Hooty Posted March 21, 2017 Report Share Posted March 21, 2017 Sweet!!!! Thanks you 2. Link to comment Share on other sites More sharing options...
Cherdenko Posted March 22, 2017 Report Share Posted March 22, 2017 Update for deploy anything if you don´t like macca or just not using the extra_rc script: // be sure to have a komma on the lines that come before ["ItemKnife","Harvest the weed","execVM 'drugs\cuthemp.sqf';","true"], ["ItemKiloHemp","Smoke that shit","execVM 'drugs\smoke.sqf';","true"], ["ItemMachete","Harvest the weed","execVM 'drugs\cuthemp.sqf';","true"] // no komma after last line @juandayz it should work, have yet to have tested it though juandayz and Hooty 2 Link to comment Share on other sites More sharing options...
Jestertriks Posted March 22, 2017 Report Share Posted March 22, 2017 What would cause when I try to harvest the plant. no matter where I stand it keeps saying you need to be close to a plant to harvest. I used click options, all my file paths are correct. smoke weed is working, I just can not harvest the plants thanks guys Link to comment Share on other sites More sharing options...
juandayz Posted March 22, 2017 Author Report Share Posted March 22, 2017 20 minutes ago, Jestertriks said: What would cause when I try to harvest the plant. no matter where I stand it keeps saying you need to be close to a plant to harvest. I used click options, all my file paths are correct. smoke weed is working, I just can not harvest the plants thanks guys hers the part where the nearest restriction is defined _playerPos = getPosATL player;//get player pos _nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0;//set player pos from fiberplant almost 4mts of distance //if is not close exit from the script if !(_nearWeed) exitWith { systemChat("Needs be near of a FiberPlant"); }; i cannot see nothing wrong Link to comment Share on other sites More sharing options...
Jestertriks Posted March 22, 2017 Report Share Posted March 22, 2017 what I downloaded from your link looks different. would that make a difference? private ["_vehicle","_inVehicle","_countplayers","_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"]; _playerPos = getPosATL player; _hempqty = {_x == "ItemKiloHemp"} count magazines player; _nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0; _weed = nearestObject [player, "fiberplant"]; if !(_nearWeed) exitWith { systemChat("Needs be near of a FiberPlant"); juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted March 22, 2017 Author Report Share Posted March 22, 2017 58 minutes ago, Jestertriks said: what I downloaded from your link looks different. would that make a difference? private ["_vehicle","_inVehicle","_countplayers","_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"]; _playerPos = getPosATL player; _hempqty = {_x == "ItemKiloHemp"} count magazines player; _nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0; _weed = nearestObject [player, "fiberplant"]; if !(_nearWeed) exitWith { systemChat("Needs be near of a FiberPlant"); nop its the same.. i just remove the lines in the post to show you exactly.. see lines in black Spoiler private ["_vehicle","_inVehicle","_countplayers","_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"];_playerPos = getPosATL player; _hempqty = {_x == "ItemKiloHemp"} count magazines player;_nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0; _weed = nearestObject [player, "fiberplant"]; if !(_nearWeed) exitWith { systemChat("Needs be near of a FiberPlant"); }; Link to comment Share on other sites More sharing options...
juandayz Posted March 22, 2017 Author Report Share Posted March 22, 2017 @Jestertriks anywy try this without all restrictions private ["_playerPos","_nearWeed","_weed"]; _playerPos = getPosATL player; _nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0; _weed = nearestObject [player, "fiberplant"]; CloseDisplay 106; if !(_nearWeed) exitWith { systemChat("Needs be near of a FiberPlant"); }else{ player playActionNow "Medic"; sleep 1; deleteVehicle _weed; player addMagazine "ItemKiloHemp"; sleep 1; systemChat("NICE LETS SMOKE OR SELL"); }; Link to comment Share on other sites More sharing options...
Jestertriks Posted March 23, 2017 Report Share Posted March 23, 2017 http://steamcommunity.com/sharedfiles/filedetails/?id=889219278 yea idk. its weird. I'm sure its working for you guys but I installed it exactly like instructed Link to comment Share on other sites More sharing options...
