mudzereli Posted July 18, 2014 Author Report Share Posted July 18, 2014 instead of calling from bottom of mission init could i call from my custom compiles instead like so? if they are at the end after all of the vanilla dayz stuff then that *"should** be okay. i notice you have some of the path changed, just make sure you rename all the relative paths in the scripts or else they wont be found Link to comment Share on other sites More sharing options...
redcloud78 Posted July 18, 2014 Report Share Posted July 18, 2014 yea i have merged suicide and weapon mod with the deploy anything 2.6.0 all is working as intended Link to comment Share on other sites More sharing options...
AG.Ndogg97 Posted July 19, 2014 Report Share Posted July 19, 2014 Hey man fantastic fucking script will definatly have to try this out. Would it be possible to do the same for vehicles? For example suv to an armored suv or a Humber to a gpk etc etc thanks for your time n great script! Link to comment Share on other sites More sharing options...
therisingdead Posted July 20, 2014 Report Share Posted July 20, 2014 Would it be possible to modify this slightly? For example a player could pay 5 x 10oz gold to have an ak with a thermal scope until server restart? Link to comment Share on other sites More sharing options...
SadBoy1981 Posted July 20, 2014 Report Share Posted July 20, 2014 i have conflict with my debug monitor, how to dissable right click menu on backpack? Link to comment Share on other sites More sharing options...
SadBoy1981 Posted July 20, 2014 Report Share Posted July 20, 2014 sorry, my blind eyes!!! // use the hint version of the weapon mod inventory? change to false if it conflicts with your debug monitor. */ DZE_WEAPON_MOD_USE_HINT_INVENTORY = false; Is it possible to use right click for GPS only to scan players, vehicles and zombies around??? Link to comment Share on other sites More sharing options...
Brockie Posted July 21, 2014 Report Share Posted July 21, 2014 This script is great. Not only is it something that I've wanted and been waiting for, and it works great, but it's also a great replacement for my old right click option script! Just one thing I noticed. I tried to format my config.sqf similar to this: (but for custom building script) DZE_CLICK_ACTIONS = [ ["ItemZombieParts","Smear Guts on you","[] execVM ""custom\walkamongstthedead\smear_guts.sqf"";","true"], ["ItemWaterbottle","Wash zombie guts","[] execVM ""custom\walkamongstthedead\usebottle.sqf"";","true"] ]; with brackets [] execVM and double quotes ""on each side"" of script path Didn't work, in-game nothing would happen the first time I tried, and second time I tried it would say 'building already in progress' or something I removed the brackets, so just execVM now, changed the double quotes back to single apostrophe 'on each side' and it worked! Thank you! Link to comment Share on other sites More sharing options...
Pasquale Posted July 22, 2014 Report Share Posted July 22, 2014 Disappears weapons from your inventory when you take away\install equipment can that be correct in Antihack InfiStar? Link to comment Share on other sites More sharing options...
Pasquale Posted July 24, 2014 Report Share Posted July 24, 2014 add to the topic for the removed parts you need to disable a check in the AHconfig: _RAI = true; to _RAI = false; mudzereli 1 Link to comment Share on other sites More sharing options...
