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[1.6.1 RELEASE] WORKSHOP UPDATED

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Fully rewrited. (So if u have it installed.. remove everything).

1-Open your custom fn_selfactions.sqf

Spoiler

A_find:

if (s_player_plot_boundary < 0 && (_allowed or (_hasAccess select 1))) then {
s_player_plot_boundary = player addAction [localize "STR_EPOCH_PLOTMANAGEMENT_SHOW_BOUNDARY", "\z\addons\dayz_code\actions\plotManagement\plotToggleMarkers.sqf", "", 1, false];
};

below paste:

if (s_player_managework < 0) then {
s_player_managework = player addAction ["<t color='#66CCFF'>MANAGE WORKSHOP</t>", "scripts\workshop\workshopmenu.sqf", [], 5, false];
};

Find:

} else {
		player removeAction s_player_plotManagement;
		s_player_plotManagement = -1;
		player removeAction s_player_maintain_area;
		s_player_maintain_area = -1;
		player removeAction s_player_maintain_area_force;
		s_player_maintain_area_force = -1;
		player removeAction s_player_maintain_area_preview;
		s_player_maintain_area_preview = -1;
		player removeAction s_player_plot_boundary;
		s_player_plot_boundary = -1;	
	};

Replace by:

}else{
player removeAction s_player_plotManagement;
		s_player_plotManagement = -1;
		player removeAction s_player_maintain_area;
		s_player_maintain_area = -1;
		player removeAction s_player_maintain_area_force;
		s_player_maintain_area_force = -1;
		player removeAction s_player_maintain_area_preview;
		s_player_maintain_area_preview = -1;
		player removeAction s_player_plot_boundary;
		s_player_plot_boundary = -1;		
		player removeAction s_player_managework;
        s_player_managework = -1;
};

 

B_Find:

player removeAction s_player_fuelauto;
s_player_fuelauto = -1;
player removeAction s_player_fuelauto2;
s_player_fuelauto2 = -1;
player removeAction s_player_manageDoor;
s_player_manageDoor = -1;

Below paste:

player removeAction s_player_managework;
s_player_managework = -1;
player removeAction s_player_cctv;
s_player_cctv = -1;

C-Find:

if (_restrict || _isModular || _isModularDoor || _isGenerator || _typeOfCursorTarget in DZE_isDestroyableStorage) then {

Remplace by:

if (_restrict || _isModular || _isModularDoor || _isGenerator || _typeOfCursorTarget in DZE_isDestroyableStorage || _typeOfCursorTarget in workshop_obj) then {

D- find:

//Towing with tow truck
	/*
	if(_typeOfCursorTarget == "TOW_DZE") then {
		if (s_player_towing < 0) then {
			if(!(_cursorTarget getVariable ["DZEinTow", false])) then {
				s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_ATTACH" "\z\addons\dayz_code\actions\tow_AttachStraps.sqf",_cursorTarget, 0, false, true];				
			} else {
				s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_DETACH", "\z\addons\dayz_code\actions\tow_DetachStraps.sqf",_cursorTarget, 0, false, true];				
			};
		};
	} else {
		player removeAction s_player_towing;
		s_player_towing = -1;
	};
	*/

below paste:

// CCTV Custom self actions

	_isLaptop2 = _cursorTarget isKindOf "SmallTV";

	if (_isLaptop2) then {
		if (s_player_cctv < 0) then {
			s_player_cctv = player addAction ["Camera System", "scripts\workshop\cctv\init.sqf",_cursorTarget, 1, true, true, "", ""];
		}
	} else {
		player removeAction s_player_cctv;
		s_player_cctv = -1;
	};	

 

2-Open custom variables.sqf

Spoiler

in somewhere paste:

workshop_obj = ["DSHKM_Gue","M2StaticMG","SearchLight_RUS","MAP_Shed_W01","MAP_Dkamna_bila","Land_Misc_Well_L_EP1","MAP_P_Stavebni_kozy",
"MAP_office_table_a","SmallTV","Loudspeaker","MAP_plot_green_draty"];

DayZ_SafeObjects = workshop_obj + DayZ_SafeObjects;
DZE_maintainClasses = DZE_maintainClasses + workshop_obj;

DZE_safeVehicle = DZE_safeVehicle + ["M2StaticMG","SearchLight_RUS","DSHKM_Gue"];

B: find:

dayz_resetSelfActions = {

paste below:

s_player_managework = -1;
s_player_cctv = -1;

 

3-Open server_monitor.sqf

Spoiler

A: Find:

_doorLocked = _type in DZE_DoorsLocked;
_isPlot = _type == "Plastic_Pole_EP1_DZ";

Below paste:

_workshop_obj = _type in workshop_obj;

B: Find:

if( (count _inventory > 0) && !_isPlot && !_doorLocked) then {

Replace by:

if( (count _inventory > 0) && !_isPlot && !_doorLocked && !_workshop_obj) then {

 

 

4.INFISTAR USERS

Spoiler

Open AHConfig.sqf

A-Be sure you have this line as false. 

