BlueFrost Posted August 24, 2015 Report Share Posted August 24, 2015 Yes i agree, however i wanted to be sure. Trying help a friend fix his server, he very recently changed host and now is having issues. long term meds iv been on have messed my head a good bit so makes sorting him out fairly hard for me.Its poster sampson42002 from above, players keep getting restriction 12 when using/previewing a handful of items such as Land_fort_artillery_nest_EP1. Im pretty sure its because he has "Fort_" listed but no exceptions for any of the "fort_" items such as the artillery nest.Also when adding exceptions such as for the fort_artillery_nest. If "Fort_" is listed then for any exception we want will need to be on the same line as "Fort_" correct? Im concerned that if he adds anymore restrictions say "nest", If at that point he will need to add an exception for Land_fort_artillery_nest_EP1 on both lines "Fort_" and on line "nest".Tyvm for your response! Link to comment Share on other sites More sharing options...
raymix Posted August 24, 2015 Report Share Posted August 24, 2015 Correct, think of "fort_" essentially as a keyword. Any createVehicle command that uses classname that contains ANY traces of "fort_" in it will kick the player, unless you add exception(s).There are 2 ways of adding exceptions:1) "keyword" !="exception"2) "keyword" !"exception"Did you spot the difference? Equal sign means that phrase has to be exact, but statement without equal sign adds another keyword, but in exceptions.So in your example:1) !="fort_nest" Will not kick if you build "fort_nest" specifically. Anything else with fort_ int it gets a kick. 2) !"fort_nest" will kick if any keyword has "fort_" in it, UNLESS it contains "fort_nest". This means, that instead of adding multiple specific "fort_nest1", "fort_nest2" and so on .. to exceptions, you can do a single whitelisted keyword instead. Most famous examples - PVDZE_ and USEC_ Hope that clears it up a bit. Link to comment Share on other sites More sharing options...
BlueFrost Posted August 24, 2015 Report Share Posted August 24, 2015 Raymix- Legend indeed. Thanks once again. Now time to start to look at the missions he wants to add but dont seem to spawn lol. Link to comment Share on other sites More sharing options...
DestinyArts Posted September 4, 2015 Report Share Posted September 4, 2015 Amazing Script Love it to play with on it on Servers, to bad i cant download it Link to comment Share on other sites More sharing options...
Hux Posted September 4, 2015 Report Share Posted September 4, 2015 I just installed Deploy anything and it seems to conflict with this script.I get no right click option now with gems.I did look at the conflicts section and saw Calamity's fix but I don't understand how it works.Could somebody explain? Thank you. Link to comment Share on other sites More sharing options...
theduke Posted September 10, 2015 Report Share Posted September 10, 2015 I just installed Deploy anything and it seems to conflict with this script.I get no right click option now with gems.I did look at the conflicts section and saw Calamity's fix but I don't understand how it works.Could somebody explain? Thank you.if you installed the deploy anything script, you should have a overwrites folder in your mission folder. In that overwrites folder, open the click_actions folder, then openthe config.sqf and add this["ItemAmethyst","Start Crafting!","closeDialog 0;createDialog ""Advanced_Crafting"";execVM 'custom\Buildables\Amethyst.sqf';","true"], ["ItemCitrine","Start Crafting!","closeDialog 0;createDialog ""Advanced_Crafting"";execVM 'custom\Buildables\Citrine.sqf';","true"], ["ItemEmerald","Start Crafting!","closeDialog 0;createDialog ""Advanced_Crafting"";execVM 'custom\Buildables\Emerald.sqf';","true"], ["ItemObsidian","Start Crafting!","closeDialog 0;createDialog ""Advanced_Crafting"";execVM 'custom\Buildables\Obsidian.sqf';","true"], ["ItemRuby","Start Crafting!","closeDialog 0;createDialog ""Advanced_Crafting"";execVM 'custom\Buildables\Ruby.sqf';","true"], ["ItemSapphire","Start Crafting!","closeDialog 0;createDialog ""Advanced_Crafting"";execVM 'custom\Buildables\Sapphire.sqf';","true"], ["ItemTopaz","Start Crafting!","closeDialog 0;createDialog ""Advanced_Crafting"";execVM 'custom\Buildables\Topaz.sqf';","true"], ["ItemLightbulb","Start Crafting!","closeDialog 0;createDialog ""Advanced_Crafting"";execVM 'custom\Buildables\Lights.sqf';","true"]Make sure the last line does not have a "," (comma) at the end. I've also noticed that you might need to add a few more of the extra right clicks in here if some others dont workex:["ItemRadio","Group Management","execVM 'custom\dzgm\loadGroupManagement.sqf';","true"],Hope this helpsDuke Link to comment Share on other sites More sharing options...
