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Advanced Alchemical Crafting v3.3


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@Cam Am I use Plotmanagemant and Alchemical crafting with the use oft Plotfriends, so that if ur in plot in can build also with alchemical.

When I'm at home I'll have a look what i had to change its just a few lines i replaced with the logic from plotmanagement.

 

It was really easy to change as long you know what you're doing ;)

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I don't blame him for wanting to keep it for himself.

He has shared enough of his nice work, thought it would definitely be appreciated :)

No problem with keeping it to himself, but as long as he keeps boasting about it people will ask for it. What I do find petty, is for Zupa to denigrate the work of other coders who do release their work to the community. He modified the original authors code to his liking, but he also stated the original coders work was "shit". Zupa loses respect for that comment in my opinion.

 

-CJ-

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@Cam Am

 

I modiefied the part in the custom_buildings.sqf where the Plotownership ischecked to the algorythm from plotmanagement.

 

I added this starting around line 166 in custom_building.sqf:


// check nearby plot's ownership and then for friend status
//if plot does not belong to player
_nearestPole = _findNearestPole select 0;
 
_ownerID = _nearestPole getVariable["ownerPUID","0"];

if(_playerUID == _ownerID) then {  //Keep ownership
	_canBuildOnPlot = true;
} else {
	_friendlies = _nearestPole getVariable ["plotfriends",[]];
	_fuid  = [];
	{
	      _friendUID = _x select 0;
	      _fuid  =  _fuid  + [_friendUID];
	} forEach _friendlies;
	_builder  = getPlayerUID player;
	// check if friendly to owner
	if(_builder in _fuid) then {
	    _canBuildOnPlot = true;
	};
};
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@Cam Am

 

I modiefied the part in the custom_buildings.sqf where the Plotownership ischecked to the algorythm from plotmanagement.

 

I added this starting around line 166 in custom_building.sqf:


// check nearby plot's ownership and then for friend status
//if plot does not belong to player
_nearestPole = _findNearestPole select 0;
 
_ownerID = _nearestPole getVariable["ownerPUID","0"];

if(_playerUID == _ownerID) then {  //Keep ownership
	_canBuildOnPlot = true;
} else {
	_friendlies = _nearestPole getVariable ["plotfriends",[]];
	_fuid  = [];
	{
	      _friendUID = _x select 0;
	      _fuid  =  _fuid  + [_friendUID];
	} forEach _friendlies;
	_builder  = getPlayerUID player;
	// check if friendly to owner
	if(_builder in _fuid) then {
	    _canBuildOnPlot = true;
	};
};

so i tried this and now when trying to place an object it says no plot found when there for sure is...

 

also is there a way to keep others from removing objects if they are not on the plot?

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Yeah I gues I know the problem, _findNearestPole select 0 is empty, Well I will have tomorrow time to watch after this, there while, checkout how the checkif any can build is made by Poltmanagement.

 

When you installed it u had to make some such changes. Maybe You find the missing lines. Just check the source code from https://github.com/DevZupa/PlotManagement/blob/master/Modded_Epoch.mdat step 7.

 

If You want I can help you tomorrow at 2pm (german time).

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Yeah I gues I know the problem, _findNearestPole select 0 is empty, Well I will have tomorrow time to watch after this, there while, checkout how the checkif any can build is made by Poltmanagement.

 

When you installed it u had to make some such changes. Maybe You find the missing lines. Just check the source code from https://github.com/DevZupa/PlotManagement/blob/master/Modded_Epoch.mdat step 7.

 

If You want I can help you tomorrow at 2pm (german time).

So I got it working I had to change this code

 

if (alive _x) then {
_findNearestPole set [(count _findNearestPole),_x];
};
} foreach _findNearestPoles;
 
_IsNearPlot = count (_findNearestPole);
 
// check nearby plot's ownership and then for friend status
//if plot does not belong to player
_nearestPole = _findNearestPole select 0;
 
_ownerID = _nearestPole getVariable["CharacterID","0"];
 
if(dayz_characterID == _ownerID) then {  //Keep ownership
_canBuildOnPlot = true;
} else {
_friendlies = player getVariable ["friendlyTo",[]];
if(_ownerID in _friendlies) then {
_canBuildOnPlot = true;
};
}; 
 
to 
 
if (alive _x) then {
_findNearestPole set [(count _findNearestPole),_x];
};
} count _findNearestPoles;
 
_IsNearPlot = count (_findNearestPole);
 
// check nearby plot's ownership and then for friend status
//if plot does not belong to player
_nearestPole = _findNearestPole select 0;
 
_ownerID = _nearestPole getVariable["CharacterID","0"];
 
if(dayz_characterID == _ownerID) then {  //Keep ownership
_canBuildOnPlot = true;
} else {
_friendlies = _nearestPole getVariable ["plotfriends",[]];
_fuid  = [];
{
_friendUID = _x select 0;
_fuid  =  _fuid  + [_friendUID];
} forEach _friendlies;
_builder  = getPlayerUID player;
// check if friendly to owner
if(_builder in _fuid) then {
_canBuildOnPlot = true;
};
};
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Well I guess you need to search for the script, where buldables can be removed and try to implement the same logic for building also for the removed / delete of buildings.

