jahangir13 Posted October 21, 2014 Report Share Posted October 21, 2014 After switching from Chernarus to Napf I've created a simple script on player demand for our server. Maybe someone finds it useful, so I release it here. It allows a player to pack / unpack a bike on demand to be able to make larger distances a bit quicker. No items are needed for crafting or deploying the bike. It's just there to make things a bit easier. The bike is bound to the PlayerUID, so only the player who unpacked the bike can pack it again. http://youtu.be/lG4j80qUDlc The video shows how it works (early stage...looks a bit different now). Link to the script is in the video description (installation instructions are placed inside the script...so where they are needed). You get killed on the bike if you do not add the _classname to variables.sqf or elsewhere to the array: DZE_safeVehicle = ["ParachuteWest","ParachuteC"]; So: DZE_safeVehicle = ["ParachuteWest","ParachuteC","MMT_USMC" ]; For battleye script restriction kicks: Add this: !="_bike setVariable[\"Ownername\", _playeruid, true];" at the end of the setDammage line, like: 5 "setDammage" !="_bike setVariable[\"Ownername\", _playeruid, true];" . . Changelog v0.2 (10.12.2014): - Some performance improvements (e.g. short hang at first use) - Player now hops directly onto the bike as driver after unpacking Link to Script v0.2: http://pastebin.com/2NnAP6eR Link to comment Share on other sites More sharing options...
SadBoy1981 Posted October 22, 2014 Report Share Posted October 22, 2014 Script restriction #52 Link to comment Share on other sites More sharing options...
jahangir13 Posted October 22, 2014 Author Report Share Posted October 22, 2014 Ah yes. I guess you need to add the bike classname into allowedvehicles_dze . I need to add this when i am back from work. @SadBoy1981: I do not get the battleye script restriction. Can you go to your script.log in your Battleye directory on the server and post me the logged line to see for what it happened (after getting kicked...you will see your name there and the reason why you got kicked)). And also the line which it belongs to in script.txt? Restriction #52 means line 52 is responsible for the kick (this starts with a 5). So you count from 0 on (first line is 0) and leave out any commented lines ( // ). We can then add a excemption for the line which kicks you. As I do not get the kick, I don't know exactly what it is. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted October 22, 2014 Report Share Posted October 22, 2014 Ah yes. I guess you need to add the bike classname into allowedvehicles_dze . I need to add this when i am back from work. @SadBoy1981: I do not get the battleye script restriction. Can you go to your script.log in your Battleye directory on the server and post me the logged line to see for what it happened (after getting kicked...you will see your name there and the reason why you got kicked)). And also the line which it belongs to in script.txt? Restriction #52 means line 52 is responsible for the kick (this starts with a 5). So you count from 0 on (first line is 0) and leave out any commented lines ( // ). We can then add a excemption for the line which kicks you. As I do not get the kick, I don't know exactly what it is. 22.10.2014 12:44:32: F_R_O_S_T (127.0.0.1:2404) 72d8db75855762483ae16f2f031624f6 - #52 "ername", _playeruid, true]; if (_keepDamage) then { _bike setDammage s_bikeDamage; }; _positionBike = player modelToWorld _dist" scripts.txt //new 5 "dedicatedServerInterface" 5 "set' + 'Damage" 5 "\"Logic\" createUnit _array;" 5 "hint \"Server Anti-Hack is OFF. Rejoin Server Now\";" 5 "[6300,7700,0]" 5 "group (" !"