ElDubya Posted July 28, 2015 Report Share Posted July 28, 2015 Antichrist, have you ever had any reports of players not being able to tow/lift until they relog and then they get the option? Link to comment Share on other sites More sharing options...
Antichrist Posted July 28, 2015 Report Share Posted July 28, 2015 Nope but i've seen it happening with R3F after you buy vehicles because it doesn't initialize right away, only after relog Link to comment Share on other sites More sharing options...
ElDubya Posted July 28, 2015 Report Share Posted July 28, 2015 Hmmm, I have the worst luck with tow/lift scripts ..... Link to comment Share on other sites More sharing options...
Munkeskov Posted July 28, 2015 Report Share Posted July 28, 2015 Is there any way to make it more weigth dependent? Like a car can tow a car, but not a truck, but a truck can tow a truck, and a car (not at the same time)? Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 30, 2015 Report Share Posted August 30, 2015 nightmare, not sure if you still read this thread but, to get rid of the base entry exploit with towing, couldn't the detach.sqf be modified to disable detaching within a configurable radius of a plot pole or wall or a configurable choice of either?This way with the setting switched on to not allow people in towed cars it should get rid of the problem.Sorry, I'm not a coder so, I'm not aware if this is more work than it sounds. (AOW)Recon 1 Link to comment Share on other sites More sharing options...
(AOW)Recon Posted August 30, 2015 Report Share Posted August 30, 2015 i didnt ever think of that it is a good idea, i bet we can think of a different way because that would be a little weird.. well any way that sill would be cool! Link to comment Share on other sites More sharing options...
KAIWIOS Posted October 21, 2015 Report Share Posted October 21, 2015 can someone help? I am trying to adjust the height where an object is liftable.... currently I have to be about 10m above the object. I can drop up to 40m. I have looked through the code and tried changing a few things and just can't figure it out. I found this in the lift.sqf _object = nearestObjects [_heliporteur, LOG_CFG_ISLIFTABLE, 40];but this is set to 40. like I said right now I have to be within 10 m to lift. thanks for the help Link to comment Share on other sites More sharing options...
SmokeyBR Posted October 21, 2015 Report Share Posted October 21, 2015 what ur looking for is in monitor_action.sqfthis line count (nearestObjects [LOG_OBJECT_ADDACTION, LOG_CFG_ISLIFTABLE, 10]) Link to comment Share on other sites More sharing options...
Andy Posted December 20, 2015 Report Share Posted December 20, 2015 im using Dayz Epoch 1.0.5.1 and its not working at all ! i falowed your instructions step by step... HELP ! sorry for my bad english Link to comment Share on other sites More sharing options...
DJDosKiller Posted February 16, 2016 Report Share Posted February 16, 2016 Its working for me but it take 5-15 minutes until i can lift&tow. Any way to get this script faster loaded.? Link to comment Share on other sites More sharing options...
Chrusher Posted February 21, 2016 Report Share Posted February 21, 2016 I am running epoch 1.0.5.1 and have had it working on different server in past, but now I get stuck on loading screen can hear the wind noises and church bells but just see the loading screen. any help would be appreciated Link to comment Share on other sites More sharing options...
theduke Posted February 21, 2016 Report Share Posted February 21, 2016 1 minute ago, Chrusher said: I am running epoch 1.0.5.1 and have had it working on different server in past, but now I get stuck on loading screen can hear the wind noises and church bells but just see the loading screen. any help would be appreciated are you on a host or dedicated box? Also check our the RPT and see if anything points to the issue Link to comment Share on other sites More sharing options...
Chrusher Posted February 24, 2016 Report Share Posted February 24, 2016 I am on a dedicated box and report shows no errors Link to comment Share on other sites More sharing options...
Hooty Posted March 8, 2016 Report Share Posted March 8, 2016 I had the working perfectly on my old server. Made a new server and for some reason it is causing lag spikes and freezes any ideas? Link to comment Share on other sites More sharing options...
looter809 Posted June 27, 2016 Report Share Posted June 27, 2016 Anyone have a fix so players don't have to relog to be able to tow? Link to comment Share on other sites More sharing options...
kellixon Posted August 22, 2016 Report Share Posted August 22, 2016 Everything works fine, but, sometimes (random, not every time), when the cutaway of the machine, she is TP at the previous place, where was fastened, in logs no errors never been. Server - 1.0.5.1 Battleye - off Money - standart (gold, silver) Antihack (infiStar) - off sry for my en. Link to comment Share on other sites More sharing options...
looter809 Posted October 9, 2016 Report Share Posted October 9, 2016 On 6/27/2016 at 8:43 AM, looter809 said: Anyone have a fix so players don't have to relog to be able to tow? bump Link to comment Share on other sites More sharing options...
