striker Posted August 31, 2014 Author Report Share Posted August 31, 2014 Can't wait for Strikers SBP 1.4 update! Going to put it in as soon as it's a available! Believe me it is close! Except for one thing... My GPU decided to die on me and I was not finished working on it. Therefore it will not be out this weekend. But no need to worry, a GTX 760 is on the way! ETA: 1 Week P.S. I said I have working files on my computer, however I have not tested every little thing on it. Therefore I do not feel comfortable releasing it at its current stage. Sorry! striker raymix and Tricks 2 Link to comment Share on other sites More sharing options...
Tricks Posted August 31, 2014 Report Share Posted August 31, 2014 I will wait patiently :) Can't wait for double garage doors!! Link to comment Share on other sites More sharing options...
DeanReid Posted August 31, 2014 Report Share Posted August 31, 2014 Question.. Is it worth it adding it to my mission for the 1.0.5.2 prep or will this be a part of the official epoch with Snap Build? Link to comment Share on other sites More sharing options...
striker Posted August 31, 2014 Author Report Share Posted August 31, 2014 Question.. Is it worth it adding it to my mission for the 1.0.5.2 prep or will this be a part of the official epoch with Snap Build? I would add it now, I don't think it will be in 1.0.5.2. Link to comment Share on other sites More sharing options...
Tricks Posted August 31, 2014 Report Share Posted August 31, 2014 I'm gonna wait for your latest update I think. Link to comment Share on other sites More sharing options...
Cannon Posted September 1, 2014 Report Share Posted September 1, 2014 Anyone managed to get Vectors+1.4+P4L merged with admin build? /* DayZ Base Building Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected]. */ private ["_helperColor","_objectHelper","_objectHelperDir","_objectHelperPos","_canDo", "_pos", "_cnt", "_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_need","_needNear","_vehicle","_inVehicle","_requireplot","_objHDiff","_isLandFireDZ","_isTankTrap","_ownerPUID","_playerUID"]; DZE_BuildVector = [[0,0,0],[0,0,0]]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; _playerUID = getPlayerUID player; //snap vars -- temporary fix for errors so variables.sqf can be skipped if (isNil "snapProVariables") then { if (isNil "DZE_snapExtraRange") then { DZE_snapExtraRange = 0; }; if (isNil "DZE_checkNearbyRadius") then { DZE_checkNearbyRadius = 30; }; s_player_toggleSnap = -1; s_player_toggleSnapSelect = -1; s_player_toggleSnapSelectPoint=[]; snapActions = -1; snapGizmos = []; snapGizmosNearby = []; snapProVariables = true; // will skip this statement from now on. }; // snap vars // disallow building if too many objects are found within (30m by default) add DZE_checkNearbyRadius = 30; to your init.sqf to change _pos = [player] call FNC_GetPos; _cnt = count (_pos nearObjects ["All",DZE_checkNearbyRadius]); if (_cnt >= DZE_BuildingLimit) exitWith { //end script if too many objects nearby DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"]; }; _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _isWater = dayz_isSwimming; _cancel = false; _reason = ""; _canBuildOnPlot = false; _vehicle = vehicle player; _inVehicle = (_vehicle != player); _vector = []; helperDetach = false; _canDo = (!r_drag_sqf and !r_player_unconscious); fnc_SetPitchBankYawBuild = { private ["_object","_rotations","_aroundX","_aroundY","_aroundZ","_dirX","_dirY","_dirZ","_upX","_upY","_upZ","_dir","_up","_dirXTemp", "_upXTemp"]; _object = _this select 0; _rotations = _this select 1; _aroundX = _rotations select 0; _aroundY = _rotations select 1; _aroundZ = (360 - (_rotations select 2)) - 360; _dirX = 0; _dirY = 1; _dirZ = 0; _upX = 0; _upY = 0; _upZ = 1; if (_aroundX != 0) then { _dirY = cos _aroundX; _dirZ = sin _aroundX; _upY = -sin _aroundX; _upZ = cos _aroundX; }; if (_aroundY != 0) then { _dirX = _dirZ * sin _aroundY; _dirZ = _dirZ * cos _aroundY; _upX = _upZ * sin _aroundY; _upZ = _upZ * cos _aroundY; }; if (_aroundZ != 0) then { _dirXTemp = _dirX; _dirX = (_dirXTemp* cos _aroundZ) - (_dirY * sin _aroundZ); _dirY = (_dirY * cos _aroundZ) + (_dirXTemp * sin _aroundZ); _upXTemp = _upX; _upX = (_upXTemp * cos _aroundZ) - (_upY * sin _aroundZ); _upY = (_upY * cos _aroundZ) + (_upXTemp * sin _aroundZ); }; _dir = [_dirX,_dirY,_dirZ]; _up = [_upX,_upY,_upZ]; _object setVectorDirAndUp [_dir,_up]; DZE_BuildVector = [_dir,_up]; }; 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; call gear_ui_init; closeDialog 1; if (_isWater) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"];}; if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];}; if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"];}; if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];}; _item = _this; // Need Near Requirements _abort = false; _reason = ""; _needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby"); { switch(_x) do{ case "fire": { _distance = 3; _isNear = {inflamed _x} count (_pos nearObjects _distance); if(_isNear == 0) then { _abort = true; _reason = "fire"; }; }; case "workshop": { _distance = 3; _isNear = count (nearestObjects [_pos, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]); if(_isNear == 0) then { _abort = true; _reason = "workshop"; }; }; case "fueltank": { _distance = 30; _isNear = count (nearestObjects [_pos, dayz_fuelsources, _distance]); if(_isNear == 0) then { _abort = true; _reason = "fuel tank"; }; }; }; } forEach _needNear; if(_abort) exitWith { cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"]; DZE_ActionInProgress = false; }; _classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create"); _classnametmp = _classname; _require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require"); _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); _ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview"); _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable"); }; _requireplot = DZE_requireplot; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then { _requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot"); }; _isAllowedUnderGround = 1; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then { _isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground"); }; _offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset"); if((count _offset) <= 0) then { _offset = [0,1.5,0]; }; _isPole = (_classname == "Plastic_Pole_EP1_DZ"); _isLandFireDZ = (_classname == "Land_Fire_DZ"); _distance = DZE_PlotPole select 0; _needText = localize "str_epoch_player_246"; if(_isPole) then { _distance = DZE_PlotPole select 1; }; // check for near plot _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; { if (alive _x) then { _findNearestPole set [(count _findNearestPole),_x]; }; } count _findNearestPoles; _IsNearPlot = count (_findNearestPole); // If item is plot pole && another one exists within 45m if(_isPole && _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; }; if(_IsNearPlot == 0) then { // Allow building of plot if(_requireplot == 0 || _isLandFireDZ) then { _canBuildOnPlot = true; }; } else { // Since there are plots nearby we check for ownership && then for friend status // check nearby plots ownership && then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable ["ownerPUID","0"]; diag_log format["Player_build start: [PlayerUID = %1] [OwnerID = %2]", _playerUID, _ownerID]; // check if friendly to owner if(_playerUID == _ownerID) then { //Keep ownership // owner can build anything within his plot except other plots diag_log text "Player is owner"; if(!_isPole) then { _canBuildOnPlot = true; }; } else { // disallow building plot if(!_isPole) then { _friendlies = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(_ownerID in _friendlies) then { _canBuildOnPlot = true; }; }; }; }; // _message if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; }; _missing = ""; _hasrequireditem = true; { _hastoolweapon = _x in weapons player; if(!_hastoolweapon) exitWith { _hasrequireditem = false; _missing = getText (configFile >> "cfgWeapons" >> _x >> "displayName"); }; } count _require; _hasbuilditem = _this in magazines player; if (!_hasbuilditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; }; if (!_hasrequireditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"]; }; if (_hasrequireditem) then { _location = [0,0,0]; _isOk = true; // get inital players position _location1 = [player] call FNC_GetPos; _dir = getDir player; // if ghost preview available use that instead /*if (_ghost != "") then { _classname = _ghost; };*/ _object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; _object setDir 0; //Build gizmo _objectHelper = "Sign_sphere10cm_EP1" createVehicle _location; _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]]; _position = [_objectHelper] call FNC_GetPos; _objHDiff = 0; if (isClass (missionConfigFile >> "SnapBuilding" >> _classname)) then { ["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build; }; DZE_updateVec = false; DZE_memDir = getDir _objectHelper; DZE_memForBack = 0; DZE_memLeftRight = 0; if !(_classname in DZE_noRotate) then{ s_player_setVectorsReset = player addaction ["Reset","custom\snap_pro\player_vectorChange.sqf","reset"]; s_player_setVectorsForward = player addaction ["Pitch Forward","custom\snap_pro\player_vectorChange.sqf","forward"]; s_player_setVectorsBack = player addaction ["Pitch Back","custom\snap_pro\player_vectorChange.sqf","back"]; s_player_setVectorsLeft = player addaction ["Bank Left","custom\snap_pro\player_vectorChange.sqf","left"]; s_player_setVectorsRight = player addaction ["Bank Right","custom\snap_pro\player_vectorChange.sqf","right"]; s_player_setVectors1 = player addaction ["Increment by 1 degree","custom\snap_pro\player_vectorChange.sqf","1"]; s_player_setVectors5 = player addaction ["Increment by 5 degrees","custom\snap_pro\player_vectorChange.sqf","5"]; s_player_setVectors45 = player addaction ["Increment by 45 degrees","custom\snap_pro\player_vectorChange.sqf","45"]; s_player_setVectors90 = player addaction ["Increment by 90 degrees","custom\snap_pro\player_vectorChange.sqf","90"]; }; 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; _dir = -45; DZE_memDir = DZE_memDir - 45; }; if (DZE_6) then { _rotate = true; DZE_6 = false; _dir = 45; DZE_memDir = DZE_memDir + 45; }; if(DZE_updateVec) then{ [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYawBuild; 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_SetPitchBankYawBuild; } else { detach _objectHelper; DZE_memDir = getDir _objectHelper; [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYawBuild; [_objectHelper] call FNC_GetSetPos; _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_SetPitchBankYawBuild; }; 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 setDir _objectHelperDir-(getDir player); }; [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYawBuild; }; 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)]; _position = getPosATL _object; //diag_log format["DEBUG BUILDING POS: %1", _position]; 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; }; }; if !