Jkrohn1 Posted February 26, 2014 Report Share Posted February 26, 2014 OMG I should wear my ass as a hat, sorted. Love you man hug if i ever find you :D Link to comment Share on other sites More sharing options...
Turtle Posted March 2, 2014 Report Share Posted March 2, 2014 so idk if anyone thought about this, but, the whole towing a locked vehicle thing isn't that big of a deal because the players cant get into it anyway. Therefor they cant sell it or get into it so its position would save.. Link to comment Share on other sites More sharing options...
stonXer Posted March 3, 2014 Report Share Posted March 3, 2014 Thanks for this! saves all those vehicles being lifted out from inside buildings etc :) Link to comment Share on other sites More sharing options...
PNG_Karma Posted March 6, 2014 Report Share Posted March 6, 2014 Does this work for 1.0.4.2 I never used to have an issue but now players can lift most if not all vehicles when theyre locked Any help? Link to comment Share on other sites More sharing options...
Turtle Posted March 6, 2014 Report Share Posted March 6, 2014 Does this work for 1.0.4.2 I never used to have an issue but now players can lift most if not all vehicles when theyre locked Any help? Link to comment Share on other sites More sharing options...
Turtle Posted March 9, 2014 Report Share Posted March 9, 2014 It no longer works on 1.0.4.2, I had it working fine since it was posted on every Epoch release. ok richie, I have found out this dose work. I had a spark of an idea one day and tried this again. AT FIRST id assume you are using infiSTAR correct? you spawned in vehicles using the hive and then tested correct? Go ahead, spawn the vehicles, and then restart your server, try it again. WHAPOW it works lol. so yeah, I guess its just a little hiccup with spawn vehicles hive. But this works fine. Link to comment Share on other sites More sharing options...
Surreal419 Posted March 19, 2014 Report Share Posted March 19, 2014 Ok I did this... it seems to be almost working lol. It wont give me the option to tow/lift locked vehicles this is good. But Actually lifting and towing vehicles is a huge problem. The menu keeps popping up and going away so fast you cant mousewheel and click it in time, and unlifting something is just impossible. Same problem. The option to lift/drop vehicle flicks on and off. What did I do wrong?? Link to comment Share on other sites More sharing options...
Surreal419 Posted March 19, 2014 Report Share Posted March 19, 2014 OK I Have a custom Compiles... But the way I have it set up is that in Init.sqf I call regular compiles (from dayz_Code) Then I call custom compiles for deploy bike, bloodbag, etc. which overrides the regular compiles as it comes after. Basically what I'm asking is Can I just edit Dayz_code/init/compiles.sqf to call ]local_lockUnlock = compile preprocessFileLineNumbers "Custom\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle I have a feeling the filepath will be really messed up and i"ll be forced to use a custom compiles. I've been staying away from "custom" compiles, fn_selfactions and all that jazz for as much as possible. Because simply overriding will make updating to new version of epoch in the future a snap. Link to comment Share on other sites More sharing options...
adg Posted March 19, 2014 Report Share Posted March 19, 2014 One does not change the bisigned pbo's (this includes all pbo's in @DayZ_Epoch\addons). You are doing it right by calling your "empty/new" compiles after the default one in init.sqf, and making all the changes there. Example: progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions call compile preprocessFileLineNumbers "custom\compiles.sqf" The way it works, is that the default compiles.sqf will process all the necessary files and your custom compiles overrides all the changes you desire. So after copying local_lockUnlock.sqf from dayz_code.pbo to the mission folder and making changes, you can just call it by adding this line in custom compiles: local_lockUnlock = compile preprocessFileLineNumbers "custom\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle Link to comment Share on other sites More sharing options...
Surreal419 Posted March 19, 2014 Report Share Posted March 19, 2014 But why is my lift/Tow option flickering on and off? (unless its at the perfect Height it seems. ) EDIT: nevermind... somehow my problem resolved itself Link to comment Share on other sites More sharing options...
lima Posted April 23, 2014 Report Share Posted April 23, 2014 Are there any easy way to notify the player when a vehicle they're trying to lift, is unlocked? Instead of just removing the option? Like, could I add: "cutText ["Vehicle is locked and cannot be towed", "PLAIN DOWN"]; somewhere to accomplish that? Link to comment Share on other sites More sharing options...
