hogscraper Posted October 3, 2014 Author Report Share Posted October 3, 2014 I have this installed on my server, and I am 99% sure I followed all steps correctly. For some reason though I cannot right click on the gems. No extra tabs come up. There is no errors in the RPT either, so if anyone has a fix for this it would be appreciated. Also I have Zupa's edits for single currency enabled. If no right click is working your extra_rc is possibly not installed correctly or another mod you have running might be conflicting with it. Have you checked the fix above for making mine and zupa's mod play along well? Link to comment Share on other sites More sharing options...
NetShark Posted October 4, 2014 Report Share Posted October 4, 2014 Hi, I came to ask for some light about an issue with the lastest Epoch Admin Tool Update. Today, I managed to update the Epoch Admin Tool to its lastest version 1.9.1 because it was working badly before. In order to get epoch admin tool working, I had to delete the 'RscListBox' from Crafting_Dialogs.hpp of Advanced Alchemical Crafting script, otherwise the server didn't load. Now the Advanced Alchemical Crafting doesn't show any item on the crafting lists... the gems works fine because the show the option to craft, but there are no items listed... so that EAT update broke my Advanced Alchemical Crafting script... :( :( .. and I love this script.... Can someone give me some light on this? Link to comment Share on other sites More sharing options...
hogscraper Posted October 4, 2014 Author Report Share Posted October 4, 2014 Is a listbox already defined in the includes from the admin tool? If it is, find that definition and use whatever they are calling it. If it is already called RscListBox you could undelete mine, rename it to HOGSListBox in the defines then make sure to rename all RscListBox items in my files to HOGSListBox. class HOGSListBox { access = 0; type = 5; w = 0.4; h = 0.4; rowHeight = 0; colorText[] = {1,1,1,1}; colorDisabled[] = {1,1,1,0.25}; colorScrollbar[] = {1,0,0,0}; colorSelect[] = {0,0,0,1}; colorSelect2[] = {0,0,0,1}; colorSelectBackground[] = {0.95,0.95,0.95,1}; colorSelectBackground2[] = {0.95,0.95,0.95,1}; colorBackground[] = {0,0,0,0.3}; soundSelect[] = {"",0.1,1}; arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)"; arrowFull = "#(argb,8,8,3)color(1,1,1,1)"; class ScrollBar { color[] = {1,1,1,0.6}; colorActive[] = {1,1,1,1}; colorDisabled[] = {1,1,1,0.3}; shadow = 0; thumb = "\ca\ui\data\ui_scrollbar_thumb_ca.paa"; arrowFull = "\ca\ui\data\ui_arrow_top_active_ca.paa"; arrowEmpty = "\ca\ui\data\ui_arrow_top_ca.paa"; border = "\ca\ui\data\ui_border_scroll_ca.paa"; }; style = 16; font = "Zeppelin32"; shadow = 2; sizeEx = 0.03921; color[] = {1,1,1,1}; period = 1.2; maxHistoryDelay = 1; autoScrollSpeed = -1; autoScrollDelay = 5; autoScrollRewind = 0; }; dialogs.hpp class Items_Listbox: HOGSListBox { idc = 3901; text = "Items"; x = 0.0375; y = 0.18; w = 0.5875; h = 0.58; onLBSelChanged = "call fnc_Load_Mats_and_Tools"; }; If that doesn't work it has to be something in the admin code either blocking listbox's for some reason or possibly blocking the idd/idc in the dialogs. Link to comment Share on other sites More sharing options...
NetShark Posted October 4, 2014 Report Share Posted October 4, 2014 Is a listbox already defined in the includes from the admin tool? If it is, find that definition and use whatever they are calling it. If it is already called RscListBox you could undelete mine, rename it to HOGSListBox in the defines then make sure to rename all RscListBox items in my files to HOGSListBox. Thank you very much bro... it worked perfectly. Now I feel good :) Link to comment Share on other sites More sharing options...
