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


juandayz

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@jjsnacks77 here you got an example with my owns files. (see the lines in red . )

1-init.sqf

Spoiler

initialized = false;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf";
progressLoadingScreen 0.05;
call compile preprocessFileLineNumbers "dayz_code\init\publicEH.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf";//My custom compiles
if (_verCheck) then {
    #include "DZE_Hotfix_1.0.6.1A\init\compiles.sqf"
};
progressLoadingScreen 0.25;

2-compiles.sqf

Spoiler

if (isServer) then {
    diag_log "Loading custom server compiles";    
};

if (!isDedicated) then {
    diag_log "Loading custom client compiles";
    
    fnc_usec_selfactions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf";
    DZ_KeyDown_EH = compile preprocessFileLineNumbers "dayz_code\compile\keyboard.sqf";    
    local_eventKill = compile preprocessFileLineNumbers "dayz_code\compile\local_eventKill.sqf";
    dze_buildChecks = compile preprocessFileLineNumbers "dayz_code\compile\dze_buildChecks.sqf";
    
    player_selectSlot = compile preprocessFileLineNumbers "dayz_code\compile\ui_selectSlot.sqf";
    
    
    player_traderCity = compile preprocessFileLineNumbers "dayz_code\events\player_traderCity.sqf";    
    SafezoneEnable = compile preprocessFileLineNumbers "dayz_code\events\safezone_enable.sqf";
    SafezoneDisable = compile preprocessFileLineNumbers "dayz_code\events\safezone_disable.sqf";
};
fnc_veh_handleDam = compile preprocessFileLineNumbers "dayz_code\compile\veh_handleDam.sqf";

3-Keyboard.sqf

Spoiler

////a lot of original code

if (r_player_unconsciousInputDisabled) exitWith {true};
_code = keyboard_keys select _dikCode;
if (!isNil "_code") then {
    call _code;
};

if (_dikCode ==   0x12) then {[]execVM "scripts\others\remote_key.sqf";}; //#E remote
if (_dikCode == 0x3C) then {execVM "playermenu\player_menu.sqf";};//PLAYER MENU F2
if (_dikCode == 0x3D) then {[] execVM "adminmenu\init_adminevents.sqf";};//ADM MENU F3

_handled

4-description.ext

Spoiler

aiKills = 1;
diagRadio = 1;
diagHit = 1;

class CfgSounds
{
    sounds[] =
    {
        Radio_Message_Sound
    };
    class Radio_Message_Sound
    {
        name = "Radio_Message_Sound";
        sound[] = {scripts\radio\radio.ogg,0.4,1};
        titles[] = {};
    };
    carlock1[] =
    {
        carlock
    };
    class carlock
    {
        name = "carLock";
        sound[] = {scripts\others\carLock.ogg,0.4,1};
        titles[] = {};
    };

};

5-download carlock.ogg (sound)

http://www.mediafire.com/file/ntn8ja4zlogm6t8/carLock.ogg

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@juandayz Thank you for posting your files for assistance. I went and tried to reinstall this just now. All files and paths seem to be correct that I'm aware of. I'm probably missing the smallest things. Here are my files.

Just a warning, my files are messy :P

init.sqf

Spoiler

initialized = false;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf";
progressLoadingScreen 0.05;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf";
call compile preprocessFileLineNumbers "addons\bike\init.sqf";
progressLoadingScreen 0.25;

compiles.sqf

Spoiler

if (isServer) then {
    diag_log "Loading custom server compiles";    
};

if (!isDedicated) then {
    diag_log "Loading custom client compiles";
    
    fnc_usec_selfactions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf";
    DZ_KeyDown_EH = compile preprocessFileLineNumbers "dayz_code\compile\keyboard.sqf";
    player_humanityMorph = compile preprocessFileLineNumbers "dayz_code\compile\player_humanityMorph.sqf"; // This line can be removed when Epoch 1.0.6.2 comes out.
    

};

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

keyboard.sqf

Spoiler

if (r_player_unconsciousInputDisabled) exitWith {true};
_code = keyboard_keys select _dikCode;
if (!isNil "_code") then {
    call _code;
};

if (_dikCode == 0x12) then {[]execVM "scripts\remote_key.sqf";}; //#E KEY //remote  Change by another if u want 
_handled

description.ext

Spoiler

class CfgSounds
{
    sounds[] =
    {
        Radio_Message_Sound
    };
    class Radio_Message_Sound
    {
        name = "Radio_Message_Sound";
        sound[] = {scripts\radio\radio.ogg,0.4,1};
        titles[] = {};
    };
     
    carlock1[] =
    {
        carlock
    };
    class carlock
    {
        name = "carLock";
        sound[] = {scripts\carLock.ogg,0.4,1};
        titles[] = {};
    };

};

 

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@jjsnacks77 ok your steps seems be right.  just a question.

Are you adding the call of keyboard.sqf in this compiles.sqf? ( dayz_code\init\compiles.sqf )   right?

Other thing.. You need aim to the vehicle and have the his key in your inventory.

 

To made a quick test if the remote_key.sqf is loading correct..  open remote_key.sqf

find this line:

if !(_vehicle isKindOf "AllVehicles" && {player distance _vehicle < 50}) exitWith {};

and change by:

if !(_vehicle isKindOf "AllVehicles" && {player distance _vehicle < 50}) exitWith {systemchat "testing";};

then go in game and press "E" key in somewhere.. the systemchat must show a text saying "testing".

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Just now, jjsnacks77 said:

@juandayz Yes I am calling keyboard.sqf from my custom compiles which is dayz_code\init\compiles.sqf

I have aimed and and pressed all key variants (impatient) . Gave the server 10 minutes just to be sure and tried with 2 different vehicles.

 

I will give the test a shot.

Thanks.

 

ok if u still cannot get it work.. i can join to your machine with team viewer if u want.  (just ssend me by private your id and pass)

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@juandayz Great mod! Love it. However if I could ask you how can we make it so that when we get into the vehicle, it saves who we are in a way? i mean every time we log out or server restarts we have to get into the vehicle again for it to start the engines with the remote. Especially helies that take a while to spool up. ground vehicles u can just get in and go right lol 

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Just now, nova said:

@juandayz Great mod! Love it. However if I could ask you how can we make it so that when we get into the vehicle, it saves who we are in a way? i mean every time we log out or server restarts we have to get into the vehicle again for it to start the engines with the remote. Especially helies that take a while to spool up. ground vehicles u can just get in and go right lol 

hey nova,, i dont know if is possible... but you can try use some other command with engine on.. .like force speed...  for example in this line

if (!isEngineOn _vehicle) then {_vehicle engineOn true;_vehicle forceSpeed 1;};

but maybe the car go away alone :laugh:

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  • 4 weeks later...

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