Saije Posted January 28, 2017 Report Share Posted January 28, 2017 Cool yeah. found this in the comments too. just starting up the server to make sure that worked. Spoiler On 2014-07-15 at 6:35 AM, calamity said: should this go in the overwrites\click_actions\config (not working here) or the addons\bike\ config you should be able to place those lines in the click actions config after the initial array. if you want them inside the array you need to use this format : DZE_CLICK_ACTIONS = [ ["Binocular_Vector","View Distance:","systemChat('Change View Distance Locally. Click on one of the distance options');","true"], ["Binocular_Vector","400 Meters","setViewDistance 400; systemChat('ViewDistance: 400'); systemChat('Warning: Higher the view distance Lower the FPS');","true Link to comment Share on other sites More sharing options...
Saije Posted January 28, 2017 Report Share Posted January 28, 2017 Nope, server didnt like that... just a loading screen with in game sounds.... man scripting is a pain. just started last week. Link to comment Share on other sites More sharing options...
Saije Posted January 28, 2017 Report Share Posted January 28, 2017 got it all working, except i dont get the scroll menu option to pack any of the deploy-ables. and right click does not work for veiw distance... fuck this is a pain in the ass getting working proper., Link to comment Share on other sites More sharing options...
Saije Posted January 28, 2017 Report Share Posted January 28, 2017 Got the veiw distance working perfectly. however Cannot get deployed vehicles to show the scroll option to pack... please anyone know ? Spoiler On 2014-07-15 at 6:35 AM, calamity said: DZE_CLICK_ACTIONS = [ ["Binocular_Vector","View Distance:","systemChat('Change View Distance Locally. Click on one of the distance options');","true"], ["Binocular_Vector","400 Meters","setViewDistance 400; systemChat('ViewDistance: 400'); systemChat('Warning: Higher the view distance Lower the FPS');","true Link to comment Share on other sites More sharing options...
kingpapawawa Posted January 29, 2017 Report Share Posted January 29, 2017 heres mine works fine DZE_CLICK_ACTIONS = [ ["Binocular_Vector","3000 Meters","setViewDistance 3000; systemChat('ViewDistance: 3000');","true"], ["Binocular_Vector","2500 Meters","setViewDistance 2500; systemChat('ViewDistance: 2500');","true"], ["Binocular_Vector","2000 Meters","setViewDistance 2000; systemChat('ViewDistance: 2000');","true"], ["Binocular_Vector","1500 Meters","setViewDistance 1500; systemChat('ViewDistance: 1500');","true"], ["Binocular_Vector","1000 Meters","setViewDistance 1000; systemChat('ViewDistance: 1000');","true"], ["Binocular_Vector","750 Meters","setViewDistance 750; systemChat('ViewDistance: 750');","true"], ["Binocular_Vector","500 Meters","setViewDistance 500; systemChat('ViewDistance: 500');","true"] ]; Link to comment Share on other sites More sharing options...
Thoron Posted January 30, 2017 Report Share Posted January 30, 2017 I have a issue with teleporting players to 0,0,0 triggers: when you pack a bike and someone jumps on it while you are packing when you are deploying and get and use the option to "get in" a seat and deploying get canceled because you moved to far. i tryed to add something like this: { _x action ["Eject", car]; } forEach crew car; but didn't work for me. Can anyone fix this? Link to comment Share on other sites More sharing options...
Saije Posted January 30, 2017 Report Share Posted January 30, 2017 I still couldn't get the pack option to show in the scroll wheel. Link to comment Share on other sites More sharing options...
looter809 Posted January 31, 2017 Report Share Posted January 31, 2017 On 1/9/2017 at 1:45 PM, looter809 said: @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? Anyone? Link to comment Share on other sites More sharing options...
looter809 Posted January 31, 2017 Report Share Posted January 31, 2017 The player_deploy.sqf is needing some updating for 1.0.6 because it does not keep the owner after they die and does not let plot friends build on the plot pole. I can not figure this out for the life of me. Line 190 (or so) of player_deploy.sqf has the part that needs the fixing. It seems that maybe the problem is CharacterID being called instead of PlayerUID? If anyone can please help me save the owner after they die and the owner's friends, I would greatly appreciate some help. Link to comment Share on other sites More sharing options...
salival Posted January 31, 2017 Report Share Posted January 31, 2017 2 hours ago, looter809 said: Anyone? I am happy to look at this but i've just been so busy with work, it's on my list of things to do though if you don't mind waiting Link to comment Share on other sites More sharing options...
looter809 Posted January 31, 2017 Report Share Posted January 31, 2017 alright, thanks salival Link to comment Share on other sites More sharing options...
