Buck0 Posted February 17, 2014 Report Share Posted February 17, 2014 this ^ Link to comment Share on other sites More sharing options...
Turtle Posted February 17, 2014 Report Share Posted February 17, 2014 yeah this would be great to work in 1042 Link to comment Share on other sites More sharing options...
Scaramanga Posted February 19, 2014 Report Share Posted February 19, 2014 Bump for great justice. Is really noone using this addon anymore? Link to comment Share on other sites More sharing options...
Richie Posted February 19, 2014 Report Share Posted February 19, 2014 Lots using but nobody has an updated fixed :( Link to comment Share on other sites More sharing options...
JigS4w Posted February 21, 2014 Report Share Posted February 21, 2014 it appears the 1.0.4.2 update has no "local_lockunlock.sqf" in the "compile" folder :( Link to comment Share on other sites More sharing options...
MrTesla Posted February 22, 2014 Author Report Share Posted February 22, 2014 I edited the first post a bit for clarity. I don't have a server to see if it's still working though. Tried doing this and got it working, however it stopped all my other scripts like Self BB, Snap too, adv salvaging etc from working, so had to remove it :( My guess is that you overwrote your custom "compiles.sqf" when you performed step 2. Or you just changed your "init.sqf" to use your new "compiles.sqf" instead of the already edited one (with self BB and such). If you already have a custom "compiles.sqf" in your mission file you don't need to copy it from your client files. Just make the changes to the existing one. it appears the 1.0.4.2 update has no "local_lockunlock.sqf" in the "compile" folder :( Still there for me. Link to comment Share on other sites More sharing options...
Jkrohn1 Posted February 23, 2014 Report Share Posted February 23, 2014 I'm totally new at scripting and after adding build snapping and self blood bag without any issue I have struggled for 24+ hours to get this to half work. I can currently tow spawned non lockable vehicles and bought unlocked. Bought locked can not be towed. Before hand I could tow and lift everything. Does the DZE_Helilift=true need changed to false for lift to work with R3F? I stupidly only tried with Chinnock meaning lift may never of worked or maybe my allowed vehicles needs changed. Can someone point me in the direction of the file. This script seems to be a pain for most people lol. Also what will stop SetPos Restriction kicks :-\ Link to comment Share on other sites More sharing options...
Jkrohn1 Posted February 23, 2014 Report Share Posted February 23, 2014 Still there for me. Link to comment Share on other sites More sharing options...
MrTesla Posted February 23, 2014 Author Report Share Posted February 23, 2014 File wasn't there for me on a fresh install of 1.0.4.2 so I just made one using the lines posted in the tutorial. Will add the text I have I'm mine later today (if I have time) just make a new file called local_lockunlock.sqf and copy and past it then you have the file :-) If anyone else a wants to post their file text before me it could help. Link to comment Share on other sites More sharing options...
Jkrohn1 Posted February 23, 2014 Report Share Posted February 23, 2014 Strange, I know what the command does but like Jigsaw I couldn't see the file :-\ , maybe it was hidden to me by server supplier (Vilayer). Anyway what you have actually but in your tutorial is the full file he needs to create. My brains a little fried after days of scripting :-D Link to comment Share on other sites More sharing options...
Scaramanga Posted February 23, 2014 Report Share Posted February 23, 2014 I just downloaded the client files manually from this site to check. It's definitely in there. dayz_code.pbo > compile > local_lockunlock.sqf This is an essential file for Epoch. If it weren't there, locking and unlocking vehicles wouldn't work at all. However, the lines that I posted weren't the whole script. The whole thing looks like this: Link to comment Share on other sites More sharing options...
Jkrohn1 Posted February 23, 2014 Report Share Posted February 23, 2014 We have tow working on ours I'm just struggling with the lift :-( Link to comment Share on other sites More sharing options...
Deepsniper Posted February 23, 2014 Report Share Posted February 23, 2014 Anyone know how to limit the lift distance? that alone would solve lots of issues Link to comment Share on other sites More sharing options...
