salival Posted December 31, 2016 Report Share Posted December 31, 2016 Zabns Take Clothes is part of Epoch 1.0.7.1 now. Hi, Since Zabn is MIA I have updated his Take Clothes script to 1.0.7 compatible. Github with install instructions and download location: https://github.com/oiad/TakeClothes **** For Epoch 1.0.6.2 only **** >> Download << Visit this link: https://github.com/oiad/TakeClothes/tree/Epoch_1.0.6.2 (original install url: http://opendayz.net/threads/release-zabns-take-clothes-2-0.19290/) (original discussion url: http://opendayz.net/threads/help-discussion-zabns-take-clothes.13198/) Bricktop, nova, Anhor and 2 others 5 Link to comment Share on other sites More sharing options...
motschler1 Posted January 1, 2017 Report Share Posted January 1, 2017 Also bei mir geht es sehr gut Danke The script works fine Link to comment Share on other sites More sharing options...
juandayz Posted January 1, 2017 Report Share Posted January 1, 2017 GOod job mate Link to comment Share on other sites More sharing options...
clarkycal Posted January 2, 2017 Report Share Posted January 2, 2017 Good job, working fine on my test server salival 1 Link to comment Share on other sites More sharing options...
Violt Posted February 2, 2017 Report Share Posted February 2, 2017 Okay when i killed a person it says take clothes but when i try to take it it just does nothing. I really need help! Link to comment Share on other sites More sharing options...
salival Posted February 4, 2017 Author Report Share Posted February 4, 2017 6 hours ago, oldmatechoc said: Just curious would this need the anti dupe added? Im not on 1.0.6 so not sure how it works on there. private ["_countplayers", _countplayers = count nearestObjects [player, ["CAManBase"], 5]; if (_countplayers > 2) exitWith { cutText [format["Cannot take clothes if another players is near"], "PLAIN DOWN"]; }; not tested^^ I did have that in my local copy but not on github, I don't know why, I've pushed it anyway: https://github.com/oiad/TakeClothes/commit/e8520149108880aaebaa72f7a3534c9f99c0807d Cheers Link to comment Share on other sites More sharing options...
Bricktop Posted February 26, 2017 Report Share Posted February 26, 2017 On 12/31/2016 at 4:14 PM, salival said: Hi, Since Zabn is MIA I have updated his Take Clothes script to 1.0.6 compatible. (original install url: http://opendayz.net/threads/release-zabns-take-clothes-2-0.19290/) (original discussion url: http://opendayz.net/threads/help-discussion-zabns-take-clothes.13198/) Github with install instructions and download location: https://github.com/oiad/TakeClothes Works perfect! I followed the easy instructions - No issues Thank You, salival 1 Link to comment Share on other sites More sharing options...
Bricktop Posted March 2, 2017 Report Share Posted March 2, 2017 Hello, I'm not sure if this is related to take clothes script or not but we can not change skins anymore. This script still works fine and we can take skins but we're unable to use them. Every skin I try to wear will turn in to "Civilian Clothing" and nothing happens. any ideas? (I also use ESS3 if it makes any difference) I have reinstalled on test server - still same result. Thanks, Link to comment Share on other sites More sharing options...
salival Posted March 2, 2017 Author Report Share Posted March 2, 2017 Hey, all this mod does is give you the physical skin item, I would think you have something elsewhere wrong. Need to make sure the skins you are loading on your ai/players are in the allplayers variable in the default epoch variables.swf or your version or they will revert to civilian Bricktop 1 Link to comment Share on other sites More sharing options...
Bricktop Posted March 2, 2017 Report Share Posted March 2, 2017 1 hour ago, salival said: Hey, all this mod does is give you the physical skin item, I would think you have something elsewhere wrong. Need to make sure the skins you are loading on your ai/players are in the allplayers variable in the default epoch variables.swf or your version or they will revert to civilian Thank you - I'll look at the allplayers variable now. That sounds like it might be the problem. Link to comment Share on other sites More sharing options...
juandayz Posted April 30, 2017 Report Share Posted April 30, 2017 @salival i have a stupid doubt about the _clothestaken (when you get the variable) i dont say its no works,,but only i cannot understand and is killing my head why its works :D. for example in fn_selfactions.. _clothesTaken = _cursorTarget getVariable["clothesTaken",false]; if (_isMan and !_isAlive and !_isZombie and !_clothesTaken) then { your saying if is a player and hes dead and is not a zed and the clothestaken variable is set as true (!_clothesTaken) so its means the _clothesTaken must be "_clothesTaken = _cursorTarget getVariable["clothesTaken",true,true]; " right? now in the sqf you write: _body = _this select 3; here you call for get the _body variable _clothesTaken = _body getVariable["clothesTaken",false]; if (!_clothesTaken) then { so again its mean !_clothesTaken if is _body clothestaken is true ? well if is not _clothestaken you proceed with the take clothes.. and when u got it.. you change the clothestaken variable as true _body setVariable["clothesTaken",true,true]; This is what i cannot understand.... when you finish it you set the clothestaken variable as !_clothestaken gernika 1 Link to comment Share on other sites More sharing options...