theduke Posted March 23, 2017 Report Share Posted March 23, 2017 45 minutes ago, Jestertriks said: http://steamcommunity.com/sharedfiles/filedetails/?id=889219278 yea idk. its weird. I'm sure its working for you guys but I installed it exactly like instructed this is what i have and it works great Spoiler /* rewrited by juandayz for epoch 1.6 put together for DayZ Epoch Credits to Shogun338 from Insurrection gaming modified for separate "gather weed" script */ private ["_vehicle","_inVehicle","_countplayers","_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"]; _playerPos = getPosATL player; _hempqty = {_x == "ItemKiloHemp"} count magazines player; _nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0; _weed = nearestObject [player, "fiberplant"]; if !(_nearWeed) exitWith { systemChat("Needs be near of a FiberPlant"); }; if (_hempqty > 2) exitWith { systemChat("YOure Full of Drugs"); }; if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith { dayz_actionInProgress = false; systemChat("Not in combat mode"); }; _vehicle = vehicle player; _inVehicle = (_vehicle != player); _countplayers = count nearestObjects [player, ["CAManBase"], 7]; if (_inVehicle) exitWith { systemChat("you cannot do it in a vehicle"); }; if (_countplayers > 1) exitWith { systemChat("Nearest player action cancelled"); }; disableSerialization; _gearmenu = FindDisplay 106; _gearmenu CloseDisplay 106; player playActionNow "Medic"; r_interrupt = false; sleep 6; //uncoment all comented lines if u have somekind of issue _objectID = _weed getVariable["ObjectID","0"]; _objectUID = _weed getVariable["ObjectUID","0"]; deleteVehicle _weed; [_objectID,_objectUID] call server_deleteObj; PVDZ_obj_Destroy = [_objectID,_objectUID,_weed]; publicVariableServer "PVDZ_obj_Destroy"; player addMagazine "ItemKiloHemp"; sleep 2; systemChat("NICE LETS SMOKE OR SELL"); Link to comment Share on other sites More sharing options...
Jestertriks Posted March 23, 2017 Report Share Posted March 23, 2017 would you mind sharing your dayz_server/modules/weedfarm.sqf? Maybe the one I downloaded is bad Link to comment Share on other sites More sharing options...
theduke Posted March 23, 2017 Report Share Posted March 23, 2017 8 minutes ago, Jestertriks said: would you mind sharing your dayz_server/modules/weedfarm.sqf? Maybe the one I downloaded is bad Spoiler /* Script by HALV Create Weed fields (or other objects) in random locations, amount and "random preset" amount of objects, objects are placed "Labyrinth Style" around the middle object */ _useLocalMarkers = false; if (isServer)then{ private["_blacklistedAreas"]; diag_log "[Random_Weed_Farm]: waiting for BIS_fnc_findSafePos"; waitUntil {(!isNil "BIS_fnc_findSafePos")}; if(isNil "dayz_MapArea")then{dayz_MapArea = 7000}; _WorldName = toLower format ["%1", worldName]; //settings //how many will spawn farms, note that farms can spawn "on top" of eachother (min 1, default 6) _farms = 6; //min farms (min 1, default 2) _farmsmin = 2; //how many plants per farm (min 1, default 9) _plants = 9; //min plants (min 1, default 4) _plantsmin = 4; //min dist (in meters) from roads to build farms (default 200m) _mindist2roads = 200; //the object to spawn, default "Fiberplant" _fiberplant = "Fiberplant"; _spawnarea = (dayz_MapArea/2); switch(_WorldName)do{ case "napf":{ _blacklistedAreas = [ [[8246.3184,15485.867,0], 500], [[15506.952,13229.368,0], 500], [[12399.751,5074.5273,0], 500], [[10398.626,8279.4619,0], 500], [[5149.9814,4864.1191,0], 500], [[6633.1538,7254.916,0], 500], [[13288.313,19590.338,0], 800] ]; }; case "chernarus":{ _blacklistedAreas = [ [[23999.742,2.4571743,0], 500], [[6325.6772,7807.7412,0], 500], [[4063.4226,11664.19,0], 500], [[11447.472,11364.504,0], 500], [[1606.6443,7803.5156,0], 500], [[12944.227,12766.889,0], 500], [[8122.35,13464.5,0], 500] // <-- no comma for last entry ]; }; default{ _blacklistedAreas = [ [[0,0,0], 0] ]; }; }; //function to find x amount of positions around a position (on ground, z axis not included) in a size you define - "labyrinth style" //[start position, amount of positions to return (ex start pos), distance between positions,include startposition (optional, default true)] call _fnc_positions_array _fnc_positions_array = { private ["_posi"]; _pos = _this select 0; _amnt = _this select 1; _adjust = _this select 2; _include = if(count _this > 3)then{_this select 3}else{true}; _positions = []; _buildDir = 0; _buildRow = 0; _Row = 0; _build = 0; if(_include)then{_positions set [count _positions,[_pos select 0,_pos select 1,0]];_amnt = _amnt - 1;}; for "_i" from 0 to (_amnt-1) do { if(_Row > 1)then{_buildRow = _buildRow + 1;_Row = 0;}; if(_buildDir > 3)then{_buildDir = 0;}; for "_i" from 0 to _buildRow do { switch (_buildDir) do{ case 0:{ _posi = [(_pos select 0),(_pos select 1) + _adjust]; //up _positions set [count _positions,[_posi select 0,_posi select 1,0]]; }; case 1:{ _posi = [(_pos select 0) + _adjust,(_pos select 1)]; //left _positions set [count _positions,[_posi select 0,_posi select 1,0]]; }; case 2:{ _posi = [(_pos select 0),(_pos select 1) - _adjust]; //down _positions set [count _positions,[_posi select 0,_posi select 1,0]]; }; case 3:{ _posi = [(_pos select 0) - _adjust,(_pos select 1)]; //right _positions set [count _positions,[_posi select 0,_posi select 1,0]]; }; }; _pos = _posi; _build = _build + 1; if(_build >= _amnt)exitWith{}; }; _buildDir = _buildDir + 1; _Row = _Row + 1; if(_build >= _amnt)exitWith{}; }; // diag_log format["[Random_Weed_Farm]: Debug - _build: '%1' _amnt: '%2' _positions: '%3' %4",_build,_amnt,(count _positions),_positions]; _positions }; _amnt = round(random _farms); if(_amnt < _farmsmin)then{_amnt = _farmsmin}; if(_amnt < 1)then{_amnt = 1}; diag_log format["[Random_Weed_Farm]: Function loaded ... Server Building %1 Weed Farm(s)",_amnt]; _locations = []; for "_i" from 0 to (_amnt-1) do { private ["_coords"]; while{true}do{ scopeName "posiscope"; _coords = [getMarkerPos 'Center',0,_spawnarea,25,0,2000,0] call BIS_fnc_findSafePos; _roadlist = _coords nearRoads _mindist2roads; _IsBlacklisted = false; {if(_coords distance (_x select 0) < (_x select 1))exitWith{_IsBlacklisted = true};}forEach _blacklistedAreas; if((count _roadlist < 1) and !_IsBlacklisted)then{breakOut "posiscope"}; }; _locations set [count _locations,[_coords select 0,_coords select 1,0]]; _amnt = round(random _plants); if(_amnt < _plantsmin)then{_amnt = _plantsmin}; if(_amnt < 1)then{_amnt = 1}; diag_log format["[Random_Weed_Farm]: Found Location for a farm (%1) %2 with %3 plants",mapGridPosition _coords,_coords,_amnt]; //aparently sizeOf has problems sometimes, so we iput this manually - else perhaps use [position, amount, sizeOf "object"] _plantpositions = [[(_coords select 0),(_coords select 1),0],_amnt,5] call _fnc_positions_array; { _plant = createVehicle [_fiberplant, _x, [], 0, "CAN_COLLIDE"]; _plant setPos _x; _uID = str(round(random 999999)); _plant setVariable ["ObjectID", _uID, true]; _plant setVariable ["ObjectUID", _uID, true]; _plant setVariable ["lastUpdate",time,true]; }forEach _plantpositions; }; diag_log "[Random_Weed_Farm]: Weed Farm(s) Done ... Broadcasting locations for clients"; PV_HALV_Broadcast_weedlocations = _locations; publicVariable "PV_HALV_Broadcast_weedlocations"; }; //comment out for no markers if(!isDedicated)then{ diag_log "[Random_Weed_Farm]: Client awaiting markers ..."; waitUntil{(!isNil "PV_HALV_Broadcast_weedlocations")}; //create markers _nr = 1; for "_i" from 0 to ((count PV_HALV_Broadcast_weedlocations)-1) do { _markername = format["WeedFarm_%1",_nr]; _markertext = format["Weed Farm %1",_nr]; if(_useLocalMarkers)then{ _marker = createMarkerLocal [_markername, (PV_HALV_Broadcast_weedlocations select _i)]; _marker setMarkerTypeLocal "Warning"; _marker setMarkerTextLocal _markertext; _marker setMarkerColorLocal "ColorGreen"; }else{ if (getMarkerColor _markername == "") then { _marker = createMarker [_markername, (PV_HALV_Broadcast_weedlocations select _i)]; _marker setMarkerType "Warning"; _marker setMarkerText _markertext; _marker setMarkerColor "ColorGreen"; }; }; diag_log format["[Random_Weed_Farm]: Client created marker %1 ...",_nr]; _nr = _nr + 1; }; PV_HALV_Broadcast_weedlocations = nil; }; I also have mine mission sided, called from the init. not sure if that makes a difference Link to comment Share on other sites More sharing options...