_mygrp = group (" 5 ", 27000" 1 "Sound_Alarm" 5 "Sound_Alarm2" 5 "val = [.1,1.5,.2]" 5 "BoxObject" 5 "dafonz" 5 "_fonzy" 5 "_troll" 5 "_sharky" 5 "Phonza" 5 "gible" 5 "nice antihack" 5 "\"Bo\"+\"_FAB\"+\"_250\"" 5 "\"B\"+\"o\"+\"_\"+\"F\"+\"A\"+\"B\"+\"_\"+\"2\"+\"5\"+\"0\"" 5 "_x setDamage 1" 5 "nearestObjects [[6325.6772,7807.7412]" 5 "createVehicleLocal _fck" 5 "\"HelicopterExplobig\", \"HelicopterExploSmall\"" 5 "\"HelicopterExplobig\",\"HelicopterExploSmall\"" 5 "\"HelicopterExploSmall\", \"HelicopterExplobig\"" 5 "\"HelicopterExploSmall\",\"HelicopterExplobig\"" 5 "_classname = \"HelicopterExploBig\";" 5 "_fck select" 5 "BattleFieldClearance" 5 "_codeAHOFF" 5 "_first in" 5 "_commands" 5 "_agent setDamage 1" 5 "_unit createUnit" 5 "createUnit _array" 5 "[_pos, _grp, \";\" +" 5 "+ \";\"" 5 "+\";\"" 5 "+ \";\"]" 5 "+\";\"]" 5 "], \"Logic\"]" 5 "],\"Logic\"]" 5 "closeDisplay =" 5 "{rJIPREQUEST" !"!isNil {rJIPREQUEST}" 5 "RUSTLER" 5 "Ruslter" 5 "Systems Online" 5 "HangenderRE" 5 "vilegaming" 5 "v.i.l.e" 5 "Lystic" 5 "setDammage" 5 "compile toString" 5 "@TheWarZ" 5 "beeeh" 5 "dayz-injector-menu" 5 "Shadowy_NONRE" 5 "_cute" 5 "_stuff" 5 "_vgmenu" 5 "_func4" 5 "_genVar" 5 "_rand60" 5 "_first_term" 5 "_skarmory" 5 "_salamence" 5 "Init RE" 5" Nigger" 5 "\"You\"" 5 "selectedItemCountLeft = lnbText" 5 "[[\"Man\",\"Air\",\"Car\",\"Motorcycle\",\"Tank\",\"Ship\",\"StaticWeapon\"],250000]" 5 "action_crate1" 5 "_dummyveh" 5 "], 40000])" 5 "(getPosATL player) nearObjects [\"Man\", 200];" 5 "(nearestObject [player, \"Rabbit\"])" 5 "try saving" 5 "addMagazineCargoGlobal[\"ItemSilverBar\",50];" 5 "addMagazineCargoGlobal[\"ItemSilverBar10oz\",50];" 5 "addMagazineCargoGlobal[\"ItemGoldBar\",50];" 5 "addMagazineCargoGlobal[\"ItemGoldBar10oz\",50];" 5 "addMagazineCargoGlobal[\"ItemBriefcase100oz\",50];" 5 "addMagazineCargoGlobal[\"ItemSilverBar\",500];" 5 "addMagazineCargoGlobal[\"ItemSilverBar10oz\",500];" 5 "addMagazineCargoGlobal[\"ItemGoldBar\",500];" 5 "addMagazineCargoGlobal[\"ItemGoldBar10oz\",500];" 5 "addMagazineCargoGlobal[\"ItemBriefcase100oz\",500];" 5 "rJIPrequest =" !"rJIPrequest = 'JIPrequest'" 5 "(createGroup sideLogic)" 5 "_g = createGroup sidelogic;" 5 "_u = _g createUnit [" 5 "_u = _g createUnit [\"Fun\"+\"ctions\"+\"Man\"+\"ager\",[0,0,0],[],0,\"NONE\"];" 5 "_MissionZBoar" 5 "join _Editor;" 5 "_Editor =" 5 "\"F\"+\"u\"+\"n\"+\"c\"+\"t\"+\"i\"+\"o\"+\"n\"+\"s\"+\"M\"+\"a\"+\"n\"+\"a\"+\"g\"+\"e\"+\"r\"" 5 "Fun\"+\"ctions\"+\"Man\"+\"ager" 5 "allmissionobjects 'FunctionsManager'" 5 "allmissionobjects \"FunctionsManager\"" 5 "], \"FunctionsManager\"]" 5 "],\"FunctionsManager\"]" 5 "\"Functions\" + \"Manager\"" 5="\"Manager\"" 5="\"Fuck server\"" 5="\"Rcon (run twice)\"" 5 "'by Douggem'" 5 "taskHint ['Nuke incoming, take cover!',[1,0,0,1],'taskNew'];" 5 "taskHint ['Open your mouth my cock is going in',[1,0,0,1],'taskNew'];" 5 "taskHint ['LOL NICE ANTIHACK! Your shitty server just got fucked. Have a nice day!',[1,0.05,0.55,1],'taskNew'];" 5 "Nuke incoming, take cover!" 