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[Release] Salivals Mod Pack [Updated for 1.0.7]


salival

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  • 8 months later...
  On 6/14/2019 at 7:56 AM, don2k7 said:

hello

ok would it be as simple as changing everywhere it mentions cherno to tavi or would there be more work involved than that?

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I would assume it's just using this config file for arma2: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/Server Files/DZE_Server_Config/13_tavi.cfg

Note this line: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/Server Files/DZE_Server_Config/13_tavi.cfg#L36 in particular

And use this mission file pbo structure: https://github.com/EpochModTeam/DayZ-Epoch/tree/master/Server Files/MPMissions/DayZ_Epoch_13.Tavi

You will have to diff merge the init.sqf and description.ext from the modpack to the mission pbo structure above ^^

My modpack should work with tavi no problem, most mods (and lots of epoch back end stuff) will auto detect the map (even ZSC coins bank traders will)

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  • 2 weeks later...
  On 6/14/2019 at 9:01 AM, salival said:

I would assume it's just using this config file for arma2: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/Server Files/DZE_Server_Config/13_tavi.cfg

Note this line: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/Server Files/DZE_Server_Config/13_tavi.cfg#L36 in particular

And use this mission file pbo structure: https://github.com/EpochModTeam/DayZ-Epoch/tree/master/Server Files/MPMissions/DayZ_Epoch_13.Tavi

You will have to diff merge the init.sqf and description.ext from the modpack to the mission pbo structure above ^^

My modpack should work with tavi no problem, most mods (and lots of epoch back end stuff) will auto detect the map (even ZSC coins bank traders will)

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hello

thank you for the links they were very helpful.

 

edit*

ignore that all works ok was using wrong stringtable

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Hi all

I have this package of mods installed and working well.

After having solved the most basic problems, I find something that can not be solved.

Using the garage manager from the plot you do not see the vehicles that you put to store. The menu works well, but you can not see the vehicles. You can do garage maintenance, you can put and remove the helipad ... but you can not see the vehicles and I can not store them.

Does anyone know why it could be?

Thank you

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yes and yes

is this correct?

;If using OFFICIAL hive, the settings in this section have no effect, as it will clean up by itself
[Objects]
;Which table should the objects be stored and fetched from ?
;Table = Object_DATA

; Table name for the virtual garage data to be stored in, default table is 'garage'
VGTable = garage
; Days for a stored vehicle to be cleaned up after, if set to -1 this feature is disabled. Default 35 days
CleanupVehStoredDays = 35
; Log object cleanup DELETE statements (per object), including virtual garage. Default is false
LogObjectCleanup = false
 

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I have done everything again.

Running garage.sql gives me the following message

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Content of HiveExt.ini

  Reveal hidden contents

 

RPT from restart

  Reveal hidden contents

thanks for answering

 

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runing garage.sql in database

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there is no registration in rpt because vehicles can not be stored. They can not be saved because they can not be seen when you put them on the helipad and use the "virtual garage" plot menu. VIrtual garage menu opens and seems to work but does not see vehicles to store.

 

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I'm sorry, I do not know enough about this.

The error

#1293 - Incorrect table definition; there can be only one TIMESTAMP column with CURRENT_TIMESTAMP in DEFAULT or ON UPDATE clause

I understand that the following lines are in conflict when garage.sql is imported into the database:

`Datestamp` timestamp NULL DEFAULT CURRENT_TIMESTAMP,

`DateMaintained` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP,

But I do not know how to fix it, sql is not my specialty, I know very little about this.

 

thank you for your patience

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  On 1/4/2018 at 12:56 AM, salival said:

Hi guys,

I've had requests for a pack of all my mods that i've written or updated tested and working so here it is.

Everything is tested as working but there may be little things I have missed, I've done all the installs the way I like to do them (super anal ocd)

Infistar is implemented, please see: https://github.com/oiad/modPack#infistar-install

THERE ARE CURRENTLY NO BATTLEYE FILTERS FOR 1.0.6.2 FOR ANY OF MY MODS. Feel free to submit!

