oldmatechoc 376 Report post Posted January 10, 2018 9 4 iKILLJOY, gernika, Hooty and 10 others reacted to this Quote Share this post Link to post Share on other sites
motschler1 2 Report post Posted January 10, 2018 Great, I like it very much 1 oldmatechoc reacted to this Quote Share this post Link to post Share on other sites
Bricktop 68 Report post Posted January 10, 2018 Take care and we appreciate the gift @oldmatechoc 1 oldmatechoc reacted to this Quote Share this post Link to post Share on other sites
Hooty 215 Report post Posted January 11, 2018 Thanks brother you will be missed here but your ass still better come in TS and chill and Ill try to be on discord more xD. 2 Cherdenko and oldmatechoc reacted to this Quote Share this post Link to post Share on other sites
oldmatechoc 376 Report post Posted January 14, 2018 Added a fix for groups menu not showing players. For those with this already installed just replace the chox_menu.hpp if you've made edits to yours the fix up is on line 79 (choxMenuButtonGroups). 1 Hooty reacted to this Quote Share this post Link to post Share on other sites
Relentless 249 Report post Posted January 14, 2018 8 hours ago, oldmatechoc said: Added a fix for groups menu not showing players. For those with this already installed just replace the chox_menu.hpp if you've made edits to yours the fix up is on line 79 (choxMenuButtonGroups). This is why you should put it on GitHub. Great addon anyways, keep it up! :) Quote Share this post Link to post Share on other sites
oldmatechoc 376 Report post Posted January 14, 2018 On 1/10/2018 at 4:35 PM, oldmatechoc said: Here's my farewell gift :) See ya guys, all the best for the future. Thanks @DAmNRelentless, but I wont be releasing anything else for epoch, So I don't really have a use for github anymore. I just felt I shouldn't leave it with a bug in it haha. Quote Share this post Link to post Share on other sites
theduke 323 Report post Posted January 14, 2018 24 minutes ago, DAmNRelentless said: This is why you should put it on GitHub. Great addon anyways, keep it up! :) I agree with this lol I didnt have a github, and now i do and love it. I dont undestand all of it, but its nice. I have a question for @oldmatechoc I've been working on a mod that uses a custom gui, but i put it on hold as i was blocked in some stuff. Wondering if youd help me with some of the gui stuff. Im familiar with some of it too, but not all Quote Share this post Link to post Share on other sites
oldmatechoc 376 Report post Posted January 14, 2018 @theduke See above :P Yeah mate, you can add me on steam if its easier, or just dm me here :) Quote Share this post Link to post Share on other sites
oldmatechoc 376 Report post Posted January 14, 2018 https://github.com/ch0c/epoch_player_menu@DAmNRelentless there you go! :P haha 1 1 Relentless and theduke reacted to this Quote Share this post Link to post Share on other sites
Cubitron 39 Report post Posted January 15, 2018 Great work, like it. One prob i dont understand the addon for the Clickaction. I have bike and mozzie but only mozzie work, if i click on bike nothing happens. Quote Share this post Link to post Share on other sites
oldmatechoc 376 Report post Posted January 16, 2018 1 hour ago, Cubitron said: Great work, like it. One prob i dont understand the addon for the Clickaction. I have bike and mozzie but only mozzie work, if i click on bike nothing happens. This uses iBen's findDACAIndex function, inside that file is brief description on how to use it. Inside the chox_menu.hpp you will see call compile (['ch0xMenu','Deploy Bike'] call IBEN_fnc_findDACAIndex); To fix. addons/bike/config.sqf DZE_DEPLOYABLE_NAME_MAP = [ ["BIKE_CLASSNAME","Bike"] ]; or chox_menu.hpp call compile (['ch0xMenu','Deploy BIKE_CLASSNAME'] call IBEN_fnc_findDACAIndex); 1 Cubitron reacted to this Quote Share this post Link to post Share on other sites