5 "Open your mouth my cock is going in" 5 "LOL NICE ANTIHACK! Your shitty server just got fucked. Have a nice day!" 5 "_epochGuard = (_epochGroup)" 5 "\"Fun\"+\"ctions\"+\"Man\"+\"ager\"" 5 "'Hel'+'icopterE'+'xplobig'" 5 "\"Hel\"+\"icopterE\"+\"xploBig\"" 5 "Spawned exploding sheep on all" 5 "create\"+\"Unit" 5 "dayz_spawnPos =" !"dayz_spawnPos = getPosATL player" !"dayz_spawnPos = _debugPos;" 5 "_newUnit = _class" 5 "_unit = _grp create\"+\"Unit [_type, _itemPos, _class];" 5 "_unit = _grp createUnit [_type, _itemPos, _class];" 5 "[_type, _itemPos, _class]" 5 "_engineered" 5 "[] spawn {player addMagazine" 5 "[] spawn {player addWeapon" 5 "_objectBB" 5 "_hitMemoryBB" 5 "Key [%1] added to inventory!" 5 "_object = \"Medbox0\" createVehicle (position player);" 5 "vehicle player addaction" 5 "respawn_west" !="getMarkerPos \"respawn_west\"" !="getMarkerpos 'respawn_west';" 5 "attachTo [_hitObjectBB" 5 "_DMG = 0; exitWith{};" 1 "player addweapon _result;" 1 "createVehicleLocal _position" !"_spawnveh createVehicleLocal _position" !="_point = \"Logic\" createVehicleLocal getPosATL _unit;" !="_tag = \"Sign_sphere10cm_EP1\" createVehicleLocal _position;" 1 "FunctionsManager" !="_logic = _group createUnit [\"FunctionsManager\", [0,0,0], [], 0, \"none\"];" 1 "\"+\"" 1 "'+'" 1 "_grp" !"createGroup" !="BIS_OO_grpLogic" !="BIS_OO_grp" 1 "addweapon" !"\"addWeapon\"" !"='STR';" !"player addWeapon \"Loot\";" !"player addWeapon \"Flare\";" !"_item addWeaponCargoGlobal [_iItem,1];" !"player addWeapon _x" !"_qty" !"_itemOut" !"DZE_REPLACE_WEAPONS" !"_newUnit" !"raddWeapon" !"select _index" !"DEBUG TRADER CHANG MADE" !"_objWpnQty" !"_isOK" !"configName" !"_itemtodrop" !"player playActionNow \"Medic\";" !"_body addWeapon dayz_onBack;" !="CBA_fnc_addWeaponVerified" !="CBA_fnc_addWeapon" !="CBA_fnc_addWeaponCargo" !="CBA_fnc_addWeaponCargoGlobal" !="_item addWeaponCargoGlobal [_cwep,1];" 1 "addmagazine" !"\"addmagazine\"" !"='STR';" !"_swing';" !"_qty" !"_agent addMagazine _loot;" !"_itemOut" !"DZE_REPLACE_WEAPONS" !"_newUnit" !"raddMagazine" !"select _index" !"DEBUG TRADER CHANG MADE" !"_objWpnQty" !"_isOK" !"configName" !"_itemorignal" !"player addMagazine _canName" !"_itemtodrop" !"addMagazineTurret" !"BIS_fnc_invRemove" !"player addMagazine [\"Quiver\", _ammo];" !"player addMagazine _item;" !="CBA_fnc_addMagazineVerified" !="CBA_fnc_addMagazine" !="CBA_fnc_addMagazineCargo" !="CBA_fnc_addMagazineCargoGlobal" !="_zombiebody addMagazine \"ItemZombieParts\";" !="vehicle _obj addMagazine _mag;" 1 "createDialog" !"\"createDialog\"" !"='STR';" !"createdialog \"EpochDeathBoardDialog\";" !"createdialog \"TraderDialog\";" !"createdialog \"ComboLockUI\"" !"createdialog \"SafeKeyPad\";" !"createDialog \"RscDisplayGenderSelect\";" !"createDialog \"RscDisplaySpawnSelecter\";" !"createDialog 'RscDisplayCraftingMenu';" 1 "createDisplay" !"\"createDisplay\"" !"='STR';" 5 !="PV_requestServerunit" Link to comment Share on other sites More sharing options...
