Boris62 Posted March 19, 2015 Report Share Posted March 19, 2015 Very good script, but, at me doesn't suffice its mind well to put. Link to comment Share on other sites More sharing options...
DangerRuss Posted March 19, 2015 Report Share Posted March 19, 2015 Very good script, but, at me doesn't suffice its mind well to put. wut Link to comment Share on other sites More sharing options...
cheech Posted March 19, 2015 Report Share Posted March 19, 2015 check the steps again and take a closer look at your variables.sqfnice tip, SchwEde!but i have no clue what to do in the variables.sqf...i still get those errors which i dont understand, nor to find them in my variables.sqfhere´s my variables.sqfdisableSerialization; if (isNil "DayZ_UseSteamID") then { DayZ_UseSteamID = true; }; //Model Variables Bandit1_DZ = "Bandit1_DZ"; Bandit2_DZ = "Bandit2_DZ"; BanditW1_DZ = "BanditW1_DZ"; BanditW2_DZ = "BanditW2_DZ"; Survivor1_DZ = "Survivor2_DZ"; Survivor2_DZ = "Survivor2_DZ"; SurvivorW2_DZ = "SurvivorW2_DZ"; SurvivorW3_DZ = "SurvivorW2_DZ"; Sniper1_DZ = "Sniper1_DZ"; Camo1_DZ = "Camo1_DZ"; Soldier1_DZ = "Soldier1_DZ"; Rocket_DZ = "Rocket_DZ"; AllPlayers = ["Survivor2_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWurban_DZ","SurvivorWsequishaD_DZ","SurvivorWsequisha_DZ","SurvivorWpink_DZ","SurvivorW3_DZ","SurvivorW2_DZ","Bandit1_DZ","Bandit2_DZ","BanditW1_DZ","BanditW2_DZ","Soldier_Crew_PMC","Sniper1_DZ","Camo1_DZ","Soldier1_DZ","Rocket_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ","Rocker4_DZ","Priest_DZ","Functionary1_EP1_DZ","GUE_Commander_DZ","Ins_Soldier_GL_DZ","Haris_Press_EP1_DZ","Pilot_EP1_DZ","RU_Policeman_DZ","pz_policeman","pz_suit1","pz_suit2","pz_worker1","pz_worker2","pz_worker3","pz_doctor","pz_teacher","pz_hunter","pz_villager1","pz_villager2","pz_villager3","pz_priest","Soldier_TL_PMC_DZ","Soldier_Sniper_PMC_DZ","Soldier_Bodyguard_AA12_PMC_DZ","Drake_Light_DZ","CZ_Special_Forces_GL_DES_EP1_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","FR_OHara_DZ","FR_Rodriguez_DZ","CZ_Soldier_Sniper_EP1_DZ","Graves_Light_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_CO_DZ","GUE_Soldier_2_DZ","TK_Special_Forces_MG_EP1_DZ","TK_Soldier_Sniper_EP1_DZ","TK_Commander_EP1_DZ","RU_Soldier_Crew_DZ","INS_Lopotev_DZ","INS_Soldier_AR_DZ","INS_Soldier_CO_DZ","INS_Bardak_DZ","INS_Worker2_DZ"]; MeleeWeapons = ["MeleeFishingPole","MeleeCrowbar","MeleeBaseBallBatNails","MeleeBaseBallBatBarbed","MeleeBaseBallBat","Crossbow_DZ","MeleeSledge","MeleeMachete","MeleeHatchet_DZE"]; gear_done = false; //Cooking meatraw = [ "FoodSteakRaw", "FoodmeatRaw", "FoodbeefRaw", "FoodmuttonRaw", "FoodchickenRaw", "FoodrabbitRaw", "FoodbaconRaw", "ItemTrout", "ItemSeaBass", "ItemTuna" ]; exceptionsraw = ["ItemTuna"]; meatcooked = [ "FoodSteakCooked", "FoodmeatCooked", "FoodbeefCooked", "FoodmuttonCooked", "FoodchickenCooked", "FoodrabbitCooked", "FoodbaconCooked", "ItemTroutCooked", "ItemSeaBassCooked", "ItemTunaCooked" ]; //Eating no_output_food = ["FoodMRE", "FoodPistachio", "FoodNutmix","FoodBioMeat"]+meatcooked+meatraw; // Food with increased chance for infection. badfood = ["FoodBioMeat","FoodCanUnlabeled"]; food_with_output=[ "FoodCanBakedBeans", "FoodCanSardines", "FoodCanFrankBeans", "FoodCanPasta", "FoodCanGriff", "FoodCanBadguy", "FoodCanBoneboy", "FoodCanCorn", "FoodCanCurgon", "FoodCanDemon", "FoodCanFraggleos", "FoodCanHerpy", "FoodCanOrlok", "FoodCanPowell", "FoodCanTylers", "FoodCanUnlabeled" ]; food_output = [ "TrashTinCan", "TrashTinCan", "TrashTinCan", "TrashTinCan", "FoodCanGriffEmpty", "FoodCanBadguyEmpty", "FoodCanBoneboyEmpty", "FoodCanCornEmpty", "FoodCanCurgonEmpty", "FoodCanDemonEmpty", "FoodCanFraggleosEmpty", "FoodCanHerpyEmpty", "FoodCanOrlokEmpty", "FoodCanPowellEmpty", "FoodCanTylersEmpty", "FoodCanUnlabeledEmpty" ]; //Drinking no_output_drink = ["ItemWaterbottle", "ItemWaterbottleBoiled"]; drink_with_output = [ "ItemSoda", //just to define item for ItemSodaEmpty "ItemSodaRbull", "ItemSodaOrangeSherbet", "ItemSodaCoke", "ItemSodaPepsi", "ItemSodaMdew", "ItemSodaMtngreen", "ItemSodaR4z0r", "ItemSodaClays", "ItemSodaSmasht", "ItemSodaDrwaste", "ItemSodaLemonade", "ItemSodaLvg", "ItemSodaMzly", "ItemSodaRabbit" ]; drink_output = [ "ItemSodaEmpty", "ItemSodaEmpty", "ItemSodaEmpty", "ItemSodaCokeEmpty", "ItemSodaPepsiEmpty", "ItemSodaMdewEmpty", "ItemSodaMtngreenEmpty", "ItemSodaR4z0rEmpty", "ItemSodaClaysEmpty", "ItemSodaSmashtEmpty", "ItemSodaDrwasteEmpty", "ItemSodaLemonadeEmpty", "ItemSodaLvgEmpty", "ItemSodaMzlyEmpty", "ItemSodaRabbitEmpty" ]; boil_tin_cans = [ "TrashTinCan", "FoodCanGriffEmpty", "FoodCanBadguyEmpty", "FoodCanBoneboyEmpty", "FoodCanCornEmpty", "FoodCanCurgonEmpty", "FoodCanDemonEmpty", "FoodCanFraggleosEmpty", "FoodCanHerpyEmpty", "FoodCanOrlokEmpty", "FoodCanPowellEmpty", "FoodCanTylersEmpty", "FoodCanUnlabeledEmpty", "ItemSodaEmpty", "ItemSodaCokeEmpty", "ItemSodaPepsiEmpty", "ItemSodaMdewEmpty", "ItemSodaMtngreenEmpty", "ItemSodaR4z0rEmpty", "ItemSodaClaysEmpty", "ItemSodaSmashtEmpty", "ItemSodaDrwasteEmpty", "ItemSodaLemonadeEmpty", "ItemSodaLvgEmpty", "ItemSodaMzlyEmpty", "ItemSodaRabbitEmpty" ]; dayz_combination = ""; dayz_humanitytarget = ""; dayz_combatLog = ""; canRoll = true; canbuild = true; //Hunting Variables dayZ_partClasses = [ "PartFueltank", "PartWheel", //"PartGeneric", //No need to add, it is default for everything "PartEngine" ]; dayZ_explosiveParts = [ "palivo", "motor" ]; //Survival Variables SleepFood = 2160; //minutes (48 hours) SleepWater = 1440; //minutes (24 hours) SleepTemperatur = 90 / 100; //Firs Value = Minutes untill Player reaches the coldest Point at night (without other effects! night factor expected to be -1) //TeeChange //Server Variables allowConnection = false; isSinglePlayer = false; PVDZE_serverObjectMonitor = []; PlayerDeaths = []; //Streaming Variables (player only) dayz_Locations = []; dayz_locationsActive = []; //GUI Dayz_GUI_R = 0.38; // 0.7 Dayz_GUI_G = 0.63; // -0.63 Dayz_GUI_B = 0.26; // -0.26 if (isNil "Dayz_Dark_UI") then { Dayz_Dark_UI = false; }; //Player self-action handles dayz_resetSelfActions = { s_player_fire = -1; s_player_cook = -1; s_player_boil = -1; s_player_fireout = -1; s_player_butcher = -1; s_player_packtent = -1; s_player_packvault = -1; s_player_lockvault = -1; s_player_unlockvault = -1; s_player_fillwater = -1; s_player_fillwater2 = -1; s_player_fillfuel = -1; s_player_grabflare = -1; s_player_dropflare = -1; s_player_callzombies = -1; s_player_showname = -1; s_player_debuglootpos = -1; s_player_pzombiesattack = -1; s_player_pzombiesvision = -1; s_player_pzombiesfeed = -1; s_player_removeflare = -1; s_player_painkiller = -1; s_player_studybody = -1; s_player_tamedog = -1; s_player_madsci_crtl = -1; s_player_parts_crtl = -1; s_build_Sandbag1_DZ = -1; s_build_Hedgehog_DZ = -1; s_build_Wire_cat1 = -1; s_player_deleteBuild = -1; s_player_forceSave = -1; s_player_checkGear = -1; s_player_flipveh = -1; s_player_stats = -1; s_player_sleep = -1; s_player_movedog = -1; s_player_speeddog = -1; s_player_calldog = -1; s_player_feeddog = -1; s_player_waterdog = -1; s_player_staydog = -1; s_player_trackdog = -1; s_player_barkdog = -1; s_player_warndog = -1; s_player_followdog = -1; s_player_repair_crtl = -1; s_player_information = -1; s_player_fuelauto = -1; s_player_fuelauto2 = -1; s_player_fillgen = -1; s_player_upgrade_build = -1; s_player_maint_build = -1; s_player_downgrade_build = -1; s_player_towing = -1; s_halo_action = -1; s_player_SurrenderedGear = -1; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; s_player_heli_lift = -1; s_player_heli_detach = -1; s_player_lockUnlock_crtl = -1; s_player_toggleSnap = -1; s_player_toggleSnapSelect = -1; s_player_toggleSnapSelectPoint=[]; snapActions = -1; s_player_plot_boundary_on = -1; s_player_plot_boundary_off = -1; s_player_plot_take_ownership = -1; }; call dayz_resetSelfActions; //Engineering variables s_player_lastTarget = [objNull,objNull,objNull,objNull,objNull]; s_player_repairActions = []; s_player_lockunlock = []; // Custom s_player_madsci = []; s_player_parts = []; s_player_combi = []; //Modular player_build snapGizmos = []; snapGizmosNearby = []; //Initialize Medical Variables r_interrupt = false; r_doLoop = false; r_self = false; r_self_actions = []; r_drag_sqf = false; r_action = false; r_action_unload = false; r_player_handler = false; r_player_handler1 = false; r_player_dead = false; r_player_unconscious = false; r_player_infected = false; r_player_injured = false; r_player_inpain = false; r_player_loaded = false; r_player_cardiac = false; r_fracture_legs = false; r_fracture_arms = false; r_player_vehicle = player; r_player_blood = 12000; r_player_lowblood = false; r_player_timeout = 0; r_player_bloodTotal = r_player_blood; r_public_blood = r_player_blood; r_player_bloodDanger = r_player_bloodTotal * 0.2; r_player_actions = []; r_handlerCount = 0; r_action_repair = false; r_action_targets = []; r_pitchWhine = false; r_isBandit = false; isInTraderCity = false; NORRN_dropAction = -1; DZE_PROTOBOX = objNull; //ammo routine r_player_actions2 = []; r_action2 = false; r_player_lastVehicle = objNull; r_player_lastSeat = []; r_player_removeActions2 = { if (!isNull r_player_lastVehicle) then { { r_player_lastVehicle removeAction _x; } count r_player_actions2; r_player_actions2 = []; r_action2 = false; }; }; USEC_woundHit = [ "", "body", "hands", "legs", "head_hit" ]; DAYZ_woundHit = [ [ "body", "hands", "legs", "head_hit" ], [ 0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,2,2,3] ]; DAYZ_woundHit_ok = [ [ "body", "hands", "legs" ], [0,0,0,0,0,1,1,1,2,2] ]; DAYZ_woundHit_dog = [ [ "body", "hands", "legs" ], [0,0,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2] ]; USEC_MinorWounds = [ "hands", "legs" ]; USEC_woundPoint = [ ["Pelvis","aimpoint"], ["aimpoint"], //,"RightShoulder","LeftShoulder" ["lelbow","relbow"], ["RightFoot","LeftFoot"], ["neck","pilot"] ]; USEC_typeOfWounds = [ "Pelvis", "aimpoint", "lelbow","relbow", "RightFoot","LeftFoot", "neck","pilot" ]; DZE_vehicleZwounds = [ "sklo predni L", "sklo predni P", "sklo zadni", "sklo zadni L", "sklo zadni P", "sklo P", "Glass1", "Glass2", "Glass3", "Glass4", "Glass5", "Glass6" ]; DZE_HeliAllowTowFrom = [ "CH_47F_EP1_DZE", "CH_47F_EP1_DZ", "CH_47F_BAF", "CH_47F_EP1", "BAF_Merlin_DZE", "CH53_DZE" ]; DZE_HeliAllowToTow = [ "hilux1_civil_1_open", "HMMWV_Base", "Lada_base", "Offroad_DSHKM_base", "Pickup_PK_base", "SkodaBase", "tractor", "VWGolf", "Volha_TK_CIV_Base_EP1", "S1203_TK_CIV_EP1", "SUV_Base_EP1", "ArmoredSUV_Base_PMC", "UAZ_Base", "LandRover_Base", "Ship" ]; //Initialize Zombie Variables dayz_zombieTargetList = [ ["SoldierWB",50], ["Air",500], ["LandVehicle",200] ]; PVDZE_plr_Hit = []; PVDZE_obj_Publish = []; //used for eventhandler to spawn a mirror of players tent PVDZE_plr_HideBody = objNull; dayz_selectedVault = objNull; dayz_selectedDoor = objNull; PVDZE_veh_Publish = []; // for vehicle traders PVDZE_obj_Trade = []; // For all traders increment qty PVDZE_plr_TradeMenu = []; // For all traders PVDZE_plr_DeathB = []; //DayZ settings dayz_dawn = 6; dayz_dusk = 18; DAYZ_agentnumber = 0; dayz_animalDistance = 800; dayz_zSpawnDistance = 1000; dayz_maxMaxModels = 80; // max quantity of Man models (player || Z, dead || alive) around players. Below this limit we can spawn Z // max quantity of loot piles around players. Below this limit we can spawn some loot dayz_spawnArea = 200; // radius around player where we can spawn loot & Z dayz_cantseeDist = 150; // distance from which we can spawn a Z in front of any player without ray-tracing && angle checks dayz_cantseefov = 70; // half player field-of-view. Visible Z won't be spawned in front of any near players dayz_canDelete = 300; // Z, further than this distance from its "owner", will be deleted if(isNil "DZE_SelfTransfuse") then { DZE_SelfTransfuse = false; }; if(isNil "dayz_maxAnimals") then { dayz_maxAnimals = 5; }; if(isNil "timezoneswitch") then { timezoneswitch = 0; }; if(isNil "dayz_maxLocalZombies") then { dayz_maxLocalZombies = 15; }; if(isNil "dayz_maxGlobalZombiesInit") then { dayz_maxGlobalZombiesInit = 15; }; if(isNil "dayz_maxGlobalZombiesIncrease") then { dayz_maxGlobalZombiesIncrease = 5; }; if(isNil "dayz_maxZeds") then { dayz_maxZeds = 500; }; if (isNil "DZE_PlayerZed") then { DZE_PlayerZed = true; }; if (isNil "DZE_GodModeBase") then { DZE_GodModeBase = false; }; if(isNil "DZEdebug") then { DZEdebug = false; }; if (isNil "DZE_Debug_Damage") then { DZE_Debug_Damage = true; }; if(isNil "DZE_TRADER_SPAWNMODE") then { DZE_TRADER_SPAWNMODE = false; }; if(isNil "dayz_tameDogs") then { dayz_tameDogs = false; }; if(isNil "dayz_sellDistance_vehicle") then { dayz_sellDistance_vehicle = 10; }; if(isNil "dayz_sellDistance_boat") then { dayz_sellDistance_boat = 30; }; if(isNil "dayz_sellDistance_air") then { dayz_sellDistance_air = 40; }; if(isNil "dayz_paraSpawn") then { dayz_paraSpawn = false; }; if(isNil "dayz_minpos") then { dayz_minpos = -20000; }; if(isNil "dayz_maxpos") then { dayz_maxpos = 20000; }; if(isNil "DZE_BuildingLimit") then { DZE_BuildingLimit = 150; }; if(isNil "DZE_HumanityTargetDistance") then { DZE_HumanityTargetDistance = 25; }; if(isNil "DZE_FriendlySaving") then { DZE_FriendlySaving = true; }; if(isNil "DZE_BuildOnRoads") then { DZE_BuildOnRoads = false; }; if(isNil "DZE_MissionLootTable") then { DZE_MissionLootTable = false; }; if(isNil "DZE_ConfigTrader") then { DZE_ConfigTrader = false; }; if(isNil "DZE_LootSpawnTimer") then { DZE_LootSpawnTimer = 10; }; if(isNil "DZE_HeliLift") then { DZE_HeliLift = true; }; if(isNil "DZE_DamageBeforeMaint") then { DZE_DamageBeforeMaint = 0.09; }; if(isNil "DZE_StaticConstructionCount") then { DZE_StaticConstructionCount = 0; }; if (isNil "DZE_selfTransfuse_Values") then { DZE_selfTransfuse_Values = [12000, 15, 300]; }; if (isNil "helperDetach") then { helperDetach = false; }; if (isNil "DZE_modularBuild") then { DZE_modularBuild = false; }; if (isNil "DZE_snapExtraRange") then { DZE_snapExtraRange = 0; }; if (isNil "DZE_APlotforLife") then { DZE_APlotforLife = false; }; if (isNil "DZE_PlotOwnership") then { DZE_PlotOwnership = false; }; if (isNil "DZE_checkNearbyRadius") then { DZE_checkNearbyRadius = 30; }; // needed on server if(isNil "DZE_PlotPole") then { DZE_PlotPole = [30,45]; }; if(isNil "DZE_maintainRange") then { DZE_maintainRange = ((DZE_PlotPole select 0)+20); }; DZE_snap_build_file = ""; DZE_REPLACE_WEAPONS = [["Crossbow","ItemMatchbox","ItemHatchet"],["Crossbow_DZ","ItemMatchbox_DZE","ItemHatchet_DZE"]]; if(isNil "dayz_zedSpawnVehCount") then { dayz_zedSpawnVehCount = dayz_maxLocalZombies / 2; }; if(isNil "dayz_spawnAirCount") then { dayz_spawnAirCount = 0; }; if(isNil "dayz_zedsAttackVehicles") then { dayz_zedsAttackVehicles = true; }; // update objects dayz_updateObjects = ["Plane","Tank","Car", "Helicopter", "Motorcycle", "Ship", "TentStorage", "VaultStorage","LockboxStorage","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","GunRack_DZ","WoodCrate_DZ","Scaffolding_DZ"]; dayz_disallowedVault = ["TentStorage", "BuiltItems","ModularItems","DZE_Base_Object"]; dayz_reveal = ["AllVehicles","WeaponHolder","Land_A_tent","BuiltItems","ModularItems","DZE_Base_Object"]; dayz_allowedObjects = ["TentStorage","TentStorageDomed","TentStorageDomed2", "VaultStorageLocked", "Hedgehog_DZ", "Sandbag1_DZ","BagFenceRound_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Land_HBarrier5_DZ","Fence_corrugated_DZ","M240Nest_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","Plastic_Pole_EP1_DZ","Generator_DZ","StickFence_DZ","LightPole_DZ","FuelPump_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","SandNest_DZ","DeerStand_DZ","MetalPanel_DZ","WorkBench_DZ","WoodFloor_DZ","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","LockboxStorageLocked","WoodFloorHalf_DZ","WoodFloorQuarter_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodSmallWallThird_DZ","WoodLadder_DZ","Land_DZE_GarageWoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_WoodDoor","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","MetalFloor_DZ","WoodRamp_DZ","GunRack_DZ","FireBarrel_DZ","WoodCrate_DZ","Scaffolding_DZ"]; DZE_LockableStorage = ["VaultStorage","VaultStorageLocked","LockboxStorageLocked","LockboxStorage"]; DZE_LockedStorage = ["VaultStorageLocked","LockboxStorageLocked"]; DZE_UnLockedStorage = ["VaultStorage","LockboxStorage"]; DZE_maintainClasses = ["ModularItems","DZE_Housebase","LightPole_DZ","BuiltItems","Plastic_Pole_EP1_DZ","Fence_corrugated_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","StickFence_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","DeerStand_DZ","Scaffolding_DZ","FireBarrel_DZ"]; DZE_DoorsLocked = ["Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallDoorLocked_DZ","CinderWallDoorSmallLocked_DZ"]; // List of removable items that require crowbar DZE_isRemovable = ["Fence_corrugated_DZ","M240Nest_DZ","ParkBench_DZ","Plastic_Pole_EP1_DZ","FireBarrel_DZ","Scaffolding_DZ"]; DZE_isWreck = ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2"]; DZE_isWreckBuilding = ["Land_wreck_cinder","Land_wood_wreck_quarter","Land_wood_wreck_floor","Land_wood_wreck_third","Land_wood_wreck_frame","Land_iron_vein_wreck","Land_silver_vein_wreck","Land_gold_vein_wreck","Land_ammo_supply_wreck"]; DZE_isNewStorage = ["VaultStorage","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","GunRack_DZ","WoodCrate_DZ"]; // These work with just a running generator dayz_fuelpumparray = ["FuelPump_DZ","Land_A_FuelStation_Feed","Land_Ind_FuelStation_Feed_EP1","Land_FuelStation_Feed_PMC","FuelStation","Land_ibr_FuelStation_Feed","Land_fuelstation_army","Land_fuelstation","land_fuelstation_w","Land_benzina_schnell"]; DZE_fueltruckarray = ["KamazRefuel_DZ","UralRefuel_TK_EP1_DZ","MtvrRefuel_DES_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ","MtvrRefuel_DZ","KamazRefuel_DZE","UralRefuel_TK_EP1_DZE","MtvrRefuel_DES_EP1_DZE","V3S_Refuel_TK_GUE_EP1_DZE","MtvrRefuel_DZE"]; // Standard Fuel sources dayz_fuelsources = ["Land_Ind_TankSmall","Land_fuel_tank_big","Land_fuel_tank_stairs","Land_fuel_tank_stairs_ep1","Land_wagon_tanker","Land_fuelstation","Land_fuelstation_army","land_fuelstation_w","Land_benzina_schnell"]; DZE_Lock_Door = ""; if (isNil "DZE_plotOwnershipExclusions") then { DZE_plotTakeOwnershipItems = dayz_allowedObjects - (DZE_LockableStorage + ["Plastic_Pole_EP1_DZ","TentStorage","TentStorageDomed","TentStorageDomed2"]); }; //init global arrays for Loot Chances call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\loot_init.sqf"; if(isServer) then { dayz_players = []; dead_bodyCleanup = []; needUpdate_objects = []; DZE_DYN_AntiStuck = 0; DZE_DYN_AntiStuck2nd = 0; DZE_DYN_AntiStuck3rd = 0; if(isNil "dayz_fullMoonNights") then { dayz_fullMoonNights = false; }; if(isNil "EpochEvents") then { EpochEvents = []; }; if(isNil "DZE_vehicleAmmo") then { DZE_vehicleAmmo = 0; }; if(isNil "DZE_BackpackGuard") then { DZE_BackpackGuard = true; }; if(isNil "DZE_CleanNull") then { DZE_CleanNull = false; }; if (isNil "DZE_DeathMsgGlobal") then { DZE_DeathMsgGlobal = false; }; if (isNil "DZE_DeathMsgSide") then { DZE_DeathMsgSide = false; }; if (isNil "DZE_DeathMsgTitleText") then { DZE_DeathMsgTitleText = false; }; DZE_safeVehicle = ["ParachuteWest","ParachuteC"]; }; if(!isDedicated) then { dayz_spawnPos = getPosATL player; dayz_buildingMonitor = []; //Buildings to check dayz_bodyMonitor = []; // weather control var zeroPreviousWeather = [0,0,[0,0],0]; zeroCurrentWeather = [0,0,[0,0],0]; if (DZE_MissionLootTable) then { dayz_baseTypes = getArray (missionConfigFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass"); } else { dayz_baseTypes = getArray (configFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass"); }; //temperature variables dayz_temperatur = 36; //TeeChange dayz_temperaturnormal = 36; //TeeChange dayz_temperaturmax = 42; //TeeChange dayz_temperaturmin = 27; //TeeChange //player special variables dayZ_lastPlayerUpdate = 0; dayZ_everyonesTents = []; dayz_hunger = 0; dayz_thirst = 0; dayz_combat = 0; dayz_preloadFinished = false; dayz_statusArray = [1,1]; dayz_disAudial = 0; dayz_disVisual = 0; dayz_firedCooldown = 0; dayz_DeathActioned = false; dayz_canDisconnect = true; dayz_damageCounter = time; dayz_lastSave = time; dayz_isSwimming = true; dayz_isKneeling = false; dayz_isCrawling = false; dayz_PreviousTown = "Wilderness"; dayz_currentDay = 0; dayz_hasLight = false; dayz_surfaceNoise = 0; dayz_surfaceType = "None"; dayz_noPenalty = []; dayz_heavenCooldown = 0; deathHandled = false; dayz_lastHumanity = 0; dayz_guiHumanity = -90000; dayz_firstGroup = group player; dayz_originalPlayer = player; dayz_sourceBleeding = objNull; dayz_clientPreload = false; dayz_authed = false; dayz_panicCooldown = 0; dayz_areaAffect = 2.5; dayz_heartBeat = false; dayzClickTime = 0; //Current local dayz_spawnZombies = 0; dayz_swarmSpawnZombies = 0; //Max local dayz_CurrentNearByZombies = 0; //Max NearBy if (isNil "dayz_maxNearByZombies") then { dayz_maxNearByZombies = 60; // max quantity of Z controlled by local gameclient, used by player_spawnCheck. Below this limit we can spawn Z //Current total }; dayz_currentGlobalZombies = 0; //Max global zeds. if (isNil "dayz_maxGlobalZeds") then { dayz_maxGlobalZeds = 3000; }; if (isNil "dayz_spawnDelay") then { dayz_spawnDelay = 120; }; dayz_spawnWait = -(dayz_spawnDelay); if (isNil "dayz_lootDelay") then { dayz_lootDelay = 3; }; dayz_lootWait = -300; //used to count global zeds around players dayz_CurrentZombies = 0; //Used to limit overall zed counts dayz_tickTimeOffset = 0; dayz_currentWeaponHolders = 0; dayz_maxMaxWeaponHolders = 80; dayz_maxCurrentZeds = 0; dayz_inVehicle = false; dayz_Magazines = []; dayzGearSave = false; dayz_unsaved = false; dayz_scaleLight = 0; dayzDebug = false; dayzState = -1; //uiNamespace setVariable ['DAYZ_GUI_display',displayNull]; //if (uiNamespace getVariable ['DZ_displayUI', 0] == 2) then { // dayzDebug = true; //}; DZE_ActionInProgress = false; // DayZ Epoch Client only variables if(isNil "DZE_AllowForceSave") then { DZE_AllowForceSave = false; }; if(isNil "DZE_AllowCargoCheck") then { DZE_AllowCargoCheck = true; }; if(isNil "DZE_ForceNameTags") then { DZE_ForceNameTags = false; }; if(isNil "DZE_ForceNameTagsOff") then { DZE_ForceNameTagsOff = false; }; if(isNil "DZE_ForceNameTagsInTrader") then { DZE_ForceNameTagsInTrader = false; }; if(isNil "DZE_HaloJump") then { DZE_HaloJump = true; }; if(isNil "DZE_AntiWallLimit") then { DZE_AntiWallLimit = 3; }; if(isNil "DZE_requireplot") then { DZE_requireplot = 1; }; if(isNil "DZE_R3F_WEIGHT") then { DZE_R3F_WEIGHT = true; }; DZE_AntiWallCounter = 0; DZE_FreshSpawn = false; DZE_myHaloVehicle = objNull; dayz_myLiftVehicle = objNull; DZE_Friends = []; DZE_CanPickup = true; DZE_Q = false; DZE_Z = false; DZE_Q_alt = false; DZE_Z_alt = false; DZE_Q_ctrl = false; DZE_Z_ctrl = false; DZE_5 = false; DZE_4 = false; DZE_6 = false; DZE_F = false; DZE_cancelBuilding = false; DZE_PZATTACK = false; DZE_trees = ["t_picea2s_snow.p3d","b_corylus.p3d","t_quercus3s.p3d","t_larix3s.p3d","t_pyrus2s.p3d","str_briza_kriva.p3d","dd_borovice.p3d","les_singlestrom_b.p3d","les_singlestrom.p3d","smrk_velky.p3d","smrk_siroky.p3d","smrk_maly.p3d","les_buk.p3d","str krovisko vysoke.p3d","str_fikovnik_ker.p3d","str_fikovnik.p3d","str vrba.p3d","hrusen2.p3d","str dub jiny.p3d","str lipa.p3d","str briza.p3d","p_akat02s.p3d","jablon.p3d","p_buk.p3d","str_topol.p3d","str_topol2.p3d","p_osika.p3d","t_picea3f.p3d","t_picea2s.p3d","t_picea1s.p3d","t_fagus2w.p3d","t_fagus2s.p3d","t_fagus2f.p3d","t_betula1f.p3d","t_betula2f.p3d","t_betula2s.p3d","t_betula2w.p3d","t_alnus2s.p3d","t_acer2s.p3d","t_populus3s.p3d","t_quercus2f.p3d","t_sorbus2s.p3d","t_malus1s.p3d","t_salix2s.p3d","t_picea1s_w.p3d","t_picea2s_w.p3d","t_ficusb2s_ep1.p3d","t_populusb2s_ep1.p3d","t_populusf2s_ep1.p3d","t_amygdalusc2s_ep1.p3d","t_pistacial2s_ep1.p3d","t_pinuse2s_ep1.p3d","t_pinuss3s_ep1.p3d","t_prunuss2s_ep1.p3d","t_pinusn2s.p3d","t_pinusn1s.p3d","t_pinuss2f.p3d","t_poplar2f_dead_pmc.p3d","misc_torzotree_pmc.p3d","misc_burnspruce_pmc.p3d","brg_cocunutpalm8.p3d","brg_umbrella_acacia01b.p3d","brg_jungle_tree_canopy_1.p3d","brg_jungle_tree_canopy_2.p3d","brg_cocunutpalm4.p3d","brg_cocunutpalm3.p3d","palm_01.p3d","palm_02.p3d","palm_03.p3d","palm_04.p3d","palm_09.p3d","palm_10.p3d","brg_cocunutpalm2.p3d","brg_jungle_tree_antiaris.p3d","brg_cocunutpalm1.p3d","str habr.p3d"]; DZE_TEMP_treedmg = 1; DZE_Surrender = false; DZE_Quarantine = false; DZE_InRadiationZone = false; DZE_SaveTime = 30; }; Error in expression <hen{ ["","","",["Init","Init",0]] spawn build_vectors; }; _passArray = [_locatio> Error position: <build_vectors; }; _passArray = [_locatio> Error Undefined variable in expression: build_vectors File mpmissions\__CUR_MP.Chernarus\Custom\A_Plot_for_Life\Action\player_build_create.sqf, line 36 here´s my player_build_create.sqf//create an object for default build system style private ["_passArray","_classname","_enableGhost","_ghost","_location1","_dir","_object","_objectHelper","_helperColor"]; _classname = _this select 0; _ghost = _this select 1; _offset = _this select 2; _enableGhost = _this select 3; //pass false trough args if not using ghost preview _passArray = []; _objectHelper = objNull; // get inital players position _location1 = [player] call FNC_GetPos; // if enabled, use ghost preview where available if (_enableGhost) then { if (_ghost != "") then { _classname = _ghost; }; }; _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; //object preview, not an actual object that will be built _objectHelper = "Sign_sphere10cm_EP1" createVehicle [0,0,0]; _helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)"; _objectHelper setobjecttexture [0,_helperColor]; _objectHelper attachTo [player,_offset]; _object attachTo [_objectHelper,[0,0,0]]; if (isClass (missionConfigFile >> "SnapBuilding" >> _classname)) then { ["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build; }; if !