Jump to content
mudzereli

[release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing

Recommended Posts

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!

Share this post


Link to post
Share on other sites

I did not see any others that are still maintained that use right click on toolbox.

 

Also, the ones that do are messy in that they make use of hpp files which must be included in the description.ext file when you can easily use a sqf file and store the called scripts in an array, avoiding another include.

 

Why does this matter? multiple addons can use my click actions script (which is also extremely lightweight and easy to plug in itself) to register a script to an item, so less conflicts, and less code to maintain.

 

My script also adds the spawned bike to the DZE_Safevehicle array on its own whereas the other deployable bike scripts tell/require you to create a custom variables.sqf which means more code that goes bad when updates come out.

 

Also, my script makes use of structured text in the notifications so it looks nicer, and the code is easier to install than most other deployable bike mods.

 

You should check out the screenshots. You might like it :)

Share this post


Link to post
Share on other sites

oh ! they look really nice ! the message you've built a bike ! good work :-) I'll test it on my server. (Before i'll try it out on the test server :D)

Share this post


Link to post
Share on other sites

It is easier and just makes the pbo a lot cleaner with a extra_rc.hpp file that way people can keep all their right clicks in one file.

Well, i also thought so.. all right click options in extra_rc .. but watch the screens ! The look really nice !

Share this post


Link to post
Share on other sites

It is easier and just makes the pbo a lot cleaner with a extra_rc.hpp file that way people can keep all their right clicks in one file.

 

Are you saying the extra_rc.hpp method is cleaner? I don't think that's true. 

 

Look at it this way:

lets say you are installing 2 addons that modify ui_selectSlot.sqf

- deployable bikes

- self bloodbag (i know these are in 1.0.5.1 but i am using these for the sake of argument)

 

typical method of installing above 2 addons with extra_rc.hpp:

- the server admin copies/pastes ui_selectSlot.sqf from dayz_code into their mission file

- the server admin copies/pastes code from deployable bike into extra_rc.hpp

- the server admin copies/pastes code from self bloodbag into into extra_rc.hpp

- the server admin copies/pastes usually 1 line from deployable bike into init.sqf to call the sqf code

- the server admin copies/pastes usually 1 line from self bloodbag into init.sqf to call the sqf code

 

typical method of installing above 2 addons using sqf only:

- server admin installs my Click Actions sqf file to overwrite ui_selectSlot, this script also allows other addons to register actions by simply pushing them into the array

- the server admin copies/pastes usually 1 line from self bloodbag into init.sqf to call the sqf code. 

- the server admin copies/pastes usually 1 line from deployable bike into init.sqf to call the sqf code

 

The key is the addons push their action into the Click Actions array through code, so server admin never has to make this link anywhere

 

compare the 5 steps in typical hpp use vs the 3 for my method. it's not just easier, but it's cleaner and makes more sense.

 

I think the only reason people use the hpp method is because the original code in the ui_selectSlot.sqf file uses the hpp structure.

 

The hpp method is basically a copy/paste injection of the existing code where mine is a sqf-based rewrite of this code:

Share this post


Link to post
Share on other sites

Hi all,

 

I've been working on a better deployable bike script for a few days and here are the results.

<snip>

I have been using EVD - Enhanced Vehicle Deployment which is working on my fresh 1.0.5.1 installation without any issues.

However I congratulate you for enrichening & improving existing options for vehicle deployers.

 

 

<snip>

Look at it this way:

<snip>

 

The hpp method is basically a copy/paste injection of the existing code where mine is a sqf-based rewrite of this code:

From what I understand your method is clearly superior, hence I will be switching to yours but having just completed a several day long reinstallation & improvement bonanza, I'm just adding this to the queue of my next improvement cycle.

Thanks!

 

 

 

and with this mod = profit

 

Great idea, will look into this!

Share this post


Link to post
Share on other sites

Can i add this to the rightcklick menu from Maca? Link 

If yes, how?

 

Yes,

 

you can easily do this - Looking at maca's instructions -- here is what you can do to convert to usage of my action handler.

 

(the ultra lazy admin can ignore steps 1-3 as my code ultimately overwrites everything maca's method adds anyways)

1) can reverse/ignore the 1st step about custom compiles.sqf

2) can reverse/ignore the 2nd step about replacing ui_selectSlot.sqf

3) can reverse/ignore the 3rd step about adding code into description.ext

4) once you have my addon loaded, you simply need to push an array into DZE_CLICK_ACTIONS at the bottom of init.sqf:

   - format:  [CLASS_NAME,TEXT,SCRIPT]

      * CLASS_NAME: the class of the item that was clicked

      * TEXT: text displayed on right click

      * SCRIPT: script to run when clicked

 

sample:

if(!isDedicated) then {
    // elitist array adding method
    DZE_CLICK_ACTIONS set [count DZE_CLICK_ACTIONS,["30m_plot_kit","Click Me","hint ""I'm a plot!"";"]];
    // also acceptable
    DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + [["30m_plot_kit","Click Me too!","hint ""I'm a plot also!"";"]];
    // should work for scripts etc as well of course
    DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + [["ItemBloodbag","Self Bloodbag lol","execVM 'path\to\my\script.sqf';"]];
};

Share this post


Link to post
Share on other sites

Does this script remove the required items from the inventory?  and does it put them back when your repack it?

yes, it does remove the items. also, the code prevents players from trying to trick the system by dropping the item as they are crafting etc

Share this post


Link to post
Share on other sites

It sometimes just packs an ural or even a wall near the player..