# Supported mods:

  • Bury Bodies
  • Community Localizations
  • Click Actions
  • Deploy Anything
  • Garage Door Opener
  • Locate Vehicle
  • Safe Zone Relocate
  • Service Points
  • Take Clothes
  • Virtual Garage
  • Vehicle Key Changer
  • ZSC

Please visit: https://github.com/oiad/modPack for more information.

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I was curious if you could help me with an issue with Deploy Anything? 

I added the pook_H13_medevac_CIV as a deployable. I'm running an Overwatch server. If I spawn the same pook via infiSTAR for a player, they can ride around in it with no problem.

If a player spawns it via the toolbox, it explodes upon getting into the pook or after a few seconds of flying it.

I can't figure out what to do. I've read so much about exploding vehicles but can't get any fixes to work. I'm running the server on vilayer.com.

Any help is greatly appreciated.

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  On 7/12/2019 at 6:05 PM, Oryahn said:

I was curious if you could help me with an issue with Deploy Anything? 

I added the pook_H13_medevac_CIV as a deployable. I'm running an Overwatch server. If I spawn the same pook via infiSTAR for a player, they can ride around in it with no problem.

If a player spawns it via the toolbox, it explodes upon getting into the pook or after a few seconds of flying it.

I can't figure out what to do. I've read so much about exploding vehicles but can't get any fixes to work. I'm running the server on vilayer.com.

Any help is greatly appreciated.

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Sounds like infistar is doing it! In your AHconfig.sqf line 215 make sure the vehicle ID check is turned off _UIC = false; for some reason this keeps blowing vehicles up when a player gets in or near.

Also could you post the edits you made to the deploy anything config.sqf I'll take a look when I get home for ya.

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  On 7/13/2019 at 1:57 AM, Reaper5150 said:

Sounds like infistar is doing it! In your AHconfig.sqf line 215 make sure the vehicle ID check is turned off _UIC = false; for some reason this keeps blowing vehicles up when a player gets in or near.

Also could you post the edits you made to the deploy anything config.sqf I'll take a look when I get home for ya.

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I checked the bool setting for _UIC and it is set to false. I will copy and paste the only changes I made to Deploy Anything. The only change is the added if/else statement and removal of the other deployable options. I've posted a couple lines above and below what I've added. The HIDDEN part is where I actually have 3 admin's Player IDs.

 

// _parts        | array of parts required to build (will be taken from player)        | array  | ["ItemToolbox"]
// _condition    | string of code to evaluate to determine whether action is shown     | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}"


if ((getPlayerUID player) in ["HIDDEN","HIDDEN","HIDDEN"]) then {
DZE_DEPLOYABLES_CONFIG = [
    ["ItemToolbox",[0,6,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ","pook_H13_medevac_CIV"],[],["ItemToolbox"],"true"]
  ];
}
else {
DZE_DEPLOYABLES_CONFIG = [
    ["ItemToolbox",[0,6,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"]
];};

// **DZE_DEPLOYABLE_NAME_MAP format
//  

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  On 7/13/2019 at 3:58 AM, Oryahn said:

I checked the bool setting for _UIC and it is set to false. I will copy and paste the only changes I made to Deploy Anything. The only change is the added if/else statement and removal of the other deployable options. I've posted a couple lines above and below what I've added. The HIDDEN part is where I actually have 3 admin's Player IDs.

 

// _parts        | array of parts required to build (will be taken from player)        | array  | ["ItemToolbox"]
// _condition    | string of code to evaluate to determine whether action is shown     | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}"


if ((getPlayerUID player) in ["HIDDEN","HIDDEN","HIDDEN"]) then {
DZE_DEPLOYABLES_CONFIG = [
    ["ItemToolbox",[0,6,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ","pook_H13_medevac_CIV"],[],["ItemToolbox"],"true"]
  ];
}
else {
DZE_DEPLOYABLES_CONFIG = [
    ["ItemToolbox",[0,6,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"]
];};