(DZE_buildItem in DZE_noRotate) then{ ["","","",["Init","Init",0]] spawn build_vectors; }; _passArray = [_location1,_object,_objectHelper]; _passArray //[array,obj,array] Cannot create non-ai vehicle c_grasstall, Error in expression <Back,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; }; sleep 0.5; _lo> Error position: <fnc_SetPitchBankYaw; }; sleep 0.5; _lo> Error Undefined variable in expression: fnc_setpitchbankyaw File mpmissions\__CUR_MP.Chernarus\Custom\A_Plot_for_Life\Action\player_build_controls.sqf, line 152 Error in expression <Back,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; }; if(_zheightchan> Error position: <fnc_SetPitchBankYaw; }; if(_zheightchan> Error Undefined variable in expression: fnc_setpitchbankyaw File mpmissions\__CUR_MP.Chernarus\Custom\A_Plot_for_Life\Action\player_build_controls.sqf, line 101 Error in expression <Back,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; _objectHelper setPo> Error position: <fnc_SetPitchBankYaw; _objectHelper setPo> Error Undefined variable in expression: fnc_setpitchbankyaw File mpmissions\__CUR_MP.Chernarus\Custom\A_Plot_for_Life\Action\player_build_controls.sqf, line 92 here´s my player_build_controls.sqfprivate ["_canDo","_passArray","_objHDiff","_isOk","_zheightchanged","_zheightdirection","_rotate","_dir","_object","_position","_isAllowedUnderGround","_location1","_location2","_cancel","_reason","_lastDir","_objectHelper","_objectHelperDir","_objectHelperPos","_vector]; _object = _this select 0; _isAllowedUnderGround = _this select 1; _location1 = _this select 2; _objectHelper = _this select 3; _passArray = []; _objHDiff = 0; _isOk = true; _cancel = false; _reason = ""; _dir = getDir player; //required to pass direction when building helperDetach = false; _canDo = (!r_drag_sqf and !r_player_unconscious); _position = [_objectHelper] call FNC_GetPos; while {_isOk} do { _zheightchanged = false; _zheightdirection = ""; _rotate = false; if (DZE_Q) then { DZE_Q = false; _zheightdirection = "up"; _zheightchanged = true; }; if (DZE_Z) then { DZE_Z = false; _zheightdirection = "down"; _zheightchanged = true; }; if (DZE_Q_alt) then { DZE_Q_alt = false; _zheightdirection = "up_alt"; _zheightchanged = true; }; if (DZE_Z_alt) then { DZE_Z_alt = false; _zheightdirection = "down_alt"; _zheightchanged = true; }; if (DZE_Q_ctrl) then { DZE_Q_ctrl = false; _zheightdirection = "up_ctrl"; _zheightchanged = true; }; if (DZE_Z_ctrl) then { DZE_Z_ctrl = false; _zheightdirection = "down_ctrl"; _zheightchanged = true; }; if (DZE_4) then { _rotate = true; DZE_4 = false; if(DZE_dirWithDegrees) then{ DZE_memDir = DZE_memDir - DZE_curDegree; }else{ DZE_memDir = DZE_memDir - 45; }; }; if (DZE_6) then { _rotate = true; DZE_6 = false; if(DZE_dirWithDegrees) then{ DZE_memDir = DZE_memDir + DZE_curDegree; }else{ DZE_memDir = DZE_memDir + 45; }; }; if(DZE_updateVec) then{ [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; DZE_updateVec = false; }; if (DZE_F and _canDo) then { if (helperDetach) then { _objectHelper attachTo [player]; DZE_memDir = DZE_memDir-(getDir player); helperDetach = false; [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; } else { _objectHelperPos = getPosATL _objectHelper; detach _objectHelper; DZE_memDir = getDir _objectHelper; [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; _objectHelper setPosATL _objectHelperPos; _objectHelper setVelocity [0,0,0]; //fix sliding glitch helperDetach = true; }; DZE_F = false; }; if(_rotate) then { [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; }; if(_zheightchanged) then { if (!helperDetach) then { detach _objectHelper; _objectHelperDir = getDir _objectHelper; }; _position = [_objectHelper] call FNC_GetPos; if(_zheightdirection == "up") then { _position set [2,((_position select 2)+0.1)]; _objHDiff = _objHDiff + 0.1; }; if(_zheightdirection == "down") then { _position set [2,((_position select 2)-0.1)]; _objHDiff = _objHDiff - 0.1; }; if(_zheightdirection == "up_alt") then { _position set [2,((_position select 2)+1)]; _objHDiff = _objHDiff + 1; }; if(_zheightdirection == "down_alt") then { _position set [2,((_position select 2)-1)]; _objHDiff = _objHDiff - 1; }; if(_zheightdirection == "up_ctrl") then { _position set [2,((_position select 2)+0.01)]; _objHDiff = _objHDiff + 0.01; }; if(_zheightdirection == "down_ctrl") then { _position set [2,((_position select 2)-0.01)]; _objHDiff = _objHDiff - 0.01; }; if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then { _position set [2,0]; }; if (surfaceIsWater _position) then { _objectHelper setPosASL _position; } else { _objectHelper setPosATL _position; }; if (!helperDetach) then { _objectHelper attachTo [player]; }; [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; }; sleep 0.5; _location2 = [player] call FNC_GetPos; _objectHelperPos = [_objectHelper] call FNC_GetPos; if(DZE_5) exitWith { _isOk = false; _position = [_object] call FNC_GetPos; detach _object; _dir = getDir _object; _vector = [(vectorDir _object),(vectorUp _object)]; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; if(_location1 distance _location2 > 10) exitWith { _isOk = false; _cancel = true; _reason = "You've moved to far away from where you started building (within 10 meters)"; detach _object; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; if(_location1 distance _objectHelperPos > 10) exitWith { _isOk = false; _cancel = true; _reason = "Object is placed to far away from where you started building (within 10 meters)"; detach _object; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; if(abs(_objHDiff) > 10) exitWith { _isOk = false; _cancel = true; _reason = "Cannot move up or down more than 10 meters"; detach _object; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; if (player getVariable["combattimeout", 0] >= time) exitWith { _isOk = false; _cancel = true; _reason = (localize "str_epoch_player_43"); detach _object; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; if (DZE_cancelBuilding) exitWith { _isOk = false; _cancel = true; _reason = "Cancelled building."; detach _object; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; }; _passArray = [_cancel,_reason,_position,_dir,_vector]; _passArray //[bool,string,array,int,array] Error in expression <Back,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; waitUntil {sleep 0.> Error position: <fnc_SetPitchBankYaw; waitUntil {sleep 0.> Error Undefined variable in expression: fnc_setpitchbankyaw File mpmissions\__CUR_MP.Chernarus\Custom\Snap_Pro\snap_build.sqf, line 120 Error in expression <Back,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; }; _cnt = _cnt+1; > Error position: <fnc_SetPitchBankYaw; }; _cnt = _cnt+1; > Error Undefined variable in expression: fnc_setpitchbankyaw File mpmissions\__CUR_MP.Chernarus\Custom\Snap_Pro\snap_build.sqf, line 286 here´s my snap_build.sqf/*-----------------------------------*/ // by Raymix // // July 10 2014 // /*--------------------------------*/ private ["_object","_objectSnapGizmo","_objColorActive","_objColorInactive","_classname","_whitelist","_points","_radius","_cfg","_cnt","_pos","_findWhitelisted","_nearbyObject","_posNearby","_selectedAction","_newPos","_pointsNearby","_onWater","_waterBase"]; //Args snapActionState = _this select 3 select 0; _object = _this select 3 select 1; _classname = _this select 3 select 2; _objectHelper = _this select 3 select 3; _selectedAction = _this select 3 select 4; //Snap config file _cfg = (missionConfigFile >> "SnapBuilding" >> _classname); _whitelist = getArray (_cfg >> "snapTo"); _points = getArray (_cfg >> "points"); _radius = getNumber (_cfg >> "radius"); //colors _objColorActive = "#(argb,8,8,3)color(0,0.92,0.06,1,ca)"; _objColorInactive = "#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)"; fnc_snapActionCleanup = { private ["_s1","_s2","_s3","_cnt"]; _s1 = _this select 0; _s2 = _this select 1; _s3 = _this select 2; player removeAction s_player_toggleSnap; s_player_toggleSnap = -1; player removeAction s_player_toggleSnapSelect; s_player_toggleSnapSelect = -1; if (count s_player_toggleSnapSelectPoint != 0) then {{player removeAction _x;} count s_player_toggleSnapSelectPoint; s_player_toggleSnapSelectPoint=[]; snapActions = -1;}; if (_s1 > 0) then { s_player_toggleSnap = player addaction [format[("<t color=""#ffffff"">" + ("Snap: %1") +"</t>"),snapActionState],DZE_snap_build_file,[snapActionState,_object,_classname,_objectHelper],10,false,true]; }; if (_s2 > 0) then { s_player_toggleSnapSelect = player addaction [format[("<t color=""#ffffff"">" + ("Snap Point: %1") +"</t>"),snapActionStateSelect],DZE_snap_build_file,[snapActionStateSelect,_object,_classname,_objectHelper],9,false,true]; }; if (_s3 > 0) then { s_player_toggleSnapSelectPoint=[]; _cnt = 0; {snapActions = player addaction [format[("<t color=""#ffffff"">" + ("%1)Select: %2") +"</t>"),_cnt,_x select 3],DZE_snap_build_file,["Selected",_object,_classname,_objectHelper,_cnt],8,false,false]; s_player_toggleSnapSelectPoint set [count s_player_toggleSnapSelectPoint,snapActions]; _cnt = _cnt+1; }count _points; }; }; fnc_initSnapPoints = { snapGizmos = []; { _objectSnapGizmo = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0]; _objectSnapGizmo setobjecttexture [0,_objColorInactive]; _objectSnapGizmo attachTo [_object,[_x select 0,_x select 1,_x select 2]]; snapGizmos set [count snapGizmos,_objectSnapGizmo]; } count _points; }; fnc_initSnapPointsNearby = { _pos = [_object] call FNC_GetPos; _findWhitelisted = []; _pointsNearby = []; _findWhitelisted = nearestObjects [_pos,_whitelist,(_radius + DZE_snapExtraRange)]-[_object]; snapGizmosNearby = []; { _nearbyObject = _x; _pointsNearby = getArray (missionConfigFile >> "SnapBuilding" >> (typeOf _x) >> "points"); { _objectSnapGizmo = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0]; _objectSnapGizmo setobjecttexture [0,_objColorInactive]; //_objectSnapGizmo setDir (getDir _nearbyObject); _objectSnapGizmo setDir (_nearbyObject getVariable["memDir",0]); _posNearby = _nearbyObject modelToWorld [_x select 0,_x select 1,_x select 2]; if (surfaceIsWater _posNearby) then { _objectSnapGizmo setPosASL [(_posNearby) select 0,(_posNearby) select 1,(getPosASL _nearbyObject select 2) + (_x select 2)]; } else { _objectSnapGizmo setPosATL _posNearby; }; snapGizmosNearby set [count snapGizmosNearby,_objectSnapGizmo]; } count _pointsNearby; } forEach _findWhitelisted; }; fnc_initSnapPointsCleanup = { {detach _x;deleteVehicle _x;}count snapGizmos;snapGizmos=[]; {detach _x;deleteVehicle _x;}count snapGizmosNearby;snapGizmosNearby=[]; snapActionState = "OFF"; }; fnc_snapDistanceCheck = { while {snapActionState != "OFF"} do { private ["_distClosestPointFound","_distCheck","_distClosest","_distClosestPoint","_testXPos","_testXDir","_distClosestPointFoundPos","_distClosestPointFoundDir","_distClosestAttached","_distCheckAttached","_distClosestAttachedFoundPos"]; _distClosestPointFound = objNull; _distCheck = 0; _distClosest = 10; _distClosestPoint = objNull; _testXPos = []; _distClosestPointFoundPos =[]; _distClosestPointFoundDir = 0; { if (_x !