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[Release] Virtual Garage [Updated for 1.0.7]


salival

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I put this on my test server tonight, should have seen my face when I stored my suv for the first time, I haven't smiled so big over dayzmod since my evac chopper came to pick me up for the first time back in 1.0.5.1  lol. Awesome mod/update here, great instructions, easy merge too. This is going on both my servers tomorrow for sure. Thanks Salival !

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  On 9/4/2017 at 8:06 AM, Zoranth said:

Does this support Vehicle Key Changer (VKC) or does it only store the last vehicle applied to the key?

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It has no idea that VKC exists/does not care, it does not influence it at all storing or getting a vehicle.

The only thing it could influence is if it removes a key from your inventory if that key is tied to other vehicles

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Thank you for the quick reply @salival.

I did install it, Btw, Excellent Instructions.  

It does work very well with VKC but it only sees one vehicle at a time. So, store one, get in/out of drivers seat for next vehicle and store it, etc. If you set it to not take keys then it is not an issue for a master key

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  On 9/4/2017 at 8:29 AM, Zoranth said:

Thank you for the quick reply @salival.

I did install it, Btw, Excellent Instructions.  

It does work very well with VKC but it only sees one vehicle at a time. So, store one, get in/out of drivers seat for next vehicle and store it, etc. If you set it to not take keys then it is not an issue for a master key

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It will only ever give you the option to store 1 at a time since I have it checking if you were the last person in the drivers seat. It helps stop people from duping vehicles by both trying to store the same vehicle

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  On 9/4/2017 at 12:19 AM, Yarpii™ said:

this will make my day :) ... i will wait for it :)

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@Yarpii™ and everyone else, here's the commit that adds support for removing thermal: https://github.com/oiad/virtualGarage/commit/ecebc332d5a3e11443a1d05b7876a976ff77e39f

 

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  • 3 weeks later...

hello,

 

I'm having some issues. The script itself works great. The problem is I'm using an actual pre-fab garage so that people can't just drop a plot pole wherever they want and pull vehicles out of their rears at a moment's notice. I've placed the building name in the maintain array and as extra code as suggested in the vg tutorial. however, they are not being maintained and still disappearing. Is there something I'm missing?

 

Edit: disregard the extra code segment. That was for safe vehicles. However, I have the Garage in the maintain array of the variables.sqf....yet its not seemingly recognizing it. People pay their maintenance but it doesnt upkeep the garage. After 60 days it fades. 

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  On 9/21/2017 at 9:04 PM, Runewulv said:

hello,

 

I'm having some issues. The script itself works great. The problem is I'm using an actual pre-fab garage so that people can't just drop a plot pole wherever they want and pull vehicles out of their rears at a moment's notice. I've placed the building name in the maintain array and as extra code as suggested in the vg tutorial. however, they are not being maintained and still disappearing. Is there something I'm missing?

 

Edit: disregard the extra code segment. That was for safe vehicles. However, I have the Garage in the maintain array of the variables.sqf....yet its not seemingly recognizing it. People pay their maintenance but it doesnt upkeep the garage. After 60 days it fades. 

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I think there is more events in the database that you need to edit. I noticed the helipads were expiring even with being maintained.

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the virtual garage itself is unaffected. I used the Land_MBG_Garage_Single_A building instead of basic plot pole for the virt garage. It's just the Garage that's not being maintained, not the garages database. If they place another garage (using the deploy anything script for an obsidian 10bcs) they can access their garage without issue again. 

I also use an outhouse_dz for my Zombie Shield Generator. Have it in the variables.sqf maintain array as well, but maintenance isn't maintaining that either and it decays after 60 days.

 

  Reveal hidden contents

my variables.sqf

 

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  On 9/22/2017 at 1:13 AM, Runewulv said:

the virtual garage itself is unaffected. I used the Land_MBG_Garage_Single_A building instead of basic plot pole for the virt garage. It's just the Garage that's not being maintained, not the garages database. If they place another garage (using the deploy anything script for an obsidian 10bcs) they can access their garage without issue again. 

I also use an outhouse_dz for my Zombie Shield Generator. Have it in the variables.sqf maintain array as well, but maintenance isn't maintaining that either and it decays after 60 days.

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You're sure you don't have an event in the db, a maintenance script that runs, or a setting in your hive.ext that's deleting object_data after 60 days regardless of updated timestamp or damage value?

