OfficialBW8 Posted January 19, 2015 Report Share Posted January 19, 2015 Im trying to add M240's to the Bi-planes and I get in the plane but it has no gun. Do you guys know what I need to do to get it working. Ive done the steps in this tutorial: http://opendayz.net/threads/adding-m240s-to-biplanes.18673/ I may have done the code wrong or it may be outdated. Please let me know as soon as possible. Here is the edited portion of my server_monitor.sqf //Add Magazines _objWpnTypes = (_inventory select 1) select 0; _objWpnQty = (_inventory select 1) select 1; _countr = 0; { if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow if (_x == "ItemTent") then { _x = "ItemTentOld" }; _isOK = isClass(configFile >> "CfgMagazines" >> _x); if (_isOK) then { _object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; //Add Backpacks _objWpnTypes = (_inventory select 2) select 0; _objWpnQty = (_inventory select 2) select 1; _countr = 0; { _isOK = isClass(configFile >> "CfgVehicles" >> _x); if (_isOK) then { _object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; }; }; if (_object isKindOf "AN2_DZ") then { _object addWeapon "M240_veh"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; }; if (_object isKindOf "AN2_1_TK_CIV_EP1") then { _object addWeapon "M240_veh"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; }; if (_object isKindOf "AN2_1_TK_CIV_EP1") then { _object addWeapon "M240_veh"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; }; if (_object isKindOf "AllVehicles") then { { _selection = _x select 0; _dam = _x select 1; if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8}; [_object,_selection,_dam] call object_setFixServer; } count _hitpoints; Link to comment Share on other sites More sharing options...
0 Namindu Posted January 19, 2015 Report Share Posted January 19, 2015 //Add Magazines _objWpnTypes = (_inventory select 1) select 0; _objWpnQty = (_inventory select 1) select 1; _countr = 0; { if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow if (_x == "ItemTent") then { _x = "ItemTentOld" }; _isOK = isClass(configFile >> "CfgMagazines" >> _x); if (_isOK) then { _object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; //Add Backpacks _objWpnTypes = (_inventory select 2) select 0; _objWpnQty = (_inventory select 2) select 1; _countr = 0; { _isOK = isClass(configFile >> "CfgVehicles" >> _x); if (_isOK) then { _object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; }; }; if (_object isKindOf "AN2_DZ" || _object isKindOf "AN2_1_TK_CIV_EP1") then { _object addWeapon "M240_veh"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; }; if (_object isKindOf "AllVehicles") then { { _selection = _x select 0; _dam = _x select 1; if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8}; [_object,_selection,_dam] call object_setFixServer; } count _hitpoints; Link to comment Share on other sites More sharing options...
0 OfficialBW8 Posted January 19, 2015 Author Report Share Posted January 19, 2015 Copied and pasted this exact thing and still didnt work :/ Link to comment Share on other sites More sharing options...
0 TNT Posted January 19, 2015 Report Share Posted January 19, 2015 try posting it under this line clearMagazineCargoGlobal _object; i have this working in the same spot but it does the opposite of what ur doing let me know if it works , post back here and ill add that to my server aswell =] //remove weapons if (_object isKindOf "HMMWV_Armored") then { //_object removeWeapon "M240_veh"; _object removeMagazine "100Rnd_762x51_M240"; _object removeMagazine "100Rnd_762x51_M240"; _object removeMagazine "100Rnd_762x51_M240"; }; Link to comment Share on other sites More sharing options...
