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[RELEASE] PackLockMove 1.0

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PackLockMove 1.0


What does it do?
This script adds the ability to move objects, lock them down, and pack them into vehicles. It was designed to offer this functionality when not using the R3F towing feature or when you want more control over the way the system works.

Credit:
All credit goes to the original author of the R3F_LOG_ARTY script. I cut out the logic behind this script, translated it to English, and cleaned up the file structure to make it easier to install and understand.

Change Log
1.0 Released 8/22/2014

Installation instructions:
1. Unzip the file "PLM.zip" to root of your MISSION PBO/directory
2. Modify your desription.ext file to include this line at the top:

#include "PLM\transport\dlg_vehicle_content.h"

3. Modify your init.sqf to include this line at the bottom

[] execVM "PLM\init.sqf";

4. Modify the confg.cfg file to your liking (file is commented for easy setup)
5. Enjoy

Features:
1. Admin definable list of vehicles and their capacities
2. Admin definable list of packables and their weights
3. Ability to move any item by carrying
4. Ability to lock and unlock items into place
5. Ability to rotate objects during placement

Upcoming
1. Easier to install and configure
2. Integration with other towing scripts
3. Integration with mission systems (auto locking mission treasure to make them harder to steal)
4. Custom install directories


GitHub link
Here is the link to the github project LINK

Support
If you want to help support me and give me feedback, come check out my servers and let me know what you think. Other than that all my scripts are my gift back to the community.

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This is great. since I changed to logistics towing I have missed the loading option.... Thankz

 

here are somve overpoch pistols.

I think I got em all

 //List of possible sidearms in your game.  This is important because it plays the correct animation if you're moving too fast when you have your gun out.
 PLM_GVAR_sidearms = ["M9", "M9SD", "Colt1911", "Makarov", "MakarovSD", "Sa61_EP1", "UZI_EP1", "UZI_SD_EP1", "revolver_EP1", "revolver_gold_EP1", "glock17_EP1", "RH_deagle", "RH_Deagleg", "RH_Deaglem", "RH_Deaglemz", "RH_Deaglemzb", "RH_Deagles", "RH_g17", "RH_g17sd", "RH_g18", "RH_g19", "RH_g19t", "RH_browninghp", "RH_bull", "RH_anac", "RH_anacg", "RH_m1911", "RH_m1911old", "RH_m1911sd", "RH_m9", "RH_m93r", "RH_m9c", "RH_m9csd", "RH_m9sd", "RH_usp", "RH_uspm", "RH_uspsd", "RH_mk2", "RH_mk22", "RH_mk22sd", "RH_mk22v", "RH_mk22vsd", "RH_p226", "RH_p226s", "RH_p38", "RH_ppk", "RH_python", "RH_tec9", "RH_tt33", "RH_vz61", "vil_B_HP", "vil_USP", "vil_USP45", "vil_USP45SD", "vil_USPSD", "vil_Glock", "vil_Glock_o"];

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shouldn't this be  ??

 

2. Modify your desription.ext file to include this line at the top:

 

#include "PLM\transport\dlg_vehicle_content.h

#include "PLM\transport\dlg_vehicle_content.h"  Missing the closing "

Corrected, thanks

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This is great. since I changed to logistics towing I have missed the loading option.... Thankz

 

here are somve overpoch pistols.

I think I got em all

 //List of possible sidearms in your game.  This is important because it plays the correct animation if you're moving too fast when you have your gun out.

 PLM_GVAR_sidearms = ["M9", "M9SD", "Colt1911", "Makarov", "MakarovSD", "Sa61_EP1", "UZI_EP1", "UZI_SD_EP1", "revolver_EP1", "revolver_gold_EP1", "glock17_EP1", "RH_deagle", "RH_Deagleg", "RH_Deaglem", "RH_Deaglemz", "RH_Deaglemzb", "RH_Deagles", "RH_g17", "RH_g17sd", "RH_g18", "RH_g19", "RH_g19t", "RH_browninghp", "RH_bull", "RH_anac", "RH_anacg", "RH_m1911", "RH_m1911old", "RH_m1911sd", "RH_m9", "RH_m93r", "RH_m9c", "RH_m9csd", "RH_m9sd", "RH_usp", "RH_uspm", "RH_uspsd", "RH_mk2", "RH_mk22", "RH_mk22sd", "RH_mk22v", "RH_mk22vsd", "RH_p226", "RH_p226s", "RH_p38", "RH_ppk", "RH_python", "RH_tec9", "RH_tt33", "RH_vz61", "vil_B_HP", "vil_USP", "vil_USP45", "vil_USP45SD", "vil_USPSD", "vil_Glock", "vil_Glock_o"];

