIN MODIFIED CODE: extra click actions
    {
        private["_classname","_text","_execute","_condition"];
        _classname   = _x select 0;
        _text        = _x select 1;
        _execute     = _x select 2;
        _condition   = _x select 3;
        // if the clicked item matches, then assign the script call and display text
        if(_item == _classname && (call compile _condition)) then {
            _menu = _parent displayCtrl (1600 + _numActions);
            _menu ctrlShow true;
            _height = _height + (0.025 * safezoneH);
            uiNamespace setVariable ['uiControl', _control];
            _menu ctrlSetText _text;
            _menu ctrlSetEventHandler ["ButtonClick",_execute];
            _numActions = _numActions + 1;
        };
    } forEach DZE_CLICK_ACTIONS;
    //### END MODIFIED CODE: extra click actions

    
    //EXTRA_RC
    
    _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item);
    _erc_numActions = (count _erc_cfgActions);
    if (isClass _erc_cfgActions) then {
     for "_j" from 0 to (_erc_numActions - 1) do
     {
       _menu =  _parent displayCtrl (1600 + _j + _numActions);
       _menu ctrlShow true;
       _config =  (_erc_cfgActions select _j);
       _text =  getText (_config >> "text");
       _script =  getText (_config >> "script");
       _height = _height + (0.025 * safezoneH);
       uiNamespace setVariable ['uiControl', _control];
       _menu ctrlSetText _text;
       _menu ctrlSetEventHandler ["ButtonClick",_script];
      };
   };
    //EXTRA_RC

    
    
    _pos set [3,_height];

 

 

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Had a player complain he couldn't build a bike on his own plot earlier. I tried and got the same, but I have built several bikes and a mozzie on my plot previously.   We used to have this issue on my old server before we had P4L installed, and if you died and didn't replace your plot, you couldn't build bikes or buildables as expected  

P4L is enabled on this 1.0.6 server so confused as to why it thinks we don't own the plot. Even stranger is the need for a plot in the deploy config is off, so you should be able to deploy anywhere. 

Anyone have any ideas? 

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18 hours ago, juandayz said:

@Brody my friend.. i think extra_rc and deploy anything can be fully compatable...

Deploy anything have his own.. ui_selectslot.sqf into overwrite folder..and extra_rc.hpp uses his own.. but if u merge this two..

using the ui_selectslot,sqf from deployanything  must be work.

  Reveal hidden contents

   
    //### BEGIN MODIFIED CODE: extra click actions
    {
        private["_classname","_text","_execute","_condition"];
        _classname   = _x select 0;
        _text        = _x select 1;
        _execute     = _x select 2;
        _condition   = _x select 3;
        // if the clicked item matches, then assign the script call and display text
        if(_item == _classname && (call compile _condition)) then {
            _menu = _parent displayCtrl (1600 + _numActions);
            _menu ctrlShow true;
            _height = _height + (0.025 * safezoneH);
            uiNamespace setVariable ['uiControl', _control];
            _menu ctrlSetText _text;
            _menu ctrlSetEventHandler ["ButtonClick",_execute];
            _numActions = _numActions + 1;
        };
    } forEach DZE_CLICK_ACTIONS;
    //### END MODIFIED CODE: extra click actions

    
    //EXTRA_RC
    
    _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item);
    _erc_numActions = (count _erc_cfgActions);
    if (isClass _erc_cfgActions) then {
     for "_j" from 0 to (_erc_numActions - 1) do
     {
       _menu =  _parent displayCtrl (1600 + _j + _numActions);
       _menu ctrlShow true;
       _config =  (_erc_cfgActions select _j);
       _text =  getText (_config >> "text");
       _script =  getText (_config >> "script");
       _height = _height + (0.025 * safezoneH);
       uiNamespace setVariable ['uiControl', _control];
       _menu ctrlSetText _text;
       _menu ctrlSetEventHandler ["ButtonClick",_script];
      };
   };
    //EXTRA_RC

    
    
    _pos set [3,_height];

 

 

how would i merge ?? never done that because im pretty new to this script world (copy paste really :D)

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19 hours ago, juandayz said:

@Brody my friend.. i think extra_rc and deploy anything can be fully compatable...

Deploy anything have his own.. ui_selectslot.sqf into overwrite folder..and extra_rc.hpp uses his own.. but if u merge this two..

using the ui_selectslot,sqf from deployanything  must be work.