WLF Posted December 31, 2016 Report Share Posted December 31, 2016 Somebody can rewrite it for 1.0.6 ? Link to comment Share on other sites More sharing options...
Grahame Posted December 31, 2016 Report Share Posted December 31, 2016 4 minutes ago, WLF said: Somebody can rewrite it for 1.0.6 ? It works on 1.0.6 Link to comment Share on other sites More sharing options...
WLF Posted December 31, 2016 Report Share Posted December 31, 2016 without changes? Link to comment Share on other sites More sharing options...
WLF Posted December 31, 2016 Report Share Posted December 31, 2016 10 minutes ago, Grahame said: It works on 1.0.6 without changes? Link to comment Share on other sites More sharing options...
Grahame Posted December 31, 2016 Report Share Posted December 31, 2016 Yes, to clarify, it works on 1.0.6 without changes Link to comment Share on other sites More sharing options...
WLF Posted December 31, 2016 Report Share Posted December 31, 2016 Ok, thanks. But i have another question. After trying to select tug, I was kicked by BattleEye restriction #5. scripts.log: 31.12.2016 18:55:05: W0LF (192.168.1.1:2316) 79c989738c3e7bcfeb7df92a357564fa - #5 " _object setVariable ["LOG_moves_by", _tug, true]; player attachTo [_tug, [ (boundingBox _tug select 1 select 0), (boundingBo" No infistar, no internal antihack I using. Help pls... Link to comment Share on other sites More sharing options...
Grahame Posted December 31, 2016 Report Share Posted December 31, 2016 I use InfiStar which does not have that check in scripts.txt, but looking at the source for 1.0.6 I would say that you need to find this line (it's line 7 - the line is always the exception number + 2 in scripts.txt): 5 "attachTo" !"riation),((random (_variation * 2)) - _variation)];\n_bolt attachTo [_hitObject,_val,_hitMemoryPt];\n_dir = ([_hitObject,_unit]" !"select 3;\nplayer playActionNow \"PutDown\";\nuiSleep 2;\n_flare attachTo [player,[0,0,0],\"granat2\"];\n[_flare, -90, -10] call object" !"tchmove \"ainjpfalmstpsnonwrfldnon_carried_still\";\n_dragee attachto [_unit,[-0.2, 0.2, 0]];\n\n\nwhile {r_carry_sqf} do\n{\n_anim_n" !"0, 0.1], 0, 0, 10];\n_source setDropInterval 0.02;\n_point attachTo [_unit,_modelPos,_wound];\n};\n\nuiSleep 5;\n\nwhile {((_unit getV" !"_objGhost attachTo [_object, [0, 0, 0.7]];\n};\n\n_boundingBox = boundingBox" !" attachto [_v,[0,0,0],\"destructionEffect" !"rag = [_dragee];\npublicVariable \"PVDZ_drg_RaDrag\";\n\n_dragee attachto [_unit,[0.1, 1.01, 0]];\nuiSleep 0.02;\n\n\n\n\n_dragee setDir 180;" !"_objectHelper attachTo [player,_offset];" !"_object attachTo [player,_offset];\n\n_position = getPosATL _object;" !="_vehicle attachTo [_liftHeli,[0,0,-7]];" !="_obj attachTo [_axis];" !"_objectSnapGizmo attachTo [_object,[_x select 0,_x select 1,_x select 2]];" !="_vehicle attachTo [_towTruck,[1.3,-2,2.3]];" !="_tmpvault attachTo [player,[_offset_x,_offset_y,_offset_z_attach]];" !"localize \"STR_EPOCH_ACTIONS_ATTACHTOHELI\"," !="_l1 attachTo [_lh,[0,0,0],\"light\"];" and add !"player attachTo [_tug, [\n(boundingBox _tug select 1 select 0)," to the end of it. You'll the probably get kicks from the attachto.txt filter. Personally I just removed that file/filter. Link to comment Share on other sites More sharing options...
WLF Posted December 31, 2016 Report Share Posted December 31, 2016 Nope, dont work it. Link to comment Share on other sites More sharing options...
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