DBravo Posted July 20, 2013 Report Share Posted July 20, 2013 no problem bungle, i hope everything was clear; if not just ask. Link to comment Share on other sites More sharing options...
XenonElite Posted July 20, 2013 Report Share Posted July 20, 2013 i added this code in place of the other and when i restart my server i cant join it hfb server running 1.0.1.4 Worked for us on 1.0.1.4 and now on 1.0.1.5 :) Just try again Link to comment Share on other sites More sharing options...
Darth_Rogue Posted July 20, 2013 Report Share Posted July 20, 2013 I have found a way to edit the kh_actions.sqf to include other fueling sources besides just the rusty fuel tanks. Was just a simple matter of adding the other fuel tank types. I have also added entries for both types of refueling trucks. Just copy and paste this code in its entirety into your kh_actions.sqf file, replacing the entire contents of the old file. Enjoy! private ["_vehicle", "_vehicle_refuel_id"]; //Awesomely Edited by Seven, Then modified by Muddr, Then modified again by Darth_Rogue _vehicle = objNull; diag_log "Running ""kh_actions""."; _distance = 10; // Distance from object to display Refuel Message _amount= 0.01; // Amount of fuel to add per loop. Default was 0.005 while {true} do { if (!isNull player) then { private ["_currentVehicle", "_isNearFeed", "_countFuel"]; _currentVehicle = vehicle player; _countFuel = (count ((position _currentVehicle) nearObjects ["MAP_GasMeterExt", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_A_FuelStation_Feed", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall2", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall2_EP1", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_fuel_tank_stairs", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["V3S_Refuel_TK_GUE_EP1_DZ", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["UralRefuel_TK_EP1_DZ", _distance])); _isNearFeed = _countFuel > 0; if (_vehicle != _currentVehicle) then { if (!isNull _vehicle) then { _vehicle removeAction _vehicle_refuel_id; _vehicle = objNull; }; if (_currentVehicle != player && _isNearFeed && !(_currentVehicle isKindof "Bicycle")) then { _vehicle = _currentVehicle; _vehicle_refuel_id = _vehicle addAction ["Refuel", "custom_scripts\kh_vehicle_refuel.sqf", [_amount], -1, false, true, "", "vehicle _this == _target && local _target"]; }; }; if (!_isNearFeed) then { _vehicle removeAction _vehicle_refuel_id; _vehicle = objNull; }; }; sleep 2; } Bungle and DBravo 2 Link to comment Share on other sites More sharing options...
RipSaw Posted July 21, 2013 Report Share Posted July 21, 2013 Will this be updated to 1.0.1.5? Link to comment Share on other sites More sharing options...
Bungle Posted July 21, 2013 Author Report Share Posted July 21, 2013 It sure will. I have may eyes and minds working on it now as I cannot dedicate my time at the current. Once the BE Filters are fixed and no kicks are being issued for allowed actions and added extras a release will come out. Link to comment Share on other sites More sharing options...
andygully Posted July 21, 2013 Report Share Posted July 21, 2013 ignore all my ramblings on before this post. (kinda new to having to add code etc). Hfb server currently updated to 1.0.1.5 running the pack setup how i want sarge ai working, tow working, lift working, cargo working (cant work out how to refuel yet lol) knockout doesn't work take clothes kicks when used? admin vehicles don't despawn thanks to poster for the fix. just about to add the refuel at tanks from above will report back. Thank you very much everyone who helped me out and being patient and a big thanks to Bungle for the pack. Link to comment Share on other sites More sharing options...
evilhomer2 Posted July 21, 2013 Report Share Posted July 21, 2013 @Bungle is there a way i can get hold of the beidi files for the following [] ExecVM "custom\villages.sqf"; // Epoch Trader Villages [] ExecVM "custom\buildings.sqf"; // Extra Charnarus Buildings reason i ask is that im trying to find a few errors i found in the map for example solid walls in the middle of the road and petrol pumps on the floor and not where they should be. also im trying to add another base in NEA for communal reasons (Based on my servers need) and its a pain on the community having to shut down and keep swapping the .sqf files over all the time. when i am done making the corrections (without my NEA base as i am not the best at this stuff) i will send you the updated .sqf back so there implemented in next possible update if you allow me what i need. Link to comment Share on other sites More sharing options...
Wattles Posted July 21, 2013 Report Share Posted July 21, 2013 hey, got a quick question. is there anything to stop the ai bodies, ai vehicles despawning? sucks when you shoot the heli down only to despawn.. cheers Link to comment Share on other sites More sharing options...
Bungle Posted July 21, 2013 Author Report Share Posted July 21, 2013 @Evilhomer2 Here we go: https://www.dropbox.com/s/j9t2w6royjs1l3t/Buildings%201.3.1%20%26%20Villages%201.2.zip That is the latest versions of the two requested (Not sure if they are the ones in the 1.2.1 or the new pack coming soon.) You are welcome to change anything you wish, if you do add something and would to share you can send them back I can check out the additions, or re-post them here. :) @Wattles The AI Bodies are on a timer which I think you can extend in the SAR_Config.sqf file.. (Used to be configurable, not sure about now) As for the Helicopter cleanup, not sure about that one. They de-spawn when you get close/in the vehicle as they are not placed in the database and if players were to get one, they would despawn @ next server restart anyways. evilhomer2 1 Link to comment Share on other sites More sharing options...