juandayz Posted March 23, 2017 Author Report Share Posted March 23, 2017 @Jestertriks a lil test to see if your problem is the event. we gonna plant manually the fiberplant ok? if u have deploy anything use step 1. if u use extra_Rc.hpp use step 2. if u doont have any right click mod.. the n use step 3 STEP 1 (DEPLOY ANYTHING)-add this line in \MPMissions\DayZ_Epoch_11.Chernarus\addons\bike\config.sqf Spoiler ["ItemEtool",[0,2,1],5,1,false,false,false,false,false,true,true,["fiberplant"],[],[""],"true"] STEP 2 (EXTRA_RC)-create plantmanually.sqf (mpmissions\your instance\drugs\) Spoiler private ["_playerPos","_nearRestr","_hastool","_hasitem","_removed","_abort","_reason","_distance","_isNear","_lockable","_isAllowedUnderGround","_offset","_classname","_zheightdirection","_zheightchanged","_rotate","_objectHelperPos","_objectHelperDir","_objHDiff","_position","_isOk","_dir","_vector","_cancel","_location2","_buildOffset","_location","_limit","_started","_finished","_animState","_isMedic","_proceed","_counter","_dis","_sfx","_combination_1_Display","_combination_1","_combination_2","_combination_3","_combination","_combinationDisplay","_combination_4","_num_removed","_tmpbuilt","_vUp","_classnametmp","_text","_ghost","_objectHelper","_location1","_object","_helperColor","_canDo","_pos","_onLadder","_vehicle","_inVehicle","_needNear","_canBuild"]; //Check if building already in progress, exit if so. if (dayz_actionInProgress) exitWith {localize "str_epoch_player_40" call dayz_rollingMessages;}; dayz_actionInProgress = true; _pos = [player] call FNC_GetPos; _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _vehicle = vehicle player; _inVehicle = (_vehicle != player); /////////////////////////////RESTRICT IF ANOTHER OBJET IS NEAR _playerPos = getPosATL player; _nearRestr = count nearestObjects [_playerPos, ["MAP_kulna"], 45] > 0; if (_nearRestr) exitWith { cutText [format["You cannot build another MAP_kulna in this plot area"], "PLAIN DOWN"]; dayz_actionInProgress = false; }; DZE_Q = false; DZE_Z = false; DZE_Q_alt = false; DZE_Z_alt = false; DZE_Q_ctrl = false; DZE_Z_ctrl = false; DZE_5 = false; DZE_4 = false; DZE_6 = false; DZE_F = false; DZE_cancelBuilding = false; DZE_updateVec = false; DZE_memDir = 0; DZE_memForBack = 0; DZE_memLeftRight = 0; call gear_ui_init; closeDialog 1; if (dayz_isSwimming) exitWith {dayz_actionInProgress = false; localize "str_player_26" call dayz_rollingMessages;}; if (_inVehicle) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_42" call dayz_rollingMessages;}; if (_onLadder) exitWith {dayz_actionInProgress = false; localize "str_player_21" call dayz_rollingMessages;}; if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_43" call dayz_rollingMessages;}; //////////////////////////////PUT YOUR OBJET ID BELLOW _classname = "fiberplant"; /////////////////////////////////////////////// _classnametmp = _classname; _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); _ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview"); _lockable = 0; //default define if lockable not found in config file below if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then { //find out if item is lockable object _lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable"); // 2=lockbox, 3=combolock, 4=safe }; _isAllowedUnderGround = 1; //check if allowed to build under terrain if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then { _isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground"); }; _offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset"); if((count _offset) <= 0) then { _offset = [0,5,1]; }; _objectHelper = objNull; _isOk = true; _location1 = [player] call FNC_GetPos; // get inital players position _dir = getDir player; //required to pass direction when building // if ghost preview available use that instead if (_ghost != "") then { _classname = _ghost; }; _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; //object preview, not an actual object that will be built _objectHelper = "Sign_sphere10cm_EP1" createVehicle [0,0,0]; _helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)"; _objectHelper setobjecttexture [0,_helperColor]; _objectHelper attachTo [player,_offset]; _object attachTo [_objectHelper,[0,0,0]]; if (isClass (configFile >> "SnapBuilding" >> _classname)) then { ["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build; }; ["","","",["Init","Init",0]] spawn build_vectors; _objHDiff = 0; _cancel = false; _reason = ""; helperDetach = false; _canDo = (!r_drag_sqf and !r_player_unconscious); _position = [_objectHelper] call FNC_GetPos; while {_isOk} do { _zheightchanged = false; _zheightdirection = ""; _rotate = false; if (DZE_Q) then { DZE_Q = false; _zheightdirection = "up"; _zheightchanged = true; }; if (DZE_Z) then { DZE_Z = false; _zheightdirection = "down"; _zheightchanged = true; }; if (DZE_Q_alt) then { DZE_Q_alt = false; _zheightdirection = "up_alt"; _zheightchanged = true; }; if (DZE_Z_alt) then { DZE_Z_alt = false; _zheightdirection = "down_alt"; _zheightchanged = true; }; if (DZE_Q_ctrl) then { DZE_Q_ctrl = false; _zheightdirection = "up_ctrl"; _zheightchanged = true; }; if (DZE_Z_ctrl) then { DZE_Z_ctrl = false; _zheightdirection = "down_ctrl"; _zheightchanged = true; }; if (DZE_4) then { _rotate = true; DZE_4 = false; if(DZE_dirWithDegrees) then{ DZE_memDir = DZE_memDir - DZE_curDegree; }else{ DZE_memDir = DZE_memDir - 45; }; }; if (DZE_6) then { _rotate = true; DZE_6 = false; if(DZE_dirWithDegrees) then{ DZE_memDir = DZE_memDir + DZE_curDegree; }else{ DZE_memDir = DZE_memDir + 45; }; }; if(DZE_updateVec) then{ [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; DZE_updateVec = false; }; if (DZE_F and _canDo) then { if (helperDetach) then { _objectHelper attachTo [player]; DZE_memDir = DZE_memDir-(getDir player); helperDetach = false; [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; } else { _objectHelperPos = getPosATL _objectHelper; detach _objectHelper; DZE_memDir = getDir _objectHelper; [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; _objectHelper setPosATL _objectHelperPos; _objectHelper setVelocity [0,0,0]; //fix sliding glitch helperDetach = true; }; DZE_F = false; }; if(_rotate) then { [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; }; if(_zheightchanged) then { if (!helperDetach) then { detach _objectHelper; _objectHelperDir = getDir _objectHelper; }; _position = [_objectHelper] call FNC_GetPos; if(_zheightdirection == "up") then { _position set [2,((_position select 2)+0.1)]; _objHDiff = _objHDiff + 0.1; }; if(_zheightdirection == "down") then { _position set [2,((_position select 2)-0.1)]; _objHDiff = _objHDiff - 0.1; }; if(_zheightdirection == "up_alt") then { _position set [2,((_position select 2)+1)]; _objHDiff = _objHDiff + 1; }; if(_zheightdirection == "down_alt") then { _position set [2,((_position select 2)-1)]; _objHDiff = _objHDiff - 1; }; if(_zheightdirection == "up_ctrl") then { _position set [2,((_position select 2)+0.01)]; _objHDiff = _objHDiff + 0.01; }; if(_zheightdirection == "down_ctrl") then { _position set [2,((_position select 2)-0.01)]; _objHDiff = _objHDiff - 0.01; }; if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then { _position set [2,0]; }; if (surfaceIsWater _position) then { _objectHelper setPosASL _position; } else { _objectHelper setPosATL _position; }; if (!helperDetach) then { _objectHelper attachTo [player]; }; [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; }; uiSleep 0.5; _location2 = [player] call FNC_GetPos; _objectHelperPos = [_objectHelper] call FNC_GetPos; if(DZE_5) exitWith { _isOk = false; _position = [_object] call FNC_GetPos; detach _object; _dir = getDir _object; _vector = [(vectorDir _object),(vectorUp _object)]; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; if(_location1 distance _location2 > DZE_buildMaxMoveDistance) exitWith { _isOk = false; _cancel = true; _reason = format[localize "STR_EPOCH_BUILD_FAIL_MOVED",DZE_buildMaxMoveDistance]; detach _object; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; if(_location1 distance _objectHelperPos > DZE_buildMaxMoveDistance) exitWith { _isOk = false; _cancel = true; _reason = format[localize "STR_EPOCH_BUILD_FAIL_TOO_FAR",DZE_buildMaxMoveDistance]; detach _object; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; if(abs(_objHDiff) > DZE_buildMaxHeightDistance) exitWith { _isOk = false; _cancel = true; _reason = format[localize "STR_EPOCH_BUILD_FAIL_HEIGHT",DZE_buildMaxHeightDistance]; detach _object; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith { _isOk = false; _cancel = true; _reason = localize "str_epoch_player_43"; detach _object; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; if (DZE_cancelBuilding) exitWith { _isOk = false; _cancel = true; _reason = localize "STR_EPOCH_PLAYER_46"; detach _object; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; }; _isOk = true; _proceed = false; _counter = 0; _location = [0,0,0]; //No building on roads unless toggled if (!DZE_BuildOnRoads) then { if (isOnRoad _position) then { _cancel = true; _reason = localize "STR_EPOCH_BUILD_FAIL_ROAD"; }; }; // No building in trader zones if(!canbuild) then { _cancel = true; _reason = format[localize "STR_EPOCH_PLAYER_136",localize "STR_EPOCH_TRADER"]; }; if(!_cancel) then { _classname = _classnametmp; // Start Build _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; //create actual object that will be published to database _tmpbuilt setdir _dir; //set direction inherited from passed args from control _tmpbuilt setVariable["memDir",_dir,true]; // Get position based on object _location = _position; if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then { //check Z axis if not allowed to build underground _location set [2,0]; //reset Z axis to zero (above terrain) }; _tmpbuilt setVectorDirAndUp _vector; _buildOffset = [0,0,0]; _vUp = _vector select 1; switch (_classname) do { case "MetalFloor_DZ": { _buildOffset = [(_vUp select 0) * .148, (_vUp select 1) * .148,0]; }; }; _location = [ (_location select 0) - (_buildOffset select 0), (_location select 1) - (_buildOffset select 1), (_location select 2) - (_buildOffset select 2) ]; if (surfaceIsWater _location) then { _tmpbuilt setPosASL _location; _location = ASLtoATL _location; //Database uses ATL } else { _tmpbuilt setPosATL _location; }; format[localize "str_epoch_player_138",_text] call dayz_rollingMessages; //////////////////////////////////////////////////##########START