(_classname in DZE_noRotate) then{ player removeAction s_player_setVectorsReset; player removeAction s_player_setVectorsForward; player removeAction s_player_setVectorsBack; player removeAction s_player_setVectorsLeft; player removeAction s_player_setVectorsRight; player removeAction s_player_setVectors1; player removeAction s_player_setVectors5; player removeAction s_player_setVectors45; player removeAction s_player_setVectors90; }; //No building on roads unless toggled if (!DZE_BuildOnRoads) then { if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; }; }; // No building in trader zones if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; }; if(!_cancel) then { _classname = _classnametmp; // Start Build _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; _tmpbuilt setdir _dir; // Get position based on object _location = _position; if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then { _location set [2,0]; }; _tmpbuilt setVectorDirAndUp _vector; if (surfaceIsWater _location) then { _tmpbuilt setPosASL _location; } else { _tmpbuilt setPosATL _location; }; cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"]; _limit = 3; if (DZE_StaticConstructionCount > 0) then { _limit = DZE_StaticConstructionCount; } else { if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount"); }; }; _isOk = true; _proceed = false; _counter = 0; while {_isOk} do { [10,10] call dayz_HungerThirst; player playActionNow "Medic"; _dis=20; _sfx = "repair"; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; r_interrupt = false; r_doLoop = true; _started = false; _finished = false; while {r_doLoop} do { _animState = animationState player; _isMedic = ["medic",_animState] call fnc_inString; if (_isMedic) then { _started = true; }; if (_started && !_isMedic) then { r_doLoop = false; _finished = true; }; if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then { r_doLoop = false; }; if (DZE_cancelBuilding) exitWith { r_doLoop = false; }; sleep 0.1; }; r_doLoop = false; if(!_finished) exitWith { _isOk = false; _proceed = false; }; if(_finished) then { _counter = _counter + 1; }; cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"]; if(_counter == _limit) exitWith { _isOk = false; _proceed = true; }; }; if (_proceed) then { _num_removed = ([player,_item] call BIS_fnc_invRemove); if(_num_removed == 1) then { cutText [format[localize "str_build_01",_text], "PLAIN DOWN"]; if (_isPole) then { [] spawn player_plotPreview; }; _tmpbuilt setVariable ["OEMPos",_location,true]; if(_lockable > 1) then { _combinationDisplay = ""; switch (_lockable) do { case 2: { // 2 lockbox _combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3]; dayz_combination = _combination; if (_combination_1 == 100) then { _combination_1_Display = "Red"; }; if (_combination_1 == 101) then { _combination_1_Display = "Green"; }; if (_combination_1 == 102) then { _combination_1_Display = "Blue"; }; _combinationDisplay = format["%1%2%3",_combination_1_Display,_combination_2,_combination_3]; }; case 3: { // 3 combolock _combination_1 = floor(random 10); _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3]; dayz_combination = _combination; _combinationDisplay = _combination; }; case 4: { // 4 safe _combination_1 = floor(random 10); _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination_4 = floor(random 10); _combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4]; dayz_combination = _combination; _combinationDisplay = _combination; }; }; _tmpbuilt setVariable ["CharacterID",_combination,true]; _tmpbuilt setVariable ["ownerPUID",_playerUID,true]; PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,_playerUID,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5]; } else { _tmpbuilt setVariable ["CharacterID",dayz_characterID,true]; _tmpbuilt setVariable ["ownerPUID",_playerUID,true]; // fire? if(_tmpbuilt isKindOf "Land_Fire_DZ") then { _tmpbuilt spawn player_fireMonitor; } else { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_playerUID,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; }; }; } else { deleteVehicle _tmpbuilt; cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"]; }; } else { r_interrupt = false; if (vehicle player == player) then { [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; }; deleteVehicle _tmpbuilt; cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"]; }; } else { cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"]; }; }; DZE_ActionInProgress = false; Link to comment Share on other sites More sharing options...