Venser Posted July 21, 2013 Report Share Posted July 21, 2013 hi allFirst of all sorry for my poor englishsecond thing ... fantastic pack :D Now I have a question .. is pretty stupid .. but putting the pack the debug mode is disabled, I tried to enable it but to no avail you can sign how to do? (I tried it back riaggiungendo files in the debug monitor and putting the string in the init file, since I had not found .. but it is not enabled anyway .. if you can help I'd be grateful :) Link to comment Share on other sites More sharing options...
Wattles Posted July 21, 2013 Report Share Posted July 21, 2013 thanks for that mate, also not sure if a fix for admin tools vehicle despawn was made? i tried a few things but still no fix.. oh and how do i add the battle eye scripts to Dayz.st? i think thats what im susposed to do anyway lol Link to comment Share on other sites More sharing options...
Cal-Dirty Weasel Posted July 21, 2013 Report Share Posted July 21, 2013 hey, got a quick question. is there anything to stop the ai bodies, ai vehicles despawning? sucks when you shoot the heli down only to despawn.. cheers Line 146-147 of SAR_config.sqf. I set mine at 300 (5 minutes.) Default is 120 (2 minutes.) // time after which dead AI bodies are deleted SAR_DELETE_TIMEOUT = 300; // 5 minutes Can't seem to get the static spawns to work, but hey, so far it has been great. Link to comment Share on other sites More sharing options...
Adminlaststand Posted July 21, 2013 Report Share Posted July 21, 2013 It sure will. I have may eyes and minds working on it now as I cannot dedicate my time at the current. Once the BE Filters are fixed and no kicks are being issued for allowed actions and added extras a release will come out. First off - Great work Bungle and the team, this is a great pack. I saw somebody else posted re BE script #40 kick when removing clothes. I had the same at the end of line 42 in the scripts.txt file i noticed that the directory structure has changed, current setting is !"custom\clothes.sqf" - i think it should be !"custom_scripts\clothes.sqf" awesome job, keep up the good work all. Cheers A Link to comment Share on other sites More sharing options...
DBravo Posted July 22, 2013 Report Share Posted July 22, 2013 @adminlaststand - look for this line ... i believe its line 41. 5 setDamage !"\"setDamage\"," !"_vehicle setDamage..., its a real long bastard. change the 5 to a 1. it should fix take clothes and suicide (not in pack). Link to comment Share on other sites More sharing options...
Bungle Posted July 22, 2013 Author Report Share Posted July 22, 2013 I wouldn't make setDamage a 1.. I would just add the scripts to the line as an exception. i.e !"Path\Script.sqf" In my latest I have forgotten to update the BE Filters and will be fixed asap. Once again sorry guys just really busy with other stuff and struggling to multi-task it all. Link to comment Share on other sites More sharing options...
evilhomer2 Posted July 22, 2013 Report Share Posted July 22, 2013 @bungle thanks for the files hopefully i can do what i need to now Link to comment Share on other sites More sharing options...
TRIGGA Posted July 22, 2013 Report Share Posted July 22, 2013 In stalled the pack on our dedicated server however, i get this error message: You cannot play/edit this mission; it is dependable on downloadable content that has been deleted. Jetskiyanahuiaddon Press Continue and it goes away and I can load in.... Whats this error about? can we have the updated script files???? Link to comment Share on other sites More sharing options...
evilhomer2 Posted July 22, 2013 Report Share Posted July 22, 2013 thats epoch not the custom pack Link to comment Share on other sites More sharing options...
TRIGGA Posted July 22, 2013 Report Share Posted July 22, 2013 thats epoch not the custom pack What do you mean? Link to comment Share on other sites More sharing options...
evilhomer2 Posted July 22, 2013 Report Share Posted July 22, 2013 here is the file i updated file https://www.dropbox.com/sh/qzztveoqvb65vaz/aBGuVyO2jQ Link to comment Share on other sites More sharing options...
TRIGGA Posted July 22, 2013 Report Share Posted July 22, 2013 here is the file i updated file https://www.dropbox.com/sh/qzztveoqvb65vaz/aBGuVyO2jQ link brings up an error page.... not public? Link to comment Share on other sites More sharing options...
Bungle Posted July 22, 2013 Author Report Share Posted July 22, 2013 Link is working fine for me.. This is just a .beidi and .sqf however for a map upgrade/update. Probably wont mean much to ya Trigga. Link to comment Share on other sites More sharing options...
boxman80 Posted July 22, 2013 Report Share Posted July 22, 2013 Im still getting BE Script kicks with the scripts.txt file supplied in the pack on HFB server. Followed all the advice I've got but its still kicking for 126 error (think it's sarge's AI) and occasionally script 40 for towing. Link to comment Share on other sites More sharing options...
lolw00t Posted July 22, 2013 Report Share Posted July 22, 2013 @Trigga go to ur mission.sqm and add "Jetskiyanahuiaddon" so ur starting mission.sqm looks like this version=11; class Mission { addOns[]= { "chernarus", "ca_modules_animals", "dayz_anim", "dayz_code", "dayz_communityassets", "dayz_weapons", "dayz_equip", "dayz_epoch", "dayz_vehicles", "cacharacters_pmc", "ca_modules_functions", "glt_m300t", "sigisolda", "suv_col", "csj_gyroac", "map_eu", "jetskiyanahuiaddon" }; Link to comment Share on other sites More sharing options...
TRIGGA Posted July 22, 2013 Report Share Posted July 22, 2013 Great Thanks also had the issue of all the traders, Keys and Safe codes went corrupt, people couldnt use their keys to unlock their vehicles, or open their safe's. Couldnt trade with traderseither. Any idea? Link to comment Share on other sites More sharing options...
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