McPimpin Posted August 27, 2014 Report Share Posted August 27, 2014 Yes, when i try and use the rotate options i get kicked, I cant remember the kick but i will try later and report back,. Link to comment Share on other sites More sharing options...
DaVIdoSS Posted August 28, 2014 Report Share Posted August 28, 2014 Yes you need to add this into first line your publicvariable.txt !="R3F_ARTY_AND_LOG_PUBVAR_setDir" Link to comment Share on other sites More sharing options...
McPimpin Posted August 28, 2014 Report Share Posted August 28, 2014 Thanks, That worked... now I just need to figure out why infistar is blocking the check cargo window. it appears briefly for players then closes. Link to comment Share on other sites More sharing options...
DaVIdoSS Posted August 28, 2014 Report Share Posted August 28, 2014 This is awesome addon. Anyone ask how about writing to hive the new positions of object at "release object"? OneManGang 1 Link to comment Share on other sites More sharing options...
McPimpin Posted August 28, 2014 Report Share Posted August 28, 2014 Does anyone know what actions I need to whitelist in infistar for this? Link to comment Share on other sites More sharing options...
ElDubya Posted November 16, 2014 Report Share Posted November 16, 2014 10:39:07 "PLM: Script starting" 10:39:07 "PLM: Attachment point created" 10:39:07 "PLM: INIT STOPPED (Client = BAD Server = OK)" Is this an issue? Everything seems to be working ok? Link to comment Share on other sites More sharing options...
OneManGang Posted November 17, 2014 Author Report Share Posted November 17, 2014 No, not an issue. That's just a debug line Link to comment Share on other sites More sharing options...
ElDubya Posted November 18, 2014 Report Share Posted November 18, 2014 Thanks, That worked... now I just need to figure out why infistar is blocking the check cargo window. it appears briefly for players then closes. Agreed, just came across this issue myself. Any help on what to whitelist for infiSTAR would be great. Link to comment Share on other sites More sharing options...
ElDubya Posted November 21, 2014 Report Share Posted November 21, 2014 Any help here OneManGang? We need a number to tell infiSTAR that the check cargo action is ok to use. If you want install custom scripts using dialog windows, you can add IDD numbers */ /* from the custom script's desc.h file included through MPMIssions/description.ext Is it this number found in dlg_constants.h ? #define PLM_transport_vehicle_START 65430 Link to comment Share on other sites More sharing options...
DamianL Posted November 21, 2014 Report Share Posted November 21, 2014 This is a really great addon and was such an easy install. Very useful indeed. Thanks for sharing! Link to comment Share on other sites More sharing options...
OneManGang Posted November 22, 2014 Author Report Share Posted November 22, 2014 Sorry I don't use Infinistar, I don't know how to configure it to work with this. I just converted the R3F packing portion, so maybe check out how to make it work for R3F and it'll be the same thing. Good luck. Link to comment Share on other sites More sharing options...
ddmankiller Posted November 25, 2014 Report Share Posted November 25, 2014 Having an issue with this script, when a player places buildable objects in a safe, locks it, then unlocks it, they turn into different buildable objects. Any idea why? Link to comment Share on other sites More sharing options...
OneManGang Posted November 26, 2014 Author Report Share Posted November 26, 2014 This should have no effect on anything like that. Link to comment Share on other sites More sharing options...
ddmankiller Posted November 30, 2014 Report Share Posted November 30, 2014 This should have no effect on anything like that. It has, since I disbaled the script it stops. Whenever I re-enable it, it happens again. Link to comment Share on other sites More sharing options...
ElDubya Posted November 30, 2014 Report Share Posted November 30, 2014 I have also noticed when players are carrying a primary weapon and pick up a box to move it, their primary weapon gets put over their shoulder then promptly deleted. Any ideas on how to fix that? Link to comment Share on other sites More sharing options...
Cubitron Posted December 1, 2014 Report Share Posted December 1, 2014 Hello first , great work but i have a problem Move function works not permanent all buidable objects are afters restart on the place there are build. Move only works betwen Restarts. if i Lock a object after Resstart the object is unlocked? Link to comment Share on other sites More sharing options...
OneManGang Posted December 2, 2014 Author Report Share Posted December 2, 2014 It has, since I disbaled the script it stops. Whenever I re-enable it, it happens again. It has, since I disbaled the script it stops. Whenever I re-enable it, it happens again. I have also noticed when players are carrying a primary weapon and pick up a box to move it, their primary weapon gets put over their shoulder then promptly deleted. Any ideas on how to fix that? Let me try and recreate these two issues on my server and see if it happens to me. I've not seen either of these two scenarios but I'll check Link to comment Share on other sites More sharing options...
OneManGang Posted December 2, 2014 Author Report Share Posted December 2, 2014 Hello first , great work but i have a problem Move function works not permanent all buidable objects are afters restart on the place there are build. Move only works betwen Restarts. if i Lock a object after Resstart the object is unlocked? Yeah I don't think the original script was ever meant to move things permanently but I can see how this would be helpful. I'll work on adding in the "write to hive" feature. I think I have an idea for how to do it. Lockable on restart might be a little more difficult, but let me see what I can do. Thanks for the feedback. Link to comment Share on other sites More sharing options...
Cubitron Posted December 12, 2014 Report Share Posted December 12, 2014 any News about write to Hive? Link to comment Share on other sites More sharing options...
ElDubya Posted December 14, 2014 Report Share Posted December 14, 2014 Any news about what we infi**** users need to add to be able to use the "check vehicle cargo" option and the issue with primaries being deleted when picking up a box? Link to comment Share on other sites More sharing options...
Mig Posted December 14, 2014 Report Share Posted December 14, 2014 when I move an object, when I coward it disappears an idea ? Link to comment Share on other sites More sharing options...
-CJ- Posted February 10, 2015 Report Share Posted February 10, 2015 when I move an object, when I coward it disappears an idea ? Does anybody have any idea what would cause the crate to despawn when they are released? Not running any antihack and they they disappear when unloaded and released. -CJ- Link to comment Share on other sites More sharing options...
opie1225 Posted March 24, 2015 Report Share Posted March 24, 2015 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. hey i am new here , is there any way you can elaborate on what exactly you did to get your unload option to work please , i am having the same problem in my server , please and thank you Link to comment Share on other sites More sharing options...
OneManGang Posted April 14, 2015 Author Report Share Posted April 14, 2015 FYI everyone, I updated the code to support updating the database after you move an object. Link to comment Share on other sites More sharing options...
OneManGang Posted April 14, 2015 Author Report Share Posted April 14, 2015 Does anybody have any idea what would cause the crate to despawn when they are released? Not running any antihack and they they disappear when unloaded and released. -CJ- I've seen this, I think it is the anti-hack that is not allowing the user to create a crate full of stuff. I haven't looked into solving it since it would probably break the anti-hack system too, Link to comment Share on other sites More sharing options...
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