Relentless Posted April 30, 2017 Report Share Posted April 30, 2017 1 hour ago, juandayz said: @salival i have a stupid doubt about the _clothestaken (when you get the variable) i dont say its no works,,but only i cannot understand and is killing my head why its works :D. for example in fn_selfactions.. _clothesTaken = _cursorTarget getVariable["clothesTaken",false]; if (_isMan and !_isAlive and !_isZombie and !_clothesTaken) then { your saying if is a player and hes dead and is not a zed and the clothestaken variable is set as true (!_clothesTaken) so its means the _clothesTaken must be "_clothesTaken = _cursorTarget getVariable["clothesTaken",true,true]; " right? now in the sqf you write: _body = _this select 3; here you call for get the _body variable _clothesTaken = _body getVariable["clothesTaken",false]; if (!_clothesTaken) then { so again its mean !_clothesTaken if is _body clothestaken is true ? well if is not _clothestaken you proceed with the take clothes.. and when u got it.. you change the clothestaken variable as true _body setVariable["clothesTaken",true,true]; This is what i cannot understand.... when you finish it you set the clothestaken variable as !_clothestaken if !_clothesTaken means If the clothes are not already taken from the body. So at first the clothes are not taken ofcourse and at the end if you take the clothes of the body, they are taken ofcourse so:_body setVariable["clothesTaken",true,true]; juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted April 30, 2017 Report Share Posted April 30, 2017 28 minutes ago, DAmNRelentless said: if !_clothesTaken means If the clothes are not already taken from the body. So at first the clothes are not taken ofcourse and at the end if you take the clothes of the body, they are taken ofcourse so:_body setVariable["clothesTaken",true,true]; YUP but why at the very first selfactions use !_clothesTaken and define it as false.. so if is !clothesTaken then its means _clothesTaken is true. this is what im getting me crazy for example if u say _item = "PartGeneric" in magazines player; if !(_item) then {}; //that means proceed if you dont have the item. so here _clothesTaken = _cursorTarget getVariable["clothesTaken",false]; if !(_clothesTaken) then {}; //proceed if clothesTaken is true. not false as is seted as default.. cuz when you launch the sqf , it set as true to not use the corpse again Link to comment Share on other sites More sharing options...
juandayz Posted April 30, 2017 Report Share Posted April 30, 2017 i know that is something stupid that i cannot see.. Link to comment Share on other sites More sharing options...
salival Posted April 30, 2017 Author Report Share Posted April 30, 2017 I think you are getting confused on how getVariable works: https://community.bistudio.com/wiki/getVariable i'm using it to see if the body has the variable "clothesTaken" set on it. _clothesTaken = _cursorTarget getVariable["clothesTaken",false]; So what this is doing is checking to see if it's set, if it is NOT set, it will set it to false by default (the second part of the getVariable array) which means the body is OK to take the clothes from Let's say for instance the body didn't have the clothesTaken set on it at all, the first time your selfActions looks at it, it will set get the variable and it will be false The fn_selfActions will evaluate this line: if (_isMan and !_isAlive and !_isZombie and !_clothesTaken) then { if it is a man and is NOT alive and is NOT zombie and is NOT clothesTaken (clothesTaken is NOT equal to true) then proceed So if the player takes the clothes the script will set the body to clothesTaken,true. the fn_selfActions will evaluate again from then on: _clothesTaken = _cursorTarget getVariable["clothesTaken",false]; will now return _clothesTaken = true; if (_isMan and !_isAlive and !_isZombie and !_clothesTaken) then { if it is a man and is NOT alive and is NOT a zombie and is NOT clothesTaken, it will fail when evaluating the _clothesTaken because it is true. gernika 1 Link to comment Share on other sites More sharing options...
juandayz Posted April 30, 2017 Report Share Posted April 30, 2017 @salival ok now im understand.. youre right was a lil confused about the getvariable. tnks!!!! gernika 1 Link to comment Share on other sites More sharing options...