PeterBeer Posted October 4, 2014 Report Share Posted October 4, 2014 Please make a plot pole for 4 life version :P Link to comment Share on other sites More sharing options...
hogscraper Posted October 4, 2014 Author Report Share Posted October 4, 2014 Thank you very much bro... it worked perfectly. Now I feel good :) Thanks again for helping keep this mod relevant! I added my previous post to the OP under that part of the conflict section. Please make a plot pole for 4 life version :P Have you tried the possible fix from Stifflersmom in the conflict section of the OP? NetShark 1 Link to comment Share on other sites More sharing options...
lsutigers527 Posted October 4, 2014 Report Share Posted October 4, 2014 If no right click is working your extra_rc is possibly not installed correctly or another mod you have running might be conflicting with it. Have you checked the fix above for making mine and zupa's mod play along well? The defines.hpp download from zupa? I have added that replacing the MT_Defines.hpp, is this incorrect? Fixed, did some manual renaming of stuff in defines. RscFrame --> HOGSFrame Renamed all but RscText This also required the updating of the Crafting_Dialog.hpp Now I just have no items in my menus Link to comment Share on other sites More sharing options...
hogscraper Posted October 5, 2014 Author Report Share Posted October 5, 2014 The defines.hpp download from zupa? I have added that replacing the MT_Defines.hpp, is this incorrect? Fixed, did some manual renaming of stuff in defines. RscFrame --> HOGSFrame Renamed all but RscText This also required the updating of the Crafting_Dialog.hpp Now I just have no items in my menus did you mess with any of the idc's? the calls to fill the item lists need to reference a certain control number. Any rpt errors? Link to comment Share on other sites More sharing options...
Hux Posted October 7, 2014 Report Share Posted October 7, 2014 I'm getting stuck on "waiting for host". I get this error in my RPT: ErrorMessage: File mpmissions\dayz_epoch_7.Lingor\custom\Buildables\extra_rc.hpp, line 56: .ExtraRc: Member already defined. I'm running the Hemp harvest & smoke script which also has the "extra_rc.hpp" in it. Here's my init.sqf & description.ext. #include "custom\loot\CfgBuildingLoot.hpp" respawn = "BASE"; respawndelay = 5; onLoadMission="DayZ Epoch Lingor"; OnLoadIntro = "Welcome to Lingor Island"; OnLoadIntroTime = False; OnLoadMissionTime = False; disabledAI = true; disableChannels[]={2,6}; enableItemsDropping=0; briefing = 0; debriefing = 0; onPauseScript = ""; loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa"; class RscTitles { #include "RC\desc_inc.h" }; class Header { gameType = COOP; //DM, Team, Coop, ... minPlayers = 1; //min # of players the mission supports maxPlayers = 100; //Max # of players the mission supports }; aiKills = 1; diagRadio = 1; diagHit = 1; class RscText { type = 0; idc = -1; x = 0; y = 0; h = 0.037; w = 0.3; style = 0x100; font = Zeppelin32; SizeEx = 0.03921; colorText[] = {1,1,1,1}; colorBackground[] = {0, 0, 0, 0}; linespacing = 1; }; class RscPicture { access=0; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="TahomaB"; sizeEx=0; lineSpacing=0; text=""; }; class RscLoadingText : RscText { style = 2; x = 0.323532; y = 0.666672; w = 0.352944; h = 0.039216; sizeEx = 0.03921; colorText[] = {0.543,0.5742,0.4102,1.0}; }; class RscProgress { x = 0.344; y = 0.619; w = 0.313726; h = 0.0261438; texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; colorFrame[] = {0,0,0,0}; colorBar[] = {1,1,1,1}; }; class RscProgressNotFreeze { idc = -1; type = 45; style = 0; x = 0.022059; y = 0.911772; w = 0.029412; h = 0.039216; texture = "#(argb,8,8,3)color(0,0,0,0)"; }; // // the loading screen itself // class DayZ_loadingScreen { idd = -1; duration = 10e10; fadein = 0; fadeout = 0; name = "loading screen"; class controlsBackground { class blackBG : RscText { x = safezoneX; y = safezoneY; w = safezoneW; h = safezoneH; text = ""; colorText[] = {0,0,0,0}; colorBackground[] = {0,0,0,1}; }; /* class nicePic : RscPicture { style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO x = safezoneX + safezoneW/2 - 0.25; y = safezoneY + safezoneH/2 - 0.2; w = 0.5; h = 0.4; text = "img\nicePic.paa"; }; */ }; class controls { class Title1 : RscLoadingText { text = "$STR_LOADING"; // "Loading" text in the middle of the screen }; class CA_Progress : RscProgress // progress bar, has to have idc 104 { idc = 104; type = 8; // CT_PROGRESS style = 0; // ST_SINGLE texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; }; class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse { idc = 103; }; class Name2: RscText // the text on the top-left { idc = 101; x = 0.05; y = 0.029412; w = 0.9; h = 0.04902; text = ""; sizeEx = 0.05; colorText[] = {0.543,0.5742,0.4102,1.0}; }; }; }; #include "custom\snap_pro\snappoints.hpp" #include "custom\extra_rc.hpp" #include "bon_recruit_units\dialog\common.hpp" #include "bon_recruit_units\dialog\recruitment.