Jump to content
juandayz

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

Recommended Posts

@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

Share this post


Link to post
Share on other sites

@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[] = {};
    };

};

 

Share this post


Link to post
Share on other sites

@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".

Share this post


Link to post
Share on other sites

@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.

 

Share this post


Link to post
Share on other sites
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)

Share this post


Link to post
Share on other sites

@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 

Share this post


Link to post
Share on other sites
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:

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Similar Content

    • By Tricks
      I have been browsing the forums looking for unique mods to add to my server. I noticed Juandayz deleted a lot of his mods before leaving the community. Just curious if anyone has them all and would possibly repost them giving him full credit? I am particularly interested in his "Admin Skin" and "Debug" mods.
       
      Thanks community, here's hoping someone will step up!
    • By victorks
      my first work in editin :) https://uploaddeimagens.com.br/imagens/20180307202515_1-jpg https://uploaddeimagens.com.br/imagens/20180307202245_1-jpg DOWNLOAD: https://www.dropbox.com/s/oq97j7x59362kqe/CASTLEai.sqf?dl=0 AI M2 NEED WAI: https://pastebin.com/GJMnPvZP ON THE MAP: https://pastebin.com/cyqH9rNV  
       
      https://www.dropbox.com/s/oq97j7x59362kqe/CASTLEai.sqf?dl=0
       
       
       
       
       
       
       
       
       
    • By juandayz
      ALL CREDITS FOR @Sandbird
      Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")
      original post 1.0.5.1
       
      *Allow players to walk through zeds and they dsnt been detected.
      *The diference with the old walk amongst is that you get the cammo directly from zeds, not using itemzombiepart.
      *Also i remove the rain wash (sory sandbird) (this was awesome but burn my brain ) but i added an option to wash the cammo in  lakes.
      *Another diference is when you shoot a weapon the cammo go away inmediatly, and the icon is diferent.
       
      INSTALL:
      1-init.sqf
       
       
      2- Description.ext  (ONLY IF URE USING COINS)
       
      3-custom fn_selfactions.sqf
      4-custom Variables.sqf
      5-Download from here:  http://www.mediafire.com/file/9d74axmfym1tz16/zedutility.rar
      and place the "zedutility" folder into mpmissions\the instance that youreusing\scripts\
       
      6- Open the config.sqf located in \zedutility\walkamongstthedead\  to add more or less time to your cammo before he wash automatically
      DZ_ZCAMO_USE_TIME = 30;//30 seconds for default.  
       
    • By juandayz
      Fully Rewrited for this 2017 xmas. 
      MERRY XMAS EPOCH MOD!!!!!!
       
      1-Download from here: http://www.mediafire.com/file/6iax6nymsdnotva/xmas2017.rar
      2-Open your init.sqf 
      3-Open your custom variables.sqf
      4-Open fn_selfactions.sqf
      5-Open server_monitor.sqf
      6-Open Description.ext and into class sound add the xmas sound.. take a look in this example:
      7-INFISTAR
      8-BEFILTERS
       If u have some issues with battleyes open createvehicle.txt
       
  • Advertisement
  • Supporters
  • Discord

×
×
  • Create New...