Thanks, I'll add to the overpoch add on file.

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HI i allready use R3F_LOG_ARTY for tow/lifting.

How can i install your PLM without interfere existed R3F logistic?

 

 

Is that ok?

19:58:43 "PLM: Script starting"
19:58:43 "PLM: Attachment point created"
19:58:43 "PLM: INIT STOPPED (Client = BAD  Server = OK)"

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if you already use R3F_LOG_ARTY then you have this feature already

its been awhile since I set this up but I believe this was all I changed/added

 

The second element  (200)  of the arrays is the load capacity (in relation with the capacity cost of the objects).

in

addons\R3F_ARTY_AND_LOG\R3F_LOG\ config.cfg

R3F_LOG_CFG_transporteurs = [["CH47_base_EP1", 200],   //this 200 kinda means it has 200 slots for load item   change number to suit your needs
["AH6_Base_EP1", 50],
["Mi17_base", 100],
["Mi24_Base", 50]

The second element  (50)  of the arrays is the cost capacity (in relation with the capacity of the vehicles).

R3F_LOG_CFG_objets_transportables =  [["ATV_CZ_EP1", 50],   // this number kinda means it takes up 50 slots. soo you could fit 4 ATV's in a ch47   change number to suit your needs
  ["ATV_US_EP1", 50],
  ["RUOrdnanceBox", 50]

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if you already use R3F_LOG_ARTY then you have this feature already

its been awhile since I set this up but I believe this was all I changed/added

 

The second element  (200)  of the arrays is the load capacity (in relation with the capacity cost of the objects).

in

addons\R3F_ARTY_AND_LOG\R3F_LOG\ config.cfg

R3F_LOG_CFG_transporteurs = [["CH47_base_EP1", 200],   //this 200 kinda means it has 200 slots for load item   change number to suit your needs
["AH6_Base_EP1", 50],
["Mi17_base", 100],
["Mi24_Base", 50]
The second element  (50)  of the arrays is the cost capacity (in relation with the capacity of the vehicles).

R3F_LOG_CFG_objets_transportables =  [["ATV_CZ_EP1", 50],   // this number kinda means it takes up 50 slots. soo you could fit 4 ATV's in a ch47   change number to suit your needs
  ["ATV_US_EP1", 50],
  ["RUOrdnanceBox", 50]

He's right, you already have this. This is more designed for people who use other towing systems. Mine for example is class based, so heavy objects can only be lifted by heavy lifters. I'm a tinkerer.

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can you put a video or pics of this. Sounds interesting.

video please

Video would indeed be great!

HI i allready use R3F_LOG_ARTY for tow/lifting.

How can i install your PLM without interfere existed R3F logistic?

Is that ok?

19:58:43 "PLM: Script starting"19:58:43 "PLM: Attachment point created"19:58:43 "PLM: INIT STOPPED (Client = BAD  Server = OK)"
Yes that's ok on the server. I tend to put a lot of debug markers to monitor how the script is working. That's just a note to myself that if I see that on the client, something has gone wrong.

Been playing with it on my server and it's fun. I like bringing ATV's and motorcycles to missions, zipping around in them, then packing up and heading back to base. The default setup in the script allows you to load HMMWV models into the big choppers.

I'll work on a video but it's the same functionality as the R3F scripts, just translated. And I added some additional ability to customize like enabling or disabling the lock function.

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I really want to enable this ability in my R3F_LOG_ARTY installation but i dont knew how.

Any help here?

