iben Posted May 26, 2017 Author Report Share Posted May 26, 2017 1 hour ago, DieTanx said: fnc_SC_uniCoins = compile preprocessFileLineNumbers "dayz_code\compile\fnc_SC_uniCoins.sqf"; could yo explain what/how/why this is? i saw in another post, but im not 100 percent sure if its something i needed ive not used this before- i see its commeted out in variables- is this needed? // if (isServer) then { // DZE_safeVehicle = []; // }; Hello, first - could you please edit your post and surround quote by spoiler (always use it if your quote is too long)? Thx second - 'fnc_SC_uniCoins' is neccesary for script, because it's used for money transaction and player wealth check (player is paying for painting). Without it you get error. Besides, it's universal function for single currency, so it can be used every time you need to manipulate money (if you are developer). More info about fnc_SC_uniCoins you can find in this post. third - variables, commented part if(isServer)... it's not neccessary for script - it's just there to visualise spot, where to put paintable vehicles array. You can safely remove it, if you don't need it... Hope it helps, Cheers Link to comment Share on other sites More sharing options...
JakeQue Posted July 4, 2017 Report Share Posted July 4, 2017 Cannot get this running at all :'( Same issues, doesn't show anything in server logs but it's not allowing the server to authenticate Link to comment Share on other sites More sharing options...
Hooty Posted July 5, 2017 Report Share Posted July 5, 2017 Just installed working great for me. After pulling vehicles out of garage it takes like 5 seconds for the paint to come back, no biggie. Great Work easy install instructions, thanks for showing all the paint code for easy merging. iben 1 Link to comment Share on other sites More sharing options...
Hooty Posted July 5, 2017 Report Share Posted July 5, 2017 On 5/25/2017 at 10:10 PM, DieTanx said: fnc_SC_uniCoins = compile preprocessFileLineNumbers "dayz_code\compile\fnc_SC_uniCoins.sqf"; could yo explain what/how/why this is? i saw in another post, but im not 100 percent sure if its something i needed ive not used this before- i see its commeted out in variables- is this needed? // if (isServer) then { // DZE_safeVehicle = []; // }; Its not needed but say you spawn in a vehicle with a script this should keep it from blowing up once a player gets in it not really sure though. Link to comment Share on other sites More sharing options...
JakeQue Posted July 5, 2017 Report Share Posted July 5, 2017 Never mind all sorted :) iben 1 Link to comment Share on other sites More sharing options...
iben Posted July 5, 2017 Author Report Share Posted July 5, 2017 15 hours ago, JakeQue said: Never mind all sorted :) Glad to hear you all sorted :) I guess you miss something in serverside file before... JakeQue 1 Link to comment Share on other sites More sharing options...
iben Posted July 5, 2017 Author Report Share Posted July 5, 2017 15 hours ago, Hooty said: Just installed working great for me. After pulling vehicles out of garage it takes like 5 seconds for the paint to come back, no biggie. Great Work easy install instructions, thanks for showing all the paint code for easy merging. yeah, painting local object globally uses deprec. method and can be slow in some scenarios I guess. Seems garage is one of them... Link to comment Share on other sites More sharing options...
JakeQue Posted July 5, 2017 Report Share Posted July 5, 2017 My issue was the dialogs and the client / server / both on the compiles / variables files. I've never had to do that before for a plugin, so I think you could maybe break that down for future reference and make people aware that in those files in the "Init" folder, (compiles, PublicEH and variables .sqf) there's client / server / both / sections. make sure you paste the bits under each relevant section. My other issue was in the server_monitor.sqf I already had this piece of code : if (_object isKindOf "AllVehicles") then { _object setVariable ["CharacterID", _ownerID, true]; _isAir = _object isKindOf "Air"; { _selection = _x select 0; _dam = if (!_isAir && {_selection in dayZ_explosiveParts}) then {(_x select 1) min 0.8;} else {_x select 1;}; _strH = "hit_" + (_selection); _object setHit[_selection,_dam]; _object setVariable [_strH,_dam,true]; } foreach _hitpoints; [_object,"damage"] call server_updateObject; So i had to wrap the other bits around it... private ["_pcolor","_pcolor2","_clrinit","_clrinit2"]; and if(count _worldspace >= 4) then { if (((typeName(_worldspace select 2)) == "STRING") and ((typeName(_worldspace select 3)) == "STRING")) then { _pcolor = _worldspace select 2; _pcolor2 = _worldspace select 3; if (_pcolor != "0") then { _object setVariable ["Colour",_pcolor,true]; _clrinit = format ["#(argb,8,8,3)color(%1)",_pcolor]; _object setVehicleInit "this setObjectTexture [0,"+str _clrinit+"];"; }; if (_pcolor2 != "0") then { _object setVariable ["Colour2",_pcolor2,true]; _clrinit2 = format ["#(argb,8,8,3)color(%1)",_pcolor2]; _object setVehicleInit "this setObjectTexture [1,"+str _clrinit2+"];"; }; }; }; Thanks for a great plugin! Keep up the good work. Link to comment Share on other sites More sharing options...
iben Posted July 5, 2017 Author Report Share Posted July 5, 2017 9 minutes ago, JakeQue said: I've never had to do that before for a plugin, so I think you could maybe break that down for future reference and make people aware that in those files there's client / server / both sections make sure you paste these bits under each section relevant. Understood, there was a discussion about this before, you can check it out here. For rest of your comment - yeah, sometimes we need to be creative when mergin couple plugins code. But as I said, feeling good you made it working and share your experience her for others. Thx a lot for that... JakeQue 1 Link to comment Share on other sites More sharing options...
kingpapawawa Posted July 6, 2017 Report Share Posted July 6, 2017 took a lot of trial and error, i think mostly because you have defined things that already exist in zsc and i didnt see where you instructed me to remove any current defines. my current master.hpp #include "Defines\Basic_defines.sqf" //#include "\z\addons\dayz_code\Configs\RscDisplay\ZSCdefines.hpp" #include "Defines\PlayerGUI\RscPlayerUIdefines.hpp" #include "Defines\PaintVehicles\defines.hpp" //#include "RscDisplay\PlayerGUI\RscPlayerUI.hpp" // @important: here is your RscTitles class (wm_disp - watermark is included) #include "extra_rc.hpp" // @important: move your extra_rc code here //#include "RscDisplay\Money\zscATMdialogs.hpp" //#include "RscDisplay\Money\zscdialogs.hpp" #include "RscDisplay\PaintVehicles\dialog.hpp" Link to comment Share on other sites More sharing options...