 

I tested the protection against cursorTarget changing pretty thoroughly and improved it in the 2.0.0 release.

 

Do you have any more details you can give me, such as how to recreate this problem or what version you are using?

 

You will want to update to the newest version (2.0.0) if you haven't yet (I released it last night).

Share this post


Link to post
Share on other sites

looks loike a great script, but, a quick look at ti i cant see if its possible to have it require multiple ityems ot craft something?

maybe i missed it but if so, where and how

thanks

 

It can only do a 1 for 1 trade right now, I could work on something like this if there's enough interest.

Share this post


Link to post
Share on other sites

It can only do a 1 for 1 trade right now, I could work on something like this if there's enough interest.

 

I too would like to have it so that players require items as well as the right click object to deploy a bike. For instance the scrap metal and toolbox for a push bike. 2 wheels / engine parts / toolbox for motorbike etc.

 

I am most definitely going to carry on using this. Great work and thank you ever so much for releasing.

 

Regards,

 

Pry

Share this post


Link to post
Share on other sites

Love this version of the script, just curious though some of the vehicles that spawn in have gear any idea where what to add to clear the vehicles gear as it spawns in.

 

This is a good idea. Right now it just spawns the vehicle in. I could add something into the config for allowing admins to enable or disable gear spawning for each item.

Share this post


Link to post
Share on other sites

Love this version of the script, just curious though some of the vehicles that spawn in have gear any idea where what to add to clear the vehicles gear as it spawns in.

 

Hey, I already coded it in and briefly checked it out, seems to work. You can get the files from my development branch if you want. Otherwise I'll release it once I test it further and work on a couple other things.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Similar Content

    • By EditedSnowHD
      Hallo all,
      First I want to say i'm not the owner of this server. I just really like the server! Why?
      Well it reminds me of the good old days, and it has an 'OG Epoch feeling'. This is because the map isn't edited and the loot is really balanced. 
      You can't just join, get 25000 coins and start shooting with a tank. It's not like those servers. Ow and another thing, if you open up a map, you won't see like 300 activities all going on at once, not turbid at all. 
      The server also uses the original silver/gold system and everything you find/build/shoot feels really rewarding. 
      The addons added to the server really add something special to the experience on the server, and not distract you from the original feeling.
      I have just played for a few days on the server, and there a few standard players (and the owner is really kind!). But we're still looking to share this amazing experience with other people who might be searching for the 'OG Epoch feeling'.
      Already sold? Here is the Server IP: 78.143.13.42 port: 2302 , Server name: [EU][PvP] GGWEZ DayZ Epoch Chernarus - FreshDB | HC | Gemcrafting
      Link to loading screen and rules: https://imgur.com/a/kIsfXaX

      Features:
      Deploy Bike (old bike).
      Gem Crafting (static Weapons, decorations and more).
      AI Base.
      Custom Vehicles.
      Missions.
      Indestructible bases.
      Take Clothes.
      Spawn Selection.
      Custom Economy and Loot (Really well balanced IMO).
      Lift object with heli.
      Custom Trader City (Really cozy).
      Refuel at gasstation.
      Dogs.
      Street, -Buildinglights (for at night).
      and much more!
      Mods:
      @Epoch
      There also is a Discord channel where you can meet up and share info (like about the AI base or player builds).
      Discord: discord.gg/M6w2fun
      Staff: Drashyy & Mfkrp9 & EditedSnow
      If you have any more questions, feel free to contact me! Hope to see you in Chernarus.
      Edit 10-05-2020: I'm now part of the staff! Im a moderator on their discord.