// **DZE_DEPLOYABLE_NAME_MAP format
//  

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Try this one! Replace the config.sqf with the one you have, Make sure you keep a copy of the one you have just in case :)

//  **FORMAT** -- (note no comma after last array entry)
//
//  DZE_DEPLOYABLES_CONFIG = [
//      [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_ammo,_hive,_plot,_simulation,_road,_deployables,_near,_parts,_condition],
//      [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_ammo,_hive,_plot,_simulation,_road,_deployables,_near,_parts,_condition],
//      [...more stuff here...]
//  ];
//    
//  parameter    | description                                                         |  type  | example
// --------------|---------------------------------------------------------------------|--------|--------
// _clickItem    | class name of the item to click on                                  | string | "ItemToolbox"
// _deployOffset | [_side,_front,_up] array to offset the deployable when buiding      | array  | [0,2,1]
// _packDistance | how close does the packer need to be to pack the object?            | number | 5
// _damageLimit  | item can't be repacked if damage is > this. (-1 = no re-packing)    | number | 0.1
// _packAny      | can anyone repack the deployable?                                   | bool   | false
// _cargo        | clear the cargo of the deployable?                                  | bool   | false
// _ammo         | should vehicle ammo be cleared? (does not persist through restart)  | bool   | true
// _hive         | write deployable to database?                                       | bool   | false
// _plot         | require a plot from the owner to build the deployable?              | bool   | false
// _simulation   | enable simulation (movement/damage) for the object? (true for cars) | bool   | true
// _road         | enable road building for this object?                               | bool   | true
// _deployables  | array of class names that can be deployed with this method          | array  | ["MMT_Civ"]
// _near         | array of items required nearby to build (workshop/fire/fueltank)    | array  | []
// _parts        | array of parts required to build (will be taken from player)        | array  | ["ItemToolbox"]
// _condition    | string of code to evaluate to determine whether action is shown     | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}"

DZE_DEPLOYABLES_CONFIG = [
    // deploy a non-permanent bike from a toolbox right in front of the player that can be re-packed by the owner as long as it's under 10% damage
    ["ItemToolbox",[0,8,2],5,0.99,true,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"],
    // deploy a non-permanent motorbike from a toolbox right in front of the player that can be re-packed by the owner as long as it's under 10% damage
    ["ItemToolbox",[0,8,2],5,0.99,true,false,false,false,false,true,true,["pook_H13_medevac_CIV"],[],["ItemToolbox"],"true"],
    // deploy a non-permanent CSJ_GyroC from a toolbox right in front of the player that can be re-packed by the owner as long as it's under 10% damage
    ["ItemToolbox",[0,8,2],7,0.5,true,false,true,false,false,true,true,["CSJ_GyroC"],[],["PartGeneric","PartEngine","PartVRotor"],"true"],    
    //["ItemSapphire",[0,2,0],5,1,true,true,false,true,true,true,false,["DSHKM_CDF","M2StaticMG"],[],["ItemSapphire"],"true"],
    // deploy concrete barricades from cinderblocks 2m in front of the player, that are permanent and can only be re-packed by the person who placed them
    ["CinderBlocks",[0,2,0],5,1,false,true,false,false,true,true,true,["Hhedgehog_concrete","Land_CncBlock","Land_CncBlock_Stripes"],[],["MortarBucket","PartGeneric","CinderBlocks"],"true"]
];

// **DZE_DEPLOYABLE_NAME_MAP format
//  
//  DZE_DEPLOYABLE_NAME_MAP = [
//      [_class,_name],
//      [_class,_name],
//      [... more ...]
//  ];
//
//  parameter    | description                                                         |  type  | example
// --------------|---------------------------------------------------------------------|--------|--------
// _class        | class name of the item you want to replace the name of              | string | "Notebook"
// _name         | new name to display when right clicking                             | string | "Macbook Pro"
//
DZE_DEPLOYABLE_NAME_MAP = [
    ["MMT_Civ","Bicycle"],
    ["pook_H13_medevac_CIV"]
];

DZE_DEPLOYABLE_ADMINS = [];
 

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