=_distClosestPointFound) then {_x setobjecttexture [0,_objColorInactive];}; _testXPos = [_x] call FNC_GetPos; _distCheck = _objectHelper distance _testXPos; _distClosestPoint = _x; if (_distCheck < _distClosest) then { _distClosest = _distCheck; _distClosestPointFound setobjecttexture [0,_objColorInactive]; _distClosestPointFound = _x; _distClosestPointFound setobjecttexture [0,_objColorActive]; }; } count snapGizmosNearby; if (!isNull _distClosestPointFound) then { if (snapActionStateSelect == "Manual") then { if (helperDetach) then { _onWater = surfaceIsWater position _distClosestPointFound; _distClosestPointFoundDir = getDir _distClosestPointFound; if (_onWater) then { _distClosestPointFoundPos = getPosASL _distClosestPointFound; _objectHelper setPosASL _distClosestPointFoundPos; } else { _distClosestPointFoundPos = getPosATL _distClosestPointFound; _objectHelper setPosATL _distClosestPointFoundPos; }; //_objectHelper setDir _distClosestPointFoundDir; DZE_memDir = _distClosestPointFoundDir; [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; waitUntil {sleep 0.1; !helperDetach}; }; } else { _distClosestAttached = objNull; _distCheckAttached = 0; _distClosest = 10; _distClosestAttachedFoundPos = []; { if (_x !=_distClosestAttached) then {_x setobjecttexture [0,_objColorInactive];}; _testXPos = [_x] call FNC_GetPos; _distCheckAttached = _distClosestPointFound distance _testXPos; _distClosestPoint = _x; if (_distCheckAttached < _distClosest) then { _distClosest = _distCheckAttached; _distClosestAttached setobjecttexture [0,_objColorInactive]; _distClosestAttached = _x; _distClosestAttached setobjecttexture [0,_objColorActive]; }; } count snapGizmos; if (helperDetach) then { _distClosestPointFoundDir = getDir _distClosestPointFound; _onWater = surfaceIsWater position _distClosestPointFound; if (_onWater) then { _distClosestPointFoundPos = getPosASL _distClosestPointFound; _distClosestAttachedFoundPos = getPosASL _distClosestAttached; detach _object; _objectHelper setPosASL _distClosestAttachedFoundPos; _object attachTo [_objectHelper]; _objectHelper setPosASL _distClosestPointFoundPos; } else { _distClosestPointFoundPos = getPosATL _distClosestPointFound; _distClosestAttachedFoundPos = getPosATL _distClosestAttached; detach _object; _objectHelper setPosATL _distClosestAttachedFoundPos; _object attachTo [_objectHelper]; _objectHelper setPosATL _distClosestPointFoundPos; }; //_objectHelper setDir _distClosestPointFoundDir; DZE_memDir = _distClosestPointFoundDir; [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; waitUntil {sleep 0.1; !helperDetach}; }; }; }; sleep 0.1; }; }; fnc_initSnapTutorial = { /* Shows help dialog for player ONCE per log in, explaining controls. Add snapTutorial = false; to your init.sqf to disable this tutorial completely. You can also add this bool to the end of this function to only show tutorial once per player login (not recommended) */ private ["_bldTxtSwitch","_bldTxtEnable","_bldTxtClrO","_bldTxtClrW","_bldTxtClrR","_bldTxtClrG","_bldTxtSz","_bldTxtSzT","_bldTxtShdw","_bldTxtAlgnL","_bldTxtUndrln","_bldTxtBold","_bldTxtFinal","_bldTxtStringTitle","_bldTxtStringSD","_bldTxtStringSE","_bldTxtStringSA","_bldTxtStringSM","_bldTxtStringPG","_bldTxtStringAPG","_bldTxtStringCPG","_bldTxtStringQE","_bldTxtStringQEF","_bldTxtStringFD","_bldTxtStringFS"]; if (isNil "snapTutorial") then { _bldTxtSwitch = _this select 0; _bldTxtEnable = _this select 1; _bldTxtClrO = "color='#ff8800'"; //orange _bldTxtClrW = "color='#ffffff'"; //white _bldTxtClrR = "color='#fd0a05'"; //red _bldTxtClrG = "color='#11ef00'"; //green _bldTxtSz = "size='0.76'"; //Title font size _bldTxtSzT = "size='0.4'"; //Text font size _bldTxtShdw = "shadow='1'"; //Font shadow _bldTxtAlgnL = "align='left'"; //Text align left _bldTxtUndrln = "underline='true'"; _bldTxtBold = "font='Zeppelin33'"; //Bold text _bldTxtFinal = ""; //Delete on init 800 cutRsc ["Default", "PLAIN"]; sleep 0.1; //Init Tutorial text if (_bldTxtEnable) then { _bldTxtStringTitle = format ["<t %1%2%3%4%6>Epoch<t %5%7> Snap Building</t></t><br />",_bldTxtClrW,_bldTxtSz,_bldTxtShdw,_bldTxtAlgnL,_bldTxtClrO,_bldTxtUndrln,_bldTxtBold]; _bldTxtStringSD = format["<t %1%4%5%6>[Snap]<t %2> Disabled:</t> <t %3>use action menu to enable.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrR,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL]; _bldTxtStringSE = format["<t %1%4%5%6>[Snap]<t %2> Enabled:</t> <t %3>use action menu to disable.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrG,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL]; _bldTxtStringSA = format["<t %1%3%4%5>[Auto]<t %2>: Automatic snap point detection.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL]; _bldTxtStringSM = format["<t %1%3%4%5>[Manual]<t %2>: Select your preferred snap point.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL]; _bldTxtStringPG = format["<t %1%3%4%5>[PgUP / PgDOWN]<t %2>: Adjust height of object by 10cm</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL]; _bldTxtStringAPG = format["<t %1%3%4%5>[Alt]+[PgUP / PgDOWN]<t %2>: Adjust height of object by 1m</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL]; _bldTxtStringCPG = format["<t %1%3%4%5>[Ctrl]+[PgUP / PgDOWN]<t %2>: Adjust height of object by 1cm</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL]; _bldTxtStringQE = format["<t %1%3%4%5>[Q / E]<t %2>: Rotate object 180 degrees while holding.</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL]; _bldTxtStringQEF = format["<t %1%3%4%5>[Q / E]<t %2>: Rotate object 45 degrees while dropped or snapped.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL]; _bldTxtStringFD = format["<t %1%3%4%5>[F]<t %2>: Drop / Pick up object.</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL]; _bldTxtStringFS = format["<t %1%3%4%5>[F]<t %2>: Snap /Pick up object.</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL]; switch (_bldTxtSwitch) do { case "init": { _bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSD + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFD; }; case "OnAuto": { _bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSE + _bldTxtStringSA + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFS; }; case "manual": { _bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSE + _bldTxtStringSM + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFS; }; }; [ _bldTxtFinal, //structured text 0.73 * safezoneW + safezoneX, //number - x 0.65 * safezoneH + safezoneY, //number - y 30, //number - duration 1, // number - fade in time 0, // number - delta y 800 //number - layer ID ] spawn bis_fnc_dynamicText; }; }; }; switch (snapActionState) do { case "Init": { ["init",true] call fnc_initSnapTutorial; snapActionState = "OFF"; [1,0,0] call fnc_snapActionCleanup; [] spawn { while {true} do { if(!DZE_ActionInProgress || DZE_cancelBuilding) exitWith {call fnc_initSnapPointsCleanup;[0,0,0] call fnc_snapActionCleanup; ["",false] call fnc_initSnapTutorial; snapActionState = "OFF";}; sleep 2; }; }; }; case "OFF": { ["OnAuto",true] call fnc_initSnapTutorial; snapActionState = "ON"; snapActionStateSelect = "Auto"; [1,1,0] call fnc_snapActionCleanup; call fnc_initSnapPoints; call fnc_initSnapPointsNearby; sleep 0.25; call fnc_snapDistanceCheck; }; case "ON": { ["init",true] call fnc_initSnapTutorial; snapActionState = "OFF"; [1,0,0] call fnc_snapActionCleanup; call fnc_initSnapPointsCleanup; }; case "Auto": { ["manual",true] call fnc_initSnapTutorial; snapActionState = "ON";snapActionStateSelect = "Manual"; [1,1,1] call fnc_snapActionCleanup; }; case "Manual": { ["OnAuto",true] call fnc_initSnapTutorial; snapActionState = "ON";snapActionStateSelect = "Auto"; [1,1,0] call fnc_snapActionCleanup; }; case "Selected": { _cnt = 0; _newPos = []; { _x setobjecttexture [0,_objColorInactive]; if (_cnt == _selectedAction) then { _newPos = [(getPosATL _x select 0),(getPosATL _x select 1),(getPosATL _x select 2)]; detach _object; detach _objectHelper; _objectHelper setDir (getDir _object); _objectHelper setPosATL _newPos; _object attachTo [_objectHelper]; _x setobjecttexture [0,_objColorActive]; if (!helperDetach) then {_objectHelper attachTo [player]; _objectHelper setDir ((getDir _objectHelper)-(getDir player));}; [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; }; _cnt = _cnt+1; }count snapGizmos; }; }; Link to comment Share on other sites More sharing options...