Hux Posted September 10, 2015 Report Share Posted September 10, 2015 I was given a solution in the Deploy anything thread and it all seems to work now.I'm going to keep a copy of your solution just in case I have future trouble. Thank you for the help. Link to comment Share on other sites More sharing options...
juicecrew Posted September 17, 2015 Report Share Posted September 17, 2015 Is there a github link for the files or something? i really want to use this but i'm getting a restricted error when i try to download the files :\ Link to comment Share on other sites More sharing options...
theduke Posted September 17, 2015 Report Share Posted September 17, 2015 Is there a github link for the files or something? i really want to use this but i'm getting a restricted error when i try to download the files :\I've noticed since the website switch alot of links dont work anymore.here are the files i have http://www.filedropper.com/buildables Link to comment Share on other sites More sharing options...
Bob_the_K Posted September 17, 2015 Report Share Posted September 17, 2015 I've noticed that, too. I'm in the process of building out a new server with scripts/mods that I like and those that our players have been asking for. I'm trying to download the latest code for all but about half the links no longer work. Link to comment Share on other sites More sharing options...
Hux Posted September 18, 2015 Report Share Posted September 18, 2015 Buildables: https://www.dropbox.com/home Link to comment Share on other sites More sharing options...
rss_adm Posted October 14, 2015 Report Share Posted October 14, 2015 Hello All!How add Single currency to crafting dialog and labeling "Required Money"? Link to comment Share on other sites More sharing options...
speed Posted October 14, 2015 Report Share Posted October 14, 2015 Why we cant download latest files? Link to comment Share on other sites More sharing options...
sampson42002 Posted October 23, 2015 Report Share Posted October 23, 2015 I love this. I have been using it on my server for awhile now. One question is there away that I can press the "f" key so I can walk around the item first, to check the location before building it? If so how? Thanks Link to comment Share on other sites More sharing options...
Basti890 Posted October 23, 2015 Report Share Posted October 23, 2015 I love this. I have been using it on my server for awhile now. One question is there away that I can press the "f" key so I can walk around the item first, to check the location before building it? If so how? ThanksYes u need to combine the fn_selfactions.sqf from snap-build with the one from alchemical crafting. I've done this 8 or 9 Months ago, so I don't know the exact steps. But it does work with "f" placing the object and walk around.On some objects it is necessarry to do that like MAP_lobby_counter, it will spawn in u and throw u around untill u hit a stonewall. so the onyl way to place this is, standing on a nearby stonewall, craft the lobby_counter, and set its high over ur haed, that snap it "f", move and place it like u want. If u want I can give u some help in my TS and show it u on my Server how it does work with snap-build.Check my homepage http://www.zentrale-des-wahnsinns.eu Teamspeak and Server are both linked there. Link to comment Share on other sites More sharing options...
sampson42002 Posted October 23, 2015 Report Share Posted October 23, 2015 Thank you @Basti890 I have not tired your way yet limited time before work. I missed this on the first page in the install guide. If you would like to add the detach with F like in Snap Pro,The Hound posted this reply on page six:For anyone who has snap pros space interrupt and wants the F key function from it in this here is the custom_build http://pastebin.com/Sx3BK5TC. Thank you to Zupa for making a combined defines.hpp that eliminates the conflict between his mods and this one. On 9/23/2014, 5:21:51, Zupa said:https://www.dropbox.com/s/p50lerdnkwizepw/defines.hpp?dl=0 Just delete my crafting_defines.hpp, remove#include "custom\Buildables\Crafting_Defines.hpp"from your description.ext and replace his defines.hpp with the one in the above link. I have deleted the Crafting_Defines.hpp from the custom/buildables and removed that line from the description.ext. I then removed the defines.hpp from the plot management folder and replaced it with Zupa's. I get stuck at waiting for host, my server pops up this message mpmission\DayZ_Overpoch_1.chernarus\custom\Buildables\Crafting_dialogs.hpp,line 8:/Advanced_CraftingControls.AAC_Background:Undefined base class 'RscBackground' I have also tried deleting the Crafting_Defines.hpp from buildables and putting zupa's Defines.hpp there and either deleting the line from description.ext and replacing Crafting_defines.hpp with defines.hpp. If I delete Crafting_Define and put Zupa's Define's in buildables and just remove the line from the description.ext, I get the same error. If I do the samething but add this in the description.ext #include "custom\Buildables\Defines.hpp" I get this error mpmission\DayZ_Overpoch_1.chernarus\plotmanagement\defines.hpp, line 15 ,RscProgressF: Member already Defined. Not quite sure what I did/am doing wrong. Link to comment Share on other sites More sharing options...