Creep Posted July 25, 2014 Report Share Posted July 25, 2014 Would this work? Its a simple buy scripts, used to be triggered via selfactions private["_part_out","_part_in","_qty_out","_qty_in","_textPartIn","_textPartOut","_qty","_needed","_started","_finished","_animState","_isMedic","_abort","_removed","_tradeCounter","_total_trades","_humanityGain","_humanity""_mod","_old","_new","_upg","_selected","_message","_wait","_waited","_inventory","_muzzles"]; // [part_out,part_in, qty_out, qty_in,]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; //_activatingPlayer = getPlayerUID player; _mod = "Suppressor"; _part_out = _mod; _part_in = "ItemGoldBar"; _qty_out = 1; _qty_in = 1; // _buy_o_sell = (_this select 3) select 4; _textPartIn = (_this select 3) select 5; _textPartOut = (_this select 3) select 6; //_traderID = (_this select 3) select 7; _qty = {_x == _part_in} count magazines player; // find total number of possible trades _total_trades = floor (_qty / _qty_in); if(_total_trades < 1) exitWith { _needed = _qty_in - _qty; cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"]; DZE_ActionInProgress = false; }; _abort = false; _tradeCounter = 0; // trade all items for "_x" from 1 to _total_trades do { _removed = 0; _tradeCounter = _tradeCounter + 1; if(_total_trades == 1) then { cutText [format[(localize "str_epoch_player_105"),_tradeCounter,_total_trades] , "PLAIN DOWN"]; } else { cutText [format[(localize "str_epoch_player_187"),_tradeCounter,_total_trades] , "PLAIN DOWN"]; }; [1,1] call dayz_HungerThirst; player playActionNow "PutDown"; sleep 0.1; _qty = {_x == _part_in} count magazines player; if (_qty >= _qty_in) then { _removed = _removed + ([player,_part_in,_qty_in] call BIS_fnc_invRemove); if (_removed == _qty_in) then { for "_x" from 1 to _qty_out do { _inventory = player getVariable["WeaponModInventory",[]]; player setVariable ["WeaponModInventory",_inventory + [_mod],true]; }; cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"]; } else { // Return items from botched trade. for "_x" from 1 to _removed do { player addMagazine _part_in; }; _abort = true; }; } else { _needed = _qty_in - _qty; cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"]; }; sleep 1; _abort = true; if(_abort) exitWith {}; }; DZE_ActionInProgress = false; Link to comment Share on other sites More sharing options...
Goon Posted July 27, 2014 Report Share Posted July 27, 2014 Hi would this work for overpoch guns, would i be able to make the edits needed. How hard would it be. Many thanks Link to comment Share on other sites More sharing options...
mudzereli Posted July 27, 2014 Author Report Share Posted July 27, 2014 Would this work? Its a simple buy scripts, used to be triggered via selfactions private["_part_out","_part_in","_qty_out","_qty_in","_textPartIn","_textPartOut","_qty","_needed","_started","_finished","_animState","_isMedic","_abort","_removed","_tradeCounter","_total_trades","_humanityGain","_humanity""_mod","_old","_new","_upg","_selected","_message","_wait","_waited","_inventory","_muzzles"]; // [part_out,part_in, qty_out, qty_in,]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; //_activatingPlayer = getPlayerUID player; _mod = "Suppressor"; _part_out = _mod; _part_in = "ItemGoldBar"; _qty_out = 1; _qty_in = 1; // _buy_o_sell = (_this select 3) select 4; _textPartIn = (_this select 3) select 5; _textPartOut = (_this select 3) select 6; //_traderID = (_this select 3) select 7; _qty = {_x == _part_in} count magazines player; // find total number of possible trades _total_trades = floor (_qty / _qty_in); if(_total_trades < 1) exitWith { _needed = _qty_in - _qty; cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"]; DZE_ActionInProgress = false; }; _abort = false; _tradeCounter = 0; // trade all items for "_x" from 1 to _total_trades do { _removed = 0; _tradeCounter = _tradeCounter + 1; if(_total_trades == 1) then { cutText [format[(localize "str_epoch_player_105"),_tradeCounter,_total_trades] , "PLAIN DOWN"]; } else { cutText [format[(localize "str_epoch_player_187"),_tradeCounter,_total_trades] , "PLAIN DOWN"]; }; [1,1] call dayz_HungerThirst; player playActionNow "PutDown"; sleep 0.1; _qty = {_x == _part_in} count magazines player; if (_qty >= _qty_in) then { _removed = _removed + ([player,_part_in,_qty_in] call BIS_fnc_invRemove); if (_removed == _qty_in) then { for "_x" from 1 to _qty_out do { _inventory = player getVariable["WeaponModInventory",[]]; player setVariable ["WeaponModInventory",_inventory + [_mod],true]; }; cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"]; } else { // Return items from botched trade. for "_x" from 1 to _removed do { player addMagazine _part_in; }; _abort = true; }; } else { _needed = _qty_in - _qty; cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"]; }; sleep 1; _abort = true; if(_abort) exitWith {}; }; DZE_ActionInProgress = false; Is this modified code from the traders that buy empty bottles? If so then I think it should work. Hi would this work for overpoch guns, would i be able to make the edits needed. How hard would it be. Many thanks Yes it's totally possible to set this up for overpoch -- unfortunately I only went through and mapped all the guns for vanilla Epoch. On github it explains how to set up the mappings. Link to comment Share on other sites More sharing options...
