juandayz Posted December 9, 2016 Report Share Posted December 9, 2016 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 Grahame, gle353, oldmatechoc and 4 others 6 1 Link to comment Share on other sites More sharing options...
juandayz Posted December 9, 2016 Author Report Share Posted December 9, 2016 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]; SideShowFreak, icomrade and gernika 3 Link to comment Share on other sites More sharing options...
GamerTV Posted December 10, 2016 Report Share Posted December 10, 2016 Looks great juandayz 1 Link to comment Share on other sites More sharing options...
GayPenguin Posted December 13, 2016 Report Share Posted December 13, 2016 Any chance this works for 1.0.5.1 or if that version still exists? Link to comment Share on other sites More sharing options...
juandayz Posted December 13, 2016 Author Report Share Posted December 13, 2016 2 hours ago, GayPenguin said: Any chance this works for 1.0.5.1 or if that version still exists? thers a 1.0.5.1 version. Spoiler Link to comment Share on other sites More sharing options...
nexiss Posted December 17, 2016 Report Share Posted December 17, 2016 Nice, does this need battle eye filters? Link to comment Share on other sites More sharing options...
juandayz Posted December 17, 2016 Author Report Share Posted December 17, 2016 2 hours ago, nexiss said: Nice, does this need battle eye filters? nop... i running and test it with antihack.. enable. Link to comment Share on other sites More sharing options...
Grahame Posted December 17, 2016 Report Share Posted December 17, 2016 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 nexiss and juandayz 2 Link to comment Share on other sites More sharing options...
nexiss Posted December 17, 2016 Report Share Posted December 17, 2016 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? Link to comment Share on other sites More sharing options...
Brody Posted December 31, 2016 Report Share Posted December 31, 2016 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"; Link to comment Share on other sites More sharing options...
juandayz Posted December 31, 2016 Author Report Share Posted December 31, 2016 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 Link to comment Share on other sites More sharing options...
Brody Posted December 31, 2016 Report Share Posted December 31, 2016 ok Link to comment Share on other sites More sharing options...
Brody Posted December 31, 2016 Report Share Posted December 31, 2016 but i dont have a custom self_actions and cant find the compile line in init Link to comment Share on other sites More sharing options...
juandayz Posted December 31, 2016 Author Report Share Posted December 31, 2016 check your init.sqf maybe your host are calling it from here. or contact your host and ask him Link to comment Share on other sites More sharing options...
Brody Posted December 31, 2016 Report Share Posted December 31, 2016 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 ?? Link to comment Share on other sites More sharing options...
juandayz Posted January 1, 2017 Author Report Share Posted January 1, 2017 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\ Link to comment Share on other sites More sharing options...
Brody Posted January 1, 2017 Report Share Posted January 1, 2017 ok allready done it but thx anyway :D Link to comment Share on other sites More sharing options...
Boxingdelta26 Posted January 15, 2017 Report Share Posted January 15, 2017 Can't seem to get loud speaker to play any sound....i can place the loud speaker though. Any ideas? Link to comment Share on other sites More sharing options...
juandayz Posted January 15, 2017 Author Report Share Posted January 15, 2017 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[] = {}; }; }; Link to comment Share on other sites More sharing options...
Boxingdelta26 Posted January 15, 2017 Report Share Posted January 15, 2017 It was working all along woops....i didn't see the sound alarm button on the menu......Great script though. Thankyou! :) juandayz 1 Link to comment Share on other sites More sharing options...
WagnerMello Posted March 9, 2017 Report Share Posted March 9, 2017 Does Juan work with version 1.0.6.1? Link to comment Share on other sites More sharing options...
Grahame Posted March 11, 2017 Report Share Posted March 11, 2017 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)) ; juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted March 11, 2017 Author Report Share Posted March 11, 2017 On 9/3/2017 at 2:36 AM, WagnerMello said: Does Juan work with version 1.0.6.1? dont know wagner... im stick with 1.6 . @Grahame i love your matchbox adaptation , this give realism tnks so much! Link to comment Share on other sites More sharing options...
Grahame Posted March 11, 2017 Report Share Posted March 11, 2017 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 juandayz 1 Link to comment Share on other sites More sharing options...
Schalldampfer Posted March 13, 2017 Report Share Posted March 13, 2017 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 }; juandayz 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now