  Reveal hidden contents

   
    //### BEGIN MODIFIED CODE: extra click actions
    {
        private["_classname","_text","_execute","_condition"];
        _classname   = _x select 0;
        _text        = _x select 1;
        _execute     = _x select 2;
        _condition   = _x select 3;
        // if the clicked item matches, then assign the script call and display text
        if(_item == _classname && (call compile _condition)) then {
            _menu = _parent displayCtrl (1600 + _numActions);
            _menu ctrlShow true;
            _height = _height + (0.025 * safezoneH);
            uiNamespace setVariable ['uiControl', _control];
            _menu ctrlSetText _text;
            _menu ctrlSetEventHandler ["ButtonClick",_execute];
            _numActions = _numActions + 1;
        };
    } forEach DZE_CLICK_ACTIONS;
    //### END MODIFIED CODE: extra click actions

    
    //EXTRA_RC
    
    _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item);
    _erc_numActions = (count _erc_cfgActions);
    if (isClass _erc_cfgActions) then {
     for "_j" from 0 to (_erc_numActions - 1) do
     {
       _menu =  _parent displayCtrl (1600 + _j + _numActions);
       _menu ctrlShow true;
       _config =  (_erc_cfgActions select _j);
       _text =  getText (_config >> "text");
       _script =  getText (_config >> "script");
       _height = _height + (0.025 * safezoneH);
       uiNamespace setVariable ['uiControl', _control];
       _menu ctrlSetText _text;
       _menu ctrlSetEventHandler ["ButtonClick",_script];
      };
   };
    //EXTRA_RC

    
    
    _pos set [3,_height];

 

 

like this ??

 

class packbike {
            text = "packBike";
            script = "execVM 'addons\bike\pack.sqf'";

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53 minutes ago, Brody said:

like this ??

 

class packbike {
            text = "packBike";
            script = "execVM 'addons\bike\pack.sqf'";

thers no sense use extra_rc to deploy a bike if u already have it writed in deployanything.. i was saying.. u can use the two mods at same time.. one for some things and the other for other things.  for example you can use the extra_rc.hpp with set view and deploy anything to deploy objects...

 

Quote

how would i merge ?? never done that because im pretty new to this script world (copy paste really :D)

 

ui_selectslot.sqf

Spoiler

   
    //### BEGIN MODIFIED CODE: extra click actions
    {
        private["_classname","_text","_execute","_condition"];
        _classname   = _x select 0;
        _text        = _x select 1;
        _execute     = _x select 2;
        _condition   = _x select 3;
        // if the clicked item matches, then assign the script call and display text
        if(_item == _classname && (call compile _condition)) then {
            _menu = _parent displayCtrl (1600 + _numActions);
            _menu ctrlShow true;
            _height = _height + (0.025 * safezoneH);
            uiNamespace setVariable ['uiControl', _control];
            _menu ctrlSetText _text;
            _menu ctrlSetEventHandler ["ButtonClick",_execute];
            _numActions = _numActions + 1;
        };
    } forEach DZE_CLICK_ACTIONS;
    //### END MODIFIED CODE: extra click actions

    
    //EXTRA_RC
    
    _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item);
    _erc_numActions = (count _erc_cfgActions);
    if (isClass _erc_cfgActions) then {
     for "_j" from 0 to (_erc_numActions - 1) do
     {
       _menu =  _parent displayCtrl (1600 + _j + _numActions);
       _menu ctrlShow true;
       _config =  (_erc_cfgActions select _j);
       _text =  getText (_config >> "text");
       _script =  getText (_config >> "script");
       _height = _height + (0.025 * safezoneH);
       uiNamespace setVariable ['uiControl', _control];
       _menu ctrlSetText _text;
       _menu ctrlSetEventHandler ["ButtonClick",_script];
      };
   };
    //EXTRA_RC

    
    
    _pos set [3,_height];

 

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Just now, juandayz said:

thers no sense use extra_rc to deploy a bike if u already have it writed in deployanything.. i was saying.. u can use the two mods at same time.. one for some things and the other for other things.  for example you can use the extra_rc.hpp with set view and deploy anything to deploy objects...

oke

 

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1 hour ago, juandayz said:

thers no sense use extra_rc to deploy a bike if u already have it writed in deployanything.. i was saying.. u can use the two mods at same time.. one for some things and the other for other things.  for example you can use the extra_rc.hpp with set view and deploy anything to deploy objects...