 

Idk where this would be cause I nevr tried to remove thos buildables, I actually didn't that this is possible, I always neded to delete them with the admin-tool -.-.

 

Please in Case u figured out How (I'll have a look on this as well ass soon I got time) please let us (me ;) ) also know :D

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I'm confused about one thing... :blink:

 

For example, this code means that all bushes will need only the gem to build:

    class DefaultBushes:Default {
        offset[]={0,3,1};
        requiredtools[] = {"ItemToolbox","ItemEtool"};
        requiredmaterials[] ={"ItemObsidian"};
    };

because this section isn't filled with unique stuff needed for each bush:

class Bushes{            //12
    class MAP_b_betulaHumilis:DefaultBushes {};        
    class MAP_b_canina2s:DefaultBushes {};        
    class MAP_b_corylus:DefaultBushes {};        
    class MAP_b_corylus2s:DefaultBushes {};        
    class MAP_b_craet1:DefaultBushes {};        
    class MAP_b_craet2:DefaultBushes {};        
    class MAP_b_pmugo:DefaultBushes {};        
    class MAP_b_prunus:DefaultBushes {};        
    class MAP_b_salix2s:DefaultBushes {};        
    class MAP_b_sambucus:DefaultBushes {};        
    class amygdalusn:DefaultBushes {};        
    class fiberplant:DefaultBushes {};            
    };

Okay so far...

I'm only confused about the default class for the gem itself:

    class DefaultObsidian:Default {
        offset[]={0,3,1};
        requiredtools[] = {"ItemToolbox"};        
        requiredmaterials[] ={"ItemObsidian","ItemGoldBar10oz","ItemGoldBar10oz"};
    };  

For what I need 2 x ItemGoldBar10oz?

They don't show up in any Obsidian build section?

Can somebody enlighten me? :mellow:

 

EDIT:

Never mind, reworking the tables I figured it out:

 

class RoadCone:DefaultAmethyst {};

class DefaultAmethyst:Default {
        offset[]={0,3,1};    
        requiredtools[] = {"ItemToolbox"};
        requiredmaterials[] ={"ItemAmethyst","ItemGoldBar10oz","ItemGoldBar10oz"};

Now it makes sense...

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  • 3 weeks later...

Hi I know the tutorial explains how to add new items to your list.  But i assume that is for items that are already included in the game abd the script just pulls that item with the class name.  I would like to add a few different flags for countries. just wondering how i would get this script to call it from the mission file?

 

If its possible

 

thanks

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  • 1 month later...

Hello, I installed this last night, but it is not working.  I spawned in gems from infistar to see if it was working.  Only the ruby gave right click options, one was for a little bird, and the other was a UH-1Y.  These are not what shows in the items you can craft on page one.  I have Zupa's coin system, advanced trading, suicide by right clicking hand gun, enhanced spawn section, no plot pole build, walking zeds, and some more stuff.

I looked at the error report and did not see anything there showing up. 

 

Here is part of the init.sqf

 

//Load in compiled functions


call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";                //Initilize the Variables (IMPORTANT: Must happen very early)
call compile preprocessFileLineNumbers "custom\Buildables\variables.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";                //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";    //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";                //Compile regular functions
call compile preprocessFileLineNumbers "custom\Buildables\Crafting_Compiles.sqf";
/*ZSC*/    
call compile preprocessFileLineNumbers "ZSC\gold\ZSCinit.sqf";
/*ZSC*/            
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders_cherno_11.sqf";                //server side traders
call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles
call compile preprocessFileLineNumbers "addons\bike\init.sqf";
progressLoadingScreen 1.0;
fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf";

 

Here is the description.ext

 

#include "spawn\class.hpp"


#include "spawn\halo.hpp"
#include "spawn\spawn.hpp"
#include "ZSC\config\ZSCdefines.hpp"
#include "ZSC\config\ZSCdialogs.hpp"
#include "zupa\advancedTrading\advancedTrading.hpp"
#include "custom\snap_pro\snappoints.hpp"
#include "ckc\ckc_defines.hpp"
#include "ckc\ckc_ui.hpp"
#include "ckc\ckc_SafeUI.hpp"
#include "custom\Buildables\extra_rc.hpp"
#include "custom\Buildables\MT_Defines.hpp"
#include "custom\Buildables\Crafting_Defines.hpp"
#include "custom\Buildables\Crafting_Dialogs.hpp"

 

My fn_selfactions are in a customs folder.  The path shows in the last line that I posted in the init.sqf area

 