looter809 Posted February 2, 2017 Report Share Posted February 2, 2017 @salival It seems like it would be a simple fix but I just don't know all of the variables for Epoch very well. In player_build.sqf, I think it's // Allow building of plot if(_requireplot == 0 || _isLandFireDZ) then { _canBuildOnPlot = true; } else { _exitWith = (localize "STR_EPOCH_PLAYER_135"); }; } else { // Since there are plots nearby we check for ownership && then for friend status // check nearby plots ownership && then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable ["CharacterID","0"]; // diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID]; // check if friendly to owner if(dayz_characterID == _ownerID) then { //Keep ownership // owner can build anything within his plot except other plots if(!_isPole) then { _canBuildOnPlot = true; } else { _exitWith = "You can't build a plot within your plot!"; }; } else { // disallow building plot if(!_isPole) then { _friendlies = player getVariable ["friendlyTo",[]]; //TRY plotfriends "friendlyTo" // check if friendly to owner if(_ownerID in _friendlies) then { _canBuildOnPlot = true; } else { _exitWith = "You can't build on someone else's plot!"; }; }; }; }; Maybe the "CharacterID" is the reason why this happens. CharacterID is only a 1 use slot, meaning when you die you have a new CharacterID. If this were PlayerUID somehow (I don't know the variable), then maybe this would work after death. Just a thought. I may be wrong here. As you can see, I wrote "//Try plotfriends instead of friendlyTo" after friendlies, that could be the other issue. I tried implementing both of those theories but did not have good luck or did it wrong. Link to comment Share on other sites More sharing options...
salival Posted February 5, 2017 Report Share Posted February 5, 2017 @looter809 @mudzereli https://github.com/oiad/DayZEpochDeployableBike is a link to the changes I have done to my version to get the plot checking working for 1.0.6, I also removed a lot of the bloat and fixed the issue of players getting onto the deployable before it's built (locking it is the best way) I also changed the order of the deployables array to match the config version since that made sense. looter809 1 Link to comment Share on other sites More sharing options...
dayz noob Posted February 6, 2017 Report Share Posted February 6, 2017 23 hours ago, salival said: @looter809 @mudzereli https://github.com/oiad/DayZEpochDeployableBike is a link to the changes I have done to my version to get the plot checking working for 1.0.6, I also removed a lot of the bloat and fixed the issue of players getting onto the deployable before it's built (locking it is the best way) I also changed the order of the deployables array to match the config version since that made sense. i used these files and get constant spam on screen when trying to deploy a mozzie , maybe i installed wrong ? Link to comment Share on other sites More sharing options...
salival Posted February 6, 2017 Report Share Posted February 6, 2017 16 minutes ago, dayz noob said: i used these files and get constant spam on screen when trying to deploy a mozzie , maybe i installed wrong ? If you post your client .RPT I can have a look. Link to comment Share on other sites More sharing options...
dayz noob Posted February 6, 2017 Report Share Posted February 6, 2017 3 minutes ago, salival said: If you post your client .RPT I can have a look. my client rpt just has this line for this script File mpmissions\__CUR_MP.Chernarus\addons\bike\player_deploy.sqf, line 342 quick edit also Error Undefined variable in expression: _finished File mpmissions\__CUR_MP.Chernarus\addons\bike\player_deploy.sqf, line 376 (think this might be the 1) Link to comment Share on other sites More sharing options...
salival Posted February 6, 2017 Report Share Posted February 6, 2017 3 minutes ago, dayz noob said: my client rpt just has this line for this script File mpmissions\__CUR_MP.Chernarus\addons\bike\player_deploy.sqf, line 342 quick edit also Error Undefined variable in expression: _finished File mpmissions\__CUR_MP.Chernarus\addons\bike\player_deploy.sqf, line 376 (think this might be the 1) thats my mistake, on line 342 change SK_Admins to DZE_DEPLOYABLE_ADMINS https://github.com/oiad/DayZEpochDeployableBike/blob/master/addons/bike/player_deploy.sqf#L342 https://github.com/oiad/DayZEpochDeployableBike/commit/0d29f53b0044b3e4b292d5e4deeb5c84cacc0b2d Link to comment Share on other sites More sharing options...
dayz noob Posted February 6, 2017 Report Share Posted February 6, 2017 8 minutes ago, salival said: thats my mistake, on line 342 change SK_Admins to DZE_DEPLOYABLE_ADMINS https://github.com/oiad/DayZEpochDeployableBike/blob/master/addons/bike/player_deploy.sqf#L342 https://github.com/oiad/DayZEpochDeployableBike/commit/0d29f53b0044b3e4b292d5e4deeb5c84cacc0b2d thanks for that fix, but i think it is maybe error on line 376 that is stopping it from building i stand corrected the errors have now gone after your fix also i had to change the call lines as i had my files in the same folders as the original scripts, that might help others using it as well great work and thank you for a very quick reply Link to comment Share on other sites More sharing options...
