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[Release] Paint Vehicles


0verHeaT

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  On 10/1/2014 at 2:06 AM, emwilsh said:

try adding to line one

5 "" !"PVDZE_" !="PVDZE_veh_Colour" !"norrn" !"usec" !="remExField" !="remExFP" !="drn_AskServerDynamic......

 

 

 

another one in the list  ""Mk_48_DZ"" hehe

 

 

That's where it was until you told me to add it in that other  line! where i showed you? i am confused!!!!!! 

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  On 10/1/2014 at 2:06 AM, emwilsh said:

try adding to line one

5 "" !"PVDZE_" !="PVDZE_veh_Colour" !"norrn" !"usec" !="remExField" !="remExFP" !="drn_AskServerDynamic......

 

 

 

another one in the list  ""Mk_48_DZ"" hehe

 

it worked without in the same line i had it!!!! weird!

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  On 9/26/2014 at 1:30 PM, Zupa said:

QUickly converting this to overheat file structure/ variable names ( SINGLE CURRENCY)

 

i use maca's right click:

	class IRStrobe {
		class PaintCar1 {
			text = "Paint Vehicle";
			script = "call player_paint;";
		};		
	};

then change your vehicleColourPaint.sqf to

private ["_colour","_colour2","_playerWealth","_PUID"];
_PUID = (getPlayerUID player);
_playerWealth = player getVariable["cashMoney",0];

if (ColourPrice > _playerWealth) exitWith {titleText ["You do not have enough money to repaint your vehicle!","PLAIN DOWN"];};

_colour = ""+str((sliderPosition 5700) / 10)+","+str((sliderPosition 5701) / 10)+","+str((sliderPosition 5702) / 10)+",1";
_colour2 = ""+str((sliderPosition 6700) / 10)+","+str((sliderPosition 6701) / 10)+","+str((sliderPosition 6702) / 10)+",1";
_toPaint =  vehicle player;
if(_toPaint != player &&  driver _toPaint == player )then {
PVDZE_veh_Colour = [VehicleToPaint,_colour,_colour2,_PUID,dayz_playerName];
publicVariableServer "PVDZE_veh_Colour";
[player,"IRStrobe"] call BIS_fnc_invRemove;
titleText ["Vehicle has been repainted! Please wait a moment for the texture to update!","PLAIN DOWN"];

player setVariable["cashMoney",(_playerWealth - ColourPrice),true];
}else{
cutText ["You need to be the driver to change the color.","plain"];
};

put Colourprice to 0 if u want it to be free, since you probably pay for the item).

 

Hey Zupa, this didnt work for me! i dont have single currency, I did exactly as u suggested but when i write click the menu comes up and choose my colours select paint, nothing happens the paint screen stays on, changed it back to deafult it works great , I kinda like the idea of having it work from right click rather than scroll on the car, any ideas why its not working when i do the above?

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  On 10/1/2014 at 4:17 AM, Moe said:

Hey Zupa, this didnt work for me! i dont have single currency, I did exactly as u suggested but when i write click the menu comes up and choose my colours select paint, nothing happens the paint screen stays on, changed it back to deafult it works great , I kinda like the idea of having it work from right click rather than scroll on the car, any ideas why its not working when i do the above?

 

The above is for single currency, i would have to rewrite the normal one 2 then :)

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  On 10/1/2014 at 3:06 PM, PeterBeer said:

So what your saying is the hole script is broken that everyone who try to use it doesn't work ? NO... you just dont have the know how to follow simple steps, so stop insulting the script

Oh no, im not insulting the script.. But trust me, i HAVE done exactly how it is explained.. It simply wont work for me.. I have the menu, i loose money upon buying, i see the text please wait, updating texture..

Then nothing happens..

 

My bad for saying that the script is wrong.. I just cant seem to get it to work.. Could someone help me with skype or such so you could see where i go wrong?

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  On 10/1/2014 at 3:15 PM, noaber said:

Oh no, im not insulting the script.. But trust me, i HAVE done exactly how it is explained.. It simply wont work for me.. I have the menu, i loose money upon buying, i see the text please wait, updating texture..

Then nothing happens..

 

My bad for saying that the script is wrong.. I just cant seem to get it to work.. Could someone help me with skype or such so you could see where i go wrong?

not all vehicles can be repainted, try it with different ones, and double check to see that you didnt miss any commas in the vehicles list in your variables.sqf, I have this running with infistar on a taviana server 1.0.5.1/taviana 2.0, if you want to see it working search for DTPGaming, title line says server speaks for itself i will be on later today, game name is same as here on the forums,

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  On 10/1/2014 at 6:16 PM, bigskwish said:

not all vehicles can be repainted, try it with different ones, and double check to see that you didnt miss any commas in the vehicles list in your variables.sqf, I have this running with infistar on a taviana server 1.0.5.1/taviana 2.0, if you want to see it working search for DTPGaming, title line says server speaks for itself i will be on later today, game name is same as here on the forums,

 

Yeah, i know not every vehicle is to be painted, but i've tried different (atv, suv, the chopper in preview), and none will change color..

Ofcourse i know it works, i just dont get why it wont work for me.. :(

I did every step. It should be right.. But its not.. I even deleted my server and made a clean one, but still no success :(

I'd hope someone could watch me do it, so they can correct me when doing it wrong..

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  On 10/1/2014 at 7:42 PM, meanbeandk said:

Having the same problem as noaber :(  nothing happens :blink:

 

Glad im not the only one :) But yeah, could anyone help us out here? Im pretty sure i did it all right, i used the nonSC one, everything works, except for the texture update..

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Same here menu comes up, make the color i want pay and yet nothing happens i get the message wait a sec for texture update but no change. followed the steps to the t and double checked what i put in. i am running overpoch epoch1051 and lingor map 1.5 does that make a difference for this mod. really would love some help on this topic i see alot of others with the same prob

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looks like you have the compile lines in your custom compiles.sqf for snap pro, i did this to and had the same issue you should have a folder called init, in your mission.pbo

open that up to find 3 .sqf's should be compiles, publicEH, and variables. paste those compile lines in the compiles.sqf in this folder, below is my init\compiles.

  Reveal hidden contents

//Player only


if (!isDedicated) then {

"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty
fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
fnc_usec_selfActions = compile preprocessFileLineNumbers "compile\fn_selfActions.sqf"; //Checks which actions for self
fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
player_dumpBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";
building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";
player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre && audial rating
player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";

player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";
VehicleColourPaint = compile preprocessFileLineNumbers "Paint\vehicleColourPaint.sqf";
VehicleColourUpdate = compile preprocessFileLineNumbers "Paint\VehicleColourUpdate.sqf";
VehicleColourUpdate2 = compile preprocessFileLineNumbers "Paint\VehicleColourUpdate2.sqf";
player_paint = compile preprocessFileLineNumbers "Paint\player_paint.sqf";

hopefully this will get yours working

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