Jump to content
Zupa

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

Recommended Posts

Is there a reason you mispelled _godmodeVechilesEverywhere 

or can i change that (in the places needed)  to help my ocd? ;)  But I assume there is a purpose behind it. I read thru and didnt see where anyone had asked, unless I missed it. Thanks.

Also- Works great except I can lock a player in the vehicles. Is this due to _ckd being broken maybe?

Share this post


Link to post
Share on other sites
On 11-3-2016 at 5:01 PM, Anthrax said:

Is there a reason you mispelled _godmodeVechilesEverywhere 

or can i change that (in the places needed)  to help my ocd? ;)  But I assume there is a purpose behind it. I read thru and didnt see where anyone had asked, unless I missed it. Thanks.

Also- Works great except I can lock a player in the vehicles. Is this due to _ckd being broken maybe?

Just a variable name. If changed, change it everywhere

Share this post


Link to post
Share on other sites

I am using godmode for locked vehicles....

I had 2 locked vehicles inside my base about 5m from Plot pole...

player was able to destroy vehicle with a sledge?  this is what was reported in the Arma2 server logs:

 5:10:59 "Vehicle destroyed with ["MeleeSledge","MeleeSledge","Single","sledge_swing",99912] @039106 by Furioso (76561198250380946) - ArmoredSUV_PMC_DZE, worldspace [348.69,[3973.38,4736.14,0.116394]], CharId 4578, objID 3666, objUID 0, nearby ["Furioso (76561198250380946)"]"
 5:10:59 "Vehicle killed: Vehicle 31e990c0# 1059587: armoredsuv_pmc.p3d REMOTE (TYPE: ArmoredSUV_PMC_DZE), CharacterID: 4578, ObjectID: 3666, ObjectUID: 0, Position: [3973.4,4736.13,-0.0868988], Killer: Furioso (UID: 76561198250380946)"

 5:12:04 "Vehicle destroyed with ["MeleeSledge","MeleeSledge","Single","sledge_swing",99875] @039106 by Furioso (76561198250380946) - Kamaz, worldspace [16.7311,[3979.62,4739.3,-0.00794983]], CharId 4578, objID 5084, objUID 0, nearby ["Furioso (76561198250380946)"]"
 5:12:05 "Vehicle killed: Vehicle 32ed0100# 1059979: kamaz.p3d REMOTE (TYPE: Kamaz), CharacterID: 4578, ObjectID: 5084, ObjectUID: 0, Position: [3979.62,4739.3,-0.055069], Killer: Furioso (UID: 76561198250380946)"
 

is this some type of hack? or glitch?

Is there some way of preventing this?

please advise

Share this post


Link to post
Share on other sites
On 12/19/2015 at 5:08 AM, DangerRuss said:

I dont think you can really get around that kind of vehicle destruction because it is Arma physics.

You could do a _this enableSimulation false if the vehicle is locked. You could also delete vehicles that enter the safe zone without a driver to stop people jumping out of aircraft into safe zone to blow shit up.

There's a few options.

Share this post


Link to post
Share on other sites
On 12/24/2016 at 0:27 PM, ClontarfX said:

You could do a _this enableSimulation false if the vehicle is locked. You could also delete vehicles that enter the safe zone without a driver to stop people jumping out of aircraft into safe zone to blow shit up.

There's a few options.

Thats an interesting idea. Do you think that would stop it completely?

 

I was thinking of the issue that if you flip an air vehicle, no matter where it is, it explodes.

Share this post


Link to post
Share on other sites
On 3/6/2017 at 5:32 PM, looter809 said:

Has anyone gotten these to work for the new Epoch updates?

I've been trying, there is a few variables that needed to be changed. but it still isnt working...

Share this post


Link to post
Share on other sites

In my compiles.sqf I do not have 

initialized = true;

am i looking in the wrong file or am i just missing something? my compiles.sqf has:

 

if (isServer) then {
    diag_log "Loading custom server compiles";    
};

if (!isDedicated) then {
    diag_log "Loading custom client compiles";
    
    fnc_usec_selfactions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf";
};

 

Share this post


Link to post
Share on other sites
On 8/5/2018 at 1:05 PM, mrjamesyboii said:

In my compiles.sqf I do not have 

initialized = true;

am i looking in the wrong file or am i just missing something? my compiles.sqf has:

 

if (isServer) then {
    diag_log "Loading custom server compiles";    
};

if (!isDedicated) then {
    diag_log "Loading custom client compiles";
    
    fnc_usec_selfactions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf";
};

 

does not work for the latest epoch version. use this one:

 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Similar Content

    • By Sp4rkY
      Title:                 SPK_ESVP
      Author:            Sp4rkY (Github)
      Description:   Extended Safezones with Vehicle Protection for Arma 3 Epoch
      Version:           0.9
      Required:        Arma 3 1.66+ / Epoch 0.4+
      Credits:            IT07 (Thx for many brain) (Github)
                                |V.I.P.| CH!LL3R (Thx for thoughts & testing!)