Bricktop 68 Report post Posted January 16, 2018 Hey guys - I'm trying to figure out how to change the "Deploy Quad" to Deploy BTR40_MG_TK_INS_EP1 The quad is quite unsteady and can flip really easy. Since I have a mil server I would rather use the 40 if possible. I've already added it to the normal deploy anything config: ["ItemMap",[0,6,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],[],"true"], ["ItemMap",[0,6,1],5,0.1,false,false,false,false,false,true,true,["ATV_US_EP1"],[],[],"true"], ["ItemMap",[0,6,1],5,0.1,false,false,false,false,false,true,true,["BTR40_MG_TK_INS_EP1"],[],[],"true"], ["ItemMap",[0,8,2],7,0.1,true,true,false,true,false,true,true,["CSJ_GyroC"],[],["PartVRotor","PartEngine","PartGeneric"],"true"], ["ItemMap",[0,9,2],5,0.9,true,true,false,true,true,false,true,["HeliHCivil"],[],["ItemRuby"],"true"] Thanks for any help, Quote Share this post Link to post Share on other sites
oldmatechoc 376 Report post Posted January 16, 2018 @Bricktop See above 1 Bricktop reacted to this Quote Share this post Link to post Share on other sites
Bricktop 68 Report post Posted January 16, 2018 16 minutes ago, oldmatechoc said: @Bricktop See above Yeah I posted at the same time lol - Thanks but I don't have this "addons/bike/config.sqf" I'm using this Spoiler // 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 ["ItemMap",[0,6,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],[],"true"], ["ItemMap",[0,6,1],5,0.1,false,false,false,false,false,true,true,["ATV_US_EP1"],[],[],"true"], ["ItemMap",[0,6,1],5,0.1,false,false,false,false,false,true,true,["BTR40_MG_TK_INS_EP1"],[],[],"true"], ["ItemMap",[0,8,2],7,0.1,true,true,false,true,false,true,true,["CSJ_GyroC"],[],["PartVRotor","PartEngine","PartGeneric"],"true"], // deploy fortifications from etool 3 meters in front of player that are permanent until server restart //["ItemEtool",[0,3,0],5,-1,false,true,false,true,false,false,["Land_fort_rampart","Fort_StoneWall_EP1","Land_fort_bagfence_round"],[],["ItemEtool"],"true"], // deploy a permanent helicopter from ruby 5 meters in front of player that can be re-packed by anyone as long as it's under 10% damage ["ItemRuby",[0,9,2],5,0.9,true,true,false,true,true,false,true,["Land_fortified_nest_big"],[],["ItemRuby"],"true"], ["ItemMap",[0,9,2],5,0.9,true,true,false,true,true,false,true,["HeliHCivil"],[],["ItemRuby"],"true"] //["ItemEtool",[0,8,0],5,-1,false,true,true,true,false,false,["Land_fortified_nest_big"],[],["ItemSandbagExLarge5x","ItemSandbagExLarge5x","ItemSandbagExLarge5x"],"true"], //["PartWoodPile",[0,2,0],5,1,true,true,true,true,false,false,["Pile_of_wood"],[],["PartWoodPile","PartWoodPile","PartWoodPile","PartWoodPile","PartWoodPile"],"true"], //["ItemSapphire",[0,2,0],5,1,true,true,true,true,false,false,["DSHKM_CDF","M2StaticMG","SearchLight_CDF"],[],["ItemSapphire"],"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 = [ ["Notebook","Macbook Pro"], ["HeliHCivil","Heli Pad"] ]; DZE_DEPLOYABLE_ADMINS = []; Quote Share this post Link to post Share on other sites
oldmatechoc 376 Report post Posted January 16, 2018 @Bricktop lol ummmm whats the last few lines of the code you just posted? :P DZE_DEPLOYABLE_NAME_MAP = [ ["Notebook","Macbook Pro"], ["HeliHCivil","Heli Pad"] ]; DZE_DEPLOYABLE_ADMINS = []; xD So you would do DZE_DEPLOYABLE_NAME_MAP = [ ["Notebook","Macbook Pro"], ["HeliHCivil","Heli Pad"], ["BTR40_MG_TK_INS_EP1","BTR40"] ]; DZE_DEPLOYABLE_ADMINS = []; and call compile (['ch0xMenu','Deploy BTR40'] call IBEN_fnc_findDACAIndex); 1 Bricktop reacted to this Quote Share this post Link to post Share on other sites
