nova Posted October 2, 2017 Report Share Posted October 2, 2017 Hello. I was wondering if there was a way for when players take down their own wall or door for the item to go back into their inventory instead of it being deleted. Link to comment Share on other sites More sharing options...
salival Posted October 2, 2017 Report Share Posted October 2, 2017 Hello, In 1.0.6.2 this will be built in, here's the commits for it: https://github.com/EpochModTeam/DayZ-Epoch/commit/0507563e17b7e00e2bed0c23cc3e72ba9ababeb7 is the commit for remove.sqf https://github.com/EpochModTeam/DayZ-Epoch/commit/e1f48ea5579d65b36acf36d6f7d6e50def4042e8 is the commit for configVariables.sqf You could port this to your 1.0.6.1 server. Link to comment Share on other sites More sharing options...
SKS.Goliath Posted October 4, 2017 Report Share Posted October 4, 2017 I tested this and did not get any buildings back Link to comment Share on other sites More sharing options...
juandayz Posted October 4, 2017 Report Share Posted October 4, 2017 Just now, SKS.Goliath said: I tested this and did not get any buildings back i guess you also need create a custom remove.sqf and insert the DZE_modularConfig in this new remove.sqf Link to comment Share on other sites More sharing options...
salival Posted October 4, 2017 Report Share Posted October 4, 2017 33 minutes ago, SKS.Goliath said: I tested this and did not get any buildings back What did your modular config array look like? This worked perfect for me last I checked. Link to comment Share on other sites More sharing options...
SKS.Goliath Posted October 4, 2017 Report Share Posted October 4, 2017 I have it in the configVariables.sqf add this DZE_modularConfig = [ ["CinderWall_DZ", [["CinderBlocks",7],["MortarBucket",2]]], ["CinderWallDoor_DZ", [["CinderBlocks",7],["MortarBucket",2],["ItemTankTrap",3], ["ItemPole",[1,3]]]] ]; Link to comment Share on other sites More sharing options...
SKS.Goliath Posted October 4, 2017 Report Share Posted October 4, 2017 as described in github Link to comment Share on other sites More sharing options...
juandayz Posted October 4, 2017 Report Share Posted October 4, 2017 Just now, salival said: What did your modular config array look like? This worked perfect for me last I checked. its works without anykind of changes in remove.sqf? just adding the global variable in configvariables? Link to comment Share on other sites More sharing options...
salival Posted October 5, 2017 Report Share Posted October 5, 2017 7 hours ago, juandayz said: its works without anykind of changes in remove.sqf? just adding the global variable in configvariables? There are changes for remove.sqf, I realise now that because I don't have commit access on github and I have to do pull requests seperately, they come through seperate. https://github.com/EpochModTeam/DayZ-Epoch/commit/0507563e17b7e00e2bed0c23cc3e72ba9ababeb7 is the commit for remove.sqf https://github.com/EpochModTeam/DayZ-Epoch/commit/e1f48ea5579d65b36acf36d6f7d6e50def4042e8 is the commit for configVariables.sqf So i'm guessing @SKS.Goliath is missing the remove.sqf part (which was easily done considering my first post) juandayz 1 Link to comment Share on other sites More sharing options...
salival Posted October 5, 2017 Report Share Posted October 5, 2017 Hey guys, For anyone else that wants to switch to this before the release of 1.0.6.2, here's a simple installation example: 1. If you have my zsc/vkc/vg or similar that uses the epoch dayz_code structure in your mission pbo, copy the supplied remove.sqf to your <mission folder>\dayz_code\action folder. 2. Find this line in your fn_selfActions.sqf: s_player_deleteBuild = player addAction [format[localize "STR_EPOCH_REMOVE",_text], "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, false, true]; Change it to reference the updated remove.sqf (if you use a different folder structure other than dayz_code like I do, you can edit this here (boooo!)) like this: s_player_deleteBuild = player addAction [format[localize "STR_EPOCH_REMOVE",_text], "dayz_code\actions\remove.sqf",_cursorTarget, 1, false, true]; 3. If you have a custom variables.sqf (which is where I put all my configVariables.sqf overrides, copy paste this into it somewhere at the top: DZE_modularConfig = []; /* Array of classnames with magazine based loot to be refunded on deconstruction of modular built items that do not typically refund. For example: DZE_modularConfig = [ ["CinderWall_DZ", [["CinderBlocks",7],["MortarBucket",2]]], ["CinderWallDoor_DZ", [["CinderBlocks",7],["MortarBucket",2],["ItemTankTrap",3],["ItemPole",[1,3]]]] ]; This would refund 7 cinder blocks and 2 mortar for "CinderWall_DZ" For "CinderWallDoor_DZ" you would get 7 cinder blocks, 2 mortar, 3 tank traps and a random number of poles between 1 and 3. The refund amount can be an array where the first param is the minimum and the second is the maximum, it will refund a random amount between them. */ 4. Repack your mission pbo and restart your server. Link to comment Share on other sites More sharing options...
nova Posted October 5, 2017 Author Report Share Posted October 5, 2017 ty all for the help :) Link to comment Share on other sites More sharing options...
nova Posted October 8, 2017 Author Report Share Posted October 8, 2017 @salival you mentioned 1062. do you happen to know when its released? i know its off topic for this post but thought ide ask hehe Link to comment Share on other sites More sharing options...
salival Posted October 8, 2017 Report Share Posted October 8, 2017 18 minutes ago, nova said: @salival you mentioned 1062. do you happen to know when its released? i know its off topic for this post but thought ide ask hehe No ETA as of yet but.... soon. https://discord.gg/qX5JrPh for epoch discord Link to comment Share on other sites More sharing options...
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