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Epoch 1.0.5.1 - No Plotpole dont work


Atsutake

Question

Hi guys,

 

I tried this:

 

but it didn't work.

 

If I try to deploy a bike, it says that there's no plotpole within 30m.

 

here is my init.sqf (in my DayZ_Epoch_25.sauerland.pbo)

/*	
	For DayZ Epoch
	Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];

//REALLY IMPORTANT VALUES
dayZ_instance =	25;				//The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;

//disable greeting menu 
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
enableRadio false;
// May prevent "how are you civillian?" messages from NPC
enableSentences false;

// DayZ Epochconfig
spawnShoremode = 0; // Default = 1 (on shore)
spawnArea= 2000; // Default = 1500

MaxVehicleLimit = 350; // Default = 50
MaxDynamicDebris = 500; // Default = 100
dayz_MapArea = 22000; // Default = 10000

dayz_minpos = -2000; 
dayz_maxpos = 27000;

dayz_paraSpawn = true;

DZE_SelfTransfuse = true;
DZE_DeathMsgGlobal = true;
DZE_PlayerZed   = false;
DZE_GodModeBase = true;
DZE_requireplot = 0;
DZE_DiagFpsSlow = true;
DZE_DiagVerbose = false;
DZE_DiagFpsFast = false;

dayz_sellDistance_vehicle = 10;
dayz_sellDistance_boat = 30;
dayz_sellDistance_air = 40;

dayz_maxAnimals = 5; // Default: 8
dayz_tameDogs = true;
DynamicVehicleDamageLow = 0; // Default: 0
DynamicVehicleDamageHigh = 100; // Default: 100

DZE_BuildOnRoads = false; // Default: False

EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
dayz_fullMoonNights = true;

//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";				//Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";				//Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";	//Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "custom\compiles.sqf";				//Compile regular functions
call compile preprocessFileLineNumbers "custom\snap_pro\compiles.sqf";
call compile preprocessFileLineNumbers "addons\bike\init.sqf";
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf";				//Compile trader configs
call compile preprocessFileLineNumbers "admintools\AdminList.sqf"; // Epoch admin Tools variables/UIDs
progressLoadingScreen 1.0;

"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

if (isServer) then {
	//Compile vehicle configs
	call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_25.sauerland\dynamic_vehicle.sqf";				
	// Add trader citys
	_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_25.sauerland\mission.sqf";

	_serverMonitor = 	[] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};

if (!isDedicated) then {
	//Conduct map operations
	0 fadeSound 0;
	waitUntil {!isNil "dayz_loadScreenMsg"};
	dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
	
	//Run the player monitor
	_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
	_playerMonitor = 	[] execVM "\z\addons\dayz_code\system\player_monitor.sqf";	
	
	// Epoch Admin Tools
	if ( !((getPlayerUID player) in AdminList) && !((getPlayerUID player) in ModList)) then 
	{
		execVM "admintools\antihack\antihack.sqf"; // Epoch Antihack with bypass
	};

	//Auto-Refuel
	execVM "service_point\service_point.sqf";

	if (isNil 'debugMonitor') then 
	{
		debugMonitor = true;
		_nill = execvm "custom\debug_monitor.sqf";
	};
	
	//Lights
	//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
};
#include "\z\addons\dayz_code\system\REsec.sqf"

//Start Dynamic Weather
execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";

#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"

execVM "admintools\Activate.sqf"; // Epoch admin tools

//Tow and lift
execVM "R3F_ARTY_AND_LOG\init.sqf";
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6 answers to this question

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What deploy bike script are you using? If it's Mudzereli's Deploy Anything script, do you have the boolean in this set to false? 

// deploy a non-permanent bike from a toolbox right in front of the player that can be re-packed by the owner as long as it's under 10% damage
    ["ItemToolbox",[0,5,1],5,0.9,false,false,false,false,false,true,true,["Old_bike_TK_CIV_EP1"],[],["ItemToolbox"],"true"],

false,false,false,false,false,true,true,

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Yes, it is Mudzereli's. No clue if it does matter but i also installed snap_pro (https://github.com/raymix/SnapPro). Couldnt test it, because i dont know how.

here is config.sqf of deploy bike:

DZE_DEPLOYABLES_CONFIG = [
    // deploy a non-permanent bike from a toolbox right in front of the player that can be re-packed by the owner as long as it's under 10% damage
    ["ItemToolbox",[0,2,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"],
    ...
    // deploy some housing items from parts piles in front of the player that are permanent but can be re-packed by anyone
    ["PartGeneric",[0,2,0],5,1,true,true,false,true,true,false,false,["Desk","FoldChair","FoldTable","SmallTable","Barrel1","Garbage_can","MMT_Civ"],[],["PartGeneric"],"true"],

will this be the solution? i tried with scrap metal

    ["PartGeneric",[0,2,0],5,1,true,true,false,true,true,false,false,["Desk","FoldChair","FoldTable","SmallTable","Barrel1","Garbage_can"],[],["PartGeneric"],"true"],
    ["PartGeneric",[0,2,1],5,0.1,false,false,false,false,false,true,true,["Old_bike_TK_CIV_EP1","MMT_Civ"],[],["PartGeneric"],"true"],

well it worked, thx a lot. My next questions are:

1. How can I change it to repack the bike into a Scrap Metal (PartGeneric) not into a Tool Box?
2. Why does some just have 6 booleans like ["ItemSapphire",[0,2,0],5,1,true,true,true,true,false,false,["DSHKM_CDF","M2StaticMG","SearchLight_CDF"],[],["ItemSapphire"],"true"]

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