 

 

ui_selectslot.sqf

  Reveal hidden contents

   
    //### BEGIN MODIFIED CODE: extra click actions
    {
        private["_classname","_text","_execute","_condition"];
        _classname   = _x select 0;
        _text        = _x select 1;
        _execute     = _x select 2;
        _condition   = _x select 3;
        // if the clicked item matches, then assign the script call and display text
        if(_item == _classname && (call compile _condition)) then {
            _menu = _parent displayCtrl (1600 + _numActions);
            _menu ctrlShow true;
            _height = _height + (0.025 * safezoneH);
            uiNamespace setVariable ['uiControl', _control];
            _menu ctrlSetText _text;
            _menu ctrlSetEventHandler ["ButtonClick",_execute];
            _numActions = _numActions + 1;
        };
    } forEach DZE_CLICK_ACTIONS;
    //### END MODIFIED CODE: extra click actions

    
    //EXTRA_RC
    
    _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item);
    _erc_numActions = (count _erc_cfgActions);
    if (isClass _erc_cfgActions) then {
     for "_j" from 0 to (_erc_numActions - 1) do
     {
       _menu =  _parent displayCtrl (1600 + _j + _numActions);
       _menu ctrlShow true;
       _config =  (_erc_cfgActions select _j);
       _text =  getText (_config >> "text");
       _script =  getText (_config >> "script");
       _height = _height + (0.025 * safezoneH);
       uiNamespace setVariable ['uiControl', _control];
       _menu ctrlSetText _text;
       _menu ctrlSetEventHandler ["ButtonClick",_script];
      };
   };
    //EXTRA_RC

    
    
    _pos set [3,_height];

 

Deploy anything has a dependency called click actions, click actions does exactly the same as extra_rc.hpp but better (i.e it's completely modular and can allow humanity based clicks)

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1 minute ago, salival said:

Deploy anything has a dependency called click actions, click actions does exactly the same as extra_rc.hpp but better (i.e it's completely modular and can allow humanity based clicks)

Anyway i prefer use the extra_rc.hpp structure to execute scripts. Dont ask me why..i just like it more.

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8 hours ago, lwbuk said:

Had a player complain he couldn't build a bike on his own plot earlier. I tried and got the same, but I have built several bikes and a mozzie on my plot previously.   We used to have this issue on my old server before we had P4L installed, and if you died and didn't replace your plot, you couldn't build bikes or buildables as expected  

P4L is enabled on this 1.0.6 server so confused as to why it thinks we don't own the plot. Even stranger is the need for a plot in the deploy config is off, so you should be able to deploy anywhere. 

Anyone have any ideas? 

I think this mod only goes by character ID, it doesn't care about p4l or even know about it

From memory I removed the plot requirement to fix this issue for my own copy

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On 1/4/2017 at 0:38 PM, salival said:

I think this mod only goes by character ID, it doesn't care about p4l or even know about it

From memory I removed the plot requirement to fix this issue for my own copy

@mudzereli @salival

Is there anyway to get the script to detect the plot for life owners? I use this script to deploy many things like tall metal ladders, wood benches and shelves, mansions, etc. And it is annoying to have to replace a plot pole to be able to deploy. I still want protection on the plot from outsiders, so I can not just remove the plot requirement. Any suggestions?

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  • 2 weeks later...

 

Is there a way to add right click view distance to binoculars and rangfinder using this mod?

 

 

 

 

 

 

 

On 2014-07-01 at 2:01 PM, mudzereli said:

DEPLOYABLE BIKE 2.8.2

all of this information is available in an easier-to-read format on github pages>>

version 2.8.2 updates the code to work with Epoch Mod 1.0.6. Thanks @ebaydayz!

version 2.8.1 should hopefully fix the long-standing non-moving-bike problem! Thanks @SchwEde!

FYI: 2.8.0 adds the _condition and _ammo parameters to the config array so you will need to add a value for these parameter in each record of the DZE_DEPLOYABLES_CONFIG array in the appropriate spot if you are upgrading from 2.6

 

Out of the box, it adds a deployable bike with a right click action on a toolbox and a couple other neat deployables.

Really, it can be used to deploy just about anything. See the configuration section below.

For some samples of what it can do, check out this gallery on imgur

 

Installation

  1. download the files
  2. extract the addons and overwrites folder from the downloaded zip file into your mission file root
  3. find this line in your mission file init.sqf (warning: if you have a custom compiles file, find that line instead of the one below!)
    • call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
  4. place this line directly after the line you found
    • call compile preprocessFileLineNumbers "addons\bike\init.sqf";
  5. edit addons\bike\config.sqf to change some options or add different deployables (see configuration section for more info)

Warning:

  • due to the way the way arma handles numbers and the way addon is coded, using the save-to-database option may not allow you to re-pack some objects if you have Character ID's over 500,000 (which I don't think will be an issue for 99.99% of people).