P0k3r_OF_Sm0t Posted September 2, 2014 Report Share Posted September 2, 2014 Yeah can't wait for the next release either. LOVE the build vectors and snap pro! I Tried using raymix's untested player_build.sqf but when I go to build, it acts like it's building the item but the object just vanishes then says you have built a wall. Hurry up and get that gpu installed!!! :D Link to comment Share on other sites More sharing options...
spilly Posted September 2, 2014 Report Share Posted September 2, 2014 Has anyone tried this with 1.0.5.1 and Base Building 1.3? Link to comment Share on other sites More sharing options...
Babelfish Posted September 2, 2014 Report Share Posted September 2, 2014 I've had similar issues to this and found the RTP to be D*** all help. Turns out every time there was a simple , } }; put in the wrong spot, or lacking one. Just a matter of reading through your scripts.If it narrows things down I've also Isolated the Authenticating issue with Server Sided Errors and nothing to do with the mission file.Post your Server monitor and I'll give it a look. I've had that exact same RPT error before.I have the same.. or similar issue, I found one error but still get the same error Message. I tried different steps, but cant get any further. Anyone have any idea? Here is the section that give the error:_dir = _worldspace select 0;if (count (_worldspace select 1) == 3) then {_pos = _worldspace select 1;_wsDone = true;};};This is the RPT error, the "if" statement are line 138:17:39:24 Error in expression <};};_dir = _worldspace select 0;if <(count (_worldspace select 1) == 3) the>17:39:24 Error position: <<(count (_worldspace select 1) == 3) the>17:39:24 Error Invalid number in expression17:39:24 File z\addons\dayz_server\system\server_monitor.sqf, line 138 Link to comment Share on other sites More sharing options...
kyrane Posted September 3, 2014 Report Share Posted September 3, 2014 is there any possibility to make the buildingparts transparency again like the vanilla Snap Pro Tool ? its pain in the *ss when u kill yourself with a metalfloor or Cinderwall when its backflipping on "Reset"... any ideas? Link to comment Share on other sites More sharing options...
Cannon Posted September 3, 2014 Report Share Posted September 3, 2014 Heh yeah we've had a spate of building related deaths slash murders as well. Link to comment Share on other sites More sharing options...
cm_red000 Posted September 4, 2014 Report Share Posted September 4, 2014 Hey guys I am stuck on waiting for authentication and this is the error in my rpt and i tried the 2 fixes and still nothing any help would be much appreciated. 14:00:37 Error in expression < _countr)];};_countr = _countr + 1;} count _objWpnTypes; _objWpnTypes = (_>14:00:37 Error position: <count _objWpnTypes; _objWpnTypes = (_>14:00:37 Error count: Type String, expected Array14:00:37 File z\addons\dayz_server\system\server_monitor.sqf, line 257 I'm getting the same error: 16:06:22 Error in expression < _countr)];};_countr = _countr + 1;} count _objWpnTypes;_objWpnTypes = (_>16:06:22 Error position:_objWpnTypes = (_>16:06:22 Error count: Type String, expected Array16:06:22 File z\addons\dayz_server\system\server_monitor.sqf, line 227 Here's the relevant portion of my server_monitor.sqf (I do have a couple other changes in there from other mods, not sure if it's a conflict causing the problem or not): // # NOW SPAWN OBJECTS # _totalvehicles = 0; { _idKey = _x select 1; _type = _x select 2; _ownerID = _x select 3; _worldspace = _x select 4; _intentory = _x select 5; _hitPoints = _x select 6; _fuel = _x select 7; _damage = _x select 8; _dir = 0; _vector = [[0,0,0],[0,0,0]]; _vecExists = false; _pos = [0,0,0]; _wsDone = false; if (count _worldspace >= 2) then { if(count _worldspace == 3) then{ _vector = _worldspace select 2; if(typename _vector == "ARRAY")then{ if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }; }; _dir = _worldspace select 0; if (count (_worldspace select 1) == 3) then { _pos = _worldspace select 1; _wsDone = true; } }; if (!