 

This is part of my  config.sqf

 

/**
 * English and French comments
 * Commentaires anglais et français
 * 
 * This file contains the configuration variables of the logistics system.
 * Fichier contenant les variables de configuration du systčme de logistique.
 * 
 * Important note : All the classes names which inherits from the ones used in configuration variables will be also available.
 * Note importante : Tous les noms de classes dérivant de celles utilisées dans les variables de configuration seront aussi valables.
 */

/*
 * There are two ways to manage new objects with the logistics system. The first is to add these objects in the
 * folowing appropriate lists. The second is to create a new external file in the /addons_config/ directory,
 * according to the same scheme as the existing ones, and to add a #include at the end of this current file.
 * 
 * Deux moyens existent pour gérer de nouveaux objets avec le systčme logistique. Le premier consiste ŕ ajouter
 * ces objets dans les listes appropriées ci-dessous. Le deuxičme est de créer un fichier externe dans le répertoire
 * /addons_config/ selon le męme schéma que ceux qui existent déjŕ, et d'ajouter un #include ŕ la fin de ce présent fichier.
 */

/****** TOW WITH VEHICLE / REMORQUER AVEC VEHICULE ******/

/**
 * List of class names of (ground or air) vehicles which can tow towables objects.
 * Liste des noms de classes des véhicules terrestres pouvant remorquer des objets remorquables.
 */
R3F_LOG_CFG_remorqueurs =
[
	// e.g. : "MyTowingVehicleClassName1", "MyTowingVehicleClassName2"
];

/**
 * List of class names of towables objects.
 * Liste des noms de classes des objets remorquables.
 */
R3F_LOG_CFG_objets_remorquables =
[
	// e.g. : "MyTowableObjectClassName1", "MyTowableObjectClassName2"
];


/****** LIFT WITH VEHICLE / HELIPORTER AVEC VEHICULE ******/

/**
 * List of class names of air vehicles which can lift liftables objects.
 * Liste des noms de classes des véhicules aériens pouvant héliporter des objets héliportables.
 */
R3F_LOG_CFG_heliporteurs =
[
	// e.g. : "MyLifterVehicleClassName1", "MyLifterVehicleClassName2"
];

/**
 * List of class names of liftables objects.
 * Liste des noms de classes des objets héliportables.
 */
R3F_LOG_CFG_objets_heliportables =
[
	// e.g. : "MyLiftableObjectClassName1", "MyLiftableObjectClassName2"
];


/****** LOAD IN VEHICLE / CHARGER DANS LE VEHICULE ******/

/*
 * This section use a quantification of the volume and/or weight of the objets.
 * The arbitrary referencial used is : an ammo box of type USVehicleBox "weights" 12 units.
 * 
 * Cette section utilise une quantification du volume et/ou poids des objets.
 * Le référentiel arbitraire utilisé est : une caisse de munition de type USVehicleBox "pčse" 12 unités.
 * 
 * Note : the priority of a declaration of capacity to another corresponds to their order in the tables.
 *   For example : the "Truck" class is in the "Car" class (see http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles).
 *   If "Truck" is declared with a capacity of 140 before "Car". And if "Car" is declared after "Truck" with a capacity of 40,
 *   Then all the sub-classes in "Truck" will have a capacity of 140. And all the sub-classes of "Car", excepted the ones
 *   in "Truck", will have a capacity of 40.
 * 
 * Note : la priorité d'une déclaration de capacité sur une autre correspond ŕ leur ordre dans les tableaux.
 *   Par exemple : la classe "Truck" appartient ŕ la classe "Car" (voir http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles).
 *   Si "Truck" est déclaré avec une capacité de 140 avant "Car". Et que "Car" est déclaré aprčs "Truck" avec une capacité de 40,
 *   Alors toutes les sous-classes appartenant ŕ "Truck" auront une capacité de 140. Et toutes les sous-classes appartenant
 *   ŕ "Car", exceptées celles de "Truck", auront une capacité de 40.
 */