Mac The Knife Posted April 23, 2014 Report Share Posted April 23, 2014 Sorry wrong post. Link to comment Share on other sites More sharing options...
Guest Posted June 4, 2014 Report Share Posted June 4, 2014 I just dont get it. did everything from the first post (allready had custom compiles sqf) and now i can not tow/lift any vehicle. so i had to roll back the changes. Is there any good alternative script for tow AND lift that works fine? Or is there anything in the first post thats just wrong ? Link to comment Share on other sites More sharing options...
Sexysev Posted June 9, 2014 Report Share Posted June 9, 2014 This worked for me. But now you cant tow or lift a vehicle even if you unlock it first. You can tow/lift vehicles that spawn just fine...just not ones you buy. Link to comment Share on other sites More sharing options...
Powell Posted July 2, 2014 Report Share Posted July 2, 2014 Does this work for 1.0.5.1 yet? I been using it on 1.0.4.2. I added it step by step but still doesn't seem to work. No RPT errors. Any ideas? Link to comment Share on other sites More sharing options...
stonXer Posted July 2, 2014 Report Share Posted July 2, 2014 Does this work for 1.0.5.1 yet? I been using it on 1.0.4.2. I added it step by step but still doesn't seem to work. No RPT errors. Any ideas? yup, worked first time Link to comment Share on other sites More sharing options...
Powell Posted July 2, 2014 Report Share Posted July 2, 2014 yup, worked first time Are you using all the 1.0.5.1 PBO files Link to comment Share on other sites More sharing options...
hogscraper Posted July 8, 2014 Report Share Posted July 8, 2014 We have been using this since 1.0.4.2 but it no longer works and it seems out of the blue that it started. We don't have any world spawn vehicles but I tried this with purchased vehicles, spawned vehicles, both of those before and after a restart and they all still lift. Same for generating a key for a mission vehicle. It shows locked but you can jump into a heli and lift it no problem. Any one else seeing this? Link to comment Share on other sites More sharing options...
Dwarfer Posted July 9, 2014 Report Share Posted July 9, 2014 Hi Guys, I have been doing some testing and on a 1.0.5.1 server with 1.63 build I cannot get this work work. It looks like the local_lockUnlock.sqf does not seem todo anything I added the following to see if it getting called at all and its not as the following should output lines to the log file.. I have tried 3 different ways to call the local_lockUnlock.sqf file and everything is failing. Looking in the dayz code more it seems allot of the files are now talking about https://github.com/vbawol/DayZ-Epoch/blob/Release_1.0.5.1/SQF/dayz_code/actions/lock_veh.sqf and https://github.com/vbawol/DayZ-Epoch/blob/Release_1.0.5.1/SQF/dayz_code/actions/unlock_veh.sqf So I wonder if this is now irrelevant ! anyone have any thoughts ? private ["_vehicle","_status"]; _vehicle = _this select 0; _status = _this select 1; diag_log "TESTING - LOADED Local Unlock"; if (local _vehicle) then { if(_status) then { _vehicle setVehicleLock "LOCKED"; _vehicle setVariable ["R3F_LOG_disabled",true,true]; diag_log "TESTING - LOCKED"; } else { _vehicle setVehicleLock "UNLOCKED"; _vehicle setVariable ["R3F_LOG_disabled",false,true]; diag_log "TESTING - UNLOCKED"; }; }; Link to comment Share on other sites More sharing options...
Dwarfer Posted July 9, 2014 Report Share Posted July 9, 2014 I think i have a new working solution for 1.0.5.1+ I will test for a day then report back. Thanks Link to comment Share on other sites More sharing options...
