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[RELEASE] Vehicle Godmode in Plotpoles & Safezones & Everywhere Locked 2.0

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cant see them there too xD "server_traders.sqf", "mission.sqm", "init.sqf" & "description.ext"


in my inif.sqf i have the code 

dayZ_instance = 24; //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
maybe try this?

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in the init.sqf i have found a lot "compile"
//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs
progressLoadingScreen 1.0;
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
if (isServer) then {
//Compile vehicle configs
call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_24.Napf\dynamic_vehicle.sqf";
// Add trader citys
_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_24.Napf\mission.sqf";
_serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
if (!isDedicated) then {
//Conduct map operations
0 fadeSound 0;
waitUntil {!isNil "dayz_loadScreenMsg"};
dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
//Run the player monitor
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";


do i need to change them?

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change this line

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions


call compile preprocessFileLineNumbers "compiles.sqf"; //Compile regular functions

and put the compiles.sqf from here in  your missions pbo 




and then follow the instructions

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_godmodeVechilesEverywhere = false; // Godmode on all locked vehicles


Default it's false.Mean Only Locked Vehice Have the Godmode ?

BTW Does it only have godmode in coordinates in the config ?


It means, in plotpole radius , or anywhere on map



Why 2 similar configs?


too lazy to quick fixed that into 1 ^^ ( that was a hotfix the 2nd file)

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Am i right to say the safezone godmode for vehicles only works when they are locked?


I installed this script yesterday and tested it with a hive vehicle.


Placed it in the Stary safezone, walked out the safezone and fired a couple of rounds on the car.

Walked back to the car and body and wheels were damaged (car was unlocked)


Then i tested it with a locked hive vehicle and it was 100% fine after i fired a couple of round on it.


If the godmode only works for locked vehicles inside the safezone, can i adjust it so all vehicles inside the safezone will be godmode?



PS: I do not use the plotpole godmode and godmode everywhere

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I am sure I am doing something stupid, but if not then small problem.


I have everything set to false except for the "_onlyLockedVehicles = true; //Plotarea: Godmode for Only locked vehicles (true) or locked and unlocked(false)"


Basically I am wanting locked vehicles around plot poles to be indestructible.


Here is my problem, the vehicles around plot poles are indestructible, but as soon as I get in the drivers seat and then hop right back out and lock the vehicle....... its no longer indestructible.


any advise would be appreciated. Thanks

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Error I'm getting is safezone works fine as does plot pole, however when I drive out of plot pole area and back in it gets disabled  and you can damage locked vehicles :P



Actually its just when I get in and start it then get out and lock it again it does this...

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Did u guys place  the files so it's completely at the bottom.


It doesnt get overwritten and it's also server sided/ client sided.

I will show you below how I have the compile commands placed just as instructed. I haven't tried it below the snap build, but I can and maybe that will make a difference......


I even tried once with commenting out the original "fn_damageHandlerVehicle.sqf" & "vehicle_handleDamage.sqf" and also without commenting them out.


//Server Only
if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
} else {
eh_localCleanup = {};
fnc_usec_damageVehicle =        compile preprocessFileLineNumbers "zupa\fn_damageHandlerVehicle.sqf";        //Event handler run on damage
vehicle_handleDamage =          compile preprocessFileLineNumbers "zupa\vehicle_handleDamage.sqf";
if (!isDedicated) then {
    player_build = compile preprocessFileLineNumbers "custom\snap_pro\player_build.sqf";
    snap_build = compile preprocessFileLineNumbers "custom\snap_pro\snap_build.sqf";
    dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\snap_pro\dayz_spaceInterrupt.sqf";
initialized = true;

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