Phone_Guy Posted November 30, 2015 Report Share Posted November 30, 2015 Noticed that the download for these seems to be bug, keeps throwing an error. Any alternative links? Link to comment Share on other sites More sharing options...
ElDubya Posted December 1, 2015 Report Share Posted December 1, 2015 Agreed. I am in desperate need of the original extra_rc.hpp from these files if anyone is feeling generous? :) Link to comment Share on other sites More sharing options...
theduke Posted December 1, 2015 Report Share Posted December 1, 2015 here are the original files that i have https://www.dropbox.com/s/p4xj0k9o530ojyz/Buildables.zip?dl=0 ElDubya and Ghøzt 2 Link to comment Share on other sites More sharing options...
sampson42002 Posted December 19, 2015 Report Share Posted December 19, 2015 I doubt it but is there anyway to add dirt roads to a gem? I spent an hour trying to make a short dirt road in the editor this evening, for it to come out aweful and then shift really bad when I saved it. Thanks mike Link to comment Share on other sites More sharing options...
ElDubya Posted December 19, 2015 Report Share Posted December 19, 2015 On 01/12/2015 at 1:59 AM, theduke said: here are the original files that i have https://www.dropbox.com/s/p4xj0k9o530ojyz/Buildables.zip?dl=0 Cheers man, appreciated. Link to comment Share on other sites More sharing options...
theduke Posted December 19, 2015 Report Share Posted December 19, 2015 14 hours ago, sampson42002 said: I doubt it but is there anyway to add dirt roads to a gem? I spent an hour trying to make a short dirt road in the editor this evening, for it to come out aweful and then shift really bad when I saved it. Thanks mike dealing with roads in the editor are a pain. I myself never tried with the gems tbh...not sure how epoch would react with the fact that you cant build on roads. But, when in the editor, place a object over the road, like a ammo crate or a backpack. that way you can highlight both items at the same time, click and drag on the backpack and it will move the roads too...much easier if you ask me. as far as saving it and it goes crazy sometimes. it might have to do with the vector not being up. Hope this helps Link to comment Share on other sites More sharing options...
TAF rocka Posted December 26, 2015 Report Share Posted December 26, 2015 On 12/19/2015 at 4:24 AM, sampson42002 said: I doubt it but is there anyway to add dirt roads to a gem? I spent an hour trying to make a short dirt road in the editor this evening, for it to come out aweful and then shift really bad when I saved it. Thanks mike roads are a pest in editor, however heres what I do and it works pretty well; place a section for each type of road piece you are going to use (shorts, bends etc) along with your good old barrel(s) (for moving and positioning the road) save and preview, go back in find your first road piece eg straight and select both that and the barrel, copy it then paste it in the area you want it, rotate until its right, delete that barrel and repeat, 98% of the time when you save and go back in after doing this the roads will not have shifted, make sure you place your copied road as close to its final position as possible and delete the original roads (the ones you made copies of) Link to comment Share on other sites More sharing options...
Ghøzt Posted January 8, 2016 Report Share Posted January 8, 2016 (edited) Is this mod still available? I can't seem to access it through my account. I inherited a server with AAC on it but it only gives us access to right click on gems to make mounted guns. The menu and options are all there but the objects are not able to be previewed. The items can be crafted but no object appears after successfully crafting. My plan was to remove the mod and then reinstall with these files but alas I cannot access them. Any help wold be much appreciated. Thanks. Update: I found the zip posted in here. Thanks! Now let's see if I can get it working again. Edited January 8, 2016 by Ghøzt Found solution Link to comment Share on other sites More sharing options...