/**
 * List of class names of (ground or air) vehicles which can transport transportables objects.
 * The second element of the arrays is the load capacity (in relation with the capacity cost of the objects).
 * 
 * Liste des noms de classes des véhicules (terrestres ou aériens) pouvant transporter des objets transportables.
 * Le deuxičme élément des tableaux est la capacité de chargement (en relation avec le coűt de capacité des objets).
 */
R3F_LOG_CFG_transporteurs =
[
	// e.g. : ["MyTransporterClassName1", itsCapacity], ["MyTransporterClassName2", itsCapacity]
];

/**
 * List of class names of transportables objects.
 * The second element of the arrays is the cost capacity (in relation with the capacity of the vehicles).
 * 
 * Liste des noms de classes des objets transportables.
 * Le deuxičme élément des tableaux est le coűt de capacité (en relation avec la capacité des véhicules).
 */
R3F_LOG_CFG_objets_transportables =
[
	// e.g. : ["MyTransportableObjectClassName1", itsCost], ["MyTransportableObjectClassName2", itsCost]
];

/****** MOVABLE-BY-PLAYER OBJECTS / OBJETS DEPLACABLES PAR LE JOUEUR ******/

/**
 * List of class names of objects moveables by player.
 * Liste des noms de classes des objets transportables par le joueur.
 */
R3F_LOG_CFG_objets_deplacables =
[
	// e.g. : "MyMovableObjectClassName1", "MyMovableObjectClassName2"
];

/*
 * List of files adding objects in the arrays of logistics configuration (e.g. R3F_LOG_CFG_remorqueurs)
 * Add an include to the new file here if you want to use the logistics with a new addon.
 * 
 * Liste des fichiers ajoutant des objets dans les tableaux de fonctionnalités logistiques (ex : R3F_LOG_CFG_remorqueurs)
 * Ajoutez une inclusion vers votre nouveau fichier ici si vous souhaitez utilisez la logistique avec un nouvel addon.
 */
#include "addons_config\ACE_OA_objects.sqf"
#include "addons_config\BAF_objects.sqf"
#include "addons_config\arma2_CO_objects.sqf"

 

I thing there must be enabled somthing

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I really want to enable this ability in my R3F_LOG_ARTY installation but i dont knew how.

Any help here?

 

This is part of my  config.sqf

 

 

 

I thing there must be enabled somthing

Ok here is the relevant section 
you can use my old config...
 
Sorry spoilers and me don't work well together
anyone care to explain why my spoilers not working ?
 
 

R3F_LOG_CFG_transporteurs = [
["CH47_base_EP1", 200],
["AH6_Base_EP1", 50],
["Mi17_base", 100],
["Mi24_Base", 50],
["UH1H_base", 35],
["UH1_Base", 30],
["UH60_Base", 100],
["An2_Base_EP1", 50],
["C130J", 250],
["MV22", 200],
["ATV_Base_EP1", 5],
["HMMWV_Avenger", 5],
["HMMWV_M998A2_SOV_DES_EP1", 50],
["HMMWV_Base", 50],
["Ikarus", 50],
["Lada_base", 10],
["LandRover_Base", 50],
["Offroad_DSHKM_base", 50],
["Pickup_PK_base", 50],
["S1203_TK_CIV_EP1", 20],
["SUV_Base_EP1", 100],
["SkodaBase", 10],
["TowingTractor", 5],
["Tractor", 5],
["KamazRefuel", 50],
["Kamaz_Base", 150],
["MAZ_543_SCUD_Base_EP1", 10],
["MtvrRefuel", 10],
["MTVR", 150],
["GRAD_Base", 10],
["Ural_Base", 150],
["Ural_ZU23_Base", 150],
["Ural_CDF", 150],
["Ural_INS", 150],
["UralRefuel_Base", 50],
["V3S_Refuel_TK_GUE_EP1", 50],
["V3S_Civ", 150],
["V3S_Base_EP1", 150],
["UAZ_Base", 50],
["VWGolf", 8],
["Volha_TK_CIV_Base_EP1", 8],
["BRDM2_Base", 15],
["BTR40_MG_base_EP1", 50],
["BTR60_TK_EP1", 25],
["BTR90_Base", 25],
["GAZ_Vodnik_HMG", 50],
["LAV25_Base", 25],
["StrykerBase_EP1", 25],
["hilux1_civil_1_open", 12],
["hilux1_civil_3_open_EP1", 12],
["Motorcycle", 5],
["2S6M_Tunguska", 10],
["M113_Base", 12],
["M1A1", 5],
["M2A2_Base", 15],
["MLRS", 8],
["T34", 5],
["T55_Base", 5],
["T72_Base", 5],
["T90", 5],
["AAV", 12],
["BMP2_Base", 7],
["BMP3", 7],
["ZSU_Base", 5],
["Ship", 10],
["Fort_Crate_wood", 20],
["Misc_cargo_cont_tiny", 40],
["BAF_Merlin_HC3_D",250],
["Ka60_Base_PMC", 50],
["ArmoredSUV_Base_PMC", 100],
["BAF_Jackal2_BASE_D", 50]
];


