hadhod156 Posted August 30, 2014 Report Share Posted August 30, 2014 It doesn't, your compiles are not set up properly. here is my compile.sqf http://pastebin.com/gtZ02f9F think you could take a quick look at it ? Link to comment Share on other sites More sharing options...
raymix Posted August 30, 2014 Author Report Share Posted August 30, 2014 here is my compile.sqf http://pastebin.com/gtZ02f9F think you could take a quick look at it ? remove line: #105 And be aware that any other mod that uses line #23 will stop working properly, because snap pro will overwrite it. If you got any questions regarding the issue, before you ask them please check out video link in my signature and fast forward to functions. Few minutes of video will spare you ton of headaches in future as a server admin :) Link to comment Share on other sites More sharing options...
vRoam Posted August 30, 2014 Report Share Posted August 30, 2014 how will I go about fixing the fact that I have 2 spaceInterupt files one for snap build and the other for DZGM? Link to comment Share on other sites More sharing options...
cen Posted August 30, 2014 Report Share Posted August 30, 2014 merge them together :) Link to comment Share on other sites More sharing options...
raymix Posted August 30, 2014 Author Report Share Posted August 30, 2014 how will I go about fixing the fact that I have 2 spaceInterupt files one for snap build and the other for DZGM? video in my sig shows how to merge files (last part) Link to comment Share on other sites More sharing options...
Achmed Posted August 30, 2014 Report Share Posted August 30, 2014 Would there be any way to get it to turn by 1 degree rather then 45. Maybe hold shift and press q/e to use? Would allow fully customised. on a side not i wasn't able to snap a ramp to a metal floor Link to comment Share on other sites More sharing options...
Achmed Posted August 30, 2014 Report Share Posted August 30, 2014 Would there be any way to get it to turn by 1 degree rather then 45. Maybe hold shift and press q/e to use? Would allow fully customised. on a side not i wasn't able to snap a ramp to a metal floor Link to comment Share on other sites More sharing options...
Rocu Posted August 30, 2014 Report Share Posted August 30, 2014 What did the latest 1.4.1 patch include? Edit// Nvm found it, first post Link to comment Share on other sites More sharing options...
jamastiene Posted August 31, 2014 Report Share Posted August 31, 2014 ...Any ability to set a default value as I am having to turn on snapping, then choose manual snapping, then choose the snap point to use for snapping. It would be good to be able to defauly to Snap on -> manual snap so I would just have to choose the snap point ot use. I landed back in this thread when I searched for a way to make it so Snap Build Pro is on by default when I start to build something. I know it is probably just a true/false thing somewhere in one of the files to make it so, but don't know where. I would love to know how to make it on by default....and manual too, if I could do that too. Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted August 31, 2014 Report Share Posted August 31, 2014 @vRoam, two words,Redirect & Diffmerge. Link to comment Share on other sites More sharing options...
raymix Posted September 1, 2014 Author Report Share Posted September 1, 2014 I landed back in this thread when I searched for a way to make it so Snap Build Pro is on by default when I start to build something. I know it is probably just a true/false thing somewhere in one of the files to make it so, but don't know where. I would love to know how to make it on by default....and manual too, if I could do that too. toggling happens in controls part of player_build.sqf. Snap actions are regulated by switch at the end of snap_build.sqf Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted September 2, 2014 Report Share Posted September 2, 2014 Raymix, I would like to thank you for an awsome script and let you know about what appears to be a minor issue with upgrading cinder walls on piers over water. On Cherno east of electro there is a pier at 110:126. When you build walls toward the center you can upgrade them normally. When you build right along the edge by the water furthers from the road, you build the half-wall just fine, but when upgrading the upgraded wall overlaps with the half-wall so you get no gain in height. Best, Ghost Link to comment Share on other sites More sharing options...
Mikeeeyy Posted September 2, 2014 Report Share Posted September 2, 2014 Raymix, I would like to thank you for an awsome script and let you know about what appears to be a minor issue with upgrading cinder walls on piers over water. On Cherno east of electro there is a pier at 110:126. When you build walls toward the center you can upgrade them normally. When you build right along the edge by the water furthers from the road, you build the half-wall just fine, but when upgrading the upgraded wall overlaps with the half-wall so you get no gain in height. Best, Ghost Update your SBP, that was fixed recently. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted September 2, 2014 Report Share Posted September 2, 2014 Thanks Mikeeyy, the update solved the issue. Link to comment Share on other sites More sharing options...
