Donnovan Posted July 17, 2014 Report Share Posted July 17, 2014 Rai!Often i have people on my server asking me why they can't remove their plot pole.The case is that they lost so many crowbars and/or toolbox broken in the process that they start to think that there is something wrong. I feel like then.So i would like to ask you. This is normal? It's working as intended? Or it's any king of problem my server is having?Thankyou in advance! Link to comment Share on other sites More sharing options...
RimBlock Posted July 17, 2014 Report Share Posted July 17, 2014 As standard there is a 10% chance of breakage per medic animation cycle (3 normally or twice as many if not the owner). The code is in remove.sqf and you can change the chance of breakage very easily. Look for if((random 10) <= 1) then { Changing it to if((random 100) <= 1) then { Would give a 1% chance. Removing ( or commenting out) the whole "if" statement up to "};" will remove the chance of breaking a tool. Link to comment Share on other sites More sharing options...
Donnovan Posted July 17, 2014 Author Report Share Posted July 17, 2014 Oh! I see...Thanks a lot!So if the player is not the plot owner the chance to break is 1 - 0.9^6 = 47%.Its strange as sometimes people try 5 or more times without success, i feel inclined to disable it.Again, thankyou! Link to comment Share on other sites More sharing options...
RimBlock Posted July 17, 2014 Report Share Posted July 17, 2014 Np, I got through quite a few tools when taking down a sandbag (IIRC) fence around my plot I had put up to stop the zombies, only to find out the zombies could walk right through (or maybe it was barbed wire...). That was a real pain and lots of tools got broken. Link to comment Share on other sites More sharing options...
THEbookie Posted July 17, 2014 Report Share Posted July 17, 2014 Is there a way to just change the steps to removing it from 6 - 3? Link to comment Share on other sites More sharing options...
RimBlock Posted July 18, 2014 Report Share Posted July 18, 2014 Yep, Look in remove.sqf and change Find if(!(_ownerID in _friendlies)) then { _limit = round(_limit*2); }; Change to if(!(_ownerID in _friendlies)) then { _limit = _limit; }; You could change it to be a bit more elegant but that will do the same job with the minimum of effort and would be easy to change back if desired. Link to comment Share on other sites More sharing options...
Tricks Posted August 31, 2014 Report Share Posted August 31, 2014 Is there a way to change this on a non dedicated server? I don't have access to my remove.sqf Link to comment Share on other sites More sharing options...
fr1nk Posted August 31, 2014 Report Share Posted August 31, 2014 Remove.sqf is located in dayz_code.pbo in your Steam folder. Link to comment Share on other sites More sharing options...
Tricks Posted August 31, 2014 Report Share Posted August 31, 2014 I cannot edit my dayz_code.pbo, I am on a hosted server. Should I copy it and call it from somewhere? Link to comment Share on other sites More sharing options...
RimBlock Posted August 31, 2014 Report Share Posted August 31, 2014 custom compiles redirecting fn_selfactions.sqf to a mission side copy. The mission side copy of fn_selfactions then redirects the remove.sqf to a mission side version. Link to comment Share on other sites More sharing options...
Tricks Posted September 5, 2014 Report Share Posted September 5, 2014 So I already have a custom compiles pointing to a fn_selfsctions.sqf. What would be the code I need in my fn_selfsctions to point to my custom remove.sqf? Link to comment Share on other sites More sharing options...
RC_Robio Posted September 6, 2014 Report Share Posted September 6, 2014 if(_player_deleteBuild) then { if (s_player_deleteBuild < 0) then { s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "custom\remove.sqf",_cursorTarget, 1, true, true, "", ""]; }; Link to comment Share on other sites More sharing options...
RabidPanda01 Posted February 27, 2015 Report Share Posted February 27, 2015 I have done this.. but it still breaks tools.. after player dies.. the are no longer the "owner" So how could I make to so player can who dies can remove his poles without using all his toolboxes.. thank you Link to comment Share on other sites More sharing options...
wildwezul Posted April 20, 2015 Report Share Posted April 20, 2015 Hi everyone, So no one in my server is getting the option to remove plot poles. I played in another server and it was damn near impossible to get a remove option. But try as I might I nor anyone else, can get the option to remove plot poles. Anyone have any ideas about this? I'm having to delete Plot poles and give free ones to people.. and of course tagging as friendly to build doesnt work anymore either. Link to comment Share on other sites More sharing options...
THEbookie Posted April 20, 2015 Report Share Posted April 20, 2015 Hi everyone, So no one in my server is getting the option to remove plot poles. I played in another server and it was damn near impossible to get a remove option. But try as I might I nor anyone else, can get the option to remove plot poles. Anyone have any ideas about this? I'm having to delete Plot poles and give free ones to people.. and of course tagging as friendly to build doesnt work anymore either. I wouldn't know off by heart but If you said what scripts you had installed or what errors you had in your rpt's they mite help. Have you checked your fn_selfactions file to make sure you have done things right there? Link to comment Share on other sites More sharing options...
wildwezul Posted April 21, 2015 Report Share Posted April 21, 2015 I wouldn't know off by heart but If you said what scripts you had installed or what errors you had in your rpt's they mite help. Have you checked your fn_selfactions file to make sure you have done things right there? No errors, just no option to remove plot pole. Scripts that I can think of off the top of my head: Self Blood bag, Suicide DZGM DZAI WAI DZMS JAEM Deploy bike/ mozzie Towing infistar Custom Map buildings Custom loot Link to comment Share on other sites More sharing options...
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