/**
 * List of class names of transportables objects.
 * The second element of the arrays is the cost capacity (in relation with the capacity of the vehicles).
 * 
 * Liste des noms de classes des objets transportables.
 * Le deuxième élément des tableaux est le coût de capacité (en relation avec la capacité des véhicules).
 */


R3F_LOG_CFG_objets_transportables =  [
["ATV_CZ_EP1", 50],
       ["ATV_US_EP1", 50],
  ["zZombie_Base", 5],
  ["z_worker1", 5],
  ["z_worker2", 5],
  ["z_worker3", 5],
  ["z_villager1", 5],
  ["z_villager2", 5],
  ["z_villager3", 5],
  ["z_suit1", 5],
  ["z_suit2", 5],
  ["z_soldier", 5],
  ["z_soldier_heavy", 5],
  ["z_soldier_pilot", 5],
  ["z_policeman", 5],
  ["z_teacher", 5],
  ["z_doctor", 5],
  ["z_hunter", 5],
  ["z_priest", 5],
  ["ATV_US_EP1", 50],
       ["CSJ_GyroC", 50],
       ["CSJ_GyroCover", 50],
       ["CSJ_GyroP", 50],
       ["Old_bike_TK_INS_EP1", 25],
       ["Old_moto_TK_Civ_EP1", 25],
       ["USSpecialWeaponsBox", 50],
       ["USVehicleBox_EP1", 50],
       ["TKSpecialWeapons_EP1", 50],
       ["BAF_BasicAmmunitionBox", 50],
       ["USOrdnanceBox", 50],
       ["BAF_VehicleBox", 50],
       ["USBasicWeaponsBox", 50],
       ["USBasicAmmunitionBox", 50],
       ["USLaunchersBox", 50],
       ["RUOrdnanceBox", 50],
       ["Ka137_MG_PMC", 50],
       ["M1030_US_DES_EP1", 25],
       ["MMT_Civ", 25],
       ["TT650_Civ", 25],
       ["TT650_Ins", 25],
  ["Pchela1T", 25],
  ["Ka137_PMC", 25],
  ["Ka137_MG_PMC", 25],
       ["TT650_TK_CIV_EP1", 25]      
];


/****** MOVABLE-BY-PLAYER OBJECTS / OBJETS DEPLACABLES PAR LE JOUEUR ******/


/**
 * List of class names of objects moveables by player.
 * Liste des noms de classes des objets transportables par le joueur.
 */


R3F_LOG_CFG_objets_deplacables = [
  "Barrels",
       "USSpecialWeaponsBox",
       "USVehicleBox_EP1",
       "TKSpecialWeapons_EP1",
       "BAF_BasicAmmunitionBox",
       "USOrdnanceBox",
       "BAF_VehicleBox",
       "USBasicWeaponsBox",
       "USBasicAmmunitionBox",
       "USLaunchersBox",
       "RUOrdnanceBox",
       "GuerillaCacheBox",
       "SpecialWeaponsBox",
       "RUVehicleBox",
  "Pchela1T",
  "CSJ_GyroCover",
  "CSJ_GyroP",
  "CSJ_GyroC",
  "USVehicleBox"
];

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http://pastebin.com/7nZdhC8W    my configured config.cfg

 