salival Posted February 6, 2017 Report Share Posted February 6, 2017 1 hour ago, dayz noob said: thanks for that fix, but i think it is maybe error on line 376 that is stopping it from building i stand corrected the errors have now gone after your fix also i had to change the call lines as i had my files in the same folders as the original scripts, that might help others using it as well great work and thank you for a very quick reply Yeah, it had one of my variables I use for admins in there that I forgot to change back. When scripts error they can break a lot of things down the track. I also pushed a change to change the repo back to the original directory file structure just to make it easier like you said. https://github.com/oiad/DayZEpochDeployableBike/commit/1516a6341765dbc29076489a3dda524799f7a39a Cheers. Link to comment Share on other sites More sharing options...
Casual_Jeff Posted February 12, 2017 Report Share Posted February 12, 2017 Hi everyone, I have a small question on this amazing script, is there a way to repack objects not created by the script? The scroll menu doesn't appear on spawned vehicle. Thx for your help :) Link to comment Share on other sites More sharing options...
Bricktop Posted March 4, 2017 Report Share Posted March 4, 2017 Great script - So many options! I made a couple name changes on one line and now we can deploy and repack static weapons anywhere! - in addons\bike\config.sqf //Right click on ruby to deploy static weapon or vehicles - Not Perm - Can repack (Use your own codes or these) ["ItemRuby",[0,5,2],7,0.1,true,true,true,true,false,true,true,["M2StaticMG","KORD","DSHKM_Ins","UH1Y_DZ","MH6J_DZ","ArmoredSUV_PMC_DZE"],[],["ItemRuby"],"true"], =========================== A few edits to this line and now we can also deploy a temporary shelter anywhere. //Right click on toolbox to deploy a large tent (2 poles + 1 canvas required) ["ItemToolbox",[0,6,0],5,-1,false,true,false,true,false,false,false,["CampEast","Camp_EP1"],[],["ItemCanvas","ItemPole","ItemPole"],"true"], So simple Thank you very much for this I will spend hours creating recipes ... Link to comment Share on other sites More sharing options...
SryImAnooB Posted March 12, 2017 Report Share Posted March 12, 2017 Hey i tryed this: ["ItemToolbox","Help Screen","script = createdialog 'hlp_dialog.hpp';","true"] It gives me: Resource hlp_dialog.hpp not found I tryed to adjust the path, but nothing. I searched alot but found no answer, maybe its not possible like that ?! Anyone have an idea? Link to comment Share on other sites More sharing options...
salival Posted March 12, 2017 Report Share Posted March 12, 2017 It doesn't work like that. You would need to use clickactions to do what you want to do (Luckily it's a dependency for deploy anything) Link to comment Share on other sites More sharing options...
SryImAnooB Posted March 12, 2017 Report Share Posted March 12, 2017 Hey, im using click action: // DZE_CLICK_ACTIONS // This is where you register your right-click actions // FORMAT -- (no comma after last array entry) // [_classname,_text,_execute,_condition], // PARAMETERS // _classname : the name of the class to click on // (example = "ItemBloodbag") // _text : the text for the option that is displayed when right clicking on the item // (example = "Self Transfuse") // _execute : compiled code to execute when the option is selected // (example = "execVM 'my\scripts\self_transfuse.sqf';") // _condition : compiled code evaluated to determine whether or not the option is displayed // (example = {true}) // EXAMPLE -- see below for some simple examples DZE_CLICK_ACTIONS = [ ["Binocular_Vector","3000 Meters","setViewDistance 3000; systemChat('ViewDistance: Snipermode');","true"], ["Binocular_Vector","2000 Meters","setViewDistance 2000; systemChat('ViewDistance: Default');","true"], ["Binocular_Vector","750 Meters","setViewDistance 750; systemChat('ViewDistance: Low');","true"], ["ItemToolbox","Help Screen","script = createdialog 'hlp_dialog';","true"] ]; Thanks for your answer, but i fixed it. I named a file wrong -.- Link to comment Share on other sites More sharing options...
CappyZA Posted March 15, 2017 Report Share Posted March 15, 2017 On 12/14/2016 at 4:09 PM, 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 On 12/14/2016 at 4:57 PM, juandayz said: maybe u need to use: publicVariableServer "PVDZ_obj_Publish"; 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 Link to comment Share on other sites More sharing options...
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