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1.6.2 [Remote Lock/Unlock Veh] USING KEYBOARD.sqf


juandayz

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VIDEO:

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If (You dont have a custom compiles.sqf or a custom keyboard.sqf) exitWith { step1;}else{ proceed with step 2; } forEach user;

1-Making a custom compiles.sqf and custom keyboard.sqf

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2-In your CUSTOM!!! keyboard.sqf at bottom but before the last "_handled" paste:

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3-Create remote_key.sqf  (mpmissions\your instance\scripts\ )

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   @juandayz    I also have an extra rc and click actions.

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  On 4/15/2017 at 12:36 AM, Hooty said:
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   @juandayz    I also have an extra rc and click actions.

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yes i also use it with extra_rc.hpp ... compare with mine.

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  On 4/15/2017 at 12:40 AM, juandayz said:

yes i also use it with extra_rc.hpp ... compare with mine.

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This was missing lol

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@Hooty

using deployanything, extra_rc and remote_key  your ui_selectSlot.sqf  looks:

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and your compiles.sqf look:

player_selectSlot =			compile preprocessFileLineNumbers "overwrites\click_actions\ui_selectSlot.sqf";

 

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If u wanna add a Vehicle Sound Finder. then:

1-in your ui_selectslot.sqf

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2-create remote_finder.sqf into remote_key folder

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3-in description.ext find:

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4-Now download the caralarm.ogg and paste into remote_key folder.

http://www.mediafire.com/file/ecrulbo4idm5hbi/caralarm.ogg

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Do I need to change something for 'godmode locked' except:

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replace by:
fnc_veh_handleDam = compile preprocessFileLineNumbers "remote_key\veh_handleDam.sqf";

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???

1. Now locked vehicle still get damages, fnc_veh_handleDam was replaced.

2. Is it right that a locked vehicle does not start by 'remote engine on', but if you unlock it, start, lock, it does not turn off?

3. If I start the engine on a helicopter, it, after a while, turns itself off.

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Hey @WLF sory for the issues...

1-well see about the veh_handleDam.sqf works for me in my test server,  any way.. gonna test in other server to see what happend.

*If u want, just use the @S4M way or @BigEgg way.. just remove the veh_handleDam.sqf from remote_key folder to not enlarge your mission file.

 

2-About your second question... Yup its true. The engine cant turn on, if vehicle is locked.. the cause? this line:

if(!locked _vehicle) then {

if u wanna add the option to turn on the locked vehicles you can try replace this line by

if ((!locked _vehicle) or (locked _vehicle)) then {

or just remove the whole line and his last braket.

3-Helicopters... honestly i dont test it.. and dont know whers the issue become.. but for now.. you can remove the option on helis in this line:

_objects = nearestObjects [getPos player, ["LandVehicle","Helicopter","Plane","Ship"], 50];

 

Hope its help you mate.

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@WLF  in veh_handleDam.sqf

use this line

if (((locked _unit && (count(crew _unit)) == 0))) exitWith{};

and remove this

if (((locked _unit && (count(crew _unit)) == 0))) then {

_unit addEventHandler ["HandleDamage", {false}];
_unit enableSimulation false;

}else{

and the last bracket.

_total
};

@Cherdenko  tnks for it.

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I am do not understand where I mistaken...

1. Changed my custom compiles.sqf to:

fnc_veh_handleDam = compile preprocessFileLineNumbers "remote_key\veh_handleDam.sqf";

2. veh_handleDam.sqf:

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3. Changed ui_selectSlot.sqf to:

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4. remote_lock.sqf:

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So, if I shooting on locked vehicle it gets damage in any case.

Of course, remote_key folder is in MPMissions\DayZ_Epoch_11.Chernarus\ folder, and no any errors in both RPTs.

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@WLF yup, yours steps are well.  i just update the main post. with new steps and new download folder.  fixing the issues. try with new files.

Try lock/unlock the vehicle and shoot on them.

about the engine.... youre right... but if u get into the car and start the engine, and stop the engine.. the engine do not stop again.

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  On 4/17/2017 at 6:53 AM, kingpapawawa said:

veh_handleDam.sqf is also being called in your safezone script im guessing, this has been addressed in some other god mode vehicle thereads. I think you need to edit the path for that one also.

 

as for the heli turning off i think it does this until you get in it the first time because of ownership of vehicle. 

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Arghh! You are right! And first and second.

Changing path in safezone.sqf to a custom veh_handleDam.sqf solved the problem. Thanx!

Remote engine start on heli (and car too) works after starting it "manually".

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  • 3 weeks later...

Anyone have this working with the Call Vehicle mod ? I've tried installing both and can only get the call vehicle option. So I tried changing up how it shows in ui_selectslot but then nothing worked lol. So I reverted back and still stuck at just call vehicle. Any help would be greatly appreciated!

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