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    • By mudzereli
      Outdated, does not work with Epoch 1.0.7
      DEPLOYABLE BIKE 2.8.2
      all of this information is available in an easier-to-read format on github pages>>
      version 2.8.2 updates the code to work with Epoch Mod 1.0.6. Thanks @ebaydayz!
      version 2.8.1 should hopefully fix the long-standing non-moving-bike problem! Thanks @SchwEde!
      FYI: 2.8.0 adds the _condition and _ammo parameters to the config array so you will need to add a value for these parameter in each record of the DZE_DEPLOYABLES_CONFIG array in the appropriate spot if you are upgrading from 2.6
       
      Out of the box, it adds a deployable bike with a right click action on a toolbox and a couple other neat deployables.
      Really, it can be used to deploy just about anything. See the configuration section below.
      For some samples of what it can do, check out this gallery on imgur
       
      Installation
      download the files extract the addons and overwrites folder from the downloaded zip file into your mission file root find this line in your mission file init.sqf (warning: if you have a custom compiles file, find that line instead of the one below!) call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; place this line directly after the line you found call compile preprocessFileLineNumbers "addons\bike\init.sqf"; edit addons\bike\config.sqf to change some options or add different deployables (see configuration section for more info) Warning:
      due to the way the way arma handles numbers and the way addon is coded, using the save-to-database option may not allow you to re-pack some objects if you have Character ID's over 500,000 (which I don't think will be an issue for 99.99% of people).  
      Adding Your Own Custom Actions
      If you use another right click method like extra_rc.hpp and want to switch to my method, see my click actions configuration github page.
      The click actions script is included in the deploy script as part of the core, so you don't need to download anything, just follow the instructions for adding your own actions.
      * note: before attempting to troubleshoot issues with adding your own actions, make sure you are using the most recent version of the addon.
       
      Configuration
      This addon is highly configurable, you can deploy just about anything, not just bikes.
      open addons\bike\config.sqf and edit the array to add your own deployables.
       
      DZE_DEPLOYABLES_CONFIG format -- (note no comma after last array entry)
      DZE_DEPLOYABLES_CONFIG = [ [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [...more stuff here...] ]; DZE_DEPLOYABLES_CONFIG array values (view on github to read easier):
      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_DEPLOYABLE_NAME_MAP array -- allows you to rename the deployable (on the right click/messages)
      format (note no comma after last array entry)
      DZE_DEPLOYABLE_NAME_MAP = [ [_class,_name], [_class,_name], [... more ...] ];  array parameters
      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" Change Log
      version | change --------|------- 2.8.2 | updates for 1.0.6! Thanks @ebaydayz! 2.8.1 | fix from SchwEde that should fix bike not moving. Thanks @SchwEde! 2.8.0 | option to clear vehicle ammo 2.7.1 | better exit reasons 2.7.0 | option to add condition for showing action in config 2.6.1 | fix for unrideable bikes 2.6.0 | road building options, deployable name mapping 2.5.1  | fix a bug where preview items would sometimes disappear  2.5.0  | now uses a modified epoch building system to deploy the objects  2.4.3  | better click actions build conflict detection  2.4.2  | updated for new click actions handler build  2.4.1  | fixed deployables spawning in locked after restart  2.4.0  | multi-part deployables. yay!  2.3.1  | big fix on packing temp objects  2.3.0  | optional saving to database with post-restart memory of deployed items (see warning below about this) | configurable damage limits on re-packing | admin list for packing/deploying instantly & being able to remove all deployables  2.2.1  | positioning fix for deployed items  2.2.0  | option for clearing cargo of spawned items  2.1.0  | change way dependency call is made, only one line needed in init.sqf now for setup  2.0.0  | major update, allow multiple deployables, pretty much any class  1.1.0  | configuration options / code optimization  1.0.0  | release Issues/FAQ
      1) people are getting kicked for createvehicle restriction when building a stone wall
      open your battleye filter createvehicle.txt and change this line
      5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" to this:
      5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1" 2) I am using "A Plot For Life" and this is not working!
    • By salival
      Hi guys,
      Here's my version of Virtual Garage, it's not far off a full rewrite but includes some of the original code that the original author contributed.
      Fixes a lot of problems and adds a lot of newer features:
      Single UI for storing/retrieving vehicles Dynamic pricing based on vehicle type/classname Dynamic limits based on vehicle type/classname Adds support for removing a helipad nearby Able to see storage in stored vehicles RPT logging for storing/retrieving vehicles Fixes dupes for more than 2 people depositing the same vehicle Supports briefcases and coins Localization support (currently german and russian) Please see my github repo for install instructions:
      https://github.com/oiad/virtualGarage
    • By salival
      Hi,
      Here's my version of  @OtterNas3 vehicle key changer.  It was subsequently modified by @Grahame for epoch 1.0.6. Updated for 1.0.7.
      This adds support for briefcases, gems and coins as well as using the epoch vehicle upgrade system to do the key changing/claiming.
      * original discussion url: https://epochmod.com/forum/topic/5972-release-vehicle-key-changer-for-making-masterkey-v-14-updated-06152014/
      * updated discussion url: https://epochmod.com/forum/topic/43048-release-vehicle-key-changer-for-making-masterkey-v-141-updated-for-epoch-106/
      Github link with install directions: https://github.com/oiad/vkc
      **EDIT* Link to a working locate Vehicle script that is able to find multiple vehicles per key: 
       
      **** For Epoch 1.0.6.2 only **** >> Download <<
      Visit this link: https://github.com/oiad/vkc/tree/vkc-Epoch-1.0.6.2
    • By salival
      Hi guys,
      Here's my version of the bury/butcher body script. Focus'd on optimization and cleanliness.
      * Tested as working on a blank Epoch 1.0.7 server
      * Contains a server side scheduler module to clean up old weapon crates, graves and crosses after 25 minutes.
      * Removes the flies sound when body is buried for performance.
       
      To download: https://github.com/oiad/buryBodies
       
      **** For Epoch 1.0.6.2 only **** >> Download <<
      Visit this link: https://github.com/oiad/buryBodies/tree/Epoch_1.0.6.2
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