Hooty Posted April 24, 2017 Report Share Posted April 24, 2017 On 3/22/2017 at 4:43 AM, Cherdenko said: 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 Is what I use and works perfect. juandayz and Cherdenko 2 Link to comment Share on other sites More sharing options...
jjsnacks77 Posted July 7, 2017 Report Share Posted July 7, 2017 Would anyone be able to help me get this working? The weed farms spawn really well on the server which is nice to see but I can't seem to get my right click actions working with the All in 1 deploy. I have tried different ways of executing this script through the config but I cannot seem to get it to work? I think its got something to do with this config seeing as I cannot get options on my Machete or Hemp. Thanks in advance. Deploy config Spoiler // **FORMAT** -- (note no comma after last array entry) // // DZE_DEPLOYABLES_CONFIG = [ // [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_ammo,_hive,_plot,_simulation,_road,_deployables,_near,_parts,_condition], // [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_ammo,_hive,_plot,_simulation,_road,_deployables,_near,_parts,_condition], // [...more stuff here...] // ]; // // parameter | description | type | example // --------------|---------------------------------------------------------------------|--------|-------- // _clickItem | class name of the item to click on | string | "ItemToolbox" // _deployOffset | [_side,_front,_up] array to offset the deployable when buiding | array | [0,2,1] // _packDistance | how close does the packer need to be to pack the object? | number | 5 // _damageLimit | item can't be repacked if damage is > this. (-1 = no re-packing) | number | 0.1 // _packAny | can anyone repack the deployable? | bool | false // _cargo | clear the cargo of the deployable? | bool | false // _ammo | should vehicle ammo be cleared? (does not persist through restart) | bool | true // _hive | write deployable to database? | bool | false // _plot | require a plot from the owner to build the deployable? | bool | false // _simulation | enable simulation (movement/damage) for the object? (true for cars) | bool | true // _road | enable road building for this object? | bool | true // _deployables | array of class names that can be deployed with this method | array | ["MMT_Civ"] // _near | array of items required nearby to build (workshop/fire/fueltank) | array | [] // _parts | array of parts required to build (will be taken from player) | array | ["ItemToolbox"] // _condition | string of code to evaluate to determine whether action is shown | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}" DZE_DEPLOYABLES_CONFIG = [ // deploy a non-permanent bike from a toolbox right in front of the player that can be re-packed by the owner as long as it's under 10% damage ["ItemToolbox",[0,6,.99],5,1,true,false,false,false,false,true,true,["MMT_Civ"],[],["PartGeneric"],"true"], ["ItemToolbox",[0,8,.99],7,1,true,false,false,false,false,true,true,["CSJ_GyroC"],[],["PartVRotor","PartEngine","PartGeneric"],"true"], ["ItemToolbox",[0,8,.99],7,1,true,false,false,false,false,true,true,["pook_H13_civ_yellow"],[],["PartVRotor","PartEngine","PartGeneric","PartGeneric"],"true"], ["ItemKnife","Harvest some dank kush","execVM 'drugs\cuthemp.sqf';","true"], ["ItemKiloHemp","Blaze it up","execVM 'drugs\smoke.sqf';","true"], ["ItemMachete","Harvest some dank kush","execVM 'drugs\cuthemp.sqf';","true"] ]; // **DZE_DEPLOYABLE_NAME_MAP format // // DZE_DEPLOYABLE_NAME_MAP = [ // [_class,_name], // [_class,_name], // [... more ...] // ]; // // parameter | description | type | example // --------------|---------------------------------------------------------------------|--------|-------- // _class | class name of the item you want to replace the name of | string | "Notebook" // _name | new name to display when right clicking | string | "Macbook Pro" // DZE_DEPLOYABLE_NAME_MAP = [ ["Notebook","Macbook Pro"] ]; DZE_DEPLOYABLE_ADMINS = []; Screenshots in game Spoiler Link to comment Share on other sites More sharing options...