SchwEde Posted March 19, 2015 Report Share Posted March 19, 2015 always post the sqf with your error :) Link to comment Share on other sites More sharing options...
DangerRuss Posted March 19, 2015 Report Share Posted March 19, 2015 always post the sqf with your error :) i think he did ? unless he edited it lol cheech 1 Link to comment Share on other sites More sharing options...
cheech Posted March 19, 2015 Report Share Posted March 19, 2015 holy christ, what an formatting thing, took me some time, but i think i´ve done it now. is that what you want, SchwEde ? ;-) Link to comment Share on other sites More sharing options...
SchwEde Posted March 19, 2015 Report Share Posted March 19, 2015 oh sry mate did not see that ^^ seems like all these errors are connected to your compiles.sqf probably just missed the step there to define the variables :) check this step again Link to comment Share on other sites More sharing options...
cheech Posted March 19, 2015 Report Share Posted March 19, 2015 @SchwEde- thanxx for your very fast response :-) hm, seems that the files hooked up correct here´s my compiles.sqf /* FUNCTION COMPILES */ //Player only if (!isDedicated) then { "filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them fnc_usec_damageActions = compile preprocessFileLineNumbers "custom\fn_damageActions.sqf"; //Checks which actions for nearby casualty fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; //Checks which actions for self fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf"; player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf"; player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf"; player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf"; player_dumpBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf"; building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf"; building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf"; dayz_spaceInterrupt = compile preprocessFileLineNumbers "Custom\Snap_Pro\dayz_spaceInterrupt.sqf"; player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre && audial rating player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf"; player_packTent = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Compile\player_packTent.sqf"; player_packVault = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Compile\player_packVault.sqf"; player_unlockVault = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Compile\player_unlockVault.sqf"; player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf"; player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf"; player_removeTankTrap = { //Object Array, Range, Error Message (@Skaronator) [["Hedgehog_DZ"], 1,"STR_EPOCH_ACTIONS_14"] call player_removeNearby; }; player_removeNet = { [["DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ"], 5,"str_epoch_player_8"] call player_removeNearby; }; player_login = { private ["_unit","_detail","_PUID"]; _unit = _this select 0; _detail = _this select 1; _PUID = [player] call FNC_GetPlayerUID; if(_unit == _PUID) then { player setVariable["publish",_detail]; }; }; player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf"; player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf"; player_lockVault = compile preprocessFileLineNumbers "custom\player_lockVault.sqf"; player_updateGui = compile preprocessFileLineNumbers "custom\player_updateGui.sqf"; player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf"; player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf"; player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf"; player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf"; world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf"; world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf"; player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf"; player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf"; player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf"; player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf"; fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf"; //Objects object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf"; object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf"; object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf"; local_roadDebris = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf"; //Zombies zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf"; zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour zombie_generate = compile preprocessFileLineNumbers "WalkingDead\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour wild_spawnZombies = compile preprocessFileLineNumbers "WalkingDead\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviour pz_attack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf"; dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf"; //actions player_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf"; player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf"; player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf"; player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf"; player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf"; player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf"; player_tentPitch = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\tent_pitch.sqf"; player_vaultPitch = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\vault_pitch.sqf"; player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf"; player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf"; player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf"; player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf"; player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf"; player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf"; player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf"; if (DZE_modularBuild) then { player_build = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\modular_build.sqf"; player_build_countNearby = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_countNearby.sqf"; player_build_states = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_states.sqf"; player_build_needNearby = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_needNearby.sqf"; player_build_getConfig = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_getConfig.sqf"; player_build_plotCheck = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_plotCheck.sqf"; player_build_buildReq = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_buildReq.sqf"; player_build_create = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_create.sqf"; player_build_controls = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_controls.sqf"; player_build_publish = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_publish.sqf"; DZE_snap_build_file = "Custom\Snap_Pro\snap_build.sqf"; // Set as a global variable as it is also referenced in snapbuild.sqf snap_build = compile preprocessFileLineNumbers DZE_snap_build_file; } else { player_build = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build.sqf"; fnc_SetPitchBankYaw = compile preprocessFileLineNumbers "Custom\BuildVectors\fnc_SetPitchBankYaw.sqf"; DZE_build_vector_file = "Custom\BuildVectors\build_vectors.sqf"; build_vectors = compile preprocessFileLineNumbers DZE_build_vector_file; }; FNC_check_owner = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Compile\fn_check_owner.sqf"; player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf"; object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf"; player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf"; player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf"; player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf"; player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf"; player_plotPreview = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\object_showPlotRadius.sqf"; player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf"; //ui player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf"; player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf"; player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf"; ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf"; ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf"; //System player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf"; player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf"; player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf"; onPreloadStarted "dayz_preloadFinished = false;"; onPreloadFinished "dayz_preloadFinished = true;"; // helper functions player_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf"; player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf"; player_removeItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf"; //Trader ["Trader City Name",false,"enter"] - Trader City Name | Show Message | "enter" || "leave" player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf"; // combination of check && remove items player_checkAndRemoveItems = { private ["_items","_b"]; _items = _this; _b = _items call player_checkItems; if (_b) then { _b = _items call player_removeItems; }; _b }; dayz_HungerThirst = { dayz_hunger = dayz_hunger + (_this select 0); dayz_thirst = dayz_thirst + (_this select 1); }; epoch_totalCurrency = { // total currency _total_currency = 0; { _part = (configFile >> "CfgMagazines" >> _x); _worth = (_part >> "worth"); if isNumber (_worth) then { _total_currency = _total_currency + getNumber(_worth); }; } count (magazines player); _total_currency }; epoch_itemCost = { _trade_total = 0; { _part_in_configClass = configFile >> "CfgMagazines" >> (_x select 0); if (isClass (_part_in_configClass)) then { _part_inWorth = (_part_in_configClass >> "worth"); if isNumber (_part_inWorth) then { _trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1)); }; }; } count _this; //diag_log format["DEBUG TRADER ITEMCOST: %1", _this]; _trade_total }; epoch_returnChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf"; // usage [["partinclassname",4]] call epoch_returnChange; dayz_losChance = { private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"]; _agent = _this select 0; _dis = _this select 1; _maxDis = _this select 2; // diag_log ("VAL: " + str(_this)); _val = (_maxDis - _dis) max 0; _maxExp = ((exp 2) * _maxDis); _myExp = ((exp 2) * (_val)) / _maxExp; _myExp = _myExp * 0.7; _myExp }; ui_initDisplay = { private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"]; disableSerialization; _display = uiNamespace getVariable 'DAYZ_GUI_display'; _control = _display displayCtrl 1204; _control ctrlShow false; if (!r_player_injured) then { _ctrlBleed = _display displayCtrl 1303; _ctrlBleed ctrlShow false; }; if (!r_fracture_legs && !r_fracture_arms) then { _ctrlFracture = _display displayCtrl 1203; _ctrlFracture ctrlShow false; }; _ctrlDogFoodBorder = _display displayCtrl 1501; _ctrlDogFoodBorder ctrlShow false; _ctrlDogFood = _display displayCtrl 1701; _ctrlDogFood ctrlShow false; _ctrlDogWaterBorder = _display displayCtrl 1502; _ctrlDogWaterBorder ctrlShow false; _ctrlDogWater = _display displayCtrl 1702; _ctrlDogWater ctrlShow false }; dayz_losCheck = { private["_target","_agent","_cantSee"]; _target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!! _agent = _this select 1; _cantSee = true; if (!isNull _target) then { _tPos = visiblePositionASL _target; _zPos = visiblePositionASL _agent; _tPos set [2,(_tPos select 2)+1]; _zPos set [2,(_zPos select 2)+1]; if ((count _tPos > 0) && (count _zPos > 0)) then { _cantSee = terrainIntersectASL [_tPos, _zPos]; if (!_cantSee) then { _cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target]; }; }; }; _cantSee }; dayz_equipCheck = { private ["_empty", "_needed","_diff","_success"]; _config = _this; _empty = [player] call BIS_fnc_invSlotsEmpty; _needed = [_config] call BIS_fnc_invSlotType; _diff = [_empty,_needed] call BIS_fnc_vectorDiff; _success = true; { if (_x > 0) then {_success = false}; } count _diff; hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config]; _success }; vehicle_gear_count = { private["_counter"]; _counter = 0; { _counter = _counter + _x; } count _this; _counter }; player_tagFriendlyMsg = { if(player == (_this select 0)) then { cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"]; }; }; player_serverModelChange = { private["_object","_model"]; _object = _this select 0; _model = _this select 1; if (_object == player) then { _model call player_switchModel; }; }; player_guiControlFlash = { private["_control"]; _control = _this; if (ctrlShown _control) then { _control ctrlShow false; } else { _control ctrlShow true; }; }; gearDialog_create = { private ["_i","_dialog"]; if (!isNull (findDisplay 106)) then { (findDisplay 106) closeDisplay 0; }; openMap false; closeDialog 0; if (gear_done) then {sleep 0.001;}; player action ["Gear", player]; if (gear_done) then {sleep 0.001;}; _dialog = findDisplay 106; _i = 0; while {isNull _dialog} do {//DO NOT CHANGE TO A FOR LOOP! _i = _i + 1; _dialog = findDisplay 106; if (gear_done) then {sleep 0.001;}; if (_i in [100,200,299]) then { closeDialog 0; player action ["Gear", player]; }; if (_i > 300) exitWith {}; }; if (gear_done) then {sleep 0.001;}; _dialog = findDisplay 106; if ((parseNumber(_this select 0)) != 0) then { ctrlActivate (_dialog displayCtrl 157); if (gear_done) then { waitUntil {ctrlShown (_dialog displayCtrl 159)}; sleep 0.001; }; }; _dialog }; gear_ui_offMenu = { private["_control","_parent","_menu"]; disableSerialization; _control = _this select 0; _parent = findDisplay 106; if (!