 

 

R3F_LOG_CFG_transporteurs =
[
    // e.g. : ["MyTransporterClassName1", itsCapacity], ["MyTransporterClassName2", itsCapacity]  add the classnames here that can carry loaded objects
];

 

R3F_LOG_CFG_objets_transportables =

[
    // e.g. : ["MyTransportableObjectClassName1", itsCost], ["MyTransportableObjectClassName2", itsCost]  add the objects classnames here that can loaded
];

 

R3F_LOG_CFG_objets_deplacables =

[
    // e.g. : "MyMovableObjectClassName1", "MyMovableObjectClassName2"  add the objects classnames here that can moved by player
];

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Oh my god we are going into some kind of loop, madness!!

can you share that included  arma2_CO_objects.sqf too?

 

Holly sit it working

but if use "view the vehicle content" menu its give this back:

post-17781-0-22106400-1409060118_thumb.p

 

Seams to be broken somewhere

Hmm is there any possibility to mix my egsisting tow lift with yours  working PLM or vice versa?

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Oh my god we are going into some kind of loop, madness!!

can you share that included  arma2_CO_objects.sqf too?

 

Holly sit it working

but if use "view the vehicle content" menu its give this back:

attachicon.giferror.png

 

Seams to be broken somewhere

Hmm is there any possibility to mix my egsisting tow lift with yours  working PLM or vice versa?

not sure why its saying cant find that file if its where its looking...

 

also, You may want to remove the zombie class names that I added. I was trying to get zombies loadable. didn't work that way.

 

remove these from my

  1. R3F_LOG_CFG_objets_transportables =  [
["zZombie_Base", 5],
  ["z_worker1", 5],
  ["z_worker2", 5],
  ["z_worker3", 5],
  ["z_villager1", 5],
  ["z_villager2", 5],
  ["z_villager3", 5],
  ["z_suit1", 5],
  ["z_suit2", 5],
  ["z_soldier", 5],
  ["z_soldier_heavy", 5],
  ["z_soldier_pilot", 5],
  ["z_policeman", 5],
  ["z_teacher", 5],
  ["z_doctor", 5],
  ["z_hunter", 5],
  ["z_priest", 5],

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Hey thanks for this  I was tryin to get this to work with my regular r3f script but I couldn't get the unload options to work. So I used yours and just transferred my config file from there and it works great. Saved me time screwing around with my R3F tryin to find problem.

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Hey thanks for this  I was tryin to get this to work with my regular r3f script but I couldn't get the unload options to work. So I used yours and just transferred my config file from there and it works great. Saved me time screwing around with my R3F tryin to find problem.

Yeah technically since I changed all the global variable names there is no reason this can't be used with R3F as well, there is nothing that would cause it to conflict.

I'm glad you got some use out of it.

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      https://prntscr.com/f8utjo - lost car,added key
       
      1(one) he was able to lay down the vehicle,But it does not work afterwards
       
    • By SryImAnooB
      Hey guys,
      i want to add the Bmp 2 ( BMP2_HQ_TK_EP1) but got the problem that there is no option for Lock or Unluck it.
      Any ideas?
    • By dztancem8
      Seen a couple of threads now linking to this problem of the server rolling back and not saving the object / vehicle COORDS on restart.
      - I use PRMS (Added by GamingDeluxe) which restarts the server like BEC
      Problem with this is that I have my server to restart every 4 Hours and it only restarts every 2 hours? This could be the cause?
       
      Threads such as: are similar to to my problem
      https://forums.dayz.com/topic/68181-1725-tents-and-vehicle-inventories-not-saving/
       
      So if I spawn in a vehicle using Infistar for a player
      Then the player drives this vehicle around the map anywhere
      After 2 hours the server will restart prematurely (when its set to 4 hour restarts on PRMS) 
      And will then move this spawn vehicle back to the position to where I spawned it
       
      This is the same with players creating bases, or adding items to safes or vehicles. The server simply rolls back to the start of the server restart. I think this could be a problem with a Server_update file as it is not saving the positions but I read on the other thread this is not the case...
      Any ideas?
      - Dztance
       
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