Brainzaw Posted January 13, 2016 Report Share Posted January 13, 2016 Hello I just installed this mod. The menus seem to work fine but when i chose something to actually build i can not click on either the craft ,preview or exit button I have advanced traing,snap rp and plotmanagement installed and all still work fine. Here a screenshot how its looking. http://puu.sh/jJF1x/1b97c9c033.jpg I have the same problem ... I can see the options in the menu, but i can't click on them. I have removed some (not all) titles from Crafting_Defines.hpp as they were already defined. Then i merged the ui_selectSlot.sqf from This script and from th Deploy Anything script. Anyone got an idea to fix this??? On 2/9/2014 at 0:15 PM, sisquo007 said: Hey! Here is my merged "ui_selectSlot.sqf" with the merged one this script (Advanced Alchemical Crafting) and (Deploy Anything) works fine together. what u need to do is the following: open the file Crafting_Compiles.sqf from your "custom\Buildables" Folder delete the following line player_selectSlot = compile preprocessFileLineNumbers "custom\Buildables\ui_selectSlot.sqf"; u also can delete the File itself from the folder. After that open your custom "compiles.sqf" u should already have one..... seach for: player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf"; comment this line out so it looks like this: // player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf"; after that copy the following code and overwrite it with the one u have in "overwrites\click_actions\ui_selectSlot.sqf" private ["_control","_button","_parent","_group","_pos","_item","_conf","_name","_cfgActions","_numActions","_height","_menu","_config","_type","_script","_outputOriented","_compile","_array","_outputClass","_outputType"]; disableSerialization; _control = _this select 0; _button = _this select 1; _parent = findDisplay 106; //if ((time - dayzClickTime) < 1) exitWith {}; if (!DZE_SelfTransfuse && ((gearSlotData _control) == "ItemBloodBag")) exitWith {}; if (_button == 1) then { //dayzClickTime = time; _group = _parent displayCtrl 6902; _pos = ctrlPosition _group; _pos set [0,((_this select 2) + 0.48)]; _pos set [1,((_this select 3) + 0.07)]; _item = gearSlotData _control; _conf = configFile >> "cfgMagazines" >> _item; if (!isClass _conf) then { _conf = configFile >> "cfgWeapons" >> _item; }; _name = getText(_conf >> "displayName"); _cfgActions = _conf >> "ItemActions"; _numActions = (count _cfgActions); _height = 0; //Populate Menu for "_i" from 0 to (_numActions - 1) do { _menu = _parent displayCtrl (1600 + _i); _menu ctrlShow true; _config = (_cfgActions select _i); _type = getText (_config >> "text"); _script = getText (_config >> "script"); _outputOriented = getNumber (_config >> "outputOriented") == 1; _height = _height + (0.025 * safezoneH); _compile = format["_id = '%2' %1;",_script,_item]; uiNamespace setVariable ['uiControl', _control]; if (_outputOriented) then { /* This flag means that the action is output oriented the output class will then be transferred to the script && the type used for the name */ _array = getArray (_config >> "output"); _outputClass = _array select 0; _outputType = _array select 1; _name = getText (configFile >> _outputType >> _outputClass >> "displayName"); _compile = format["_id = ['%2',%3] %1;",_script,_item,_array]; }; _menu ctrlSetText format[_type,_name]; _menu ctrlSetEventHandler ["ButtonClick",_compile]; }; //### BEGIN MODIFIED CODE: extra click actions { private["_classname","_text","_execute","_condition"]; _classname = _x select 0; _text = _x select 1; _execute = _x select 2; _condition = _x select 3; // if the clicked item matches, then assign the script call and display text if(_item == _classname && (call compile _condition)) then { _menu = _parent displayCtrl (1600 + _numActions); _menu ctrlShow true; _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; _menu ctrlSetEventHandler ["ButtonClick",_execute]; _numActions = _numActions + 1; }; } forEach DZE_CLICK_ACTIONS; //### END MODIFIED CODE: extra click actions // Add extra context menus _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item); _erc_numActions = (count _erc_cfgActions); if (isClass _erc_cfgActions) then { for "_j" from 0 to (_erc_numActions - 1) do { _menu = _parent displayCtrl (1600 + _j + _numActions); _menu ctrlShow true; _config = (_erc_cfgActions select _j); _text = getText (_config >> "text"); _script = getText (_config >> "script"); _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; _menu ctrlSetEventHandler ["ButtonClick",_script]; }; }; _pos set [3,_height]; //hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos]; _group ctrlShow true; ctrlSetFocus _group; _group ctrlSetPosition _pos; _group ctrlCommit 0; }; Now u can use the right click actions from Deploy Anything and the "exra_rc" which are used from Advanced Alchemical Crafting and much other mods without any issues! 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