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" /* For DayZ Epoch Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz */ startLoadingScreen ["","RscDisplayLoadCustom"]; cutText ["","BLACK OUT"]; enableSaving [false, false]; //REALLY IMPORTANT VALUES dayZ_instance = 7; //The instance dayzHiveRequest = []; initialized = false; dayz_previousID = 0; //disable greeting menu player setVariable ["BIS_noCoreConversations", true]; //disable radio messages to be heard and shown in the left lower corner of the screen enableRadio false; // May prevent "how are you civillian?" messages from NPC enableSentences false; // DayZ Epoch config spawnShoremode = 1; // Default = 1 (on shore) spawnArea = 1500; // Default = 1500 DZE_requireplot = 0; DZE_GodModeBase = true; DZE_StaticConstructionCount = 1; DZE_SelfTransfuse = true; //Change the number of constructed objects within range of a 30m Plot Pole. (default=150). Be very carefull with this number, as setting it too high will cause a huge amount of local lag** DZE_BuildingLimit = 300; DZE_MissionLootTable = true; //Enables Player to Spawn as Zombie after being killed by them DZE_PlayerZed = true; //Change amount of ammo boxes that spawn on the server. MaxAmmoBoxes = 8; //Change amount of mining veins on the server. MaxMineVeins = 50; MaxVehicleLimit = 250; // Default = 50 MaxDynamicDebris = 200; // Default = 100 //Disables zombies attacking vehicles. (Default: false) dayz_zedsAttackVehicles = true; dayz_MapArea = 14000; // Default = 10000 dayz_maxLocalZombies = 40; // Default = 40 dayz_maxAnimals = 12; // Default: 8 dayz_tameDogs = true; //Experimental feature that will parachute spawn all players into the game. (Default: false) dayz_paraSpawn = true; //Default Loadout DefaultMagazines = ["ItemBandage","ItemBandage","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","FoodSteakCooked"]; DefaultWeapons = ["NVGoggles","glock17_EP1","ItemFlashlight","ItemHatchet_DZE","ItemMap","ItemRadio"]; DefaultBackpack = "DZ_GunBag_EP1"; DefaultBackpackWeapon = ""; dayz_sellDistance_vehicle = 30; dayz_sellDistance_boat = 30; dayz_sellDistance_air = 60; DynamicVehicleDamageLow = 25; // Default: 0 DynamicVehicleDamageHigh = 75; // Default: 100 //Sets the lowest possible fuel level a fresh spawned vehicle will have. (Default: 0) DynamicVehicleFuelLow = 25; //Sets the highest possible fuel level a fresh spawned vehicle will have. (Default: 100) DynamicVehicleFuelHigh = 75; DZE_BuildOnRoads = true; // Default: False EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]]; dayz_fullMoonNights = false; //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"; call compile preprocessFileLineNumbers "custom\Buildables\Crafting_Compiles.sqf"; call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs progressLoadingScreen 1.0; "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; if (isServer) then { //Compile vehicle configs call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_7.Lingor\dynamic_vehicle.sqf"; // Add trader citys _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_7.Lingor\mission.sqf"; _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; }; if (!isDedicated) then { execVM "service_point\service_point.sqf"; //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; //anti Hack //Lights [0,0,true,true,false,58,180,440,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; //Start Dynamic Weather execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf"; #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf" execVM "R3F_ARTY_AND_LOG\init.sqf" execVM "RC\init.sqf"; [] execVM "bon_recruit_units\init.sqf"; Thank you. Edit: I've got it narrowed down to the "#include "custom\Buildables\extra_rc.hpp"" line. I can have all the other lines in description.ext and server runs. The RPT error mentions line 56 but line 56 is just a }; Link to comment Share on other sites More sharing options...