      DOWNLOAD & INSTALL INSTRUCTIONS:
      >>> >> > CLICK ME < << <<<
      Edit by EpochMod - 2019-11-08:
      There came some issues up with the Arma 1.96 update.
      Unfortunately @Sp4rkY currently seems to be not active here, so we have added a pull request for his GitHub files.
      So if you want to use this addon, check / add this changes:
      https://github.com/SPKcoding/A3_Epoch_ESVP/pull/2/files

      FEATURES:
      * Fully customizable
      * Works with all maps
      * Works for players and vehicles
      * No more `"ProtectionZone_Invisible_F"` is needed (usually found in map config in a3_epoch_server_settings.pbo)
      * Fired bullets will automatically be deleted in safezones
      * (optional) Teleport players out of safezones after restart
      * (optional) Teleport players away from the parking place (if used) after restart
      * Protection from idiots trying to drive over other players (including traders)
      * Check vehicle ownership of bought vehicles
      * (optional) Teleport vehicles out of safezones at server restart to:
          - (optional) a given distance from the respective safezone
          - (optional) a static parking place (you can use your own map addition and define as many parking lots you want)
      * (optional) Restricted vehicle´s access in safezones (only the owner(s) can enter the vehicle)
      * (optional) Restricted vehicle´s gear-access in safezones (only the owner(s) can access the vehicle´s inventory)
      * (optional) Protection for lifted vehicle´s
          - If using this feature, there will be also a check for the owner, so stealing is not possible
      * (optional) Unlock teleported vehicles
      * 2 ways of info messages (depends on if vehicle protection is used or not)
      * (optional) Vehicle Access Menu:
          - "Refresh" button to update the player-list while menu is open
          - "Registered" listing to see which players are added to your vehicle
          - "Clear" button to remove the added players
      * (optional) restrict access to driver seat for primary vehicle owner
      * slingload check for bought vehicles (you can not steal cars or ships)
      * (optional) info messages for prohibited lifting
      * (optional) Prevent spawning of antagonists (UAV, Sappers, Snakes, Cultists) in safezones
      * (optional) Allow/disallow to chop/sledge/chainsaw anything in safezones
      * (optional) Feature to set map markers directly from this script (no need to define them anywhere else)
      * If using the "vehicle teleporting WITHOUT Parking Place" - function:
          - the vehicles get teleported to a random position within the given radius out of the safezones
      * If using the "vehicle teleporting WITH Parking Place" - function, it will works like this:
          - server restarts, vehicles in safezones will be teleported to a parking place
          - vehicles which are present at the parking place are getting teleported to a random location on the map, new vehicles (in safezones) are ported to the parking place
      * If the respective safezone contains water, ships are treated like this:
          - if ships are located at water surface, they gets teleported close to the safezone´s shore at given radius
          - if ships are located at terrain surface because of lifting or simliar, they gets ported random at the maps shore
      * If not using "vehicle teleporting" - function, remaining vehicles in safezones are indestructible after restart
      * Debug option for better determine errors (client & server)
       
      Enjoy this stuff and have fun!
      cheers
    • By thegdog
      2:08:04 Error Type Any, expected String 2:08:04 File z\addons\dayz_server\compile\server_playerSync.sqf, line 41 2:08:12 Server: Object 3:54 not found (message 70) 2:08:12 "Server_PublishVehicle2 error: Wrong parameter format" 2:08:12 "Trader Menu: jeffdog (76561198147272349) purchased 1x BAF_Merlin_DZE into gear at Aircraft Trader for 1 ItemObsidian" 2:08:12 Error in expression <ceFoot = 0; trying to buy aircraft from the default aircraft trader.  never touched any of it and it giving this error.  no vehicle spawns.  it shows the arrow.  EDIT:  i tried other traders, all vehicles dont spawn when bought.
    • By LadyVal
      As I said before, I am new in all these.  We rented a GTX server with everything on and we are trying to set some costumization but.... yes, there is always a but... I would like to ask some help.
      Please, consider me as a total new in scripting and I need a "step by step for dummies"
      1.- I am trying to set the entire server into PVE so no player could harm other player or kamikaze into anybody.  How and where do you handle this "godmode" so I turn the server into PVE?
      2.- Though like I said we want the server to be PVE, the idea is to make 2 exceptions and create 2 pvp areas (in Cherno and Elektro).  How you Mark those areas in map with notifications 100 mts (for example) "you are entering a pvp area"
      3.- Admintools: I set them exactly like the step by step guide but it is giving an error (I dont have antihack), 
      4.- Since the problem with Bohemia and BE, I could never make the messages announcing the server restart again, any idea would be welcome.
      And... that's it for now.   I know it is a lot and very "dummy questions" but, what can I say, I am kinda dummy in this topic
      Thanks for any help
    • By webbie
      Hi all, Ive been looking for a while now for a vehicle flip script for a single player.
      Ive tried stuff ive used on previous servers but its not allowing the option so im guessing epoch has something that interferes with it.
      If anyone knows of a simple script to allow players to do this could you link it to me please,
      Thanks in advance.
      PS. Im aware the jacks flip vehicles but I actually  find this to be incredibly painstaking unless theirs a trick to it.
  • Advertisement
  • Supporters
  • Discord

×
×
  • Create New...