jahangir13 Posted October 22, 2014 Author Report Share Posted October 22, 2014 Hi, you need to add this at the end of your scripts.txt battleye file: !="_bike setVariable[\"Ownername\", _playeruid, true];" So that it lokks like this: 5 "setDammage" !="_bike setVariable[\"Ownername\", _playeruid, true];" I could now reproduce it with your scripts file. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted October 24, 2014 Report Share Posted October 24, 2014 working now Link to comment Share on other sites More sharing options...
Stollenwerk Posted November 8, 2014 Report Share Posted November 8, 2014 In my case, it causes a freeze of 10 seconds when joining. Also the bike vanishes after 1 minute or for others it says "cannot deploy, because unconscious"... Link to comment Share on other sites More sharing options...
jahangir13 Posted November 8, 2014 Author Report Share Posted November 8, 2014 If the player is im combat or unconscious is what I check in the script (you should not be able to unpack the bike if in combat or unconscious). I got it once after I died and relogged. So I guess in this case the player should not be unconscious anymore. You can comment the line out if you don't want it there. Never vanished or had a freeze so far, hm. If you have a look into your db. How many objects do you have with classname "MMT_USMC" ? For the standard linux server I use you cannot buy this mountain bike at traders and they do not spawn automatically. Only other classnames. Therefore I've used this one. If there are a lot of these on your map...yes, it might take long. What does 'vanish' mean exactly. You drive with the bike and then it's gone and you are on your feet again or is it invisible but you are still driving? Link to comment Share on other sites More sharing options...
jahangir13 Posted November 8, 2014 Author Report Share Posted November 8, 2014 I also had it twice today that the bike vanished. I guess this has nothing to do with the script...it's the same as with vaults which sometimes look ok and sometimes disappear. I am not sure if it#s the same. Have a look at the small video: I am standing next to the bike and when I turn the player around a bit it's visible or completely invisible. http://youtu.be/6x4zstrPIds Maybe someone can explain what this is or if there's a way to fix this? Link to comment Share on other sites More sharing options...
raymix Posted November 8, 2014 Report Share Posted November 8, 2014 Looks like a bug with LODs ... had similar trouble with helipads that uses hidden textures. try adding this right after you spawn a bike, if it does not fix the issue, at least it lets you access bike menu faster, lol https://community.bistudio.com/wiki/reveal Link to comment Share on other sites More sharing options...
jahangir13 Posted November 8, 2014 Author Report Share Posted November 8, 2014 There is : player reveal _bike; But not the next command after the createVehicle. First I set some variables, change pos and so on. After all of that I reveal it. I was just not sure if I am doing something wrong here, but I guess it's as you said: something with texture or model for this classname (MMT_USMC). It's something like this...so no scripting issue in your opinion? That's what I want to know ;) http://forums.bistudio.com/showthread.php?146864-ArmA-2-LOD-stuttering-texture-flickering With a Vault it's a bit different for me..it's sometimes badly to see nut it's there. The bike completely vanished as it can be seen in the video, hm. Link to comment Share on other sites More sharing options...
jahangir13 Posted November 12, 2014 Author Report Share Posted November 12, 2014 Lol, this one was a real performance killer. Doing the loop to check for an existing player bike in fn_selfAction was bullshit. To avoid that the menu action shows up if the bike has been already unpacked when player reloggs I did it this way (for what I should get banned from the forums^^). I've updated the link in the video description to the corrected script (instructions are at the end of the file). I've also rearranged some other things (bike spawns into direction at time player looked when executing the command / quit the loop if personal bike has been found) and now it should work as intended. I did not get the invisibility issue anymore. Let me know if that still occurs (or try to change _classname everywhere from "MMT_USMC" to "MMT_Civ" which might solve it...don't know why there are 2 classnames for the sae thing. There might be a reason ;) ). Link to comment Share on other sites More sharing options...
jahangir13 Posted December 10, 2014 Author Report Share Posted December 10, 2014 I did some small changes and updated to v0.2 above. Link to comment Share on other sites More sharing options...