 

Adding Your Own Custom Actions

If you use another right click method like extra_rc.hpp and want to switch to my method, see my click actions configuration github page.

The click actions script is included in the deploy script as part of the core, so you don't need to download anything, just follow the instructions for adding your own actions.

* note: before attempting to troubleshoot issues with adding your own actions, make sure you are using the most recent version of the addon.

 

Configuration

This addon is highly configurable, you can deploy just about anything, not just bikes.

open addons\bike\config.sqf and edit the array to add your own deployables.

 

DZE_DEPLOYABLES_CONFIG format -- (note no comma after last array entry)


DZE_DEPLOYABLES_CONFIG = [
    [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts],
    [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts],
    [...more stuff here...]
];

DZE_DEPLOYABLES_CONFIG array values (view on github to read easier):


 parameter    | description                                                         |  type  | example
--------------|---------------------------------------------------------------------|--------|--------
_clickItem    | class name of the item to click on                                  | string | "ItemToolbox"
_deployOffset | [_side,_front,_up] array to offset the deployable when buiding      | array  | [0,2,1]
_packDistance | how close does the packer need to be to pack the object?            | number | 5
_damageLimit  | item can't be repacked if damage is > this. (-1 = no re-packing)    | number | 0.1
_packAny      | can anyone repack the deployable?                                   | bool   | false
_cargo        | clear the cargo of the deployable?                                  | bool   | false
_ammo         | should vehicle ammo be cleared? (does not persist through restart)  | bool   | true
_hive         | write deployable to database?                                       | bool   | false
_plot         | require a plot from the owner to build the deployable?              | bool   | false
_simulation   | enable simulation (movement/damage) for the object? (true for cars) | bool   | true
_road         | enable road building for this object?                               | bool   | true
_deployables  | array of class names that can be deployed with this method          | array  | ["MMT_Civ"]
_near         | array of items required nearby to build (workshop/fire/fueltank)    | array  | []
_parts        | array of parts required to build (will be taken from player)        | array  | ["ItemToolbox"]
_condition    | string of code to evaluate to determine whether action is shown     | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}"

DZE_DEPLOYABLE_NAME_MAP array -- allows you to rename the deployable (on the right click/messages)

format (note no comma after last array entry)


 DZE_DEPLOYABLE_NAME_MAP = [
     [_class,_name],
     [_class,_name],
     [... more ...]
 ];

 array parameters


parameter     | description                                                         |  type  | example
--------------|---------------------------------------------------------------------|--------|--------
_class        | class name of the item you want to replace the name of              | string | "Notebook"
_name         | new name to display when right clicking                             | string | "Macbook Pro"

Change Log


version | change
--------|-------
 2.8.2  | updates for 1.0.6! Thanks @ebaydayz!
 2.8.1  | fix from SchwEde that should fix bike not moving. Thanks @SchwEde!
 2.8.0  | option to clear vehicle ammo
 2.7.1  | better exit reasons
 2.7.0  | option to add condition for showing action in config
 2.6.1  | fix for unrideable bikes
 2.6.0  | road building options, deployable name mapping
 2.5.1  | fix a bug where preview items would sometimes disappear
 2.5.0  | now uses a modified epoch building system to deploy the objects
 2.4.3  | better click actions build conflict detection
 2.4.2  | updated for new click actions handler build
 2.4.1  | fixed deployables spawning in locked after restart
 2.4.0  | multi-part deployables. yay!
 2.3.1  | big fix on packing temp objects
 2.3.0  | optional saving to database with post-restart memory of deployed items (see warning below about this)
        | configurable damage limits on re-packing
        | admin list for packing/deploying instantly & being able to remove all deployables
 2.2.1  | positioning fix for deployed items
 2.2.0  | option for clearing cargo of spawned items
 2.1.0  | change way dependency call is made, only one line needed in init.sqf now for setup
 2.0.0  | major update, allow multiple deployables, pretty much any class
 1.1.0  | configuration options / code optimization
 1.0.0  | release

Issues/FAQ

1) people are getting kicked for createvehicle restriction when building a stone wall

open your battleye filter createvehicle.txt and change this line


5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview"

to this:


5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1"

2) I am using "A Plot For Life" and this is not working!

 

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