juandayz Posted March 15, 2017 Report Share Posted March 15, 2017 @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: Spoiler // 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}" Link to comment Share on other sites More sharing options...
CappyZA Posted March 15, 2017 Report Share Posted March 15, 2017 2 minutes ago, 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 // 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}" 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"] Link to comment Share on other sites More sharing options...
juandayz Posted March 15, 2017 Report Share Posted March 15, 2017 14 minutes ago, 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"] mmm try to force the save. open your server_monitor.sqf and Spoiler if( (count _inventory > 0) && !_isPlot && !_doorLocked) then { change by: if( (count _inventory > 0) && !_isPlot && !_doorLocked && {_type != "Land_MBG_Garage_Single_D"}) then { if ure cannot get it work,, and you just wanna deploy only this garage then use this base out of deploy anything Spoiler Link to comment Share on other sites More sharing options...
CappyZA Posted March 15, 2017 Report Share Posted March 15, 2017 @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 Link to comment Share on other sites More sharing options...
juandayz Posted March 15, 2017 Report Share Posted March 15, 2017 15 minutes ago, 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 ok if is for a lot of deployables then yes, u need it. youre using it on 1.6 right? Link to comment Share on other sites More sharing options...
CappyZA Posted March 15, 2017 Report Share Posted March 15, 2017 1 minute ago, juandayz said: ok if is for a lot of deployables then yes, u need it. youre using it on 1.6 right? Yes, 1.0.6.1 Link to comment Share on other sites More sharing options...
salival Posted March 15, 2017 Report Share Posted March 15, 2017 It's very possible the save to database code is not compatible with 1.0.6.1 Link to comment Share on other sites More sharing options...
CappyZA Posted March 15, 2017 Report Share Posted March 15, 2017 On 2/5/2017 at 7:16 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. 19 minutes ago, salival said: It's very possible the save to database code is not compatible with 1.0.6.1 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 Link to comment Share on other sites More sharing options...
Anhor Posted March 15, 2017 Report Share Posted March 15, 2017 44 minutes ago, salival said: It's very possible the save to database code is not compatible with 1.0.6.1 Have try this on mine ....... works. CappyZA´s problem maybe is the same like mine bevor. Kill your database and run just epoch.sql on it, not 1.0.6.1_Updates.sql. Link to comment Share on other sites More sharing options...
CappyZA Posted March 16, 2017 Report Share Posted March 16, 2017 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 Link to comment Share on other sites More sharing options...
juandayz Posted March 16, 2017 Report Share Posted March 16, 2017 @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? Link to comment Share on other sites More sharing options...
CappyZA Posted March 16, 2017 Report Share Posted March 16, 2017 2 hours ago, 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? 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 juandayz 1 Link to comment Share on other sites More sharing options...
Jestertriks Posted March 16, 2017 Report Share Posted March 16, 2017 I keep getting kicked for createvehicle battleye restriction #0 when I deploy the bike I have added !="MMT_Civ" to every line but still get kicked for the same restriction any help? Link to comment Share on other sites More sharing options...
kingpapawawa Posted March 16, 2017 Report Share Posted March 16, 2017 54 minutes ago, 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 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. salival 1 Link to comment Share on other sites More sharing options...
SryImAnooB Posted March 16, 2017 Report Share Posted March 16, 2017 30 minutes ago, Jestertriks said: I keep getting kicked for createvehicle battleye restriction #0 when I deploy the bike I have added !="MMT_Civ" to every line but still get kicked for the same restriction any help? Post your createvehicle.txt and log (the kick is enough) Link to comment Share on other sites More sharing options...
Jestertriks Posted March 16, 2017 Report Share Posted March 16, 2017 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 //new 5 !(^DZ_|^z_|^pz_|^WeaponHolder|Box|dog|PZombie_VB|^Smoke|^Chem|^._40mm|_DZ$|^Trap) !=(SeaGull|SmallSecondary|HelicopterExplo(Small|Big)|DesertTentStorage|Stash(Small|Medium)(|[1-4])|(|Dome)TentStorage(|[0-4])) !=(CZ_VestPouch_EP1|R_M136_AT|R_MEEWS_HEAT|Wire_cat1) !=(JackDaniels|(Tin|Soda)Can|RoadFlare|WoodenArrowF|zZombie_Base|Parachute(West|C)|Grenade(_|HandTimed)(West|East)) !=(CMflareAmmo|Pipebomb) !=(WildBoar|Rabbit|Sheep|Sheep(01_EP1|02_EP1)|Goat|Goat(01_EP1|02_EP1)|Hen|Cow0[1234]|Cow01_EP1|Cock) !=Blood_Trail_DZ !^(Wooden|Metal)Fence !^WoodenGate_ !=(ShantyHouse(|Stage[2-7])|SurvivorWorkshop(|Stage2|[ABC]Stage[345])|WorkBench) !=explosive_bolt !"Land_" !=Sign_(arrow_down_large|sphere10cm)_EP1 !