TNT Posted December 11, 2014 Report Share Posted December 11, 2014 what if you move this to a right click on radio or some other item then you dont have to do the whole loop check, and it also keeps your scroll wheel menu smaller and you wouldn't have to have any self action edits thanks for the script :) Link to comment Share on other sites More sharing options...
jahangir13 Posted December 15, 2014 Author Report Share Posted December 15, 2014 @TNT: yuo can add it also to a right click option. It's just the way how it is called. The loop I need to check if the player already has unpacked his/her bike. There are always different ways how things can be done, I wanted to avoid having too many bikes all over the map if people can unpack one after another. So I have a look for any existing bike before letting the player unpack one. TNT 1 Link to comment Share on other sites More sharing options...
Motoboss Posted December 20, 2014 Report Share Posted December 20, 2014 First of all I would like to thank you for this mod I’ve been looking for a basic deploy bike script to add to my server :) I am having an issue with it though that is not described in the replies Everything works when I log into server ...Unpack bike menu shows up and I can ride the bike and then pack the bike.. The issue is the option only lasts about 20 seconds or less then everything disappears :( If the bike is unpacked or even if I am riding it, it disappears also the option to unpack or pack its all gone after about 20 seconds Any help with this would be much appreciated.. Also a step by step installation guide would be awesome because the install guide for this is very vague and I spent allot of time trying to figure out what was supposed to be done and I’m not exactly sure I’ve done all the steps correctly Thanks in advance Motoboss Link to comment Share on other sites More sharing options...
igoooor Posted December 29, 2014 Report Share Posted December 29, 2014 Thanks it's working ! however I have this in my server .RPT 1:38:21 Error in expression <layerHadBike = true; }; } count (player nearEntities [["MMT_Civ"], 25000]); > 1:38:21 Error position: <nearEntities [["MMT_Civ"], 25000]); > 1:38:21 Error 0 éléments fournis, 3 attendus 1:38:21 File mpmissions\DayZ_Epoch_11.Chernarus\init.sqf, line 138 so it comes from // check for existing player bike { _ownername = _x getVariable["Ownername", "nil"]; if ( _ownername == getPlayerUID player ) exitWith { s_playerHadBike = true; }; } count (player nearEntities [["MMT_Civ"], 25000]); // jahan - end player bike any idea how to fix it? Link to comment Share on other sites More sharing options...
jahangir13 Posted December 31, 2014 Author Report Share Posted December 31, 2014 What does this mean in english? Error 0 éléments fournis, 3 attendus Link to comment Share on other sites More sharing options...
SgtStone Posted January 4, 2015 Report Share Posted January 4, 2015 i have the same error in my logs. 14:29:03 Error in expression <layerHadBike = true; }; } count (player nearEntities [["MMT_Civ"], 25000]); ca> 14:29:03 Error position: <nearEntities [["MMT_Civ"], 25000]); ca> 14:29:03 Error 0 elements provided, 3 expected 14:29:03 File mpmissions\__cur_mp.chernarus\init.sqf, line 205 Here is the init line around that: //DayZ Watermark if (!isNil "server_name") then { [] spawn { waitUntil {(!isNull Player) and (alive Player) and (player == player)}; waituntil {!(isNull (findDisplay 46))}; 5 cutRsc ["wm_disp","PLAIN"]; ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText server_name; }; }; // jahan - begin player bike s_playerHadBike = false; s_player_unpackbike = -1; s_player_packbike = -1; s_bikeDamage = 0; // check for existing player bike { _ownername = _x getVariable["Ownername", "nil"]; if ( _ownername == getPlayerUID player ) exitWith { s_playerHadBike = true; }; } count (player nearEntities [["MMT_Civ"], 25000]); // jahan - end player bike call compile preprocessFileLineNumbers "custom\walkamongstthedead\config.sqf"; #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf" btw: Chernarus, Epoch. and infistar. Link to comment Share on other sites More sharing options...