_BCM =  false;

B- in :

_cMenu =[];

add the folowing:

"#USER:STATICS","#USER:USEFUL","#USER:ACTIONS","#USER:workshopMenu","#USER:surveillance"

C-in

_dayzActions =[];

add the following:

,"s_player_managework","s_player_cctv"

 

5-BE Filters. If u have some issues with battleyes open createvehicle.txt

Spoiler
5 "MAP_" !="MAP_Shed_W01" !="MAP_Dkamna_bila"  !="MAP_P_Stavebni_kozy" !="MAP_office_table_a" !="MAP_plot_green_draty"
!="DSHKM_Gue"  !="M2StaticMG" !="SearchLight_RUS" !="Land_Misc_Well_L_EP1" !="SmallTV" !="Loudspeaker"

 

6.OPTIONAL (add workshop objects to the sql damageonage function)

Spoiler

you can change your sql event damageonage by this one:

-- ----------------------------
-- Set 0.1 damage doors/plots daily.
-- ----------------------------
UPDATE `object_data`
SET `Damage` = IF( `Damage` = 0.0, 0.1, `Damage` + 0.1 )
WHERE `Classname` IN ('SmallTV','Loudspeaker','MAP_plot_green_draty','DSHKM_Gue','M2StaticMG','SearchLight_RUS','MAP_Shed_W01','MAP_Dkamna_bila','Land_Misc_Well_L_EP1','MAP_P_Stavebni_kozy','MAP_office_table_a','SmallTV','Loudspeaker','Plastic_Pole_EP1_DZ','CinderWallDoorSmallLocked_DZ','CinderWallDoorLocked_DZ','CinderWallSmallDoorway_DZ','CinderWallDoorway_DZ','Land_DZE_WoodDoorLocked','CinderWallDoor_DZ','CinderWallDoorSmall_DZ','Land_DZE_WoodDoor','Land_DZE_GarageWoodDoor','Land_DZE_GarageWoodDoorLocked','Land_DZE_LargeWoodDoorLocked','Land_DZE_LargeWoodDoor','WoodLargeWallDoor_DZ')
AND `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 1 DAY)
AND `Inventory` != '[]';

This way you will need maintain the object or will be delted

 

 

Download from here:http://www.mediafire.com/file/zzbv97adzdl2pex/workshopLITTLE2.rar

and place the "workshop" folder into mpmissions\your instance\scripts\

OPTIONAL : add electrify fences. (needs deploy anything)

If u dont wanna use this optional step remove the "optional" folder into workshop folder.

Spoiler

Open init.sqf

find:

execFSM "\z\addons\dayz_code\system\player_monitor.fsm";

below paste:

[] execVM "scripts\workshop\optional\server_electrify_init.sqf";

Go to your deploy anything mod.  Open addons/bike/config.sqf

and add into this category:

DZE_DEPLOYABLES_CONFIG = [

];

 

this line:

["ItemToolbox",[0,6,1],5,0.1,false,false,false,true,true,false,false,["MAP_plot_green_draty"],[],["ItemPole","ItemPole","ItemWire"],"true"]

and add too:

DZE_DEPLOYABLE_NAME_MAP = [
["ItemToolbox","Electrified fences"]
];

 

 

Contain:

Spoiler

*Breeding system

*Cook system

*Carpeter Bench

*Deploy Mounted Weapons on plot

*WaterSource

*DressMaker

*Survillange system (based onthe old  macas134 cctv)

*OPTIONAL

*Electrify fences

 

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THIS IS OPTIONAL. IF U WANNA REMOVE AMMO FROM MOUNTED WEAPONS AFTER SERVER RESTART

A-open server_functions.sqf find:

Spoiler

find:
server_sendToClient = compile preprocessFileLineNumbers "\z\addons\dayz_server\eventHandlers\server_sendToClient.sqf";
add bellow
//Fnc removing workshop ammo
fnc_wra =                compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\fnc_wra.sqf";

 

B-OPEN THIS 3 FILES AND MAKE THE SAME CHANGES FOR EACH ONE.

server_monitor.sqf // server_publishVehicle2.sqf // server_publishVehicle3.sqf

Spoiler

Find:

clearWeaponCargoGlobal  _object;

Paste Above:

//weaponworkshop remove ammo
call fnc_wra;
//weaponworkshop remove ammo

 

C-Now create "fnc_wra.sqf" and drop  into  ....\@DayZ_Epoch_Server\addons\dayz_server\compile\

Done. You can repack your dayz_server.pbo.