TO BUILD AND REMOVE OBJETS player playActionNow "Medic"; [player,"repair",0,false,10] call dayz_zombieSpeak; [player,10,true,(getPosATL player)] spawn player_alertZombies; sleep 3; //////////Change items bellow by your owns in _hasitems variable cutText [format[localize "str_build_01",_text], "PLAIN DOWN"]; //////////////////////////////////////////////////////////////////////////////// _limit = 3; //times it takes to build by default if (DZE_StaticConstructionCount > 0) then { //if count is manually overridden inside init.sqf, use that instead, else use limits configured in config files _limit = DZE_StaticConstructionCount; } else { if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount"); }; }; _tmpbuilt setVariable ["OEMPos",_location,true]; //store original location as a variable //if not lockable item _tmpbuilt setVariable ["CharacterID",dayz_characterID,true]; if (DZE_permanentPlot) then { _tmpbuilt setVariable ["ownerPUID",dayz_playerUID,true]; _friendsArr = [[dayz_playerUID,toArray (name player)]]; _tmpbuilt setVariable ["plotfriends", _friendsArr, true]; PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,dayz_playerUID,_vector],_friendsArr]; publicVariableServer "PVDZ_obj_Publish"; //customize msg bellow cutText [format["NICE!"], "PLAIN DOWN",3]; }; } else { //if magazine was not removed, cancel publish deleteVehicle _tmpbuilt; localize "str_epoch_player_46" call dayz_rollingMessages; }; //by juandayz writed with base on modular_build.sqf dayz_actionInProgress = false; open your extra_rc.hpp and paste: Spoiler class ItemEtool { class planthemp { text = "plant the weed"; script = "execVM 'drugs\plantmanually.sqf'"; }; }; STEP 3 (launch the event throug init.sqf) create weed.sqf (mpmissions\your instance\) Spoiler private ["_spawnRadius","_spawnMarker","_position","_positionarray","_mainpos","_markerRadius","_marker","_plant01", "_plant02","_plant03","_plant04","_plant05","_plant06","_plant07","_spawnChance","_spawnRoll"]; _despawn_timer = 500; _spawnRadius = 5000; _spawnMarker = 'center'; _position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos; _positionarray = [ [(_position select 0) - 14.5, (_position select 1) - 21,-0.012], [(_position select 0) - 20, (_position select 1) - 20,-0.012], [(_position select 0) + 25, (_position select 1) + 5,-0.012], [(_position select 0) + 16, (_position select 1) - 14,-0.012], [(_position select 0) + 49, (_position select 1) + 17.5,-0.012], [(_position select 0) + 38.5, (_position select 1) - 16,-0.012] ]; _mainpos = _positionarray call BIS_fnc_selectRandom; _markerRadius = 100; // Radius the camp can spawn and used for the marker _marker_on_radius = createMarker ["bodycorpse",_position]; _marker_on_radius setMarkerShape "ELLIPSE"; _marker_on_radius setMarkerType "Cricle01"; _marker_on_radius setMarkerColor "ColorBlack"; _marker_on_radius setMarkerAlpha 0.8; _marker_on_radius setMarkerBrush "Solid"; _marker_on_radius setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)]; _marker = createMarker ["WeedFarm", _mainpos]; _marker setMarkerText "WeedFarm"; _marker setMarkerType "mil_circle"; _marker setMarkerColor "ColorGreen"; _marker setMarkerBrush "Solid"; _marker setMarkerSize [0.1, 0.1]; _plant01 = createVehicle ["Fiberplant", [(_position select 0) + 1, (_position select 1) - 13,-0.12],[], 0, "CAN_COLLIDE"]; _plant01 setDir 0; _plant01 setVectorUp surfaceNormal position _plant01; _plant02 = createVehicle ["Fiberplant", [(_position select 0) - 13, (_position select 1) - 3,-0.12],[], 0, "CAN_COLLIDE"]; _plant02 setDir 0; _plant02 setVectorUp surfaceNormal position _plant02; _plant03 = createVehicle ["Fiberplant", [(_position select 0) + 14, (_position select 1) - 8,-0.12],[], 0, "CAN_COLLIDE"]; _plant03 setDir 0; _plant03 setVectorUp surfaceNormal position _plant03; _plant04 = createVehicle ["Fiberplant", [(_position select 0) - 1, (_position select 1) - 11,-0.12],[], 0, "CAN_COLLIDE"]; _plant04 setDir 0; _plant04 setVectorUp surfaceNormal position _plant04; _plant05 = createVehicle ["Fiberplant", [(_position select 0) - 10, (_position select 1) - 5,-0.12],[], 0, "CAN_COLLIDE"]; _plant05 setDir 0; _plant05 setVectorUp surfaceNormal position _plant05; _plant06 = createVehicle ["Fiberplant", [(_position select 0) - 11, (_position select 1) - 7,-0.12],[], 0, "CAN_COLLIDE"]; _plant06 setDir 0; _plant06 setVectorUp surfaceNormal position _plant06; _plant07 = createVehicle ["Fiberplant", [(_position select 0) - 20, (_position select 1) - 9,-0.12],[], 0, "CAN_COLLIDE"]; _plant07 setDir 0; _plant07 setVectorUp surfaceNormal position _plant07; [nil,nil,rTitleText,"THERS A WEED FARM! COLLECT THE DRUGS","PLAIN",7.5] call RE; sleep _despawn_timer; deleteVehicle _plant01; deleteVehicle _plant02; deleteVehicle _plant03; deleteVehicle _plant04; deleteVehicle _plant05; deleteVehicle _plant06; deleteVehicle _plant07; deleteMarker _marker_on_radius; deleteMarker _marker; Open init.sqf and find: call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_monitor.sqf"; bellow paste: //weed _weed = [] execVM "weed.sqf"; // now go in game , right click on etool , plant and try to cut the hemp with the knife or machete Link to comment Share on other sites More sharing options...
