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salival

[RELEASE] Vehicle Key Changer (updated for Epoch 1.0.6+

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@salival @kingpapawawa Thank you both

added the two lines in variables.sqf and put the new fn_selfActions.sqf in. Also deleted that one line.

    // Custom below
    s_givemoney_dialog = -1;
    s_bank_dialog = -1;
    s_bank_dialog1 = -1;
    s_bank_dialog2 = -1; 
   
    s_player_checkWallet = -1;
    s_player_copyToKey = -1;
    s_player_claimVehicle = -1;

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1 hour ago, C0nfig84 said:

How to disable claiming vehicles?

 

Thanks in advance

fn_selfactions remove this..
 

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;
    };

 

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What I do is set the price at $150,000  Which is about the cost of a cheap heli.  The ones that cost more I do not let spawn. So players do not clam everything they see. There you go, my 2 cents worth.

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On 1/29/2018 at 9:16 AM, kingpapawawa said:

fn_selfactions remove this..

Would you need to comment out the following in the fn_selfactions also?

    player removeAction s_player_claimVehicle;
    s_player_claimVehicle = -1;

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13 hours ago, Thug said:

Would you need to comment out the following in the fn_selfactions also?

    player removeAction s_player_claimVehicle;
    s_player_claimVehicle = -1;

you can comment that out or delete it. also there is "s_player_claimVehicle = -1" in init/variables.sqf

both of those however will not break anything if left alone.

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Hey guys,

I have finally fixed the bouncing vehicles issue!

This has been running on a few test servers for a few weeks and I haven't heard any issues since so we can maybe classify it as fixed!

https://github.com/oiad/vkc/commit/01bd4df8140d9d3465eeba0831b2780ea22f7dba

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18 hours ago, salival said:

Hey guys,

I have finally fixed the bouncing vehicles issue!

This has been running on a few test servers for a few weeks and I haven't heard any issues since so we can maybe classify it as fixed!

https://github.com/oiad/vkc/commit/01bd4df8140d9d3465eeba0831b2780ea22f7dba

Great work, you should make this an official [Release]. 

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Hi guys,

I updated VKC the other day to add removal of thermal and ammo when a vehicle is rekeyed. As usual you can modify this to suit your needs.

Unfortunately rekeying/claiming a vehicle gives it fresh ammo, so we need to remove the ammo to make it "fair" otherwise players are getting a free rearm.

See this commit: https://github.com/oiad/vkc/commit/289fbaf0ba2e3bfce385442c5cfcbcfc302663fa

 

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Okay... I have the local server (test server) up and running.

All your Modpack is up same as the DZAI and WAI.

Now... I am having some question (obviously is for my ignorance... not for problems in the mod)

So...

1.- How can I make the  "one key vehicle" works

2.- How does the "locate vehicle" works? (I bought a SUV, I disconnected and when reconnected it was no more in Stary safe zone and when I click in the key to "lock" it says that the suv is not in the area)
3,- How do use the Virtual Garage? (I look for videos but cant get it yet)

Thanks a lot and amazing job the one you did!!

 

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1. VKC basically lets you change a vehicles key or claim an unkeyed vehicle, you just install it as per the README.md

2. Locate Vehicle just searches for the corrosponding key on the server and displays the location of it on the map if it finds it, it will tell you if it can't find it or if the vehicle is destroyed as well.

3. Virtual Garage you get into the seat of a vehicle you want to store, goto your plot pole and then click store, the admin can set up the store fees (price for vehicle + price per gear item), you can then retreive that vehicle later

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So VKC is not going to allow me to have 1 key in general instead of 1 per vehicle?

The locate vehicle: how do you call it?... you open the map and that's it? or u have to use the key?

The VG... I didnt try it in a plot... my mistake.

Thanks a lot as usual, Salival.  You are amazing teacher in this matter

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7 hours ago, LadyVal said:

So VKC is not going to allow me to have 1 key in general instead of 1 per vehicle?

The locate vehicle: how do you call it?... you open the map and that's it? or u have to use the key?

The VG... I didnt try it in a plot... my mistake.

Thanks a lot as usual, Salival.  You are amazing teacher in this matter

You can change all your vehicles to 1 key if you like, it won't automatically do it, you have to manually do it

Locate vehicle uses Click Actions as a dependency, you right click your map (changable) and it will list your vehicles on the map

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Question again...

Locate Vehicles is working as a charm... same as everything else.

so... honestly it is one question and an issue that I am pretty sure it has nothing to do with the VG

Question: the VKC, it is working great but if you sell one of the vehicles the key dissapear from your belt.  How can I avoid that from happening?

And the last one... I has the VG working great on my test server... but, after uploading the dll into GTX every single time we use the VG the server crash and I have this screeninthe console

https://gyazo.com/10be95f74e90810526dcb30027a4b328

I already told GTX and they say it is me doing something wrong.   Obviously, I would love to think they are right because if I am doing something wrong, I can solve it.  What do you think?

Welll.... the most importan right now, is the Key that dissapear when we sell one vehicle.

Thanks a lot again

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2 hours ago, LadyVal said:

Question again...

Locate Vehicles is working as a charm... same as everything else.

so... honestly it is one question and an issue that I am pretty sure it has nothing to do with the VG

Question: the VKC, it is working great but if you sell one of the vehicles the key dissapear from your belt.  How can I avoid that from happening?

And the last one... I has the VG working great on my test server... but, after uploading the dll into GTX every single time we use the VG the server crash and I have this screeninthe console

https://gyazo.com/10be95f74e90810526dcb30027a4b328

I already told GTX and they say it is me doing something wrong.   Obviously, I would love to think they are right because if I am doing something wrong, I can solve it.  What do you think?

Welll.... the most importan right now, is the Key that dissapear when we sell one vehicle.

Thanks a lot again

I can't answer the issue with Virtual Garage, it's obviously on  GTX's end. If anything, they are missing the Visual C++ redistributables.

As for the key being removed: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/configVariables.sqf#L68

You need to set that to true

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@salival  With VKC when its done in safe zone the vehicle flies up in the air and blows up. Not sure if its on my end or not but I did add 
 

Quote


 if (isInTraderCity) exitWith {
            systemChat format[" You cannot use VKC in a safezone!"];
    };

and it seem to fix the problem.

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29 minutes ago, Hooty said:

@salival  With VKC when its done in safe zone the vehicle flies up in the air and blows up. Not sure if its on my end or not but I did add 
 

and it seem to fix the problem.

There is no difference between a normal area and a safe zone in vkc, vkc doesn't know about safe zones at all

I would think you have not updated the server side scripts for a while, I fixed all bouncing issues a while back have jot heard any issues since

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