Ghostis Posted July 7, 2017 Report Share Posted July 7, 2017 2 hours ago, jjsnacks77 said: Would anyone be able to help me get this working? The weed farms spawn really well on the server which is nice to see but I can't seem to get my right click actions working with the All in 1 deploy. I have tried different ways of executing this script through the config but I cannot seem to get it to work? I think its got something to do with this config seeing as I cannot get options on my Machete or Hemp. Thanks in advance. Deploy config Hide contents // **FORMAT** -- (note no comma after last array entry) // // DZE_DEPLOYABLES_CONFIG = [ // [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_ammo,_hive,_plot,_simulation,_road,_deployables,_near,_parts,_condition], // [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_ammo,_hive,_plot,_simulation,_road,_deployables,_near,_parts,_condition], // [...more stuff here...] // ]; // // parameter | description | type | example // --------------|---------------------------------------------------------------------|--------|-------- // _clickItem | class name of the item to click on | string | "ItemToolbox" // _deployOffset | [_side,_front,_up] array to offset the deployable when buiding | array | [0,2,1] // _packDistance | how close does the packer need to be to pack the object? | number | 5 // _damageLimit | item can't be repacked if damage is > this. (-1 = no re-packing) | number | 0.1 // _packAny | can anyone repack the deployable? | bool | false // _cargo | clear the cargo of the deployable? | bool | false // _ammo | should vehicle ammo be cleared? (does not persist through restart) | bool | true // _hive | write deployable to database? | bool | false // _plot | require a plot from the owner to build the deployable? | bool | false // _simulation | enable simulation (movement/damage) for the object? (true for cars) | bool | true // _road | enable road building for this object? | bool | true // _deployables | array of class names that can be deployed with this method | array | ["MMT_Civ"] // _near | array of items required nearby to build (workshop/fire/fueltank) | array | [] // _parts | array of parts required to build (will be taken from player) | array | ["ItemToolbox"] // _condition | string of code to evaluate to determine whether action is shown | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}" DZE_DEPLOYABLES_CONFIG = [ // deploy a non-permanent bike from a toolbox right in front of the player that can be re-packed by the owner as long as it's under 10% damage ["ItemToolbox",[0,6,.99],5,1,true,false,false,false,false,true,true,["MMT_Civ"],[],["PartGeneric"],"true"], ["ItemToolbox",[0,8,.99],7,1,true,false,false,false,false,true,true,["CSJ_GyroC"],[],["PartVRotor","PartEngine","PartGeneric"],"true"], ["ItemToolbox",[0,8,.99],7,1,true,false,false,false,false,true,true,["pook_H13_civ_yellow"],[],["PartVRotor","PartEngine","PartGeneric","PartGeneric"],"true"], ["ItemKnife","Harvest some dank kush","execVM 'drugs\cuthemp.sqf';","true"], ["ItemKiloHemp","Blaze it up","execVM 'drugs\smoke.sqf';","true"], ["ItemMachete","Harvest some dank kush","execVM 'drugs\cuthemp.sqf';","true"] ]; // **DZE_DEPLOYABLE_NAME_MAP format // // DZE_DEPLOYABLE_NAME_MAP = [ // [_class,_name], // [_class,_name], // [... more ...] // ]; // // parameter | description | type | example // --------------|---------------------------------------------------------------------|--------|-------- // _class | class name of the item you want to replace the name of | string | "Notebook" // _name | new name to display when right clicking | string | "Macbook Pro" // DZE_DEPLOYABLE_NAME_MAP = [ ["Notebook","Macbook Pro"] ]; DZE_DEPLOYABLE_ADMINS = []; Screenshots in game Hide contents You did not understand correctly Add need to another file DZE_CLICK_ACTIONS = [ ["ItemGPS","Scan Nearby","if(isNil 'DZE_CLICK_ACTIONS_GPS_RANGE') then {DZE_CLICK_ACTIONS_GPS_RANGE = 1500;};DZE_CLICK_ACTIONS_ZOMBIE_COUNT = count ((position player) nearEntities ['zZombie_Base',DZE_CLICK_ACTIONS_GPS_RANGE]); DZE_CLICK_ACTIONS_MAN_COUNT = count ((position player) nearEntities ['CAManBase',DZE_CLICK_ACTIONS_GPS_RANGE]);cutText[format['Within %1 Meters: %2 AI/players, %3 zombies, %4 vehicles',DZE_CLICK_ACTIONS_GPS_RANGE,DZE_CLICK_ACTIONS_MAN_COUNT - DZE_CLICK_ACTIONS_ZOMBIE_COUNT,count ((position player) nearEntities ['zZombie_Base',DZE_CLICK_ACTIONS_GPS_RANGE]),count ((position player) nearEntities ['allVehicles',DZE_CLICK_ACTIONS_GPS_RANGE]) - DZE_CLICK_ACTIONS_MAN_COUNT],'PLAIN DOWN'];","true"], ["ItemGPS","Range Up" ,"if(isNil 'DZE_CLICK_ACTIONS_GPS_RANGE') then {DZE_CLICK_ACTIONS_GPS_RANGE = 1500;};DZE_CLICK_ACTIONS_GPS_RANGE = (DZE_CLICK_ACTIONS_GPS_RANGE + 100) min 2500; cutText[format['GPS RANGE: %1',DZE_CLICK_ACTIONS_GPS_RANGE],'PLAIN DOWN'];","true"], ["ItemGPS","Range Down" ,"if(isNil 'DZE_CLICK_ACTIONS_GPS_RANGE') then {DZE_CLICK_ACTIONS_GPS_RANGE = 1500;};DZE_CLICK_ACTIONS_GPS_RANGE = (DZE_CLICK_ACTIONS_GPS_RANGE - 100) max 1000; cutText[format['GPS RANGE: %1',DZE_CLICK_ACTIONS_GPS_RANGE],'PLAIN DOWN'];","true"], ["ItemToolbox","Меню крафта","closeDialog 0;createDialog ""ZCraft"";","true"], ["Binocular","View Distance 500m","setViewDistance 500;","true"], ["Binocular","View Distance 1000m","setViewDistance 1000;","true"], ["Binocular","View Distance 1500m","setViewDistance 1500;","true"], ["Binocular","View Distance 2000m","setViewDistance 2000;","true"], ["Binocular","View Distance 2500m","setViewDistance 2500;","true"], ["Binocular","View Distance 3000m","setViewDistance 3000;","true"], ["Binocular","View Distance 4000m","setViewDistance 4000;","true"], ["Binocular","View Distance 5000m","setViewDistance 5000;","true"], ["Binocular_Vector","View Distance 500m","setViewDistance 500;","true"], ["Binocular_Vector","View Distance 1000m","setViewDistance 1000;","true"], ["Binocular_Vector","View Distance 1500m","setViewDistance 1500;","true"], ["Binocular_Vector","View Distance 2000m","setViewDistance 2000;","true"], ["Binocular_Vector","View Distance 2500m","setViewDistance 2500;","true"], ["Binocular_Vector","View Distance 3000m","setViewDistance 3000;","true"], ["Binocular_Vector","View Distance 4000m","setViewDistance 4000;","true"], ["Binocular_Vector","View Distance 5000m","setViewDistance 5000;","true"], ["ItemKnife","Harvest the weed","execVM 'scripts\cuthemp.sqf';","true"], ["ItemKiloHemp","Smoke that shit","execVM 'scripts\smoke.sqf';","true"], ["ItemMachete","Harvest the weed","execVM 'scripts\cuthemp.sqf';","true"] ]; This file is in the overwrites\click_actions\config.sqf juandayz 1 Link to comment Share on other sites More sharing options...
jjsnacks77 Posted July 7, 2017 Report Share Posted July 7, 2017 22 minutes ago, Ghostis said: Add need to another file You are correct. Thankyou. I completely forgot about the other file! Link to comment Share on other sites More sharing options...
gelo534 Posted January 26, 2018 Report Share Posted January 26, 2018 On 12.1.2017 at 7:58 PM, juandayz said: DRUGS Before star... you should add this items into your traders menus. Reveal hidden contents equip_comfreyleafs (used to craft drugs plants) ItemFertilizer (used to craft drugs plants) ItemHempPlant (the hemp plant who comes by default with epoch) ItemKiloHemp (the thing we gonna use to set as drug) 1.Create this path: mpmissions\your instance\scripts\drugs\ 2-Create the sqfs into the new path. Hide contents craftplant.sqf Hide contents //by juandayz private ["_seeds","_ItemFertilizer"]; _seeds = {_x == "equip_comfreyleafs"} count magazines player; if (_seeds < 2) exitWith {systemchat"you need 2 leafs";}; _ItemFertilizer = {_x == "ItemFertilizer"} count magazines player; if (_ItemFertilizer == 0) exitWith {systemchat"you need fertilezer";}; player playActionNow "Medic"; player removeMagazine "ItemFertilizer"; player removeMagazine "equip_comfreyleafs"; player removeMagazine "equip_comfreyleafs"; sleep 1; player addMagazine "ItemHempPlant"; systemchat "you got a weed plant"; cutehemp.sqf Reveal hidden contents /* 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 ["_weed2","_vehicle","_inVehicle","_countplayers","_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID","_hempqty"]; _playerPos = getPosATL player; _hempqty = {_x == "ItemKiloHemp"} count magazines player; _nearWeed = count nearestObjects [_playerPos, ["fiberplant","MAP_c_fern"], 4] > 0; _weed = nearestObject [player,"fiberplant"]; _weed2 = nearestObject [player,"MAP_c_fern"]; if !