Jestertriks Posted March 24, 2017 Report Share Posted March 24, 2017 Ok so its not the event. got the same response from planting my self. I also deleted the deploy way and installed the extra_rc way and still got the same response wtf lol Link to comment Share on other sites More sharing options...
juandayz Posted March 24, 2017 Author Report Share Posted March 24, 2017 26 minutes ago, Jestertriks said: Ok so its not the event. got the same response from planting my self. I also deleted the deploy way and installed the extra_rc way and still got the same response wtf lol ok gonna try something diferent forgot the right click actions.. gona use and translate the nearest restriction to fn_selfactions. to try the script with scroll menu option.. ok? replace the cuthemp.sqf by this: (drop it into mpmissions\instance_11.chernarus\drugs\ ) Spoiler /* rewrited by juandayz for epoch 1.6 put together for DayZ Epoch Credits to Shogun338 from Insurrection gaming modified for separate "gather weed" script */ private ["_vehicle","_inVehicle","_countplayers","_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"]; _weed = nearestObject [player, "fiberplant"]; if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith { dayz_actionInProgress = false; systemChat("Not in combat mode"); }; _vehicle = vehicle player; _inVehicle = (_vehicle != player); _countplayers = count nearestObjects [player, ["CAManBase"], 7]; if (_inVehicle) exitWith { systemChat("you cannot do it in a vehicle"); }; if (_countplayers > 1) exitWith { systemChat("Nearest player action cancelled"); }; player playActionNow "Medic"; sleep 1; deleteVehicle _weed; player addMagazine "ItemKiloHemp"; sleep 2; systemChat("NICE LETS SMOKE OR SELL"); open your CUSTOM fn_Selfactions.sqf at very botom paste: Spoiler private["_playerPos","_nearplant"]; _playerPos = getPosATL player; _nearplant = count nearestObjects [_playerPos, ["fiberplant"], 3] > 0; if (_nearplant) then { if (s_player_cuth < 0) then { s_player_cuth = player addaction[("<t color=""#F7D708"">" + ("cut flowers") +"</t>"),"drugs\cutehemp.sqf"]; }; } else { player removeAction s_player_cuth; s_player_cuth = -1; }; Link to comment Share on other sites More sharing options...
Hooty Posted March 24, 2017 Report Share Posted March 24, 2017 Just notice when I harvest 3 plus weed it will not let me access any trader or anything in selfactions? When I re log it seems to work again any ideas? Link to comment Share on other sites More sharing options...
juandayz Posted March 24, 2017 Author Report Share Posted March 24, 2017 8 hours ago, Hooty said: Just notice when I harvest 3 plus weed it will not let me access any trader or anything in selfactions? When I re log it seems to work again any ideas? do you have any king of cute text saying "action already in progres" in your game? Link to comment Share on other sites More sharing options...
Hooty Posted March 24, 2017 Report Share Posted March 24, 2017 no but i get that if say i already have the limit in my inventory when i re try to havest Link to comment Share on other sites More sharing options...
Jestertriks Posted March 24, 2017 Report Share Posted March 24, 2017 @juandayz Yes sir, the fn_selfactions worked. when at the plants it said "cut plant" and it worked. non spawned in plants. used your adminevents and started a weedfarm right click knife still did not work Link to comment Share on other sites More sharing options...
juandayz Posted March 24, 2017 Author Report Share Posted March 24, 2017 2 hours ago, Hooty said: no but i get that if say i already have the limit in my inventory when i re try to havest try replace the cutehemp.sqf with this Spoiler /* rewrited by juandayz for epoch 1.6 put together for DayZ Epoch Credits to Shogun338 from Insurrection gaming modified for separate "gather weed" script */ private ["_vehicle","_inVehicle","_countplayers","_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"]; _playerPos = getPosATL player; _nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0; _weed = nearestObject [player, "fiberplant"]; if !(_nearWeed) exitWith { systemChat("Needs be near of a FiberPlant"); }; if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith { dayz_actionInProgress = false; systemChat("Not in combat mode"); }; _vehicle = vehicle player; _inVehicle = (_vehicle != player); _countplayers = count nearestObjects [player, ["CAManBase"], 7]; if (_inVehicle) exitWith { systemChat("you cannot do it in a vehicle"); }; if (_countplayers > 1) exitWith { systemChat("Nearest player action cancelled"); }; disableSerialization; _gearmenu = FindDisplay 106; _gearmenu CloseDisplay 106; player playActionNow "Medic"; r_interrupt = false; sleep 6; deleteVehicle _weed; player addMagazine "ItemKiloHemp"; sleep 2; systemChat("NICE LETS SMOKE OR SELL"); Link to comment Share on other sites More sharing options...