_wsDone) then { if (count _worldspace >= 1) then { _dir = _worldspace select 0; }; _pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos; if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; }; diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos)); }; if (_damage < 1) then { //diag_log format["OBJ: %1 - %2", _idKey,_type]; //Create it _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; _object setVariable ["lastUpdate",time]; _object setVariable ["ObjectID", _idKey, true]; // ### PLOT POLE MANAGEMENT START ### if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then { _object setVariable ["plotfriends", _intentory, true]; }; // ### PLOT POLE MANAGEMENT END ### _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable"); }; // fix for leading zero issues on safe codes after restart if (_lockable == 4) then { _codeCount = (count (toArray _ownerID)); if(_codeCount == 3) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 2) then { _ownerID = format["00%1", _ownerID]; }; if(_codeCount == 1) then { _ownerID = format["000%1", _ownerID]; }; }; if (_lockable == 3) then { _codeCount = (count (toArray _ownerID)); if(_codeCount == 2) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 1) then { _ownerID = format["00%1", _ownerID]; }; }; _object setVariable ["CharacterID", _ownerID, true]; clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; // _object setVehicleAmmo DZE_vehicleAmmo; _object setdir _dir; if(_vecExists)then{ _object setVectorDirAndUp _vector; }; _object setposATL _pos; _object setDamage _damage; if ((typeOf _object) in dayz_allowedObjects) then { if (DZE_GodModeBase) then { _object addEventHandler ["HandleDamage", {false}]; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; // Test disabling simulation server side on buildables only. _object enableSimulation false; // used for inplace upgrades && lock/unlock of safe _object setVariable ["OEMPos", _pos, true]; }; if (count _intentory > 0) then { if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0),true]; _object setVariable ["MagazineCargo", (_intentory select 1),true]; _object setVariable ["BackpackCargo", (_intentory select 2),true]; } else { //Add weapons _objWpnTypes = (_intentory select 0) select 0; _objWpnQty = (_intentory select 0) select 1; _countr = 0; { if(_x in (DZE_REPLACE_WEAPONS select 0)) then { _x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x); }; _isOK = isClass(configFile >> "CfgWeapons" >> _x); if (_isOK) then { _object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; //Add Magazines _objWpnTypes = (_intentory select 1) select 0; _objWpnQty = (_intentory select 1) select 1; _countr = 0; { if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow if (_x == "ItemTent") then { _x = "ItemTentOld" }; _isOK = isClass(configFile >> "CfgMagazines" >> _x); if (_isOK) then { _object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; //Add Backpacks _objWpnTypes = (_intentory select 2) select 0; _objWpnQty = (_intentory select 2) select 1; _countr = 0; { _isOK = isClass(configFile >> "CfgVehicles" >> _x); if (_isOK) then { _object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; }; }; if (_object isKindOf "AllVehicles") then { { _selection = _x select 0; _dam = _x select 1; if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8}; [_object,_selection,_dam] call object_setFixServer; } count _hitpoints; _object setFuel _fuel; if (!((typeOf _object) in dayz_allowedObjects)) then { //_object setvelocity [0,0,1]; _object call fnc_veh_ResetEH; if(_ownerID != "0" && !(_object isKindOf "Bicycle")) then { _object setvehiclelock "locked"; }; _totalvehicles = _totalvehicles + 1; // total each vehicle serverVehicleCounter set [count serverVehicleCounter,_type]; }; // DELETE VEHICLES SAFE ZONE START ### [_object] execVM "\z\addons\dayz_server\compile\Server_DeleteObjInsafezone.sqf"; // DELETE VEHICLES SAFE ZONE END ### }; //Monitor the object PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object]; }; } count (_BuildingQueue + _objectQueue); // # END SPAWN OBJECTS # Anyone know how to fix? 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Tricks Posted September 4, 2014 Report Share Posted September 4, 2014 All you guys should just wait for his update which should be coming by the end of this week. Save yourselves headaches! Link to comment Share on other sites More sharing options...
ShaneMartin Posted September 4, 2014 Report Share Posted September 4, 2014 Will the update also update the players getting killed when trying to build? Thanks, Shane Link to comment Share on other sites More sharing options...
striker Posted September 5, 2014 Author Report Share Posted September 5, 2014 Hey everyone! My GPU is installed! I'm devoting today to the vector script with SBP 1.4.1. Ghost preview should be working (Will not die from building). striker cen, Tricks and ShaneMartin 3 Link to comment Share on other sites More sharing options...
DECO1919 Posted September 5, 2014 Report Share Posted September 5, 2014 Hey Guys! I added it like in the tutorial. But always after restarts all vector building are in "normal" position. Same after adding Vector in snap Build Pro. Somebody any Ideas? Link to comment Share on other sites More sharing options...