WagnerMello Posted July 6, 2017 Report Share Posted July 6, 2017 Can I use it on a napf map? Link to comment Share on other sites More sharing options...
iben Posted July 6, 2017 Author Report Share Posted July 6, 2017 4 hours ago, kingpapawawa said: took a lot of trial and error, i think mostly because you have defined things that already exist in zsc and i didnt see where you instructed me to remove any current defines. I'm very sory for your troubles. Thx for sharing your feelings. (... just in case you're asking for help - here is one: just use repo files as it is and add things they're not there (and follow pattern how to add extra files), or just do not add any files into your pack, that's already there. Try to understand, repo for this script is not build common way as it's stated at least in the first post. If you know, how to work with server/client files as server owner, that should not be a problem. If you do not, don't hesitate to ask specific question here on forum - there are a lot of experienced awesome guys willing to help) Cheers Link to comment Share on other sites More sharing options...
Hooty Posted July 11, 2017 Report Share Posted July 11, 2017 On 7/6/2017 at 4:01 PM, WagnerMello said: Can I use it on a napf map? you should be able too. works on my tavi and chern server Link to comment Share on other sites More sharing options...
iben Posted August 20, 2017 Author Report Share Posted August 20, 2017 On 5. 7. 2017 at 2:46 AM, Hooty said: Just installed working great for me. After pulling vehicles out of garage it takes like 5 seconds for the paint to come back, no biggie. Great Work easy install instructions, thanks for showing all the paint code for easy merging. Hi @Hooty, I heard about this problem a lot, so I finally looked into virtual garage source code. Problem is serverside file for spawning vehicle, that tries to recover object textures by statement stored using setVehicleInit.Not sure which VG version (salival, duke) do you use, but if there is that kind of problem, reason is still the same...it's common scenario to miss process init commands Fortunately here is easy fix that should make things right (example based on @salival VG version): Go to server folder and find server_spawnVehicle.sqf file (probably in server compiles folder) Find part where script works with 'colours' Bellow that just put processInitCommands; ... like that: // server_spawnVehicle file (server folder) // [...] if (_colour != "0") then { _object setVariable ["Colour",_colour,true]; _clrinit = format ["#(argb,8,8,3)color(%1)",_colour]; _object setVehicleInit "this setObjectTexture [0,"+str _clrinit+"];"; }; if (_colour2 != "0") then { _object setVariable ["Colour2",_colour2,true]; _clrinit2 = format ["#(argb,8,8,3)color(%1)",_colour2]; _object setVehicleInit "this setObjectTexture [1,"+str _clrinit2+"];"; }; processInitCommands; //@update here // [...] rest of code This special command will process statements stored using setVehicleInit and you start getting your vehicles colored immediately without delay when you spawn them from garage. I've already sent fix to salival and he commited the fix to source code. Hope it helps for better player experience, Cheers... salival and Hooty 2 Link to comment Share on other sites More sharing options...
iben Posted August 22, 2017 Author Report Share Posted August 22, 2017 Hello guys, ...just released update to v1.2 (see changelog above) === Main headlines:Thanks to great cooperation with @salival we managed make paint vehicles script compatible with Virtual garage and Key vehicle changer (VKC).That means for exmaple: no more recoloring delay (cca 5sec) when vehicle was spawned from virtual garage no more losing colors when player changed key of colored vehicle If you have paint vehicle script installed and along with virtual garage and VKC, you should definitely update all scripts to the latest version for better player experience. === Paint vehicles script v1.2 you can download from here. === Check updated version of scripts in action: === Cheers... have fun! salival and totis 2 Link to comment Share on other sites More sharing options...
totis Posted October 23, 2017 Report Share Posted October 23, 2017 Just installed and its great Ben. Tnx for the script :) Link to comment Share on other sites More sharing options...
Tanita-Corp Posted January 31, 2018 Report Share Posted January 31, 2018 not work Reset paint RPT log 9:45:50 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3.1] || DEBUG [find_position.sqf] >> 'iben_wai_ACcoordProtectorTimer' active (300s) >> Initialising custom position FNC for mission coord protection..." 9:45:51 Error in expression <ring (_textArr select 0)); _texture2 = (toString (_textArr select 1)); _object > 9:45:51 Error position: <toString (_textArr select 1)); _object > 9:45:51 Error Generic error in expression 9:45:51 File z\addons\dayz_server\compile\paintVehicles\server_paintVehicles.sqf, line 54 any idea? Link to comment Share on other sites More sharing options...
gelo534 Posted February 1, 2018 Report Share Posted February 1, 2018 hello, can someone quite normal stap at stap explain how to instal? Link to comment Share on other sites More sharing options...
Tanita-Corp Posted February 1, 2018 Report Share Posted February 1, 2018 3 hours ago, gelo534 said: hello, can someone quite normal stap at stap explain how to instal? https://github.com/infobeny/PaintVehicles#how-to-install Schalldampfer 1 Link to comment Share on other sites More sharing options...
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