_isWreck = _typeOfCursorTarget in DZE_isWreck;


    _isWreckBuilding = _typeOfCursorTarget in DZE_isWreckBuilding;
    _isModular = (_cursorTarget isKindOf "ModularItems") or ((typeOf _cursorTarget) in Custom_Buildables);
    _isModularDoor = _typeOfCursorTarget in ["Land_DZE_WoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_GarageWoodDoor","CinderWallDoor_DZ","CinderWallDoorSmall_DZ"];

 

For the battleye createvehice.txt on vilayer is under this path

 \MikeK_MasterConfiguration\Battleye\createvehicle.tx

 

Here's the old createvehicle.txt

 

//new


5 "SeaGull"
1 "" !"WeaponHolder" !"box"
5 "box" !="DebugBoxPlayer_DZ" !"MedBox" !="AmmoBoxSmall_556" !="AmmoBoxSmall_762" !="ItemMatchbox" !="ItemToolbox" !="CardBoardBox" !="FoodBox1" !="FoodBox2" !="FoodBox3" !="LockboxStorageLocked" !="LockboxStorage" !="WeaponHolder_ItemLockbox"
5 "BasicWeapons"
5 "SpecialWeapons"
5 "FunctionsManager"
5 "Logic"
5 "sideLogic"
5 "M_Vikhr_AT"
5 "M_Hellfire_AT"
5 "snowman"
5 "FAL_pond_"

 

And here is is after I changed it

 

//new


5 "SeaGull"
1 "" !"WeaponHolder" !"box"
5 "box" !="MAP_Misc_PostBox" !="MAP_phone_box" !="MAP_Camo_box" !="MAP_phonebox" !="MAP_icebox" !="MAP_box_c" !="Land_Misc_ConcBox_EP1" !="DebugBoxPlayer_DZ" !"MedBox" !="AmmoBoxSmall_556" !="AmmoBoxSmall_762" !="ItemMatchbox" !="ItemToolbox" !="CardBoardBox" !="FoodBox1" !="FoodBox2" !="FoodBox3" !="LockboxStorageLocked" !="LockboxStorage" !="WeaponHolder_ItemLockbox"
5 "BasicWeapons"
5 "SpecialWeapons"
5 "FunctionsManager"
5 "Logic"
5 "sideLogic"
5 "M_Vikhr_AT"
5 "M_Hellfire_AT"
5 "snowman"
5 "FAL_pond_"

 

The way I understand the install guide was the added stuff had to go after 5 "box"  But it did not say if what was currently there needed to be deleted or not so I left it.

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  • 2 weeks later...

Question: Can i replace the Obsidian with the ItemOilBarrel and OilBarrel through out the script. the reason is I have  origins and the obsidian builds the strong hold and will not let your script do its crafting.

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  • 1 month later...

Hello I keep getting this has been kicked by BattlEye: CreateVehicle Restriction #12(copied from dart), from preview or crafting.  I had this working on my old server, I changed host's due to mine being offline a lot.  I moved all the files from the old server to the new one.  Everything works fine except this.  My createvehicle.txt is as follows

 

//new


5 "SeaGull"
1 "" !"WeaponHolder" !"box"
5 "box" !="MAP_Misc_PostBox" !="MAP_phone_box" !="MAP_Camo_box" !="MAP_phonebox" !="MAP_icebox" !="MAP_box_c" !="Land_Misc_ConcBox_EP1" !="DebugBoxPlayer_DZ" !"MedBox" !="AmmoBoxSmall_556" !="AmmoBoxSmall_762" !="ItemMatchbox" !="ItemToolbox" !="CardBoardBox" !="FoodBox1" !="FoodBox2" !="FoodBox3" !="LockboxStorageLocked" !="LockboxStorage" !="WeaponHolder_ItemLockbox"
5 "BasicWeapons"
5 "SpecialWeapons"
5 "FunctionsManager"
5 "M_Vikhr_AT"
5 "M_Hellfire_AT"
5 "Logic"
5 "sideLogic"
5 "snowman"
1 !="Land_Bucket_EP1" !="skeetmachine"
5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1"
5 "FAL_pond_"

   

 

I have double checked it and it looks crooect, unless I am missing something my tired eyes can't see. 

 

Any help would be awesome

Thanks
 

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@navyseal566 I have snap pro,vector build, and plot management installed. I don't get that problem, so they are compatible. I do have a question for you. where did you find the createvehicle.txt?  I ask because I have gtx hosting as well and want to make sure I put it in the right spot. I kept getting restriction kicks. 

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@navyseal566 I have snap pro,vector build, and plot management installed. I don't get that problem, so they are compatible. I do have a question for you. where did you find the createvehicle.txt?  I ask because I have gtx hosting as well and want to make sure I put it in the right spot. I kept getting restriction kicks. 

I did not put it anywhere  It was in my DayZConfig/Battleye folder

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