hogscraper Posted July 10, 2014 Report Share Posted July 10, 2014 I had the same issue so I just opened up heliporter.sqf and found this line if (count _objet > 0) then and changed it up like if (count _objet > 0) then { _objet = _objet select 0; _is_locked = locked _objet; if(_is_locked) then { _objet setVariable ["R3F_LOG_disabled",true,true]; }; if !(_objet getVariable "R3F_LOG_disabled") then { I only did a quick fly by to test so you guys may want to do some thorough testing before throwing it on your server. entire file is below /** * Héliporte un objet avec un héliporteur * * @param 0 l'héliporteur * * Copyright © 2010 madbull ~R3F~ * * This program is free software under the terms of the GNU General Public License version 3. * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ if (R3F_LOG_mutex_local_verrou) then { player globalChat STR_R3F_LOG_mutex_action_en_cours; } else { R3F_LOG_mutex_local_verrou = true; private ["_heliporteur", "_objet"]; _heliporteur = _this select 0; _objet = nearestObjects [_heliporteur, R3F_LOG_CFG_objets_heliportables, 20]; // Parce que l'héliporteur peut être un objet héliportable _objet = _objet - [_heliporteur]; if (count _objet > 0) then { _objet = _objet select 0; _is_locked = locked _objet; if(_is_locked) then { _objet setVariable ["R3F_LOG_disabled",true,true]; }; if !(_objet getVariable "R3F_LOG_disabled") then { if (isNull (_objet getVariable "R3F_LOG_est_transporte_par")) then { if (count crew _objet == 0) then { // Si l'objet n'est pas en train d'être déplacé par un joueur if (isNull (_objet getVariable "R3F_LOG_est_deplace_par") || (!alive (_objet getVariable "R3F_LOG_est_deplace_par"))) then { private ["_ne_remorque_pas", "_remorque"]; // Ne pas héliporter quelque chose qui remorque autre chose _ne_remorque_pas = true; _remorque = _objet getVariable "R3F_LOG_remorque"; if !(isNil "_remorque") then { if !(isNull _remorque) then { _ne_remorque_pas = false; }; }; if (_ne_remorque_pas) then { // On mémorise sur le réseau que l'héliporteur remorque quelque chose _heliporteur setVariable ["R3F_LOG_heliporte", _objet, true]; // On mémorise aussi sur le réseau que l'objet est attaché à un véhicule _objet setVariable ["R3F_LOG_est_transporte_par", _heliporteur, true]; // Attacher sous l'héliporteur au ras du sol _objet attachTo [_heliporteur, [ 0, 0, (boundingBox _heliporteur select 0 select 2) - (boundingBox _objet select 0 select 2) - (getPos _heliporteur select 2) + 0.5 ]]; player globalChat format [sTR_R3F_LOG_action_heliporter_fait, getText (configFile >> "CfgVehicles" >> (typeOf _objet) >> "displayName")]; } else { player globalChat format [sTR_R3F_LOG_action_heliporter_objet_remorque, getText (configFile >> "CfgVehicles" >> (typeOf _objet) >> "displayName")]; }; } else { player globalChat format [sTR_R3F_LOG_action_heliporter_deplace_par_joueur, getText (configFile >> "CfgVehicles" >> (typeOf _objet) >> "displayName")]; }; } else { player globalChat format [sTR_R3F_LOG_action_heliporter_joueur_dans_objet, getText (configFile >> "CfgVehicles" >> (typeOf _objet) >> "displayName")]; }; } else { player globalChat format [sTR_R3F_LOG_action_heliporter_deja_transporte, getText (configFile >> "CfgVehicles" >> (typeOf _objet) >> "displayName")]; }; }; }; R3F_LOG_mutex_local_verrou = false; }; Link to comment Share on other sites More sharing options...
rss_adm Posted July 24, 2014 Report Share Posted July 24, 2014 Hi all! how can I disable the towing open the vehicle if the vehicle is sitting player? or remove passing through walls? Link to comment Share on other sites More sharing options...
Moo125 Posted August 7, 2014 Report Share Posted August 7, 2014 Hi guys. this script is working well for me except on vehicles that have the option to be locked/unlocked. so any car that is bought from traders cannot be towed? Does anyone have any ideas on how to fix this and is anyone else experiencing this? Link to comment Share on other sites More sharing options...
grumpybear Posted August 27, 2014 Report Share Posted August 27, 2014 I'm also having this issue. I can tow and lift with server spawns but as soon as i try a purchased vehicle locked or unlocked I dont get an option. Link to comment Share on other sites More sharing options...
Xethermic Posted September 6, 2014 Report Share Posted September 6, 2014 Followed all the steps listed and still lets players tow locked vehicles. Link to comment Share on other sites More sharing options...
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