="MAP_c_fern" !="Grave" !"VaultStorage" !="LaserTargetW" !Fort_ !Nest !CMflare !="GyroGrenade" !="CraterLong" !="pook_camel_HE" !="Fin" !="Pastor" 5 SeaGull //set to its own line so we know which kick we have here with out looking in the logs 1 ^DZ_ !=DZ_(British_ACU|Czech_Vest_Pouch|(TK_Assault_Pack|Patrol_Pack|Assault_Pack|ALICE_Pack|CivilBackpack|Backpack)_EP1) 1 ^z_ !=z_((|new_)villager[1234]|(|new_)worker[1234]|teacher|hunter|suit[12]|soldier(|_pilot|_heavy)|policeman|doctor|priest) 1 ^WeaponHolder !=WeaponHolder !WeaponHolder_part !=WeaponHolder_(Item(DomeTent|CamoNet|Crowbar|Fuelcan|Hatchet|Jerrycan|Tent)|Melee(BaseBallBat(|Nails)|BatBarbed|Machete)) !=WeaponHolder_Part(Engine|Fueltank|Generic|Glass|VRotor|Wheel)!=WeaponHolder_Item(WorkBench|MetalSheet|ConcreteBlock|RSJ) 1 Box !=(MedBox[01]|AmmoBoxSmall_(556|762)|Item(Match|Tool)box|equip_pvc_box|FoodBox[012]|DebugBoxPlayer_DZ|Lockbox(StorageLocked|Storage)|WeaponHolder_ItemLockbox) 1 ^Smoke !=SmokeShell(|Red|Green|Yellow) 1 ^Chem !=Chem(Green|Red|Blue) 1 ^._40mm !=(G_40mm_HE|G_40mm_Smoke|F_40mm_White|F_40mm_Green) 1 _DZ$ !=(BanditW?1|Bandit1|Camo1|Sniper1|Soldier1|Survivor([123]|W2)|Blood_Trail)_DZ !=(Land_Fire|Sandbag1|Hedgehog|BearTrap|CamoNet|GrenadeHandTimedWest|flamable)_DZ 1 ^Trap Trap(_Cans|Tripwire(Flare|Grenade|Smoke)|BearTrap(Smoke|Flare)) 1=(SmallSecondary|HelicopterExplo(Small|Big)) // log explosions (optional) 1=(PipeBomb|Grenade(_|HandTimed)(West|East)) // log grenades (optional) 5 (_ied|_CRV7|_MEEWS|B_|_YakB|_acr|MASH_) !="R_MEEWS_HEAT" 5 "Land_" !="Land_coneLight" !=Land_(HBarrier1|HBarrier3|HBarrier5|Fire)_DZ !=Land_(fortified_nest_small|HBarrier1|HBarrier3e|HBarrier5)Preview !=Land_DZE_(WoodDoor|LargeWoodDoor|GarageWoodDoor|WoodDoorLocked|LargeWoodDoorLocked|GarageWoodDoorLocked) 5 "Nest_" !="M240Nest_DZ" !="SandNest_DZ" !="Land_fortified_nest_smallPreview" !="WarfareBMGNest_Preview" 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1" !="MMT_Civ" 5 (BasicWeapons|SpecialWeapons|_uav) 1 (R_M136_AT|R_MEEWS_HEAT) 1 dog Link to comment Share on other sites More sharing options...
SryImAnooB Posted March 16, 2017 Report Share Posted March 16, 2017 Paste it behind the first line: 5 !(^DZ_|^z_|^pz_|^WeaponHolder|Box|dog|PZombie_VB|^Smoke|^Chem|^._40mm|_DZ$|^Trap)!=(SeaGull|SmallSecondary|HelicopterExplo(Small|Big)|DesertTentStorage|Stash(Small|Medium)(|[1-4])| !="MMT_Civ" and remove it from this line: 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1" !="MMT_Civ" Link to comment Share on other sites More sharing options...
Jestertriks Posted March 16, 2017 Report Share Posted March 16, 2017 Edit: Working since this last edit to createvehicle.txt Thank you for your help. I'm guessing it just needed a couple restarts to start working I still get the same kick 3 hours ago, SryImAnooB said: Paste it behind the first line: 5 !(^DZ_|^z_|^pz_|^WeaponHolder|Box|dog|PZombie_VB|^Smoke|^Chem|^._40mm|_DZ$|^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" Link to comment Share on other sites More sharing options...
CappyZA Posted March 18, 2017 Report Share Posted March 18, 2017 I have implemented right click on Bino's and Rangefinders to increase or decrease view distance, but it needs to be set every time you die, relog or on server restart. How can I commit these as permanent? Link to comment Share on other sites More sharing options...
kingpapawawa Posted March 22, 2017 Report Share Posted March 22, 2017 On 3/15/2017 at 4:58 PM, salival said: It's very possible the save to database code is not compatible with 1.0.6.1 have you fixed this in your version? Link to comment Share on other sites More sharing options...
salival Posted March 22, 2017 Report Share Posted March 22, 2017 @kingpapawawaI don't think so since I don't save vehicles to DB, when I have some time i'll have a look at it Link to comment Share on other sites More sharing options...
kingpapawawa Posted March 22, 2017 Report Share Posted March 22, 2017 I dont normally either but this is the easiest way to add a helipad since you cant aim at it and insert to save to dbase =) Link to comment Share on other sites More sharing options...
Slanderman19 Posted April 11, 2017 Report Share Posted April 11, 2017 Hi I have a big problem! when the player character bicikel that it always kills do not know why I do Battley createvehicles entered the code 5 "Fort_"! = "Fort_RazorWire"! = "Fort_RazorWirePreview"! = "Fort_StoneWall_EP1" but still it Kill: / Link to comment Share on other sites More sharing options...
Slanderman19 Posted April 11, 2017 Report Share Posted April 11, 2017 my bike kill :/ Dobrý deň mám veľký problém! keď charakter bicikel hráčov, že to vždy zabije neviem prečo to robím Battley createvehicles zadanie kódu 5 "Fort_"! = "Fort_RazorWire"! = "Fort_RazorWirePreview"! = "Fort_StoneWall_EP1", ale stále to zabiť: / Link to comment Share on other sites More sharing options...
jimmy565 Posted April 12, 2017 Report Share Posted April 12, 2017 Slanderman19 if i understand you right try 5 !="Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" !="Fort_StoneWall_EP1" i think this is what you mean Link to comment Share on other sites More sharing options...
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