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[release] 1.0.5.1 - Weapon Attachment Mod 1.1.0 - Remove/Add attachments to weapons


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instead of calling from bottom of mission init

 

could i call from my custom compiles instead like so?

 

2icbocy.png

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

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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???

 

b_560_95_1.png

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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!

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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;

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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.

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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?

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