fnc_wra.sqf

Spoiler

//workshop remove ammo
{
    
    if (_object isKindof "DSHKM_Gue") then {
         _object setVehicleAmmo 0;
        
    };

    if (_object isKindof "M2StaticMG_US_EP1") then {
         _object setVehicleAmmo 0;
         _ownerID = "0";
    };    
    
} forEach vehicles;    

 

D-In your \MPMissions\DayZ_Epoch_11.Chernarus\custom\workshop\sqfs\

make the same change for this two files:
updshkm.sqf // upm2.sqf

Spoiler

 (upshkm.sqf)

find:

cutText [format["YOU FEEL LIKE COMUNIST RAMBO"], "PLAIN DOWN",3];

change by:

cutText [format["WARNING AMMO WILL BE REMOVED AFTER RESTART"], "PLAIN DOWN",3];

 (upm2.sqf)

find:

cutText [format["YOU FEEL LIKE RAMBO"], "PLAIN DOWN",3];

change by:

cutText [format["WARNING AMMO WILL BE REMOVED AFTER RESTART"], "PLAIN DOWN",3];

 

 

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Actually it does with the standard InfiStar BattlEye filters. I added the following to createvehicle.txt:

5 "MAP_" !="MAP_kulna" !="MAP_Shed_W01" !="MAP_office_table_a" !="MAP_P_Stavebni_kozy" !="MAP_Dkamna_bila" !="MAP_Misc_Boogieman" !="MAP_p_urtica" !="MAP_parabola_big" !="MAP_plot_green_draty" !="GUE_WarfareBFieldhHospital" !="MAP_bouda2_vnitrek" !="MAP_deutshe_mini" !="MAP_Mil_Mil_Guardhouse" !="MAP_Pristresek_mensi" !="MAP_plot_provizorni" !="MAP_AirCondition_A" !="MAP_Camo_Box" !="MAP_tent_small_west" !="MAP_AirCondition_B"

and added the following to the first line's filter:

!="Loudspeakers_EP1" !="M2StaticMGPreview" !="SearchLight_RUS" !="Loudspeaker" !="Land_fort_bagfence_corner" !="M2StaticMG_US_EP1" !="DSHKM_Gue" !="Stove" !="SatPhone"

UPDATE: Just a note that these filters cover both Workshop and Packables 1.0.6 

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Quote

Actually it does with the standard InfiStar BattlEye filters. I added the following to createvehicle.txt:

Cool thanks dude, yeah I'll need these as I'm running infistar.

Speaking of which are your players getting kicked for using the journal using the infistar filters?

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i dont get the customs because the paths arent 

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";

but are

call compile preprocessFileLineNumbers "Mods\init\compiles.sqf";

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7 minutes ago, Brody said:

i dont get the customs because the paths arent 

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";

but are

call compile preprocessFileLineNumbers "Mods\init\compiles.sqf";

that means you already have a custom compiles.sqf located in "Mods\init\compiles.sqf";   made the change into this compiles

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    fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf";        //Checks which actions for self in     mods/compile.sqf

could i change this ??

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20 hours ago, Brody said:

    fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf";        //Checks which actions for self in     mods/compile.sqf

could i change this ??

yes change it 

in you specific case:

C-open your custom compiles.sqf located in mods folder and find this line:

fnc_usec_selfActions =           compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf";

change by:

fnc_usec_selfActions =     compile preprocessFileLineNumbers "mods\fn_selfActions.sqf";

 

Now drop your fn_selfactions located in \dayz_code\compile\

into mpmissions\your instance\mods\

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1 hour ago, Boxingdelta26 said:

Can't seem to get loud speaker to play any sound....i can place the loud speaker though. Any ideas?

 

hey! the loudspeckers sound is defined into craftarlarm.sqf

heres the code:

Spoiler
private ["_playerPos","_nearRestr"];

_playerPos = getPosATL player;
_nearRestr = count nearestObjects [_playerPos, ["Loudspeakers_EP1"], 45] > 0;
 
if !(_nearRestr) exitWith {
cutText [format["You need a Loudspeaker within plot pole range"], "PLAIN DOWN"];  
dayz_actionInProgress = false;
	};
if (_nearRestr) then {
_nul = [objNull, player, rSAY, "alarm"] call RE;
};

 

to get sound work you need define the "alarm" sound into description.ext

so go to your description.ext and check if u put this lines:

Find:

aiKills = 1;
diagRadio = 1;
diagHit = 1;

bellow paste:
 

class CfgSounds
{
workshop[] =
    {
    alarm
    };
    class alarm
    {
    name="alarm";
    sound[]={custom\workshop\sqfs\alarm.ogg,0.9,1};
    titles[] = {};
    };    
    workshop2[] =
    {
    electric
    };
    class electric
    {
    name="electric";
    sound[]={custom\workshop\sqfs\electric.ogg,0.9,1};
    titles[] = {};
    };    
};

