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[Outdated][1.6.1 RELEASE] WORKSHOP UPDATED


juandayz

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

1-Open your custom fn_selfactions.sqf

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2-Open custom variables.sqf

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3-Open server_monitor.sqf

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4.INFISTAR USERS

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

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

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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.

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Contain:

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

A-open server_functions.sqf find:

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

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

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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

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

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

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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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  • 2 weeks later...
  On 12/31/2016 at 4:57 PM, 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";

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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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  On 12/31/2016 at 6:22 PM, 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 ??

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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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  • 2 weeks later...
  On 1/15/2017 at 9:29 PM, Boxingdelta26 said:

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

 

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hey! the loudspeckers sound is defined into craftarlarm.sqf

heres the code:

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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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  • 1 month later...

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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got worked in 1.0.6.1

4-C is lost. Find

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and change this paragraph to:

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