hogscraper Posted October 8, 2014 Author Report Share Posted October 8, 2014 They're just telling you that you are trying to define the class twice. If you'll notice in that file it shows class ExtraRc { so you can't have that defined in any other files. Any other mod that uses extraRc will need to have all of its defines merged into one file. It doesn't matter which one you use, just copy everything between class ExtraRc { and the final }; and paste it into the other file. Make sure to remove the include for the one you cut and just leave the include for the file you pasted into. Link to comment Share on other sites More sharing options...
Hux Posted October 8, 2014 Report Share Posted October 8, 2014 They're just telling you that you are trying to define the class twice. If you'll notice in that file it shows class ExtraRc { so you can't have that defined in any other files. Any other mod that uses extraRc will need to have all of its defines merged into one file. It doesn't matter which one you use, just copy everything between class ExtraRc { and the final }; and paste it into the other file. Make sure to remove the include for the one you cut and just leave the include for the file you pasted into. Ok, thats actually what I'm trying right now. Thank you for the reply. Link to comment Share on other sites More sharing options...
Hux Posted October 8, 2014 Report Share Posted October 8, 2014 Ok, it seems to work fine now. It required a plot pole to craft. How do I disable plot pole in this? Also, I'd rather have something other than gems for crafting as I have gem trader and I just want them used to make money. I'm wondering what else can be used in place of gems? I think I saw another poster talking about replacing gems so I'll track that down and read up... Thanks for the help....it looks like a very cool script. Link to comment Share on other sites More sharing options...
lordgeorge Posted October 8, 2014 Report Share Posted October 8, 2014 Just a little niggle, looked around and cant see any post on it. Building etc is working perfect, but anyone can walk up to a built object using the system and remove it. From what i can see, these objects dont come under the remove.sqf and more the removeobject_near.sqf I may be wrong here. Anything using the standard built objects, eg cinder walls cannot be removed by non owner or friend. I am using plot poles for life btw :) cheers Link to comment Share on other sites More sharing options...
Thug Posted October 9, 2014 Report Share Posted October 9, 2014 love the light show. Think i will try the gems hogscraper 1 Link to comment Share on other sites More sharing options...
hogscraper Posted October 9, 2014 Author Report Share Posted October 9, 2014 Ok, it seems to work fine now. It required a plot pole to craft. How do I disable plot pole in this? Also, I'd rather have something other than gems for crafting as I have gem trader and I just want them used to make money. I'm wondering what else can be used in place of gems? I think I saw another poster talking about replacing gems so I'll track that down and read up... Thanks for the help....it looks like a very cool script. if your server does not have a plot pole requirement you only need to change line 15 in MT_Defines from requireplot = 1; to requireplot = 0; if you have a plot pole requirement but just want this system to not have the requirement you will need to do the above as well as change line 136 in custom_builds.sqf from _requireplot = DZE_requireplot; to _requireplot = 0; Just a little niggle, looked around and cant see any post on it. Building etc is working perfect, but anyone can walk up to a built object using the system and remove it. From what i can see, these objects dont come under the remove.sqf and more the removeobject_near.sqf I may be wrong here. Anything using the standard built objects, eg cinder walls cannot be removed by non owner or friend. I am using plot poles for life btw :) cheers The line you were instructed to change in fn_selfactions.sqf simply included my items in the _isModular array and my system has no remove function of its own so they are treated exactly as any other thing you build by the remove functions already in Epoch. I do not use Plot for life so I have no idea if that is what's causing the issue. If that system changes calls for charid and swaps them out for PUID then it definitely could be messing something up. There was a proposed fix for this in the section named in this line of the instructions: PLEASE DO NOT SKIP THE CONFLICTS SECTION! I'm assuming since you followed the directions you are reporting that the proposed fix in that section isn't working correctly? Link to comment Share on other sites More sharing options...