 

 

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If anyone is using the function to limit the number of times a box of matches can be used then the following line in cook.sqf:

_hasMatchbox = 	"ItemMatchbox" in _inventory;

should be changed to:

_hasMatchbox = 	(("ItemMatchbox" in _inventory) || ("Item5Matchbox" in _inventory) || ("Item4Matchbox" in _inventory) || ("Item3Matchbox" in _inventory) || ("Item2Matchbox" in _inventory) || ("Item1Matchbox" in _inventory)) ;

 

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Thanks @juandayz. Love your work. I'm back to DayZ/Epoch again after having to spend a lot of time working on ARMA3/Epoch. When I have some time ill be improving this so it takes a match off you and add in the other stuff I promised a while ago (adding Kilns, etc. to Workshop) and integrating Maca's CCTV

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got worked in 1.0.6.1

4-C is lost. Find

Spoiler

 if ((_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") && {speed player <= 1}) then {
  _hasAccess = [player, _cursorTarget] call FNC_check_access;
  _allowed = ((_hasAccess select 0) or (_hasAccess select 2) or (_hasAccess select 3) or (_hasAccess select 4));
  if (DZE_permanentPlot) then {
   if (s_player_plotManagement < 0 && _allowed) then {
    s_player_plotManagement = player addAction [format["<t color='#0059FF'>%1</t>",localize "STR_EPOCH_ACTIONS_MANAGEPLOT"], "\z\addons\dayz_code\actions\plotManagement\initPlotManagement.sqf", [], 5, false];
   };
  } else {
   if (s_player_maintain_area < 0) then {
    s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false];
    s_player_maintain_area_force = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_FORCE_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", "force", 5, false];
    s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false];
   };
  };
  if (s_player_plot_boundary < 0 && (_allowed or (_hasAccess select 1))) then {
   s_player_plot_boundary = player addAction [localize "STR_EPOCH_PLOTMANAGEMENT_SHOW_BOUNDARY", "\z\addons\dayz_code\actions\plotManagement\plotToggleMarkers.sqf", "", 1, false];
  };
 } else {
  player removeAction s_player_plotManagement;
  s_player_plotManagement = -1;
  player removeAction s_player_maintain_area;
  s_player_maintain_area = -1;
  player removeAction s_player_maintain_area_force;
  s_player_maintain_area_force = -1;
  player removeAction s_player_maintain_area_preview;
  s_player_maintain_area_preview = -1;
  player removeAction s_player_plot_boundary;
  s_player_plot_boundary = -1;
 };
 

and change this paragraph to:

Spoiler

if ((_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") && {speed player <= 1}) then {
  _hasAccess = [player, _cursorTarget] call FNC_check_access;
  _allowed = ((_hasAccess select 0) or (_hasAccess select 2) or (_hasAccess select 3) or (_hasAccess select 4));
  if (DZE_permanentPlot) then {
   if (s_player_plotManagement < 0 && _allowed) then {
    s_player_plotManagement = player addAction [format["<t color='#0059FF'>%1</t>",localize "STR_EPOCH_ACTIONS_MANAGEPLOT"], "\z\addons\dayz_code\actions\plotManagement\initPlotManagement.sqf", [], 5, false];
   };
  } else {
   if (s_player_maintain_area < 0) then {
    s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false];
    s_player_maintain_area_force = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_FORCE_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", "force", 5, false];
    s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false];
   };
  };
  if (s_player_plot_boundary < 0 && (_allowed or (_hasAccess select 1))) then {
   s_player_plot_boundary = player addAction [localize "STR_EPOCH_PLOTMANAGEMENT_SHOW_BOUNDARY", "\z\addons\dayz_code\actions\plotManagement\plotToggleMarkers.sqf", "", 1, false];
  };
  //craft workshop
  if ((s_player_workshop < 0) && (_allowed or (_hasAccess select 1))) then {
   s_player_workshop = player addAction ["<t color='#66CCFF'>CRAFT-WORKSHOP</t>", "custom\workshop\createworkshop.sqf", [], 5, false];
  };
 } else {
  player removeAction s_player_plotManagement;
  s_player_plotManagement = -1;
  player removeAction s_player_maintain_area;
  s_player_maintain_area = -1;
  player removeAction s_player_maintain_area_force;
  s_player_maintain_area_force = -1;
  player removeAction s_player_maintain_area_preview;
  s_player_maintain_area_preview = -1;
  player removeAction s_player_plot_boundary;
  s_player_plot_boundary = -1;
  player removeAction s_player_workshop;//workshop
        s_player_workshop = -1;//workshop
 };

 

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