(_nearWeed) exitWith { systemChat("Needs be near of a plant"); }; if (_hempqty > 12) exitWith { systemChat("Youre Full of Drugs"); }; _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; deleteVehicle _weed2; player addMagazine "ItemKiloHemp"; sleep 2; systemChat("NICE LETS SMOKE IT"); smoke.sqf Reveal hidden contents /* rewrited by juandayz for epoch 1.6 credits to ZeroK00L... */ [] spawn { systemChat("Drugs my only love"); player removeMagazine 'ItemKiloHemp'; Remove_Drug_effects = { { ppEffectDestroy _x; } forEach (_this select 0); ppEffectDestroy ppe2; ppEffectDestroy ppe3; setaperture 0; }; _time = time; _effects = []; player playMoveNow "ActsPercMstpSnonWpstDnon_sceneBardak01"; while {true} do { ppe2 = ppEffectCreate ["chromAberration", 1555]; _effects = _effects + [ppe2]; ppe2 ppEffectAdjust [random 0.25,random 0.25,true]; ppe2 ppEffectCommit 1; ppe2 ppEffectEnable true; ppe3 = ppEffectCreate ["radialBlur", 1555]; _effects = _effects + [ppe3]; ppe3 ppEffectEnable true; ppe3 ppEffectAdjust [random 0.02,random 0.02,0.15,0.15]; ppe3 ppEffectCommit 1; sleep random(1); if (_time + 10 < time) exitWith {[_effects] call Remove_Drug_effects;}; }; }; 3.Now you need extra_rc.hpp or deploy anything mod. Hide contents if your using extra_rc.hpp paste: Reveal hidden contents class ExtraRc { /////////////////////////////DRUGS class ItemKnife { class farmhemp { text = "HARVEST PLANT"; script = "execVM 'scripts\drugs\cuthemp.sqf'"; }; }; class ItemKiloHemp { class smokeweed { text = "SMOKE ME!!!"; script = "execVM 'scripts\drugs\smoke.sqf'"; }; }; class ItemMachete { class farmhemp2 { text = "HARVEST PLANT"; script = "execVM 'scripts\drugs\cuthemp.sqf'"; }; }; class equip_comfreyleafs { class create { text = "WeedPlant"; script = "execVM 'scripts\drugs\craftplant.sqf'"; }; }; ///////////////END DRUGS }; if ure using deploy anything DZE_CLICK_ACTIONS = [ ///DRUGS ["ItemKnife","Harvest the weed","execVM 'scripts\drugs\cuthemp.sqf';","true"], ["ItemMachete","Harvest the weed","execVM 'scripts\drugs\cuthemp.sqf';","true"], ["equip_comfreyleafs","CraftPlant","execVM 'scripts\drugs\craftplant.sqf';","true"], ["ItemKiloHemp","Smoke that shit","execVM 'scripts\drugs\smoke.sqf';","true"] //DRUGS ENDS ]; 4.Now we gonna create an epoch event to spawn weed fields. Reveal hidden contents A-Open init.sqf this line must be true: EpochUseEvents = true; and add lines in blue: EpochEvents = [["any","any","any","any",10,"server_weed"],["any","any","any","any",13,"default epoch events"]]; B-into dayz_server\modules\ create server_weed.sqf Reveal hidden contents //taked from nova private ["_hintmsg","_spawnChance", "_spawnMarker", "_spawnRadius", "_markerRadius", "_item", "_debug", "_start_time", "_loot", "_loot_amount", "_loot_box", "_wait_time", "_spawnRoll", "_position", "_event_marker", "_loot_pos", "_debug_marker","_loot_box", "_hint"]; _hintmsg = false; //change by true if ure using remotemessages provided by coins mod _spawnChance = 1; // Percentage chance of event happening 0.30 _markerRadius = 300; // Radius the loot can spawn and used for the marker _debug = true; // Puts a marker exactly were the loot spawns _wait_time = 800; // Dont mess with theses unless u know what yours doing _start_time = time; _spawnRadius = 5000; _spawnMarker = 'center'; // Random chance of event happening _spawnRoll = random 1; if (_spawnRoll > _spawnChance and !