ShaneMartin Posted September 5, 2014 Report Share Posted September 5, 2014 Hey everyone! My GPU is installed! I'm devoting today to the vector script with SBP 1.4.1. Ghost preview should be working (Will not die from building). striker Striker, Glad to hear that you've got a new gpu. Thank you for making this script, really brings a new dimension to epoch. And hopefully when the ghost preview is sorted then we won't all be killing ourselves :P Shane Link to comment Share on other sites More sharing options...
ShaneMartin Posted September 5, 2014 Report Share Posted September 5, 2014 Hey Guys! I added it like in the tutorial. But always after restarts all vector building are in "normal" position. Same after adding Vector in snap Build Pro. Somebody any Ideas? Deco, I'm thinking that this would be an issue in the server.pbo if I'm correct, just make sure you have followed each step, and do it several times so you can make sure that you have done everything, that's what I normally do when adding scripts/. Probably Striker can point you in the right direction. Shane Link to comment Share on other sites More sharing options...
striker Posted September 6, 2014 Author Report Share Posted September 6, 2014 Striker, Glad to hear that you've got a new gpu. Thank you for making this script, really brings a new dimension to epoch. And hopefully when the ghost preview is sorted then we won't all be killing ourselves :P Shane Ghost preview is confirmed working correctly in the dev server! :) ShaneMartin and raymix 2 Link to comment Share on other sites More sharing options...
VentZer0 Posted September 6, 2014 Report Share Posted September 6, 2014 Hi, I have reports of my playerbase that ore veins and supplycrates cant be removed. I have Plot4Life, Snap Pro, Build Vectors, and Plotmanagement on my server that mess with stuff that is related to removing structures. My guess is that the IDs dont match up and the server thinks youre trying to remove something that is not yours. Anybody had a problem like this before? Was anybody able to fix it, and if yes how? Link to comment Share on other sites More sharing options...
striker Posted September 6, 2014 Author Report Share Posted September 6, 2014 Status Update: Everything lines up correctly when building ingame. Once server restarts, everything moves terribly. Trying to find and fix the issue. Link to comment Share on other sites More sharing options...
DECO1919 Posted September 7, 2014 Report Share Posted September 7, 2014 Hey striker, can you help me pls with my problem? I`ve installed this whole script a 2nd time and the same problems =( After restart are all changed Buildings in normal position. without rotation or other vector changes. Link to comment Share on other sites More sharing options...
striker Posted September 7, 2014 Author Report Share Posted September 7, 2014 Hey striker, can you help me pls with my problem? I`ve installed this whole script a 2nd time and the same problems =( After restart are all changed Buildings in normal position. without rotation or other vector changes. Sounds like a issue in your server_monitor.sqf file. Here's my server_monitor.sqf file: private ["_nul","_result","_pos","_wsDone","_dir","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_intentory","_hitPoints","_fuel","_damage","_key","_vehLimit","_hiveResponse","_objectCount","_codeCount","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0","_bQty","_vQty","_BuildingQueue","_objectQueue","_superkey","_shutdown","_res","_hiveLoaded"]; dayz_versionNo = getText(configFile >> "CfgMods" >> "DayZ" >> "version"); dayz_hiveVersionNo = getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion"); _hiveLoaded = false; waitUntil{initialized}; //means all the functions are now defined diag_log "HIVE: Starting"; waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player) // Custom Configs if(isnil "MaxVehicleLimit") then { MaxVehicleLimit = 50; }; if(isnil "MaxDynamicDebris") then { MaxDynamicDebris = 100; }; if(isnil "MaxAmmoBoxes") then { MaxAmmoBoxes = 3; }; if(isnil "MaxMineVeins") then { MaxMineVeins = 50; }; // Custon Configs End if (isServer && isNil "sm_done") then { serverVehicleCounter = []; _hiveResponse = []; for "_i" from 1 to 5 do { diag_log "HIVE: trying to get objects"; _key = format["CHILD:302:%1:", dayZ_instance]; _hiveResponse = _key call server_hiveReadWrite; if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then { if ((_hiveResponse select 1) == "Instance already initialized") then { _superkey = profileNamespace getVariable "SUPERKEY"; _shutdown = format["CHILD:400:%1:", _superkey]; _res = _shutdown call server_hiveReadWrite; diag_log ("HIVE: attempt to kill.. HiveExt response:"+str(_res)); } else { diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse)); }; _hiveResponse = ["",0]; } else { diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" ); _i = 99; // break }; }; _BuildingQueue = []; _objectQueue = []; if ((_hiveResponse select 0) == "ObjectStreamStart") then { // save superkey profileNamespace setVariable ["SUPERKEY",(_hiveResponse select 2)]; _hiveLoaded = true; diag_log ("HIVE: Commence Object Streaming..."); _key = format["CHILD:302:%1:", dayZ_instance]; _objectCount = _hiveResponse select 1; _bQty = 0; _vQty = 0; for "_i" from 1 to _objectCount do { _hiveResponse = _key call server_hiveReadWriteLarge; //diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]); if ((_hiveResponse select 2) isKindOf "ModularItems") then { _BuildingQueue set [_bQty,_hiveResponse]; _bQty = _bQty + 1; } else { _objectQueue set [_vQty,_hiveResponse]; _vQty = _vQty + 1; }; }; diag_log ("HIVE: got " + str(_bQty) + " Epoch Objects and " + str(_vQty) + " Vehicles"); }; // # NOW SPAWN OBJECTS # _totalvehicles = 0; { _idKey = _x select 1; _type = _x select 2; _ownerID = _x select 3; _worldspace = _x select 4; _intentory = _x select 5; _hitPoints = _x select 6; _fuel = _x select 7; _damage = _x select 8; _dir = 0; _pos = [0,0,0]; _wsDone = false; if (count _worldspace >= 2) then { _dir = _worldspace select 0; if (count (_worldspace select 1) == 3) then { _pos = _worldspace select 1; _wsDone = true; } }; if (!_wsDone) then { if (count _worldspace >= 1) then { _dir = _worldspace select 0; }; _pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos; if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; }; diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos)); }; _vector = [[0,0,0],[0,0,0]]; _vecExists = false; _ownerPUID = "0"; if (count _worldspace >= 3) then{ if(count _worldspace == 3) then{ if(typename (_worldspace select 2) == "STRING")then{ _ownerPUID = _worldspace select 2; }else{ if(typename (_worldspace select 2) == "ARRAY")then{ _vector = _worldspace select 2; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }; }; }else{ //Was not 3 elements, so check if 4 or more if(count _worldspace == 4) then{ if(typename (_worldspace select 2) == "STRING")then{ _ownerPUID = _worldspace select 2; }; if(typename (_worldspace select 3) == "ARRAY")then{ _vector = _worldspace select 3; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }; }else{ //More than 3 or 4 elements found //Might add a search for the vector, ownerPUID will equal 0 }; }; }; // diag_log format["Server_monitor: [ObjectID = %1] [ClassID = %2] [_ownerPUID = %3]", _idKey, _type, _ownerPUID]; if (_damage < 1) then { //diag_log format["OBJ: %1 - %2", _idKey,_type]; //Create it _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; _object setVariable ["lastUpdate",time]; _object setVariable ["ObjectID", _idKey, true]; _object setVariable ["OwnerPUID", _ownerPUID, true]; _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable"); }; // fix for leading zero issues on safe codes after restart if (_lockable == 4) then { _codeCount = (count (toArray _ownerID)); if(_codeCount == 3) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 2) then { _ownerID = format["00%1", _ownerID]; }; if(_codeCount == 1) then { _ownerID = format["000%1", _ownerID]; }; }; if (_lockable == 3) then { _codeCount = (count (toArray _ownerID)); if(_codeCount == 2) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 1) then { _ownerID = format["00%1", _ownerID]; }; }; _object setVariable ["CharacterID", _ownerID, true]; clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; // _object setVehicleAmmo DZE_vehicleAmmo; _object setdir _dir; if(_vecExists)then{ _object setVectorDirAndUp _vector; }; _object setposATL _pos; _object setDamage _damage; if ((typeOf _object) in dayz_allowedObjects) then { if (DZE_GodModeBase) then { _object addEventHandler ["HandleDamage", {false}]; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; // Test disabling simulation server side on buildables only. _object enableSimulation false; // used for inplace upgrades && lock/unlock of safe _object setVariable ["OEMPos", _pos, true]; }; if (count _intentory > 0) then { if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0),true]; _object setVariable ["MagazineCargo", (_intentory select 1),true]; _object setVariable ["BackpackCargo", (_intentory select 2),true]; } else { //Add weapons _objWpnTypes = (_intentory select 0) select 0; _objWpnQty = (_intentory select 0) select 1; _countr = 0; { if(_x in (DZE_REPLACE_WEAPONS select 0)) then { _x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x); }; _isOK = isClass(configFile >> "CfgWeapons" >> _x); if (_isOK) then { _object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; //Add Magazines _objWpnTypes = (_intentory select 1) select 0; _objWpnQty = (_intentory select 1) select 1; _countr = 0; { if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow if (_x == "ItemTent") then { _x = "ItemTentOld" }; _isOK = isClass(configFile >> "CfgMagazines" >> _x); if (_isOK) then { _object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; //Add Backpacks _objWpnTypes = (_intentory select 2) select 0; _objWpnQty = (_intentory select 2) select 1; _countr = 0; { _isOK = isClass(configFile >> "CfgVehicles" >> _x); if (_isOK) then { _object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; }; }; if (_object isKindOf "AllVehicles") then { { _selection = _x select 0; _dam = _x select 1; if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8}; [_object,_selection,_dam] call object_setFixServer; } count _hitpoints; _object setFuel _fuel; if (!