Aelenia Posted August 29, 2017 Report Share Posted August 29, 2017 Hey guys! I have my own Epoch 1.0.6.1 for a couple of days now, so I'm pretty new to this. Did I get it right that I have to extract the fn_selfActions.sqf, compiles.sqf and variables.sqf, then edit them as described and put them back in the dayz_code.pbo, before reuploding it to my server? My problem: I'm not able to do steps 6. and 7. since the lines mentioned aren't in my fn_selfActions.sqf... Maybe it's because of one of the following scripts I already have on the server: Vehicle Service Point (Refuel, Repair, Rearm) [Updated for 1.0.6.1] from @salival ESSV3 - Enhanced Spawn Selection from @ebayShopper LOGISTIC - TOW / LIFT from @nightmare I didn't have any problems getting those 3 to work, but I just don't really get how to work with those three files mentioned above - what's driving me really crazy since most of the scripts I'd like to try out next include working with them... Looking forward to your replies! Link to comment Share on other sites More sharing options...
JasonTM Posted August 29, 2017 Report Share Posted August 29, 2017 I just did an install video for this. It should be up in about an hour. Link to comment Share on other sites More sharing options...
salival Posted August 29, 2017 Author Report Share Posted August 29, 2017 These install instructions probably need an update anyway, this was one of the first mods I rereleased Link to comment Share on other sites More sharing options...
JasonTM Posted August 29, 2017 Report Share Posted August 29, 2017 3 minutes ago, salival said: These install instructions probably need an update anyway, this was one of the first mods I rereleased Yeah, the install instructions are missing some steps and formatting could use some work. @Aelenia this video walks you through installing this mod. https://www.youtube.com/watch?v=OEc9p4SAVzE Link to comment Share on other sites More sharing options...
JasonTM Posted August 30, 2017 Report Share Posted August 30, 2017 @salival Pull request submitted with files and updated install instructions. Shit. Step 11 should be to repack your mission PBO. Link to comment Share on other sites More sharing options...
Aelenia Posted August 31, 2017 Report Share Posted August 31, 2017 Wow, thanks @JasonTM! Propably won't have time to test it before Saturday, but I will let you know! Link to comment Share on other sites More sharing options...
Aelenia Posted September 5, 2017 Report Share Posted September 5, 2017 On 29.8.2017 at 11:36 PM, JasonTM said: Yeah, the install instructions are missing some steps and formatting could use some work. @Aelenia this video walks you through installing this mod. https://www.youtube.com/watch?v=OEc9p4SAVzE Hey! Sorry it took me that long, but just tried it out again and it worked perfectly. Thank you very much for helping and making that video! Link to comment Share on other sites More sharing options...
Aelenia Posted September 5, 2017 Report Share Posted September 5, 2017 Okay, now I have another question... Since this script worked now, I wanted to try out this one as well: It also requires working with fn_selfActions.sqf, compiles.sqf and variables.sqf. Salival talks about "merging" the codes, if custom files already exist. I tried to figure out where there are diferences between e.g. the compiles.sqf provided in this take clothes script and the compiles.sqf provided in the vkc script and just adjusted one of them (meaning adding the lines missing from the vkc one to the take clothes one, because this was working before), but obviously did something wrong - vkc is working now, but take clothes not. Is there an easy and fast way to "merge" the files, because just comparing them not only takes a lot of time, but like I said I obviously also changed a line that was necessary for take clothes. Link to comment Share on other sites More sharing options...