(_this select 3)) then { for "_i" from 0 to 9 do { _menu = _parent displayCtrl (1600 + _i); _menu ctrlShow false; }; _grpPos = ctrlPosition _control; _grpPos set [3,0]; _control ctrlSetPosition _grpPos; _control ctrlShow false; _control ctrlCommit 0; }; }; dze_surrender_off = { player setVariable ["DZE_Surrendered", false, true]; DZE_Surrender = false; }; gear_ui_init = { private["_control","_parent","_menu","_dspl","_grpPos"]; disableSerialization; _parent = findDisplay 106; _control = _parent displayCtrl 6902; for "_i" from 0 to 9 do { _menu = _parent displayCtrl (1600 + _i); _menu ctrlShow false; }; _grpPos = ctrlPosition _control; _grpPos set [3,0]; _control ctrlSetPosition _grpPos; _control ctrlShow false; _control ctrlCommit 0; }; dayz_eyeDir = { private["_vval","_vdir"]; _vval = (eyeDirection _this); _vdir = (_vval select 0) atan2 (_vval select 1); if (_vdir < 0) then {_vdir = 360 + _vdir}; _vdir }; DZE_getModelName = { _objInfo = toArray(str(_this)); _lenInfo = count _objInfo - 1; _objName = []; _i = 0; // determine where the object name starts { if (58 == _objInfo select _i) exitWith {}; _i = _i + 1; } count _objInfo; _i = _i + 2; // skip the ": " part for "_k" from _i to _lenInfo do { _objName set [(count _objName), (_objInfo select _k)]; }; _objName = toLower(toString(_objName)); _objName }; dze_isnearest_player = { private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"]; if(!isNull _this) then { _nearPlayers = _this nearEntities ["CAManBase", 12]; _playerNear = ({isPlayer _x} count _nearPlayers) > 1; _notClosest = false; if (_playerNear) then { // check if another player is closer _playerDistance = player distance _this; { if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; }; } count _nearPlayers; }; } else { _notClosest = false; }; _notClosest }; // trader menu code if (DZE_ConfigTrader) then { call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf"; }else{ call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf"; }; // recent murders menu code call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf"; //This is still needed but the fsm should terminate if any errors pop up. [] spawn { private["_timeOut","_display","_control1","_control2"]; disableSerialization; _timeOut = 0; dayz_loadScreenMsg = ""; diag_log "DEBUG: loadscreen guard started."; _display = uiNameSpace getVariable "BIS_loadingScreen"; if (!isNil "_display") then { _control1 = _display displayctrl 8400; _control2 = _display displayctrl 102; }; if (!isNil "dayz_DisplayGenderSelect") then { waitUntil {!dayz_DisplayGenderSelect}; }; // 120 sec timeout (12000 * 0.01) while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; }; if (!isNil "_display") then { if ( isNull _display ) then { waitUntil { !dialog; }; startLoadingScreen ["","RscDisplayLoadCustom"]; _display = uiNameSpace getVariable "BIS_loadingScreen"; _control1 = _display displayctrl 8400; _control2 = _display displayctrl 102; }; if ( dayz_loadScreenMsg != "" ) then { _control1 ctrlSetText dayz_loadScreenMsg; dayz_loadScreenMsg = ""; }; _control2 ctrlSetText format["%1",round(_timeOut*0.01)]; }; _timeOut = _timeOut + 1; if (_timeOut >= 12000) then { 1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"]; sleep 10; endLoadingScreen; endMission "END1"; }; sleep 0.01; }; }; dayz_meleeMagazineCheck = { private["_meleeNum","_magType"]; _magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0; _meleeNum = ({_x == _magType} count magazines player); if (_meleeNum < 1) then { player addMagazine _magType; }; }; dayz_originalPlayer = player; progressLoadingScreen 0.8; }; //Both BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf"; BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf"; BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf"; BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf"; BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf"; fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage // object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles) object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles) object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles) object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records && sets hit) object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf"; // object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player || server to monitor changes in cargo contents fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle // Vehicle damage fix vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf"; vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf"; //fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehicle fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf"; fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding; fnc_isInsideBuilding2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding2; fnc_isInsideBuilding3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding3; dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf"; local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (|| local to unit) when gutting an object local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (|| local to unit) when gutting an object local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed //player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player || server to monitor whether they have picked up a new weapon curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf"; player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf"; player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf"; player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf"; player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf"; player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf"; player_breaklegs = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf"; player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf"; world_isDay = {if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}}; player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf"; spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf"; spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf"; // player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf"; FNC_GetPlayerUID = { private ["_object","_version","_PID"]; _object = _this select 0; _version = productVersion select 3; if (DayZ_UseSteamID) then { _PID = GetPlayerUID _object; } else { if (_version >= 125548) then { _PID = call (compile "GetPlayerUIDOld _object"); } else { _PID = GetPlayerUID _object; diag_log format["Your game version, %1, is less than the required for the old UID system; using Steam ID system instead. Update to 1.63.125548 (or latest steam beta)", _version]; }; }; _PID }; FNC_GetSetPos = { //DO NOT USE IF YOU NEED ANGLE COMPENSATION!!!! private "_pos"; _thingy = _this select 0; _pos = getPosASL _thingy; if (surfaceIsWater _pos) then { _thingy setPosASL _pos; } else { _thingy setPosATL (ASLToATL _pos); }; }; FNC_GetPos = { private "_pos"; if (isNil {_this select 0}) exitWith {[0,0,0]}; _thingy = _this select 0; _pos = getPosASL _thingy; if !(surfaceIsWater _pos) then { _pos = ASLToATL _pos; }; _pos }; local_setFuel = { private["_qty","_vehicle"]; _vehicle = _this select 0; _qty = _this select 1; _vehicle setFuel _qty; }; zombie_initialize = { private ["_unit","_position"]; _unit = _this select 0; if (isServer) then { _unit addEventHandler ["local", {_this call zombie_findOwner}]; }; _id = _unit addeventhandler["HandleDamage", { _this call local_zombieDamage }]; _id = _unit addeventhandler["Killed", { [_this, "zombieKills"] call local_eventKill }]; }; dayz_EjectPlayer = { // check if player in vehicle private ["_noDriver","_vehicle","_inVehicle"]; _vehicle = vehicle player; _inVehicle = (_vehicle != player); if(_inVehicle) then { _noDriver = ((_vehicle emptyPositions "driver") > 0); if (_noDriver && (speed _vehicle) != 0) then { player action [ "eject", _vehicle]; }; }; }; player_sumMedical = { private["_character","_wounds","_legs","_arms","_medical"]; _character = _this; _wounds = []; if (_character getVariable["USEC_injured",false]) then { { if (_character getVariable[_x,false]) then { _wounds set [count _wounds,_x]; }; } count USEC_typeOfWounds; }; _legs = _character getVariable ["hit_legs",0]; _arms = _character getVariable ["hit_arms",0]; _medical = [ _character getVariable["USEC_isDead",false], _character getVariable["NORRN_unconscious", false], _character getVariable["USEC_infected",false], _character getVariable["USEC_injured",false], _character getVariable["USEC_inPain",false], _character getVariable["USEC_isCardiac",false], _character getVariable["USEC_lowBlood",false], _character getVariable["USEC_BloodQty",12000], _wounds, [_legs,_arms], _character getVariable["unconsciousTime",0], _character getVariable["messing",[0,0]] ]; _medical }; //Server Only if (isServer) then { call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf"; } else { eh_localCleanup = {}; }; initialized = true; Link to comment Share on other sites More sharing options...
SchwEde Posted March 20, 2015 Report Share Posted March 20, 2015 ok, why are those variables in the else part in you compiles.sqf? if (DZE_modularBuild) then { player_build = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\modular_build.sqf"; player_build_countNearby = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_countNearby.sqf"; player_build_states = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_states.sqf"; player_build_needNearby = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_needNearby.sqf"; player_build_getConfig = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_getConfig.sqf"; player_build_plotCheck = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_plotCheck.sqf"; player_build_buildReq = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_buildReq.sqf"; player_build_create = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_create.sqf"; player_build_controls = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_controls.sqf"; player_build_publish = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_publish.sqf"; DZE_snap_build_file = "Custom\Snap_Pro\snap_build.sqf"; // Set as a global variable as it is also referenced in snapbuild.sqf snap_build = compile preprocessFileLineNumbers DZE_snap_build_file; } else { player_build = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build.sqf"; fnc_SetPitchBankYaw = compile preprocessFileLineNumbers "Custom\BuildVectors\fnc_SetPitchBankYaw.sqf"; DZE_build_vector_file = "Custom\BuildVectors\build_vectors.sqf"; build_vectors = compile preprocessFileLineNumbers DZE_build_vector_file; }; this will allways return to true, since you are asking for DZE_modularBuild. Have you written this yourself or copied from somewhere? Best thing is to merge your player_build with the one from vector building. This is some shitty compare work, but you need to get through it to get this nice and clean plus you get some more expirience in scripting ^^ Link to comment Share on other sites More sharing options...
cheech Posted March 20, 2015 Report Share Posted March 20, 2015 @SchwEde - oh yeah, hm... i am not a coder nor a scripter. i did it all myself. my only know ledge about all that, is only that what i have learned in the past 3 weeks ;-) (i am only an system admin / networks) i just did that copy - paste thing as described in all the installations guides of the addons. what i was trying was: i only want to use our own custom files. because each addon was using his own custom files, and did not respect our custom files, where we just have alot of other scripts installed. if i would use them, all our previous addons wont work anymore. first i started with snapbuild pro 1.4. after that i was going to "a plot 4 life 2.34 / 2.5". in that i saw that the snap build pro1.4.1 is installed by side with this. next step was that i was going to the install of the BuildVectors 4 which comes with Precise Base Building 1.04. the next step was the admin build .. i did that step by step, and compared all the custom files of them, and merged them in mine. then i corrected the folder paths and landed here :-) my start point was here next steps would be to install the achmed´s indestructable items and then, finally zupa´s doormanagement 3.0 so what should i do now, can i simply remove your mentioned variables above, or replace them to somewhere away from the "else" part in the same file? i have a look now at the player_build and this compiles.sqf btw, good morning, we have now the sun eclipse here over europe ;-) cheers Link to comment Share on other sites More sharing options...
SchwEde Posted March 20, 2015 Report Share Posted March 20, 2015 if you install something and everything is working correctly make this version as you base for the next script. If you a scripts which edit the same sqf (e.g. player_build.sqf) allways try to merge them together. This works the best for me, less files, less complicated stuff ^^ if something does not work ask for help :) but allways try to merge scripts rather then have a bunch of files which do almost the same thing Link to comment Share on other sites More sharing options...
cheech Posted March 20, 2015 Report Share Posted March 20, 2015 @SchwEde - thats exactly what i am trying to do the last steps... but i got lost, when installing the vector build. 5mins ago i was on chainsaw´s server. he showed me how perfect the vector build works... now i am imprssed and like to get this to work to... so i check now what i have installed with the vector and remove that.. after that i try to merge that stuff... thanx Link to comment Share on other sites More sharing options...
eno Posted March 20, 2015 Report Share Posted March 20, 2015 Hello I have a problem with the Maintain and vector. The Vector works but everytime I try to Maintain then everything is set in its origin. I would just like to have you just need to pay for maintain the base, but unfortunately it's not the time for. I hope you can help me further. excuse for my bad englich. Link to comment Share on other sites More sharing options...
cheech Posted March 20, 2015 Report Share Posted March 20, 2015 @ eno - lol, very funny.. Klabt = works ?! herhaltung = maintain entschuldigung = excuse ;-)))) Link to comment Share on other sites More sharing options...
eno Posted March 20, 2015 Report Share Posted March 20, 2015 Thx ;) google translator :( Link to comment Share on other sites More sharing options...
