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[Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building!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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@CappyZA first at all.. you already try to set the db save in the config.sqf provided by deploy anything?  

for example if u wanna save bikes use true in the red line

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

heres the whole table:

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  On 3/15/2017 at 7:54 PM, juandayz said:

@CappyZA first at all.. you already try to set the db save in the config.sqf provided by deploy anything?  

for example if u wanna save bikes use true in the red line

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

heres the whole table:

  Reveal hidden contents

 

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Correct, did it like that

Example

["ItemRuby",[0,5,2],5,-1,false,true,false,true,true,true,false,["Land_MBG_Garage_Single_D"],[],["ItemRuby"],"true"]

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  On 3/15/2017 at 7:57 PM, CappyZA said:

Correct, did it like that

Example

["ItemRuby",[0,5,2],5,-1,false,true,false,true,true,true,false,["Land_MBG_Garage_Single_D"],[],["ItemRuby"],"true"]

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mmm try to force the save.

open your server_monitor.sqf

and

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if ure cannot get it work,, and you just wanna deploy only this garage then use this base out of deploy anything

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  On 3/15/2017 at 8:24 PM, CappyZA said:

@juandayz Problem is I want to create a couple of deployable items and this script is perfect. That was just one example of what I am deploying. So there is a couple of thing I want to add. Also using it for defining view distance, works perfectly

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ok if is for a lot of deployables then yes, u need it.  youre using it on 1.6 right?

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  On 2/5/2017 at 5:16 AM, 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.

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  On 3/15/2017 at 8:58 PM, salival said:

It's very possible the save to database code is not compatible with 1.0.6.1

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Yeah might be the case, after using the files you posted, it worked excellent with plot 4 life as well. Everything works fine, just the damn DB save that is blowing my mind atm. I am no scripter so I quess I would have to wait for someone to get this working on 1.0.6.1

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I have fixed my save to database issue

 

1. In mission\addons\bike\player_deploy.sqf

Find and delete

PVDZE_veh_Publish2 = [_tmpbuilt,[_dir,_position],(_index call getDeployableClass),true,call fnc_perm_deployable_id];
                        publicVariableServer "PVDZE_veh_Publish2";
                    } else {

 

2. Then in @Dayz_Epoch\addons\dayz_code\init\variables.sqf

Find Dayz_SafeObjects

and add any items you would like to have as a deployable and saved to the database

 

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@CappyZA one doubt

 if u delete it:

PVDZE_veh_Publish2 = [_tmpbuilt,[_dir,_position],(_index call getDeployableClass),true,call fnc_perm_deployable_id];
                        publicVariableServer "PVDZE_veh_Publish2";
                    } else {

the option for some others deploybles to not save in data base still works?

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  On 3/16/2017 at 3:29 PM, juandayz said:

@CappyZA one doubt

 if u delete it:

PVDZE_veh_Publish2 = [_tmpbuilt,[_dir,_position],(_index call getDeployableClass),true,call fnc_perm_deployable_id];
                        publicVariableServer "PVDZE_veh_Publish2";
                    } else {

the option for some others deploybles to not save in data base still works?

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This works 100% for my setup as I do not use any deploayable vehicles that need to save to the DB, only objects :) As long as you add the objects you want to deplay to the SafeObjects

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  On 3/16/2017 at 6:03 PM, CappyZA said:

This works 100% for my setup as I do not use any deploayable vehicles that need to save to the DB, only objects :) As long as you add the objects you want to deplay to the SafeObjects

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This section seems to be removed from the updated version by @salival which fixed the issue of building on your own plot.  His version still does not save to the database.  I have tried to merge the two version unsuccessfully as i am not from NZ and not as awesome as he is.

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createvehicle.log

 

16.03.2017 11:53:44: Jestertriks (69.126.52.194:2304) 2eb8f50a1e3e4b9c2c672ee93c3bc088 - #0 "MMT_Civ" 7:39 [4542,9816,340]

 

createvehicle.txt

 

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Paste it behind the first line:

5 !(^DZ_|^z_|^pz_|^WeaponHolder|Box|dog|PZombie_VB|^Smoke|^Chem|^._40mm|_DZ$|^Trap)!=(SeaGull|SmallSecondary|HelicopterExplo(Small|Big)|DesertTentStorage|Stash(Small|Medium)(|[1-4])| !="MMT_Civ"

and remove it from this line:

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

 

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Edit:

Working since this last edit to createvehicle.txt

Thank you for your help. I'm guessing it just needed a couple restarts to start working

 

 

 

I still get the same kick

  On 3/16/2017 at 8:42 PM, SryImAnooB said:

Paste it behind the first line:

5 !(^DZ_|^z_|^pz_|^WeaponHolder|Box|dog|PZombie_VB|^Smoke|^Chem|^._40mm|_DZ$|^Trap)!=(SeaGull|SmallSecondary|HelicopterExplo(Small|Big)|DesertTentStorage|Stash(Small|Medium)(|[1-4])| !="MMT_Civ"

and remove it from this line:

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

 

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