0 OfficialBW8 Posted January 19, 2015 Author Report Share Posted January 19, 2015 Ive done this and im getting the error message "Script z\addons\dayz_code\actions\An2_ammo.sqf not found" Here is the edited code in my fn_selfactions.sqf if(_inVehicle and (_vehicle isKindOf "An2_DZ")) then { if (s_player_an2_reload < 0) then { dayz_An2Vehicle = _vehicle; s_player_an2_reload = dayz_An2Vehicle addAction ["Add AMMO to M240 gun", "\z\addons\dayz_code\actions\An2_ammo.sqf",dayz_An2Vehicle,-10,false,true,"","player == driver _target"]; }; } else { dayz_An2Vehicle removeAction s_player_an2_reload; s_player_an2_reload = -1; }; and here is the code in my dayz_code\actions\An2_ammo.sqf private["_ammo","_vehicle","_hasAmmo","_text","_weapon","_weaponname","_ammoname"]; _vehicle = _this select 0; _weapon = "M240"; //vehicleweapon _ammo = "100Rnd_762x51_M240"; //weaponammo _weaponname = _weapon; //cant read from config, coz there is no turret or what ever - so its hardcoded _ammoname = getText (configFile >> "cfgMagazines" >> _ammo >> "displayName"); _text = [_ammoname,_weaponname]; _hasAmmo = _ammo in magazines player; if (_hasAmmo) exitWith { player removeMagazine _ammo; ["<t size='0.6'>3</t>",0,0.8,0.5,0,0,8] spawn BIS_fnc_dynamicText; sleep 1; ["<t size='0.6'>2</t>",0,0.8,0.5,0,0,8] spawn BIS_fnc_dynamicText; sleep 1; ["<t size='0.6'>1</t>",0,0.8,0.5,0,0,8] spawn BIS_fnc_dynamicText; sleep 1; _vehicle addMagazine _ammo; cutText [format[(localize "str_epoch_player_127"),_ammoname], "PLAIN DOWN"]; }; cutText [format[(localize "str_epoch_player_128"),_text], "PLAIN DOWN"]; why is it saying not found. The file is in there. Link to comment Share on other sites More sharing options...
0 Antichrist Posted January 19, 2015 Report Share Posted January 19, 2015 Because you're supposed to put it in your mission folder/pbo not epoch client files Link to comment Share on other sites More sharing options...
0 TNT Posted January 19, 2015 Report Share Posted January 19, 2015 Because you're supposed to put it in your mission folder/pbo not epoch client files =P , he's right , you can not add files to the client side files ,they need to be in your mission, so what u need to do is change the location of where the file should be looked for. =] Link to comment Share on other sites More sharing options...
0 calamity Posted January 20, 2015 Report Share Posted January 20, 2015 server_monitor.sqf _object setVariable ["CharacterID", _ownerID, true]; clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; //======================Vehicle weapons MOD======================== //AN2_DZ add weapons if (_object isKindOf "AN2_DZ") then { _object addWeapon "M240_veh"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addWeapon "TwinVickers"; _object addMagazine "500Rnd_TwinVickers"; }; then if you want them to actually spawn with weapons and not require restart add the same to server_publishVehicle2.sqf //======================Vehicle weapons MOD======================== //AN2_DZ add weapons if (_object isKindOf "AN2_DZ") then { _object addWeapon "M240_veh"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addWeapon "TwinVickers"; _object addMagazine "500Rnd_TwinVickers"; }; //======================Vehicle weapons MOD END======================== diag_log ("PUBLISH: " + str(_activatingPlayer) + " Bought " + (_class) + " with ID " + str(_uid)); }; TNT 1 Link to comment Share on other sites More sharing options...
0 OfficialBW8 Posted January 20, 2015 Author Report Share Posted January 20, 2015 Thanks for the replies. Ill test it the next time my server restarts and let you guys know. Link to comment Share on other sites More sharing options...
0 calamity Posted January 20, 2015 Report Share Posted January 20, 2015 Thanks for the replies. Ill test it the next time my server restarts and let you guys know. should be working.... Link to comment Share on other sites More sharing options...
0 OfficialBW8 Posted January 20, 2015 Author Report Share Posted January 20, 2015 I did the steps and all it did was add the gun to the plane. I would like it to spawn with ammo and be able to have ammo added. Link to comment Share on other sites More sharing options...
0 OfficialBW8 Posted January 20, 2015 Author Report Share Posted January 20, 2015 I did the steps and all it did was add the gun to the plane. I would like it to spawn with ammo and be able to have ammo added. Link to comment Share on other sites More sharing options...