SchwEde Posted March 20, 2015 Report Share Posted March 20, 2015 if understand that right he has problems, that as soon as he maintain buildings, they lose they vectorial direction and get back to normal. Zur not kann man da auch glaube mal auf deutsch supporten =) isnt there nothing in the release thread to get this solved? cheech 1 Link to comment Share on other sites More sharing options...
eno Posted March 21, 2015 Report Share Posted March 21, 2015 Ok dann in deutsch ;) Also ich habe das Problem das ich gerne zu dem Vector Maintain haben möchte. Aber leider immer wenn man Maintain tut Wird alles was man mit Vector gebaut hat wird dann so hin gestellt als währe vector gar nicht da. Bsp.: Zwei Stein Tore ein zu 90° nach links und eins zu 90° nach rechts und dann zusammen gebaut, nach dem Maintain hängen sie in der Luft und sind in einander. Meine Frage ist nun gibt es eine Möglichkeit auch das Maintain zu benutzten? Link to comment Share on other sites More sharing options...
SchwEde Posted March 21, 2015 Report Share Posted March 21, 2015 ja gibt es, du musst dann die sqf die für die herhaltung zuständig ist und die der server_monitor anpassen. Dort sollte eine Zeile zufinden sein, die die vektoren auf die objekte überträgt. Link to comment Share on other sites More sharing options...
eno Posted March 21, 2015 Report Share Posted March 21, 2015 das müsste dann die hier sein maintain_area.sqf oder?? ich habe jetzt den Plot Manager eingebaut private ["_missing","_missingQty","_proceed","_itemIn","_countIn","_qty","_num_removed","_uniqueID","_removed","_removed_total","_tobe_removed_total","_obj","_objectID","_objectUID","_classname","_location","_dir","_objectCharacterID","_object","_temp_removed_array","_textMissing","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_itemText","_option"]; disableSerialization; if (DZE_ActionInProgress) exitWith { cutText [(localize "STR_EPOCH_ACTIONS_2") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; player removeAction s_player_maintain_area; s_player_maintain_area = 1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = 1; _target = cursorTarget; _objectClasses = DZE_maintainClasses; _range = DZE_PlotPole select 0; _objects = nearestObjects [_target, _objectClasses, _range]; _objects_filtered = []; { if (damage _x >= DZE_DamageBeforeMaint) then { _objects_filtered set [count _objects_filtered, _x]; }; } count _objects; _objects = _objects_filtered; _count = count _objects; if (_count == 0) exitWith { _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); _result = format["Objects to maintain: %1" , _count]; _ctrl ctrlSetText _result; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); _result = format["No money needed.", " "]; _ctrl ctrlSetText _result; DZE_ActionInProgress = false; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; }; _requirements = []; switch true do { case (_count <= 10): {_requirements = [["ItemGoldBar10oz",1]]}; case (_count <= 20): {_requirements = [["ItemGoldBar10oz",2]]}; case (_count <= 35): {_requirements = [["ItemGoldBar10oz",3]]}; case (_count <= 50): {_requirements = [["ItemGoldBar10oz",4]]}; case (_count <= 75): {_requirements = [["ItemGoldBar10oz",6]]}; case (_count <= 100): {_requirements = [["ItemBriefcase100oz",1]]}; case (_count <= 175): {_requirements = [["ItemBriefcase100oz",2]]}; case (_count <= 250): {_requirements = [["ItemBriefcase100oz",3]]}; case (_count <= 325): {_requirements = [["ItemBriefcase100oz",4]]}; case (_count <= 400): {_requirements = [["ItemBriefcase100oz",5]]}; case (_count <= 475): {_requirements = [["ItemBriefcase100oz",6]]}; case (_count <= 550): {_requirements = [["ItemBriefcase100oz",7]]}; case (_count <= 625): {_requirements = [["ItemBriefcase100oz",8]]}; case (_count > 625): {_requirements = [["ItemBriefcase100oz",9]]}; }; _option = _this select 0; switch _option do { case "maintain": { _missing = ""; _missingQty = 0; _proceed = true; { _itemIn = _x select 0; _countIn = _x select 1; _qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player; if (_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; }; } forEach _requirements; if (_proceed) then { player playActionNow "Medic"; [player,_range,true,(getPosATL player)] spawn player_alertZombies; _temp_removed_array = []; _removed_total = 0; _tobe_removed_total = 0; { _removed = 0; _itemIn = _x select 0; _countIn = _x select 1; _tobe_removed_total = _tobe_removed_total + _countIn; { if ((_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then { _num_removed = ([player,_x] call BIS_fnc_invRemove); _removed = _removed + _num_removed; _removed_total = _removed_total + _num_removed; if (_num_removed >= 1) then { _temp_removed_array set [count _temp_removed_array,_x]; }; }; } forEach magazines player; } forEach _requirements; // all required items removed from player gear if (_tobe_removed_total == _removed_total) then { cutText [format[(localize "STR_EPOCH_ACTIONS_4"), _count], "PLAIN DOWN", 5]; PVDZE_maintainArea = [player,1,_target]; publicVariableServer "PVDZE_maintainArea"; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); _result = format["SUCCESS : Objects maintained: %1" , _count]; _ctrl ctrlSetText _result; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); _result = format["SUCCESS : Price maintained: %1 %2 !" , (_requirements select 0) select 1, (_requirements select 0) select 0]; _ctrl ctrlSetText _result; } else { {player addMagazine _x;} count _temp_removed_array; cutText [format[(localize "STR_EPOCH_ACTIONS_5"),_removed_total,_tobe_removed_total], "PLAIN DOWN"]; }; } else { _textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName"); _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); _result = format["FAILED : Objects maintained: 0" , _count]; _ctrl ctrlSetText _result; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); _result = format["FAILED : Money needed: %1 %2 !" , (_requirements select 0) select 1, (_requirements select 0) select 0]; _ctrl ctrlSetText _result; cutText [format[(localize "STR_EPOCH_ACTIONS_6"), _missingQty, _textMissing], "PLAIN DOWN"]; }; }; case "preview": { _cost = ""; { _itemIn = _x select 0; _countIn = _x select 1; _itemText = getText(configFile >> "CfgMagazines" >> _itemIn >> "displayName"); if (_cost != "") then { _cost = _cost + " and "; }; _cost = _cost + (str(_countIn) + " of " + _itemText); } count _requirements; cutText [format[(localize "STR_EPOCH_ACTIONS_7"), _count, _cost], "PLAIN DOWN"]; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); _result = format["Objects to maintain: %1" , _count]; _ctrl ctrlSetText _result; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); _result = format["Price to maintain: %1 %2" , (_requirements select 0) select 1, (_requirements select 0) select 0]; _ctrl ctrlSetText _result; }; }; DZE_ActionInProgress = false; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; Link to comment Share on other sites More sharing options...
eno Posted March 23, 2015 Report Share Posted March 23, 2015 Wo muss ich da was reinschreiben? Link to comment Share on other sites More sharing options...
cheech Posted March 25, 2015 Report Share Posted March 25, 2015 ok, finally we have now restored the plot4life 2.35 working with snap build pro 1.4.1 together with doormanagement 3.0 what should be our next step? is this build vector 4 compatible to ap4l 2.5? should we update to 2.5 first? or is the 2.35 quite enough? when we install this build vector, should we begin with the legacy install of version 3, or can we go directly to the 4 version? next thing is, that the precise building 1.04 which is included in the build vector 3 step, is also included in the a plot 4 life 2.5, as RimBlock told me today.. go on SchwEde ;-) :D Link to comment Share on other sites More sharing options...
DangerRuss Posted March 25, 2015 Report Share Posted March 25, 2015 ok, finally we have now restored the plot4life 2.35 working with snap build pro 1.4.1 together with doormanagement 3.0 what should be our next step? is this build vector 4 compatible to ap4l 2.5? should we update to 2.5 first? or is the 2.35 quite enough? when we install this build vector, should we begin with the legacy install of version 3, or can we go directly to the 4 version? next thing is, that the precise building 1.04 which is included in the build vector 3 step, is also included in the a plot 4 life 2.5, as RimBlock told me today.. go on SchwEde ;-) :D you would install the files meant to be used with plot 4 life, and you would skip the installation of the snap build pro since you already have that installed. If you click the install directions, literally the very first thing you read "If you have not installed Rimblock's A Plot for Life v2.34, do so now (ignore the server_monitor.sqf file as I will cover it)." SchwEde 1 Link to comment Share on other sites More sharing options...
SchwEde Posted March 25, 2015 Report Share Posted March 25, 2015 its allways the same way: Find a good Script Follow the Instructions Look for sqfs you already have customized and merge them together test if everything work struggle with problems? post in the support thread or make one enjoy :) DangerRuss 1 Link to comment Share on other sites More sharing options...
cheech Posted March 26, 2015 Report Share Posted March 26, 2015 you would install the files meant to be used with plot 4 life, and you would skip the installation of the snap build pro since you already have that installed. If you click the install directions, literally the very first thing you read "If you have not installed Rimblock's A Plot for Life v2.34, do so now (ignore the server_monitor.sqf file as I will cover it)." I write it again: ok, finally we have now restored the plot4life 2.35 working with snap build pro 1.4.1 together with doormanagement 3.0 your answer is completetly useless and nonesense Link to comment Share on other sites More sharing options...
cheech Posted March 26, 2015 Report Share Posted March 26, 2015 its allways the same way: Find a good Script Follow the Instructions Look for sqfs you already have customized and merge them together test if everything work struggle with problems? post in the support thread or make one enjoy :) this also didnt answer a single question of mine... i simply like to know which versions are working togehter! which versions you all use currently? 1. is snap build pro 2.5 compatible to the rest of my desired addons? if so, i think that we can skip the installation of the included precise building 1.04 included in the build vector 3, cause its a part of the build vector 4 installation. we also can skip that precise building if we directly heading to the install of build vector 4. 2. is build vector 4 just an update of the version 3? 3. should we first install build vector 3, or can we directly go to build vector 4? simple questions, expecting simply answers ;-) Link to comment Share on other sites More sharing options...
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