mgm Posted September 3, 2014 Report Share Posted September 3, 2014 <snip> This script is open source (fully open for public use and modifications), you are allowed to add it to your @mods as long as appropriate credits and terms of license are met. raymix, y u doin so cool things, it's 3.55 am and I'm still playing with it :P Dudes, I have [RimBlock's ] + [Zupa & rosska85's and now (of course) wanted to add (Snap Pro) into the mix... Seems like it's working. In case you want it, here's my seemingly working merged file (& other snap build pro files): http://pastebin.com/SMfMRkZR I think you will only need player_build.sqf from the abovementioned pastebin, as the other two used files should be in their default state... Thanks raymix 1 Link to comment Share on other sites More sharing options...
RimBlock Posted September 3, 2014 Report Share Posted September 3, 2014 SBP & APfL have the player_build.sqf in common. If you add Plot Management then just about all the building related files need to be updated as Plot Management check the plot pole on ownership checks rather than friendlies. Link to comment Share on other sites More sharing options...
ElDubya Posted September 3, 2014 Report Share Posted September 3, 2014 Any insight into buildables not remaining flush when you either disconnect from game or the server restarts? They are only out by 1cm or so, but that's enough to cause headaches if you have spent hours and hours building truly square items. Does this latest version fix that? Link to comment Share on other sites More sharing options...
raymix Posted September 3, 2014 Author Report Share Posted September 3, 2014 Any insight into buildables not remaining flush when you either disconnect from game or the server restarts? They are only out by 1cm or so, but that's enough to cause headaches if you have spent hours and hours building truly square items. Does this latest version fix that? nah it's nothing to do with SBP, here's the fix: Link to comment Share on other sites More sharing options...
kyrane Posted September 3, 2014 Report Share Posted September 3, 2014 hi raymix, is there any possibility to make the preview building back to transparency when i use the vektor script with yours together? cause u can go fast dead on rotation and flipping the vektor together with your snapping tool ;-) i dont know how often but i guess last day i broke my legs 6 times and killed myself with it 2 times... Link to comment Share on other sites More sharing options...
raymix Posted September 3, 2014 Author Report Share Posted September 3, 2014 hi raymix, is there any possibility to make the preview building back to transparency when i use the vektor script with yours together? cause u can go fast dead on rotation and flipping the vektor together with your snapping tool ;-) i dont know how often but i guess last day i broke my legs 6 times and killed myself with it 2 times... Transparency was disabled by Striker due to some buildables having wrong offsets. You can either enable it yourself by uncommenting ghost preview part or wait for his next release that might fix it. Link to comment Share on other sites More sharing options...
mgm Posted September 4, 2014 Report Share Posted September 4, 2014 toggling happens in controls part of player_build.sqf. Snap actions are regulated by switch at the end of snap_build.sqf it'd be good to have this ON by default - any chance of having simple step by step instructions (or code snippet) for non-programmers? thanks. Link to comment Share on other sites More sharing options...
Shak Posted September 5, 2014 Report Share Posted September 5, 2014 Hi, I'm having an issue where after installing Advanced Alchemical Crafting (), the 'f' button no longer works - IE pieces won't snap together. Has anybody else had this issue? Link to comment Share on other sites More sharing options...
Wgfg Posted September 5, 2014 Report Share Posted September 5, 2014 Hey, Need to ask, i didn't find anything about it. When building on taviana bridge, the snapping doesn't work, any ideas? Thanks in advance! Link to comment Share on other sites More sharing options...
cm_red000 Posted September 5, 2014 Report Share Posted September 5, 2014 First off, thanks so much for all your hard work on this :D literally could not live with out it. BUT. One wee bitty issue since updating to 1.4... walls, doors, etc. all function as expected with snap points and the like, but for some reason I'm now unable to snap the miscellaneous objects (like when trying to snap crates to other crates, or when trying to snap stairs) I get snap points on the object that I'm placing, but none on the adjacent already placed objects. Any idea what might be causing this? Thanks in advance for any help. Link to comment Share on other sites More sharing options...
VentZer0 Posted September 6, 2014 Report Share Posted September 6, 2014 Hi, I have reports of my playerbase that ore veins and supplycrates cant be removed. I have Plot4Life, Snap Pro, Build Vectors, and Plotmanagement on my server that mess with stuff that is related to removing structures. My guess is that the IDs dont match up and the server thinks youre trying to remove something that is not yours. Anybody had a problem like this before? Was anybody able to fix it, and if yes how? Link to comment Share on other sites More sharing options...
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