0 Psyfer Posted January 20, 2015 Report Share Posted January 20, 2015 Hi, I tried this script and got it working, its very nice, thank you for writing it. I placed the fn_selfactions.sqf part and added the An2_ammo.sqf. Then I added your part Calamity and found it did add the guns but no ammo. If you change: _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; to this: _object addMagazineCargoGlobal ["100Rnd_762x51_M240",3]; then the aircraft has 3 magazines in the cargo when you spawn it in. You can then add them to your inventory and use the load ammo option. calamity 1 Link to comment Share on other sites More sharing options...
0 OfficialBW8 Posted January 23, 2015 Author Report Share Posted January 23, 2015 I did this and it still would not let me add ammo to the planes. Ive had so much trouble with this script. Can anyone give just a full tutorial. Im kind of a noob. That would be wonderful! Link to comment Share on other sites More sharing options...
0 jOoPs Posted January 24, 2015 Report Share Posted January 24, 2015 unpack your mission.pbo inside create a folder named "custom" (or how ever you want call it) create a file named "An2_ammo.sqf" and put that code into it private["_ammo","_vehicle","_hasAmmo","_text","_weapon","_weaponname","_ammoname"]; _vehicle = _this select 0; _weapon = "M240"; //vehicleweapon _ammo = "100Rnd_762x51_M240"; //weaponammo _weaponname = _weapon; //cant read from config, coz there is no turret or what ever - so its hardcoded _ammoname = getText (configFile >> "cfgMagazines" >> _ammo >> "displayName"); _text = [_ammoname,_weaponname]; _hasAmmo = _ammo in magazines player; if (_hasAmmo) exitWith { player removeMagazine _ammo; ["<t size='0.6'>3</t>",0,0.8,0.5,0,0,8] spawn BIS_fnc_dynamicText; sleep 1; ["<t size='0.6'>2</t>",0,0.8,0.5,0,0,8] spawn BIS_fnc_dynamicText; sleep 1; ["<t size='0.6'>1</t>",0,0.8,0.5,0,0,8] spawn BIS_fnc_dynamicText; sleep 1; _vehicle addMagazine _ammo; cutText [format[(localize "str_epoch_player_127"),_ammoname], "PLAIN DOWN"]; }; cutText [format[(localize "str_epoch_player_128"),_text], "PLAIN DOWN"]; ...and save it. open your customized "fn_selfaction.sqf" and search for that code-block... if (!DZE_ForceNameTagsOff) then { if (s_player_showname < 0 && !_isPZombie) then { if (DZE_ForceNameTags) then { s_player_showname = 1; player setVariable["DZE_display_name",true,true]; } else { s_player_showname = player addAction [localize "STR_EPOCH_ACTIONS_NAMEYES", "\z\addons\dayz_code\actions\display_name.sqf",true, 0, true, false, "",""]; s_player_showname1 = player addAction [localize "STR_EPOCH_ACTIONS_NAMENO", "\z\addons\dayz_code\actions\display_name.sqf",false, 0, true, false, "",""]; }; }; }; after it place that code-block... // option to add ammo to An2 PKT gun if(_inVehicle && (_vehicle isKindOf "An2_DZ")) then { if (s_player_an2_reload < 0) then { dayz_An2Vehicle = _vehicle; s_player_an2_reload = dayz_An2Vehicle addAction ["Add AMMO to M240 gun", "custom\An2_ammo.sqf",dayz_An2Vehicle,-10,false,true,"","player == driver _target"]; }; } else { dayz_An2Vehicle removeAction s_player_an2_reload; s_player_an2_reload = -1; }; now open your customized "variables.sqf" and search for that lines... s_player_heli_lift = -1; s_player_heli_detach = -1; s_player_lockUnlock_crtl = -1; after it insert this line ... s_player_an2_reload = -1; so it looks like ... s_player_heli_lift = -1; s_player_heli_detach = -1; s_player_lockUnlock_crtl = -1; s_player_an2_reload = -1; now search for ... DZE_myHaloVehicle = objNull; dayz_myLiftVehicle = objNull; add after ... dayz_An2Vehicle = objNull; so it looks like ... DZE_myHaloVehicle = objNull; dayz_myLiftVehicle = objNull; dayz_An2Vehicle = objNull; ... save file. thats all in your missionfile.. so repack it. now unpack your server.pbo file or open it with pbomanager... next open "system\server_monitor.sqf" and search for that line ... _object setFuel _fuel; after it insert .. if (_object isKindOf "AN2_DZ") then { _object addWeapon "M240_veh"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; }; ...thats all in server_monitor.sqf.. save it! next step... open "compile\server_publishVehicle2.sqf" and search for that lines... clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; after insert .... if (_object isKindOf "AN2_DZ") then { _object addWeapon "M240_veh"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; }; ready, save! last step open "compiles\server_publishVehicle3.sqf" and search for that lines ... _object setVariable ["ObjectID", _oid, true]; _object setVariable ["lastUpdate",time]; _object setVariable ["CharacterID", _characterID, true]; and insert BEFORE that code-block.. if (_object isKindOf "AN2_DZ") then { _object addWeapon "M240_veh"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; }; save! finally repack your server.pbo.. note: an russian plane with nato-weapons?? tztztztz... Link to comment Share on other sites More sharing options...
0 jOoPs Posted January 24, 2015 Report Share Posted January 24, 2015 lets extend the Merlin with some useractions... what you need ... (server.pbo - server_monitor.sqf/server_publishVehicle2.sqf/server_publishVehicle3.sqf) //BAF_Merlin_DZE add door actions if (_object isKindOf "BAF_Merlin_HC3_D") then { _object setVariable ["Merlin_Doors", 0, true]; _object setVariable ["Merlin_Ramp", 0, true]; }; (client - varibales.sqf) s_player_merlin_doors = -1; s_player_merlin_ramp = -1; dayz_MerlinVehicle = objNull; (client - fn_selfActions.sqf) // option to add Merlin Doors/Ramp-action if ( _inVehicle && (_vehicle isKindOf "BAF_Merlin_HC3_D") ) then { dayz_MerlinVehicle = _vehicle; if (s_player_merlin_doors < 0) then { s_player_merlin_doors = dayz_MerlinVehicle addAction ["open/close doors", "custom\Merlin_Doors.sqf",dayz_MerlinVehicle,-10,false,true,"","player == driver _target"]; }; if (s_player_merlin_ramp < 0) then { s_player_merlin_ramp = dayz_MerlinVehicle addAction ["open/close ramp", "custom\Merlin_Ramp.sqf",dayz_MerlinVehicle,-10,false,true,"","player == driver _target"]; }; } else { dayz_MerlinVehicle removeAction s_player_merlin_doors; s_player_merlin_doors = -1; dayz_MerlinVehicle removeAction s_player_merlin_ramp; s_player_merlin_ramp = -1; }; (client - files - Merlin_Doors.sqf) if (isNil "merlinDoors") then { merlinDoors = 0; }; if (merlinDoors == 0) then { merlinDoors = 1; } else { merlinDoors = 0; }; private["_vcl"]; _vcl = _this select 0; //vehicle player; _vcl animate ["DVERE_L", merlinDoors]; _vcl animate ["DVERE_L_POP", merlinDoors]; _vcl animate ["DVERE_P", merlinDoors]; _vcl animate ["DVERE_P_POP", merlinDoors]; _vcl setVariable ["Merlin_Doors", merlinDoors,true]; (client - files - Merlin_Ramp.sqf) if (isNil "merlinRamp") then { merlinRamp = 0; }; if (merlinRamp == 0) then { merlinRamp = 1; } else { merlinRamp = 0; }; private["_vcl"]; _vcl = _this select 0; _vcl animate ["rampa", merlinRamp]; _vcl setVariable ["Merlin_Ramp", merlinRamp,true]; if you followed the tutorial of previous post, you should be able to handle this code-snippets ;) Link to comment Share on other sites More sharing options...
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