juandayz Posted September 5, 2017 Report Share Posted September 5, 2017 Just now, Aelenia said: Okay, now I have another question... Since this script worked now, I wanted to try out this one as well: It also requires working with fn_selfActions.sqf, compiles.sqf and variables.sqf. Salival talks about "merging" the codes, if custom files already exist. I tried to figure out where there are diferences between e.g. the compiles.sqf provided in this take clothes script and the compiles.sqf provided in the vkc script and just adjusted one of them (meaning adding the lines missing from the vkc one to the take clothes one, because this was working before), but obviously did something wrong - vkc is working now, but take clothes not. Is there an easy and fast way to "merge" the files, because just comparing them not only takes a lot of time, but like I said I obviously also changed a line that was necessary for take clothes. salival´s guide have a tuto for users who already have another version.. so you can use this steps to find the codes.. and merge. example: in fn_selfactions.sqf find this block: Spoiler // Allow Owner to lock and unlock vehicle if (_player_lockUnlock_crtl) then { if (s_player_lockUnlock_crtl < 0) then { _totalKeys = call epoch_tempKeys; _temp_keys = _totalKeys select 0; _temp_keys_names = _totalKeys select 1; _hasKey = _characterID in _temp_keys; _oldOwner = (_characterID == _uid); if (locked _cursorTarget) then { if (_hasKey || _oldOwner) then { _unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\unlock_veh.sqf",[_cursorTarget,(_temp_keys_names select (_temp_keys find _characterID))], 2, true, true]; s_player_lockunlock set [count s_player_lockunlock,_unlock]; s_player_lockUnlock_crtl = 1; } else { if (_hasHotwireKit) then { _unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_HOTWIRE",_text], "\z\addons\dayz_code\actions\hotwire_veh.sqf",_cursorTarget, 2, true, true]; } else { _unlock = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_VEHLOCKED"], "",_cursorTarget, 2, false, true]; }; s_player_lockunlock set [count s_player_lockunlock,_unlock]; s_player_lockUnlock_crtl = 1; }; } else { if (_hasKey || _oldOwner) then { _lock = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\lock_veh.sqf",_cursorTarget, 1, true, true]; s_player_lockunlock set [count s_player_lockunlock,_lock]; s_player_lockUnlock_crtl = 1; }; }; }; } else { {player removeAction _x} count s_player_lockunlock;s_player_lockunlock = []; s_player_lockUnlock_crtl = -1; }; replace by: Spoiler // Allow Owner to lock and unlock vehicle if (_player_lockUnlock_crtl) then { _totalKeys = call epoch_tempKeys; _temp_keys = _totalKeys select 0; _temp_keys_names = _totalKeys select 1; _hasKey = _characterID in _temp_keys; if (s_player_lockUnlock_crtl < 0) then { _oldOwner = (_characterID == _uid); if (_isLocked) then { if (_hasKey || {_oldOwner}) then { _temp_key_name = (_temp_keys_names select (_temp_keys find _characterID)); _unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\unlock_veh.sqf",[_cursorTarget,_temp_key_name], 2, true, true]; s_player_lockunlock set [count s_player_lockunlock,_unlock]; s_player_lockUnlock_crtl = 1; } else { if (_hasHotwireKit) then { _unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_HOTWIRE",_text], "\z\addons\dayz_code\actions\hotwire_veh.sqf",_cursorTarget, 2, true, true]; } else { _unlock = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_VEHLOCKED"], "",_cursorTarget, 2, false, true]; }; s_player_lockunlock set [count s_player_lockunlock,_unlock]; s_player_lockUnlock_crtl = 1; }; } else { if (_hasKey || _oldOwner) then { _lock = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\lock_veh.sqf",_cursorTarget, 1, true, true]; s_player_lockunlock set [count s_player_lockunlock,_lock]; s_player_lockUnlock_crtl = 1; }; }; }; if (s_player_copyToKey < 0) then { if (_hasKey && {_hasKeyKit} && {(count _temp_keys) > 1} && {!_isLocked}) then { s_player_copyToKey = player addAction ["<t color=""#0096FF"">Change vehicle key</t>","scripts\vkc\vehicleKeyChanger.sqf",[_cursorTarget,_characterID,"change"],5,false,true]; }; }; } else { {player removeAction _x} count s_player_lockunlock;s_player_lockunlock = []; s_player_lockUnlock_crtl = -1; player removeAction s_player_copyToKey; s_player_copyToKey = -1; }; Find: Spoiler //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: Spoiler if (_isVehicle && {_characterID == "0"} && {_hasKeyKit} && {!_isMan} && {_isAlive}) then { if (s_player_claimVehicle < 0) then { _totalKeys = call epoch_tempKeys; if (count (_totalKeys select 0) > 0) then { s_player_claimVehicle = player addAction [format ["<t color=""#0096FF"">Claim %1</t>",_text],"scripts\vkc\vehicleKeyChanger.sqf",[_cursorTarget,_characterID,"claim"],5,false,true]; }; }; } else { player removeAction s_player_claimVehicle; s_player_claimVehicle = -1; }; find: Spoiler 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: Spoiler player removeAction s_player_copyToKey; s_player_copyToKey = -1; player removeAction s_player_claimVehicle; s_player_claimVehicle = -1; 2-now in your custom variables.sqf somewhere above //Player self-action handles paste: vkc_claimPrice = 1000; vkc_changePrice = 5000; and below: dayz_resetSelfActions = { paste: s_player_copyToKey = -1; s_player_claimVehicle = -1; about your custom compiles.sqf You dont need add anything.. cuz salival just are calling a custom fn_selfactions.sqf from here and you already have this call fnc_usec_selfactions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf"; Link to comment Share on other sites More sharing options...
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