MrTesla Posted February 23, 2014 Author Report Share Posted February 23, 2014 maybe it was hidden to me by server supplier (Vilayer). It's in the client files (that every player downloads from either here or DayZ Commander), not the server files. Check your ArmA 2 Operation Arrowhead install directory. "@DayZ_Epoch\addons\dayz_code.pbo" So you got this working with 1.0.4.2? I never had any problem finding or editing local_lockunlock.sqf, but still it still not work as intended. Guess I'll give it another try. I don't have a server to test it, but I can't see why it wouldn't work anymore. Not much has changed in the code. Anyone know how to limit the lift distance? that alone would solve lots of issues It should be in the "heliporter.sqf" (R3F_ARTY_AND_LOG\R3F_LOG\heliporteur\). I believe the "20" in this line is the lift distance: _objet = nearestObjects [_heliporteur, R3F_LOG_CFG_objets_heliportables, 20]; Link to comment Share on other sites More sharing options...
Richie Posted February 23, 2014 Report Share Posted February 23, 2014 I don't have a server to test it, but I can't see why it wouldn't work anymore. Not much has changed in the code. It no longer works on 1.0.4.2, I had it working fine since it was posted on every Epoch release. Link to comment Share on other sites More sharing options...
Shizweak Posted February 23, 2014 Report Share Posted February 23, 2014 It no longer works on 1.0.4.2, I had it working fine since it was posted on every Epoch release. Working fine on my server Link to comment Share on other sites More sharing options...
Buck0 Posted February 25, 2014 Report Share Posted February 25, 2014 can also confirm i have tweaked it works perfect on my server Link to comment Share on other sites More sharing options...
Turtle Posted February 25, 2014 Report Share Posted February 25, 2014 wait so how is this working? You wanna make a post about how to do it pweasseee Link to comment Share on other sites More sharing options...
Jkrohn1 Posted February 25, 2014 Report Share Posted February 25, 2014 It's in the client files (that every player downloads from either here or DayZ Commander), not the server files. Check your ArmA 2 Operation Arrowhead install directory. "@DayZ_Epoch\addons\dayz_code.pbo" I don't have a server to test it, but I can't see why it wouldn't work anymore. Not much has changed in the code. Link to comment Share on other sites More sharing options...
Shizweak Posted February 26, 2014 Report Share Posted February 26, 2014 wait so how is this working? You wanna make a post about how to do it pweasseee There isn't much to understand, R3F has a single "disable" variable that can be set on any object called "R3F_LOG_disabled" - if this is set to true, towing/lifting does not work. For example: _vehicle setVariable ["R3F_LOG_disabled",true,true]; In Epoch's case, you need to set this variable to either false (when vehicle is unlocked), or true (when vehicle is locked) in "local_lockUnlock.sqf" (obviously this file needs to be copied from dayz_code PBO to the mission file, and referenced in your custom compiles.sqf). And also set it to false in the server files (server_monitor.sqf, IIRC) when the vehicles are spawned in on restart. Link to comment Share on other sites More sharing options...
Jkrohn1 Posted February 26, 2014 Report Share Posted February 26, 2014 So why is it set to True True rather then just True? Link to comment Share on other sites More sharing options...
MrTesla Posted February 26, 2014 Author Report Share Posted February 26, 2014 So why is it set to True True rather then just True? The 2nd "true" makes the variable public (broadcast to all clients), which is necessary for this. Link to comment Share on other sites More sharing options...
Turtle Posted February 26, 2014 Report Share Posted February 26, 2014 well I've only sorta grasped what you said up there^^ what I did is I followed the instructions on this post, I'm guessing I have to change a few things Link to comment Share on other sites More sharing options...
Jkrohn1 Posted February 26, 2014 Report Share Posted February 26, 2014 OK I have tried everything I can think of anyone know what can be causing locked vehicles gear to be accessible? Link to comment Share on other sites More sharing options...
MrTesla Posted February 26, 2014 Author Report Share Posted February 26, 2014 OK I have tried everything I can think of anyone know what can be causing locked vehicles gear to be accessible? Link to comment Share on other sites More sharing options...
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