       
       
    • By THAC0_Gewch
      https://github.com/OlofTheBald/DayZ-Humanity-Loadout-Granter/tree/Epoch_1.0.5.1
       
      Updated for 1.0.6.x
    • By MysteryGamersElite
      [EU/UK] SDF Epoch|Wiped April 1st|FPS++|WAI & DZMS|SSD|Coins|Hourly Paycheck|Custom Loot| AND MORE....
      BRAND NEW DATABASE + SERVER 1st APRIL 2020!
      Server IP: 164.132.67.27:2302
      Discord: https://discord.gg/BWJCjTe
      We offer 24 hour support via discord for any questions or issues with your game!
      Top Server Feature List:
      - Modded DZMS and WAI Mission System
      - Custom High Loot Tables and Improved Dynamic Vehicle Spawns
      - Paycheck Every Hour
      - Coin Based Currency with Storage Banking only
      - Deploy Bike & Mozzie
      - Locate Vehicle
      - Snap Build Pro
      - Group Management
      - Repair, Refuel and Rearm at Service Stations
      - Vehicle Key Changer
      - infiSTAR AntiHack
      - Virtual Garage
      - Change View Distance with Binoculars
      - 3 Hour Restarts starting from Midnight GMT
      - Garage Door Opener
      - Take Clothes
      - Indestructible Bases except doors
    • By Vitor99
      Hi everyone, i would like to know if there is any torrent links for Epoch and Overpoch, if you know some send me the link here
    • By Reaper5150
      Simple but fun little script I put together awhile ago.
      What it does? It is bound to a object in this case "ItemObsidian" as a right click, but can be changed to whatever you want. It then will sends out a message to the players on the server and marks the player with red smoke and a marker on the map.
      The player will then get 2 mins of god mod acting like the amour. Once the amour takes damage (All it is is a countdown timer really) The god mode is then disabled so they can be killed.
      I'm still working on this and will update it when it is done. If any of you better scriptwriters then myself ( I'm still a noob lol) have any ideas on how to improve this? contact me so I can give you credit in the update :)
      Known bugs:
      marker sometimes stays on map Credits to : @Schalldampfer  For helping me understand map markers
      Install: Place this in your scripts folder name it something like Jugg.sqf
      //========================================================
      //========= Juggernaut script-Written by Reaper5150 ===========
      //=======================================================
      sleep 2;
      [nil,nil,rTitleText,"THERE IS A JUGGERNAUT,FIND HIM AND KILL HIM IF YOU CAN!!!","PLAIN",3] call RE;
      sleep 1;
      [nil, player, rSAY, "YOURSOUND.OGG", 100] call RE; //Add your custom sound here when Juggernaut spawns 
      [] spawn {
      player removeMagazine 'ItemObsidian';//Add whatever object you want and bound to your right click function
      sleep 5;
      [nil,nil,rTitleText,"THE JUGGERNAUT HAS BODY ARMOR,WE CAN'T KILL HIM...HELP!!!","PLAIN",3] call RE;
      ////////Set marker/////////////////////////////////////////////////////////////////////
      [] execVM "scripts\marker.sqf";
      //Start Smoke Marker//////////////////////////////////////////////////////////////////////////
      sleep 5;
      PJ_grenade = "SmokeShellRed" createVehicle position player;
      PJ_grenade attachto [vehicle player,[0.1,0,0]];
      sleep 2;
      [nil,nil,rTitleText,"THE JUGGERNAUT (PLAYER) HAS BEEN MARKED WITH SMOKE AND ON THE MAP!!!","PLAIN",3] call RE;
       
      //Temp Godmode for 2 mins////////////////////////////////////////////////////
      (vehicle player) removeAllEventHandlers "handleDamage";
      (vehicle player) addEventHandler ["handleDamage", { false }];    
      (vehicle player) allowDamage false;
       
      //Acts like a countdown timer//////////////////////////////////////////////////////////////////
      sleep 90;
      [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR HAS TAKEN 30% DAMAGE","PLAIN",3] call RE;
      sleep 100;
      [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR HAS TAKEN 50% DAMAGE","PLAIN",3] call RE;
      sleep 110;
      [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR HAS TAKEN 90% DAMAGE","PLAIN",3] call RE;
      uiSleep 120;
      [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR IS WEAK...TAKE HIM OUT NOW!!!","PLAIN",3] call RE;
      sleep 2;
       
      //Start ending Juggernaut///////////////////////////////////
      (vehicle player) addEventHandler ["handleDamage", { true }];    
      (vehicle player) removeAllEventHandlers "handleDamage";
      (vehicle player) allowDamage true;
      uiSleep 240;
      deleteVehicle PJ_grenade;
      END;
      Call it from your right click
      ["ItemObsidian","JUGGERNAUT","execVM 'scripts\Jugg.sqf';","true"], 
      marker.sqf:
      _unit = player;
      _nameP = name _unit;
      _markerobjp = createMarker [_namep,[0,0]];
      _markerobjp setMarkerShape "ICON";
      _markerobjp setMarkerType "mil_dot";
      _markerobjp setMarkerColor "ColorRed";
      _markerobjp setMarkerText _nameP;
      _markerobjp setMarkerSize [1,1];

      while {alive _unit} do {
      _markerobjp setmarkerdir (getdir _unit);
      _markerobjp setMarkerPos (getPos _unit);
      _markerobjp setMarkerText _nameP;
      sleep 5;
      };
      ////////////////////////////////////////////
      uiSleep 240;
      deleteMarker _markerobjp;
       
  • Advertisement
  • Supporters
  • Discord

×
×
  • Create New...