salival Posted April 29, 2017 Report Share Posted April 29, 2017 Locate Vehicle is part of Epoch 1.0.7.1 now. Tested as working on a blank Epoch 1.0.7 This adds support for multiple vehicles per key (https://github.com/oiad/vkc) Designed to be light weight and optimized. REPORTING ERRORS/PROBLEMS Please, if you report issues can you please attach (on pastebin or similar) your CLIENT rpt log file as this helps find out the errors very quickly. To find this logfile: C:\users\<YOUR WINDOWS USERNAME>\AppData\Local\Arma 2 OA\ArmA2OA.RPT Install: This uses Click Actions by Mudzereli as a dependancy: https://github.com/mudzereli/DayZEpochDeployableBike/tree/master/overwrites/click_actions LocateVehicle GitHub Repo >> Download << **** For Epoch 1.0.6.2 only **** >> Download << Visit this link: https://github.com/oiad/locateVehicle/tree/locateVehicle-Epoch-1.0.6.2 ReDBaroN, Relentless, Zoranth and 1 other 4 Link to comment Share on other sites More sharing options...
Relentless Posted April 29, 2017 Report Share Posted April 29, 2017 What about adding to it extrarc? I bet this is working aswell isn't it? By the way I am happy that you finally released that script as I was really hyped for it when you mentioned it last past days. :) Link to comment Share on other sites More sharing options...
salival Posted April 29, 2017 Author Report Share Posted April 29, 2017 1 minute ago, DAmNRelentless said: What about adding to it extrarc? I bet this is working aswell isn't it? By the way I am happy that you finally released that script as I was really hyped for it when you mentioned it last past days. :) Not interested in extrarc, it's an old way of doing it. Click Actions is far more configurable and far superior with little to no overhead. Link to comment Share on other sites More sharing options...
Relentless Posted April 30, 2017 Report Share Posted April 30, 2017 Still have some script restrictions after implementing that script even with the battleye changes in the instructions. Probably because of the filters that were provided by infiniteStore (infiStar). Did it like that: 5 createMarker !="_marker = createMarkerLocal [\"vehicleMarker\" + (str _i),[_position select 0,_position select 1]];" 5 deleteMarker !="for \"_i\" from 0 to 60 do {deleteMarkerLocal (\"vehicleMarker\"+ (str _i));};" Getting kicked by this: 30.04.2017 03:06:47: Relentless (##############) #################################### - #44 "min_d0 = { deleteMarker 'd09498z3T0G4K4T3O138D'; (createMarker ['d09498z3T0G4K4T3O138D', [0,0,0]]) setMarkerText (_this " Link to comment Share on other sites More sharing options...
salival Posted April 30, 2017 Author Report Share Posted April 30, 2017 1 hour ago, DAmNRelentless said: Still have some script restrictions after implementing that script even with the battleye changes in the instructions. Probably because of the filters that were provided by infiniteStore (infiStar). Did it like that: 5 createMarker !="_marker = createMarkerLocal [\"vehicleMarker\" + (str _i),[_position select 0,_position select 1]];" 5 deleteMarker !="for \"_i\" from 0 to 60 do {deleteMarkerLocal (\"vehicleMarker\"+ (str _i));};" Getting kicked by this: 30.04.2017 03:06:47: Relentless (##############) #################################### - #44 "min_d0 = { deleteMarker 'd09498z3T0G4K4T3O138D'; (createMarker ['d09498z3T0G4K4T3O138D', [0,0,0]]) setMarkerText (_this " That's not my script doing that. None of that code is in my script at all. It's from infistar, AH.sqf around line 4629. Link to comment Share on other sites More sharing options...
Relentless Posted April 30, 2017 Report Share Posted April 30, 2017 Yeah, figured that out already, nevermind then. Seems like the battleye filters from infiniteStore are sometimes a little ineffective when new scripts are added and they cause a lot of problems. Link to comment Share on other sites More sharing options...
BigEgg Posted April 30, 2017 Report Share Posted April 30, 2017 Great work! Nice and clean, just the way I like it! DieTanx and salival 2 Link to comment Share on other sites More sharing options...
Zoranth Posted August 24, 2017 Report Share Posted August 24, 2017 @salival are the Vehicle Markers supposed to disappear after a while? Mine are always on after I activate it. I tried activating again thinking it might be a toggle but they are still there. I don't have any errors in either RPT, BE Filters are same as the install directions and I am using InfiSTAR. Any ideas? Link to comment Share on other sites More sharing options...
salival Posted August 24, 2017 Author Report Share Posted August 24, 2017 The markers will stay on the map until you relog, I can make it so they time out though since they can be annoying and in the way Link to comment Share on other sites More sharing options...
Zoranth Posted August 24, 2017 Report Share Posted August 24, 2017 EIther time out or a toggle. Personally I would prefer a toggle Link to comment Share on other sites More sharing options...
salival Posted August 24, 2017 Author Report Share Posted August 24, 2017 7 hours ago, Zoranth said: EIther time out or a toggle. Personally I would prefer a toggle Added here: https://github.com/oiad/locateVehicle/commit/e9b54f523b4276000f5b2fed7cc99b01faf1fa69 I added a time out, a toggle would be a bit more work and more overhead Zoranth 1 Link to comment Share on other sites More sharing options...
Zoranth Posted August 24, 2017 Report Share Posted August 24, 2017 @salival Thank you for the fix and update ;) Link to comment Share on other sites More sharing options...
salival Posted August 25, 2017 Author Report Share Posted August 25, 2017 Just a note, I updated that update I did last night: https://github.com/oiad/locateVehicle/commit/eba09cab8d7f3069c5eacea22901a86423b09524 I accidentally goofed a }; Link to comment Share on other sites More sharing options...
Zoranth Posted August 26, 2017 Report Share Posted August 26, 2017 23 hours ago, salival said: I accidentally goofed a }; I thought I made that mistake myself Lol. Thank you Link to comment Share on other sites More sharing options...
Airwaves Man Posted April 13, 2021 Report Share Posted April 13, 2021 Update for Epoch 1.0.7 Link to comment Share on other sites More sharing options...