jahangir13 Posted January 4, 2015 Author Report Share Posted January 4, 2015 Hm, I am not sure why this happens. Can you try to change the 'count' to a 'forEach'. I am not sure what happens if there are no MMT_CIVs in the map. Where exactly in the init you've posted is your line 205? Or another idea: Change count (player nearEntities [["MMT_Civ"], 25000]); to count (player nearEntities [["MMT_Civ"], 25000]) -1; and tell me if that solves the issue. Link to comment Share on other sites More sharing options...
SgtStone Posted January 5, 2015 Report Share Posted January 5, 2015 So, i have testing this: count (player nearEntities [["MMT_Civ"], 25000]) -1; forEach (player nearEntities [["MMT_Civ"], 25000]) -1; forEach (player nearEntities [["MMT_Civ"], 25000]) dosn't work. I might also just see what simple. Here is the init: http://pastebin.com/emKrvn3M here the error message 13:51:15 Bad conversion: array 13:51:15 Error in expression <layerHadBike = true; }; } count (player nearEntities [["MMT_Civ"], 25000]) -1; > 13:51:15 Error position: <nearEntities [["MMT_Civ"], 25000]) -1; > 13:51:15 Error 0 elements provided, 3 expected 13:51:15 File mpmissions\__cur_mp.chernarus\init.sqf, line 205 Link to comment Share on other sites More sharing options...
jahangir13 Posted January 5, 2015 Author Report Share Posted January 5, 2015 Hm, whatever I do I cannot reproduce this, I thought it has something to do with not having any MMT_Civ objects on the map maybe. I've deleted all I had and no errors. When does the error occor...I guess just after logging into the game? The problem is if I cannot reproduce this I cannot find a solution. Maybe someone else can help here, I hope. Link to comment Share on other sites More sharing options...
SgtStone Posted January 5, 2015 Report Share Posted January 5, 2015 The error occurs when I pull the server out of the restart. Then he writes the error in the logs. The bikes are also on the map, multiple stand there, just as in the database. I look again everything in silence through, is only something small which is only about looks. Link to comment Share on other sites More sharing options...
se7en Posted January 10, 2015 Report Share Posted January 10, 2015 Possible to make this: ///// ################ jahan - Begin Player Bike ######################################## if ((speed player < 1) && !(player isKindOf "PZombie_VB") && _canDo && !_inVehicle ) then { ///// unpack bike addaction: if( ( isNull cursorTarget ) ) then { if ((s_player_unpackbike < 0) && (!s_playerHadBike)) then { s_player_unpackbike = player addAction [("<t color=""#DF01D7"">" + ("Unpack Bike") +"</t>"),"custom\jtools\player_bike.sqf","unpack",-1,false,true,"", ""]; }; } else { player removeAction s_player_unpackbike; s_player_unpackbike = -1; }; ///// pack bike addaction: if ( !(isNull cursorTarget) && (player distance cursorTarget < 3) && (typeOf cursorTarget == "MMT_Civ") ) then { if ((s_player_packbike < 0) && ( s_playerHadBike )) then { s_player_packbike = player addAction [("<t color=""#DF01D7"">" + ("Pack Bike") +"</t>"),"custom\jtools\player_bike.sqf","pack",-1,false,true,"", ""]; }; } else { player removeAction s_player_packbike; s_player_packbike = -1; }; }; ///// ################ jahan - End Player Bike ######################################## a part of custom menu script that is already included in fn_selfActions? Dont want to make another selfaction menu options so i wanted to make it a part of sub-menu... Link to comment Share on other sites More sharing options...
DangerRuss Posted January 10, 2015 Report Share Posted January 10, 2015 snip Link to comment Share on other sites More sharing options...
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