_debug) exitWith {}; // Random location [[x,y,z],0,1000,10,0,25,0] call BIS_fnc_findSafePos; _position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,4000,0] call BIS_fnc_findSafePos; diag_log(format["Spawning loot event at %1", _position]); _event_marker = createMarker [ format ["loot_event_marker_%1", _start_time], _position]; _event_marker setMarkerShape "Ellipse"; _event_marker setMarkerColor "ColorGreen"; _event_marker setMarkerAlpha 0.5; _event_marker setMarkerBrush "GRID"; _event_marker setMarkerSize [_markerRadius, _markerRadius]; // _event_markerLabel = createMarker [ format ["loot_event_marker_%1", _start_time], _position]; _event_markerLabel setMarkerColor "ColorBlack"; _event_markerLabel setMarkerText "Hemp Field"; _loot_pos = [_position,0,(_markerRadius - 100),10,0,2000,0] call BIS_fnc_findSafePos; if (_debug) then { _debug_marker = createMarker [ format ["loot_event_debug_marker_%1", _start_time], _loot_pos]; _debug_marker setMarkerType "Join"; _debug_marker setMarkerColor "ColorGreen"; _debug_marker setMarkerAlpha 1; }; diag_log(format["Creating ammo box at %1", _loot_pos]); _buildPlant = random 30; _offset = 120; for "_i" from 0 to _buildPlant do { _distance1 = random _offset; _distance2 = random _offset; _plant = createVehicle ["Fiberplant", [(_loot_pos select 0)+_distance1,(_loot_pos select 1)+_distance2, 0], [], 0, "CAN_COLLIDE"]; _plant setPos [(_loot_pos select 0)+_distance1,(_loot_pos select 1)+_distance2, 0]; _uID = str(round(random 999999)); _plant setVariable ["ObjectID", _uID, true]; _plant setVariable ["ObjectUID", _uID, true]; _plant setVariable ["lastUpdate",time,true]; }; if (_hintmsg) then { // Send message to users _hint = parseText format["<t align='center' color='#31db3c' shadow='2' size='1.55'>NEW EVENT</t><br/><t align='center' color='#ffffff'>!WEED FIELD!.Take your Knife or Machete and harvest some drugs.</t>"]; RemoteMessage = ['hint', _hint]; publicVariable "RemoteMessage"; }else{ [nil,nil,rTitleText,"A WEED FIELD!","PLAIN",7.5] call RE; }; diag_log(format["Loot event setup, waiting for %1 seconds", _wait_time]); // Wait sleep _wait_time; // Clean up // deleteVehicle _loot_box; deleteMarker _event_marker; deleteMarker _event_markerLabel; if (_debug) then { deleteMarker _debug_marker; }; Now this is optional... since i do not use road blocks for anything... i just change it by weed plants.. so if u wanna do the same: 1-Open spawn_roadblocks.sqf located in dayz_server\compile\ then change this line: _spawnveh = DZE_isWreck call BIS_fnc_selectRandom; by: _spawnveh = "Fiberplant"; 2-open your init.sqf find this line to manage the amount of fiber plants spawned. MaxDynamicDebris = 20; // was changed by juandayz to spawn fiberplants Optional too. Create a police Drugs check point. (if player cross that check point with drugs police gonna remove it) You will need create the map addon.. i just give you the code for remove drugs. Hide contents police.sqf [format["<t size='1.2' color='#D01000'>WARNING %1</t><br/><t size='0.9'>POLICE GONNA REMOVE ALL YOUR DRUGS FROM YOUR INVENTORY</t>",(name player)],0,0,5,5] spawn BIS_fnc_dynamicText; while {true} do { private["_vehicle", "_curspeed", "_vel", "_dir", "_speed","_hempqty"]; //waitUntil {vehicle player != player and!((vehicle player) isKindOf 'Air')}; if (vehicle player != player and!((vehicle player) isKindOf 'Air')) then { _vehicle = vehicle player; _curspeed = speed _vehicle; if (_curspeed > 30) then { _vel = velocity _vehicle; _dir = direction _vehicle; _speed = _curspeed - 30; _vehicle setVelocity[(_vel select 0) - ((sin _dir) * _speed), (_vel select 1) - ((cos _dir) * _speed), (_vel select 2)]; }; _hempqty = {_x == "ItemKiloHemp"} count magazines player; if (_hempqty > 0) exitWith{ {player removeMagazine "ItemKiloHemp"} count (magazines player); systemchat "POLICE CATCH YOU WITH DRUGS AND REMOVE IT FROM YOUR POKETS"; }; }else{ _hempqty = {_x == "ItemKiloHemp"} count magazines player; if (_hempqty > 0) exitWith{ {player removeMagazine "ItemKiloHemp"} count (magazines player); systemchat "POLICE CATCH YOU WITH DRUGS AND REMOVE IT FROM YOUR POKETS"; }; }; sleep 0.1; }; in mission.sqm (into class sensor) class Item Your item Value Here { position[]={Your Own coords here}; a=30; b=30; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="policezone"; expCond="(vehicle player) in thislist;"; expActiv="titleText [""Warning Police Check Control"", ""PLAIN DOWN""];policezone = [] execVM ""scripts\police.sqf"";"; expDesactiv="terminate policezone; titleText [""Leaving Police Check Control"", ""PLAIN DOWN""];"; class Effects { }; }; class Item Your item Value Here [hello, what do you have to enter here? Hooty 1 Link to comment Share on other sites More sharing options...
