juandayz Posted July 7, 2017 Author Report Share Posted July 7, 2017 @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 Link to comment Share on other sites More sharing options...
jjsnacks77 Posted July 7, 2017 Report Share Posted July 7, 2017 @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[] = {}; }; }; Link to comment Share on other sites More sharing options...
juandayz Posted July 7, 2017 Author Report Share Posted July 7, 2017 @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". jjsnacks77 1 Link to comment Share on other sites More sharing options...
jjsnacks77 Posted July 7, 2017 Report Share Posted July 7, 2017 @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. Link to comment Share on other sites More sharing options...
juandayz Posted July 7, 2017 Author Report Share Posted July 7, 2017 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) Link to comment Share on other sites More sharing options...
jjsnacks77 Posted July 7, 2017 Report Share Posted July 7, 2017 juandayz helped me resolve the issue. Since I had to make a new file and put code in, i copied an existing sqf file and named it remote_key.sqf.sqf but was completely unaware. xD Thanks for the help @juandayz Beautiful script! juandayz 1 Link to comment Share on other sites More sharing options...
nova Posted July 10, 2017 Report Share Posted July 10, 2017 @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 Link to comment Share on other sites More sharing options...
juandayz Posted July 10, 2017 Author Report Share Posted July 10, 2017 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 gernika 1 Link to comment Share on other sites More sharing options...
Petite Posted November 16, 2017 Report Share Posted November 16, 2017 Why I can not see the Juandayz post, I see comment...... but the instruction to all his script its not showing. I'd like to try that. Link to comment Share on other sites More sharing options...
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