Hux Posted October 9, 2014 Report Share Posted October 9, 2014 Thanks for the help. I've got it all set now....very nice script. hogscraper 1 Link to comment Share on other sites More sharing options...
lordgeorge Posted October 9, 2014 Report Share Posted October 9, 2014 if your server does not have a plot pole requirement you only need to change line 15 in MT_Defines from requireplot = 1; to requireplot = 0; if you have a plot pole requirement but just want this system to not have the requirement you will need to do the above as well as change line 136 in custom_builds.sqf from _requireplot = DZE_requireplot; to _requireplot = 0; The line you were instructed to change in fn_selfactions.sqf simply included my items in the _isModular array and my system has no remove function of its own so they are treated exactly as any other thing you build by the remove functions already in Epoch. I do not use Plot for life so I have no idea if that is what's causing the issue. If that system changes calls for charid and swaps them out for PUID then it definitely could be messing something up. There was a proposed fix for this in the section named in this line of the instructions: PLEASE DO NOT SKIP THE CONFLICTS SECTION! I'm assuming since you followed the directions you are reporting that the proposed fix in that section isn't working correctly? Yes dude i had followed the lot. Lukily i managed to find a fix zupa Posted. You have to set the remove.sqf back to standard in the compiles sqf. Then Inside the fn_selfactions.sqf replace.. //Allow owners to delete modulars if(_isModular) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; With... ///Allow owners to delete modulars if(_isModular) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["ownerPUID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if ( _playerUID in _allowed) then { // && _ownerID in _allowed // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(_ownerID == _playerUID)then{ _player_deleteBuild = true; }; }; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["ownerPUID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if ( _playerUID in _allowed) then { // && _ownerID in _allowed // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(_ownerID == _playerUID)then{ _player_deleteBuild = true; }; }; }; }; All Done, works a treat :) hogscraper 1 Link to comment Share on other sites More sharing options...
CrDraggin Posted October 9, 2014 Report Share Posted October 9, 2014 I am unable to harvest pumpkin or anything placed down from the mod. Is this by design or something just missing? All I get is, " you must be close to plant to harvest." Link to comment Share on other sites More sharing options...
hogscraper Posted October 14, 2014 Author Report Share Posted October 14, 2014 I am unable to harvest pumpkin or anything placed down from the mod. Is this by design or something just missing? All I get is, " you must be close to plant to harvest." During testing I never could figure out why, but I couldn't harvest any plants created this way. The hemp plants are listed in epoch config as fiberplant and model is p_fiberplant_ep1.p3d. I have fiberplant as the object to be created and the correct model is what my character is looking at, but the epoch code will not recognize it as such.The only thing I could figure is that it only registers the ones places in the map as harvestable. I also noticed that the pot smoking mod has a fn_selfaction type script that specifically allows harvesting those plants that are placed in the editor. It sucks, but I'm not sure if there is another fix. Link to comment Share on other sites More sharing options...
CrDraggin Posted October 16, 2014 Report Share Posted October 16, 2014 Either way still an awesome job. Thanks for all the hard work! hogscraper 1 Link to comment Share on other sites More sharing options...
