RussianCaliber Posted October 25, 2014 Report Share Posted October 25, 2014 I got it up and running with vector build but saw that the buildables will not save to hive Link to comment Share on other sites More sharing options...
SadBoy1981 Posted November 5, 2014 Report Share Posted November 5, 2014 I use Admin Build Menu from Epoch Admin Tools v-1.9.1 can found here How to add Snap Building Pro to Admin Build Menu? Link to comment Share on other sites More sharing options...
SadBoy1981 Posted November 9, 2014 Report Share Posted November 9, 2014 anyone... Link to comment Share on other sites More sharing options...
KamikazeXeX Posted November 12, 2014 Report Share Posted November 12, 2014 anyone... You don't need to or more to the point can't add it to a admin menu, its a completely re-done building system, why would you want to add it to a admin menu? then only admins can use it (thats providing you find a way to do that) Link to comment Share on other sites More sharing options...
MGT Posted November 12, 2014 Report Share Posted November 12, 2014 Installed this today on my 3 DZE servers (Chern,Pant and Napf) Worked first time, awesome work Raymix, have this for your work http://z0r.de/5773 raymix 1 Link to comment Share on other sites More sharing options...
DamianL Posted November 21, 2014 Report Share Posted November 21, 2014 This is one of the most useful mods ever and it's really good of you to share it. Thanks so much Raymix! Link to comment Share on other sites More sharing options...
RedBreath Posted December 6, 2014 Report Share Posted December 6, 2014 Any way to add this to my compiles.sqf without deleting my current one? Link to comment Share on other sites More sharing options...
raymix Posted December 6, 2014 Author Report Share Posted December 6, 2014 Any way to add this to my compiles.sqf without deleting my current one? yes, there's absolutely no reason to delete anything. Even naming of compiles file does not matter. All you really do is define functions. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted December 6, 2014 Report Share Posted December 6, 2014 You don't need to or more to the point can't add it to a admin menu, its a completely re-done building system, why would you want to add it to a admin menu? then only admins can use it (thats providing you find a way to do that) I have lands for Players, where cant destroy base or vehicles, also in private land player have access to use building menu with unlimited matterials, only in his base, so thats why i want snap for it. Link to comment Share on other sites More sharing options...
raymix Posted December 6, 2014 Author Report Share Posted December 6, 2014 I have private lands for Donators, where cant destroy base or vehicles, also in private land player have access to use building menu with unlimited matterials, only in his base, so thats why i want snap for it. Please read the legal part in first post of this topic... RedBreath 1 Link to comment Share on other sites More sharing options...
RedBreath Posted December 7, 2014 Report Share Posted December 7, 2014 Thanks raymix Link to comment Share on other sites More sharing options...
SadBoy1981 Posted December 7, 2014 Report Share Posted December 7, 2014 Please read the legal part in first post of this topic... So i cant ask for help with Snap Build becouse...? And i know all about legal part in first post ... Link to comment Share on other sites More sharing options...
ALKINDA Posted December 7, 2014 Report Share Posted December 7, 2014 I've got the same issue - My code is correct so i don't know why the F key won't snap. I think what I did was delete my other spaceinterupt file, kept the snap pro one. let me know if this helps :) Link to comment Share on other sites More sharing options...
raymix Posted December 7, 2014 Author Report Share Posted December 7, 2014 So i cant ask for help with Snap Build becouse...? And i know all about legal part in first post ... Well, your post gives impression that you want to limit SBP to donators only. I have nothing against donations or shops, but limiting everyone else to default build would be just plain rude :P Link to comment Share on other sites More sharing options...
SadBoy1981 Posted December 7, 2014 Report Share Posted December 7, 2014 Well, your post gives impression that you want to limit SBP to donators only. I have nothing against donations or shops, but limiting everyone else to default build would be just plain rude :P I dont want to make any limit for snap,it works in my server by default, just want to add snap to another building script Link to comment Share on other sites More sharing options...