juandayz Posted March 24, 2017 Author Report Share Posted March 24, 2017 1 hour ago, Jestertriks said: @juandayz Yes sir, the fn_selfactions worked. when at the plants it said "cut plant" and it worked. non spawned in plants. used your adminevents and started a weedfarm right click knife still did not work well if u see in the code of fn_Selfactions.sqf and in the cuthemp the restrictions lines are the sames... cannot understand why it dsnt work ... but try it... again back to use right clicks. and replace cutehemp by this Spoiler /* rewrited by juandayz for epoch 1.6 put together for DayZ Epoch Credits to Shogun338 from Insurrection gaming modified for separate "gather weed" script */ private ["_vehicle","_inVehicle","_countplayers","_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"]; _playerPos = getPosATL player; _hempqty = {_x == "ItemKiloHemp"} count magazines player; _nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0; _weed = nearestObject [player, "fiberplant"]; if !(_nearWeed) exitWith { dayz_actionInProgress = false; systemChat("Needs be near of a FiberPlant"); }; if (_hempqty > 2) exitWith { dayz_actionInProgress = false; systemChat("YOure Full of Drugs"); }; if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith { dayz_actionInProgress = false; systemChat("Not in combat mode"); }; _vehicle = vehicle player; _inVehicle = (_vehicle != player); _countplayers = count nearestObjects [player, ["CAManBase"], 7]; if (_inVehicle) exitWith { dayz_actionInProgress = false; systemChat("you cannot do it in a vehicle"); }; if (_countplayers > 1) exitWith { dayz_actionInProgress = false; systemChat("Nearest player action cancelled"); }; disableSerialization; _gearmenu = FindDisplay 106; _gearmenu CloseDisplay 106; player playActionNow "Medic"; r_interrupt = false; sleep 1; deleteVehicle _weed; player addMagazine "ItemKiloHemp"; sleep 2; systemChat("NICE LETS SMOKE OR SELL"); dayz_actionInProgress = false; Link to comment Share on other sites More sharing options...
Jestertriks Posted March 24, 2017 Report Share Posted March 24, 2017 ok it is working now, I'm guessing that cuthemp script? IDK but thank you for taking the time to help juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted March 25, 2017 Author Report Share Posted March 25, 2017 4 hours ago, Jestertriks said: ok it is working now, I'm guessing that cuthemp script? IDK but thank you for taking the time to help lines in black to see the changes if !(_nearWeed) exitWith {dayz_actionInProgress = false; systemChat("Needs be near of a FiberPlant"); }; seems like your old cutehemp do not get out of the first action in progress... i guess Link to comment Share on other sites More sharing options...
Hooty Posted March 25, 2017 Report Share Posted March 25, 2017 Fixed mine i replaced cuthemp.sqf with this Spoiler private ["_inventory","_hastool","_inVehicle","_vehicle","_gearmenu","_playerPos","_nearWeed","_weed","_countplayers","_objectID","_objectUID"]; dayz_actionInProgress = true; _playerPos = getPosATL player; _hempqty = {_x == "ItemKiloHemp"} count magazines player; _nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0; _weed = nearestObject [player, "fiberplant"]; _countplayers = count nearestObjects [player, ["CAManBase"], 7]; _vehicle = vehicle player; _inVehicle = (_vehicle != player); _inventory = items player; _hastool = "ItemKnife" in _inventory; if (!_hastool) exitWith {cutText [format["Im not getting all those trichomes on my hands! You need a knife!"], "PLAIN DOWN"]; }; if (_inVehicle) exitWith { cutText [format["Nah dude, get out and harvest..."], "PLAIN DOWN"]; }; if (_countplayers > 1) exitWith { cutText [format["No way dude! Someone is watching your ass! Player within 5m HIDE THE DEAD and ZEDS"], "PLAIN DOWN"]; }; if !(_nearWeed) exitWith { systemChat("Dude are you tripping balls? There are no plants here?"); }; if (_hempqty > 0) exitWith { systemChat("Oi dude do you smell loud? put it in your bag ay!"); }; disableSerialization; _gearmenu = FindDisplay 106; _gearmenu CloseDisplay 106; r_interrupt = false; _objectID = _weed getVariable["ObjectID","0"]; _objectUID = _weed getVariable["ObjectUID","0"]; deleteVehicle _weed; PVDZ_obj_Destroy = [_objectID,_objectUID,_weed]; publicVariableServer "PVDZ_obj_Delete"; player addMagazine "ItemKiloHemp"; player addMagazine "ItemKiloHemp"; sleep 2; systemChat("Yiew! Right Click it! LETS SMOKE! I hear the Hustler & Gem trader buys this stuff too!"); dayz_actionInProgress = false; I removed the waiting for harvest to finish , made it cut instant "no medic action", set hempqty<0, and made it give 2 kilos since you have to store after each harvest. This also prevented all dupes on 1.0.5.1 and seems to on 1.0.6.1 including auto clickers. ***I use click actions method*** juandayz 1 Link to comment Share on other sites More sharing options...
Shak Posted March 25, 2017 Report Share Posted March 25, 2017 I like to have an additional harvest script for indoor plants, you can make some cool drug houses this way. Just use "MAP_flower_02" juandayz 1 Link to comment Share on other sites More sharing options...
WagnerMello Posted April 24, 2017 Report Share Posted April 24, 2017 Juan the plantation does not grow Link to comment Share on other sites More sharing options...
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