Hux Posted October 24, 2014 Report Share Posted October 24, 2014 I'm having a problem crafting now. When I press space to build any item I've selected it disappears. I've recently installed the Arma & Overpoch clothing 3.0 script which has a defines file in it just like this script. I was getting duplicate errors & was told to just use a more recent defines file & place it in the AAC folder & disable the defines in the clothing script. Well, that made the clothing script work but now the AAC won't work. I was wondering what would cause items to disappear when I try to craft? I thought maybe I was missing some class in my defines and could simply add what I need to it to get this to work again... Anyone have any ideas? Thank you. Link to comment Share on other sites More sharing options...
hogscraper Posted October 24, 2014 Author Report Share Posted October 24, 2014 Is everything else working in the AAC? So that it all works, but when you hit space the item just disappears? If that is the case then either your dayz_allowedObjects variable isn't set up properly or something else has gone wrong with the merge and your anti-hacks are causing it. If a player tries to deploy anything that isn't in that variable it will be deleted by the server monitor or through anti-hacks. Have you verified that all of the changes you needed to make are still there for my mod? I would go back through the instructions and make sure something didn't get overwritten. It could also be that the clothing mod is redefining one or more of the variables I set up and that would cause the changes made for my mod to be deleted. Link to comment Share on other sites More sharing options...
Hux Posted October 24, 2014 Report Share Posted October 24, 2014 Is everything else working in the AAC? So that it all works, but when you hit space the item just disappears? If that is the case then either your dayz_allowedObjects variable isn't set up properly or something else has gone wrong with the merge and your anti-hacks are causing it. If a player tries to deploy anything that isn't in that variable it will be deleted by the server monitor or through anti-hacks. Have you verified that all of the changes you needed to make are still there for my mod? I would go back through the instructions and make sure something didn't get overwritten. It could also be that the clothing mod is redefining one or more of the variables I set up and that would cause the changes made for my mod to be deleted. The only thing I changed were the defines in order to get the clothing script to work. It must have removed something from AAC. I'm not sure how to narrow it down. Yes, everything else works. I get the menu & preview and see the item when I choose craft but when I press space it disappears. I checked my RPT when trying to craft & I get no error. I guess I'll have to start from scratch & try & narrow down the duplicates. Thanks for the reply. Link to comment Share on other sites More sharing options...
Hux Posted October 24, 2014 Report Share Posted October 24, 2014 Ok, I put the original defines back in AAC and also ran the defines in the clothing script. Naturally I got the duplicate errors in my RPT so I went through the proccess of commenting out the duplicates in the clothing defines until I could join the server. Once I got in the server I found the same situation. The clothing script worked fine but AAC was doing the same (items disappearing when pressing space bar to build). Then I commented out the lines in description.ext that were for the clothing script but AAC still wasn't working. I had to make a custom variables for the clothing script so I commented that out in the init.sqf and thats when AAC started working right again...so it's narrowed down to that. Here's my custom variables.sqf: http://pastebin.com/waGXKzb2 The part that was edited was the AllPlayers =, part to include all the clothing models for the clothing script. What would be missing in the variables.sqf that would cause the disappearing items? Link to comment Share on other sites More sharing options...
Hux Posted October 26, 2014 Report Share Posted October 26, 2014 Ok, I put the original defines back in AAC and also ran the defines in the clothing script. Naturally I got the duplicate errors in my RPT so I went through the proccess of commenting out the duplicates in the clothing defines until I could join the server. Once I got in the server I found the same situation. The clothing script worked fine but AAC was doing the same (items disappearing when pressing space bar to build). Then I commented out the lines in description.ext that were for the clothing script but AAC still wasn't working. I had to make a custom variables for the clothing script so I commented that out in the init.sqf and thats when AAC started working right again...so it's narrowed down to that. Here's my custom variables.sqf: http://pastebin.com/waGXKzb2 The part that was edited was the AllPlayers =, part to include all the clothing models for the clothing script. What would be missing in the variables.sqf that would cause the disappearing items? Anyone have any idea why my custom variables (for arma 2 and overpoch clothing 3.0) would interfere with AAC? Link to comment Share on other sites More sharing options...
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