L3G0 Posted December 11, 2014 Report Share Posted December 11, 2014 Dear raymix, at the moment i am working to write a proper building spawn for dayz epoch origins. Since the Objects are very large i needed to define an large offset array in my configfiles. This caused your script to fail during if(_location1 distance _objectHelperPos > 10) exitWith { To keep your script compatible, i don't want to modify it my own, so i want to ask if you would add an dynamic object moving distance. My Idea to solve this is, to spawn the object, attach it to the player and save the _varDistance between object and player. later replace the if clause with: if(_location1 distance _objectHelperPos > 10+_varDistance) exitWith { This solution should prevent every problem with large Objects. best regards Legodev Link to comment Share on other sites More sharing options...
raymix Posted December 11, 2014 Author Report Share Posted December 11, 2014 Hi L3G0, There won't be any update for the script most likely, however SBP is integrated into a mod, which makes it accessible to edit for everyone, your case is a very good example where people are now able to express their ideas and make it available to others upon next update. Adding variable distances set in a config file is a good idea and long requested feature, however I am done with Arma 2, script is given to public, stage is all yours :) BTW, add something like this right before location check, this will save you from adding unnecessary lines for objects that have good distance in your config, smaller files = faster loads: if (isNil "_varDistance") then {_varDistance = 0;}; There are also few other things that needs a polish.. like removing function defines from snap_build.sqf file and place them in compiles instead, keeping file size small and avoiding reading already known functions, yadda yadda Link to comment Share on other sites More sharing options...
The_Zodiac_925 Posted December 15, 2014 Report Share Posted December 15, 2014 Thank you for this Script. I got it to work fairly easily, I am a first time server renter and have been scripting my own server, Learning step by step. I have one question though that i can't seem to find an answer to. When i build something it takes much longer than i would like with the 1 of 3 building stages. I have played on other servers where you didn't have to wait 3 stages to build something. Is there a way to modify the script so that there is only 1 building stage? Also, I intend the 1 stage building to be for all the players on my server if this is possible. Any input would be appreciated, Thanks :) Link to comment Share on other sites More sharing options...
Antichrist Posted December 16, 2014 Report Share Posted December 16, 2014 Just add this DZE_StaticConstructionCount = 1; to your init.sqf (MPMissions\Your instance), add it above epoch events array and you're good to go The_Zodiac_925 1 Link to comment Share on other sites More sharing options...
The_Zodiac_925 Posted December 16, 2014 Report Share Posted December 16, 2014 Just add this DZE_StaticConstructionCount = 1; to your init.sqf (MPMissions\Your instance), add it above epoch events array and you're good to go Wow, Thats all i have to do? Awesome :D Thanks Antichrist. Link to comment Share on other sites More sharing options...
Fallen Posted December 16, 2014 Report Share Posted December 16, 2014 Had this completely working and my server population was happy but ive encountered a error where it has just complete stopped working. There are no errors in my logs or rpt and there is nothing wrong with either of my files could one of my scripts that i have in place stop Snap pro from working. Thanks in advance Fallen Link to comment Share on other sites More sharing options...
raymix Posted December 16, 2014 Author Report Share Posted December 16, 2014 could one of my scripts that i have in place stop Snap pro from working. yup, most likely compiles set up wrong. Functions defined are just like any other variable, when you define a function, defining it again will overwrite previous. This means you might have some duplicate defines in your compiles. Link to comment Share on other sites More sharing options...
Fallen Posted December 16, 2014 Report Share Posted December 16, 2014 Would this be solved if i merged snap pro and the weed scripts compiles together? Link to comment Share on other sites More sharing options...
Fallen Posted December 17, 2014 Report Share Posted December 17, 2014 Don't worry i merged them and replaced the player_build and such and redid the root files and now they work together awesome script Cheers Fallen EDIT Now i can't SNAP: OFF/SNAP: ON i get the option for SNAP:OFF but not ON and ideas? Link to comment Share on other sites More sharing options...
raymix Posted December 17, 2014 Author Report Share Posted December 17, 2014 naming for actions is kinda backwards for SBP - it works as an indicator not a button. Basically it tells you current state of SBP, not an action to do. So if it says Snap: OFF, it means snapping is disabled. Click the action to enable. And since you see the actions, it means your compiles, player_build and snap_build files are working fine. Link to comment Share on other sites More sharing options...
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