Aslan247 Posted February 26, 2018 Report Share Posted February 26, 2018 Make sure that when you create the .sqf files, to change the name to: cuthemp.sqf not: cutehemp.sqf :)) Nice script, I just got it working on my server and that was the only error I found in the instructions. Thank you for posting. Can anybody give some advice about how to add a few ai to guard the weed plants? I'd like to make it a little bit more of a challenge to retrieve the goods. Link to comment Share on other sites More sharing options...
Schalldampfer Posted February 27, 2018 Report Share Posted February 27, 2018 we can harvest with knife without cuthemp.sqf now Link to comment Share on other sites More sharing options...
ItzWolfyYT Posted March 26, 2018 Report Share Posted March 26, 2018 Upon Installing the script it marks on the map where the weed farms are. But it also generates a lot of random farms that aren't marked. As well as for me it only marks the location with a arrow marker. It doesn't have text telling any player what it is. Here is a example. https://gyazo.com/a359437af4af2a77cf8dceffe891403d Any Idea on how to fix the marker text? Link to comment Share on other sites More sharing options...
Reaper5150 Posted October 22, 2019 Report Share Posted October 22, 2019 I wanted to add a little something else to this to make it a little more fun for my players...So here it is! This adds a green smoke grenade to the player and plays a sound file (Whatever you want to add) The sound can be heard by players in the area within 100m (Tested and working) :) Remove your old smoke.sqf and replace with this one if you want the smoke and sound. smoke.sqf /* rewritten by juandayz for epoch 1.6 modified by Reaper5150 //Added smoke and sound credits to ZeroK00L... */ [] spawn {; player removeMagazine 'ItemKiloHemp'; Remove_Drug_effects = { { ppEffectDestroy _x; } forEach (_this select 0); ppEffectDestroy ppe2; ppEffectDestroy ppe3; setaperture 0; }; _grenade = "SmokeShellGreen" createVehicle position player; _grenade attachto [player, [0, 0.15, 0], "neck"]; _time = time; _effects = []; player playMoveNow "ActsPercMstpSnonWpstDnon_sceneBardak01"; [nil, player, rSAY, "YOURSOUNDNAME", 100] call RE; //Add your own sound name here while {true} do { ppe2 = ppEffectCreate ["chromAberration", 1555]; _effects = _effects + [ppe2]; ppe2 ppEffectAdjust [random 0.25,random 0.25,true]; ppe2 ppEffectCommit 1; ppe2 ppEffectEnable true; ppe3 = ppEffectCreate ["radialBlur", 1555]; _effects = _effects + [ppe3]; ppe3 ppEffectEnable true; ppe3 ppEffectAdjust [random 0.02,random 0.02,0.15,0.15]; ppe3 ppEffectCommit 1; sleep random(1); [nil, player, rSAY, "YOURSOUNDNAME", 100] call RE; //And again here uiSleep 10; if (_time + 10 < time) exitWith {[_effects] call Remove_Drug_effects;}; }; }; To add sound: In your description.ext add under class CfgSounds { class YOURFILENAME{ name="YOURFILENAME"; sound[]={Sounds\YOURFILENAME.ogg,0.9,1}; titles[] = {}; }; }; Grab a sound you like from wherever and use Audacity to convert to a .ogg file Add that .ogg to wherever you keep your sounds at or just make a new folder named Sounds and drop it in your mission root. There you go, Thanks juandayz and ZeroK00L for this cool script :) Schalldampfer 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