((typeOf _object) in dayz_allowedObjects)) then { //_object setvelocity [0,0,1]; _object call fnc_veh_ResetEH; if(_ownerID != "0" && !(_object isKindOf "Bicycle")) then { _object setvehiclelock "locked"; }; _totalvehicles = _totalvehicles + 1; // total each vehicle serverVehicleCounter set [count serverVehicleCounter,_type]; }; }; //Monitor the object PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object]; }; } count (_BuildingQueue + _objectQueue); // # END SPAWN OBJECTS # // preload server traders menu data into cache if !(DZE_ConfigTrader) then { { // get tids _traderData = call compile format["menu_%1;",_x]; if(!isNil "_traderData") then { { _traderid = _x select 1; _retrader = []; _key = format["CHILD:399:%1:",_traderid]; _data = "HiveEXT" callExtension _key; //diag_log "HIVE: Request sent"; //Process result _result = call compile format ["%1",_data]; _status = _result select 0; if (_status == "ObjectStreamStart") then { _val = _result select 1; //Stream Objects //diag_log ("HIVE: Commence Menu Streaming..."); call compile format["ServerTcache_%1 = [];",_traderid]; for "_i" from 1 to _val do { _data = "HiveEXT" callExtension _key; _result = call compile format ["%1",_data]; call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result]; _retrader set [count _retrader,_result]; }; //diag_log ("HIVE: Streamed " + str(_val) + " objects"); }; } forEach (_traderData select 0); }; } forEach serverTraders; }; if (_hiveLoaded) then { // spawn_vehicles _vehLimit = MaxVehicleLimit - _totalvehicles; if(_vehLimit > 0) then { diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit)); for "_x" from 1 to _vehLimit do { [] spawn spawn_vehicles; }; } else { diag_log "HIVE: Vehicle Spawn limit reached!"; }; }; // spawn_roadblocks diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris)); for "_x" from 1 to MaxDynamicDebris do { [] spawn spawn_roadblocks; }; // spawn_ammosupply at server start 1% of roadblocks diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes)); for "_x" from 1 to MaxAmmoBoxes do { [] spawn spawn_ammosupply; }; // call spawning mining veins diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins)); for "_x" from 1 to MaxMineVeins do { [] spawn spawn_mineveins; }; if(isnil "dayz_MapArea") then { dayz_MapArea = 10000; }; if(isnil "HeliCrashArea") then { HeliCrashArea = dayz_MapArea / 2; }; if(isnil "OldHeliCrash") then { OldHeliCrash = false; }; // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire] if(OldHeliCrash) then { _nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite; }; if (isDedicated) then { // Epoch Events _id = [] spawn server_spawnEvents; // server cleanup [] spawn { private ["_id"]; sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart waitUntil {!isNil "server_spawnCleanAnimals"}; _id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm"; }; // spawn debug box _debugMarkerPosition = getMarkerPos "respawn_west"; _debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1]; _vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"]; _vehicle_0 setPos _debugMarkerPosition; _vehicle_0 setVariable ["ObjectID","1",true]; // max number of spawn markers if(isnil "spawnMarkerCount") then { spawnMarkerCount = 10; }; actualSpawnMarkerCount = 0; // count valid spawn marker positions for "_i" from 0 to spawnMarkerCount do { if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then { actualSpawnMarkerCount = actualSpawnMarkerCount + 1; } else { // exit since we did not find any further markers _i = spawnMarkerCount + 99; }; }; diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount]; endLoadingScreen; }; allowConnection = true; sm_done = true; publicVariable "sm_done"; }; Link to comment Share on other sites More sharing options...
cen Posted September 7, 2014 Report Share Posted September 7, 2014 1.4 update soon? Link to comment Share on other sites More sharing options...
striker Posted September 7, 2014 Author Report Share Posted September 7, 2014 1.4 update soon? Hopefully... Having a issue with the objects moving all over the place on restart. I believe I have fixed it with the precision script by Mikeeeyy. The only downside with that is it turns the location array into a string which means it will cause issues if the server_monitor is not updated correctly. Link to comment Share on other sites More sharing options...
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