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DELETE FROM `Object_DATA` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 24 DAY) AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 42 DAY)  found this in removeObjectOld....would this be causing the issue? 

 

This is in my setDamageonAge      UPDATE `Object_DATA` SET `Damage`=0.1 WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') OR (`Classname` IN ('Land_DZE_GarageWoodDoorLocked','Land_DZE_LargeWoodDoorLocked','Land_DZE_WoodDoorLocked','CinderWallDoorLocked_DZ','CinderWallDoorSmallLocked_DZ','Plastic_Pole_EP1_DZ')) )

 

BTW I should state, maintain is working with everything else. It's just not maintaining the Garage, Zed shield Generator, and the helipad.

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Top one looks like it deletes objects that are at least 42 days old, but haven't been updated in 24 days - if I'm understanding that correctly... Then the bottom one looks like it applies .1 damage on abandoned/empty objects (stuff with 0 for charID and [][][][][] for inventory) every 3 days? Seems kind of short, it also looks like it applies damage to the base items in that array as well. Also I was thinking more and if you had an event like the kind I'm thinking of, your players would probably be reporting a whole lot more than just their garage containers disappearing, so I'm probably barking up the wrong tree. :\

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  • 2 weeks later...

Hi guys,

I pushed a commit to add support for the stored date to be displayed when querying a stored vehicle.

I'm not the best with mySQL so this could be done a better way but it's working at least, Will require some testing but works fine on my test server w/ my live database.

You will need to run the virtualGarageUpdate.sql file when installing.

I also need a german , russian and french translation if someone can help.

https://github.com/oiad/virtualGarage/commit/af6797efcbd1b664854fc848f62e267e3468267c

 

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  • 3 weeks later...
  On 8/27/2017 at 7:04 AM, _Lance_ said:

I put this on my test server tonight, should have seen my face when I stored my suv for the first time, I haven't smiled so big over dayzmod since my evac chopper came to pick me up for the first time back in 1.0.5.1  lol. Awesome mod/update here, great instructions, easy merge too. This is going on both my servers tomorrow for sure. Thanks Salival !

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Man do I miss JAEM working. I have it installed on my server, but have never been able to get it work since the 1.6 conversion. The Legacy thread is dead. Biggest issue reported was the change in the server_monitor file. Would love to have Evac choppers back *tear of nostalgia* 

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  On 10/24/2017 at 4:10 AM, Runewulv said:

Man do I miss JAEM working. I have it installed on my server, but have never been able to get it work since the 1.6 conversion. The Legacy thread is dead. Biggest issue reported was the change in the server_monitor file. Would love to have Evac choppers back *tear of nostalgia* 

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in your dayz_server\system\server_monitor.sqf find: 

_hiveLoaded = false;

add below:

PVDZE_EvacChopperFields = [];

find this line:

if (_isDZ_Buildable || {(_isSafeObject && !_isTrapItem)}) then {

Add this above:

			if ((typeOf _object) == "HeliHRescue") then {
				PVDZE_EvacChopperFields set [count PVDZE_EvacChopperFields, _object];
			};

Add at bottom of server_monitor.sqf:

if (isServer && (isNil "EvacServerPreload")) then {
    publicVariable "PVDZE_EvacChopperFields";
    
    ON_fnc_evacChopperFieldsUpdate = {
        private ["_action","_targetField"];
        _action = _this select 0;
        _targetField = _this select 1;
        
        if (_action == "add") then {
            PVDZE_EvacChopperFields = PVDZE_EvacChopperFields + [_targetField];
        };
        
        if (_action == "rem") then {
            PVDZE_EvacChopperFields = PVDZE_EvacChopperFields - [_targetField];
        };
        
        publicVariable "PVDZE_EvacChopperFields";
    };

    "PVDZE_EvacChopperFieldsUpdate" addPublicVariableEventHandler {(_this select 1) spawn ON_fnc_evacChopperFieldsUpdate};

    EvacServerPreload = true;
};

 

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  On 10/24/2017 at 4:55 AM, totis said:

Hi Salival, one question regarding the small updates,

Storing vehicles with gear is the cause of the dupe? Cause i prefer players to be able to store with gear inside.

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I wont go into the details of the dupe, but yes, kind of.

The way I have it now, people wont be able to be near the vehicle being stored which should stop the dupe.

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