ATRealMaster Posted October 30, 2014 Report Share Posted October 30, 2014 Very cool addon Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted February 26, 2015 Report Share Posted February 26, 2015 Just wondering if anyone ever added the Overwatch weapons to this that would be willing to share? Link to comment Share on other sites More sharing options...
(AOW)Recon Posted February 26, 2015 Report Share Posted February 26, 2015 Just wondering if anyone ever added the Overwatch weapons to this that would be willing to share? lol i was just working on if we get a group of people we can get this in no time Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted February 28, 2015 Report Share Posted February 28, 2015 lol i was just working on if we get a group of people we can get this in no time Sounds cool. Let me know if you get it set up. I've still got a lot of other things to do before I get there. Link to comment Share on other sites More sharing options...
(AOW)Recon Posted March 1, 2015 Report Share Posted March 1, 2015 Sounds cool. Let me know if you get it set up. I've still got a lot of other things to do before I get there. ya man me to doing during spare time and can you help me with somthing Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted March 1, 2015 Report Share Posted March 1, 2015 ya man me to doing during spare time and can you help me with somthing What do you need help with? I'll try to squeeze what I can in between other things I'm doing. Link to comment Share on other sites More sharing options...
(AOW)Recon Posted March 1, 2015 Report Share Posted March 1, 2015 do you have a ts for you can join mine just poke me if you do Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted March 1, 2015 Report Share Posted March 1, 2015 do you have a ts for you can join mine just poke me if you do It's going to have to wait. I'm in too much pain tonight to work on anything. Just got diagnosed with carpal tunnel syndrome and I'm having lots of pain tonight. Send me a PM if you want. Link to comment Share on other sites More sharing options...
calamity Posted March 1, 2015 Report Share Posted March 1, 2015 lol i was just working on if we get a group of people we can get this in no time I'm In I have been wanting overwatch weapons for too long now... we should all choose a weapon class I choose NOT the ACR's configuration instructions https://github.com/mudzereli/DayZEpochWeaponMods#configuration Overwatch classnames... http://pastebin.com/eDfEBdQs Link to comment Share on other sites More sharing options...
Gristle Posted April 16, 2015 Report Share Posted April 16, 2015 Just wondering if anyone ever added the Overwatch weapons to this that would be willing to share? Hey Zed, been quite a while since we've spoke! I didn't get around to doing the G36's and I omitted the snow camo ACR's but here is what I'm using on my Overpoch server. http://pastebin.com/gNwdffie calamity 1 Link to comment Share on other sites More sharing options...
WagnerMello Posted November 10, 2016 Report Share Posted November 10, 2016 When player removes something from the gun it adds up because it happens and for me that's admin works normally Link to comment Share on other sites More sharing options...
ViktorReznov Posted January 7, 2017 Report Share Posted January 7, 2017 was this built to depend on the deployanything mod? This is the error i am getting after intalling the weaponmod... Spoiler Error in expression <ssing!"; }; if (DZE_CLICK_ACTIONS_BUILD != DZE_CRV_DEPLOYABLE) exitWith { diag_l> Error position: <!= DZE_CRV_DEPLOYABLE) exitWith { diag_l> Error !=: Type Bool, expected Number,String,Object,Side,Group,Text,Config entry,Display (dialog),Control,Team member,Task,Location File mpmissions\__CUR_MP.Chernarus\custom\addons\wmod\init.sqf, line 12 what would i need to do to get weaponmod working without it? OR a link to a 1.0.5.1 compatible version of deployanything? Link to comment Share on other sites More sharing options...
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