Bricktop 68 Report post Posted January 16, 2018 @oldmatechoc Wait I see this in my deploy anything - Do I just add ? DZE_DEPLOYABLE_NAME_MAP = [ ["Notebook","Macbook Pro"], ["HeliHCivil","Heli Pad"], ["BTR40_MG_TK_INS_EP1","BTR40"] ]; 1 oldmatechoc reacted to this Quote Share this post Link to post Share on other sites
Bricktop 68 Report post Posted January 16, 2018 L M A O! Thanks man - I should of just looked longer ... Quote Share this post Link to post Share on other sites
oldmatechoc 376 Report post Posted January 16, 2018 Haha no worries bud. Happy to help :) Gave me a good lil chuckle. @Bricktop 1 Bricktop reacted to this Quote Share this post Link to post Share on other sites
Hooty 215 Report post Posted January 19, 2018 Welcome back buddy xD 2 oldmatechoc and damonboss reacted to this Quote Share this post Link to post Share on other sites
gelo534 2 Report post Posted January 21, 2018 On 16.1.2018 at 1:40 AM, oldmatechoc said: @Bricktop lol ummmm whats the last few lines of the code you just posted? :P DZE_DEPLOYABLE_NAME_MAP = [ ["Notebook","Macbook Pro"], ["HeliHCivil","Heli Pad"] ]; DZE_DEPLOYABLE_ADMINS = []; xD So you would do DZE_DEPLOYABLE_NAME_MAP = [ ["Notebook","Macbook Pro"], ["HeliHCivil","Heli Pad"], ["BTR40_MG_TK_INS_EP1","BTR40"] ]; DZE_DEPLOYABLE_ADMINS = []; and call compile (['ch0xMenu','Deploy BTR40'] call IBEN_fnc_findDACAIndex); hi , i have problem, buton clik (Deploy Bike)(Deploy ATV)(Deploy Mozzie) it does not work chox_menu.hpp: onButtonClick = "closeDialog 0; call compile (['ch0xMenu','Deploy Bike'] call IBEN_fnc_findDACAIndex);"; onButtonClick = "closeDialog 0; call compile (['ch0xMenu','Deploy ATV'] call IBEN_fnc_findDACAIndex);"; onButtonClick = "closeDialog 0; call compile (['ch0xMenu','Deploy Mozzie'] call IBEN_fnc_findDACAIndex);"; ----------------------------------------------------------------------------------------------------------------------------------------------------- dayz.epoch.chernarus/scripts/deployAnything/config.sqf // **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",[0,6,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"], ["ItemToolbox",[0,6,1],5,0.1,false,false,false,false,false,true,true,["ATV_US_EP1"],[],["PartEngine","PartGeneric","ItemToolbox"],"true"], ["ItemToolbox",[0,8,2],7,0.1,true,true,false,true,false,true,true,["CSJ_GyroC"],[],["PartVRotor","PartEngine","ItemToolbox","PartGeneric"],"true"], // deploy fortifications from etool 3 meters in front of player that are permanent until server restart //["ItemEtool",[0,3,0],5,-1,false,true,false,true,false,false,["Land_fort_rampart","Fort_StoneWall_EP1","Land_fort_bagfence_round"],[],["ItemEtool"],"true"], // deploy a permanent helicopter from ruby 5 meters in front of player that can be re-packed by anyone as long as it's under 10% damage ["ItemToolbox",[0,9,2],5,0.9,true,true,false,true,true,false,true,["HeliHCivil"],[],["ItemRuby"],"true"] //["ItemEtool",[0,8,0],5,-1,false,true,true,true,false,false,["Land_fortified_nest_big"],[],["ItemSandbagExLarge5x","ItemSandbagExLarge5x","ItemSandbagExLarge5x"],"true"], //["PartWoodPile",[0,2,0],5,1,true,true,true,true,false,false,["Pile_of_wood"],[],["PartWoodPile","PartWoodPile","PartWoodPile","PartWoodPile","PartWoodPile"],"true"], //["ItemSapphire",[0,2,0],5,1,true,true,true,true,false,false,["DSHKM_CDF","M2StaticMG","SearchLight_CDF"],[],["ItemSapphire"],"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 = [ ["Notebook","Macbook Pro"], ["HeliHCivil","Heli Pad"], ["MMT_Civ","Deploy Bike"], ["ATV_US_EP1","Deploy ATV"], ["CSJ_GyroC","Deploy Mozzie"] ]; DZE_DEPLOYABLE_ADMINS = []; _____________________________________________________________________________________________________________________________________ IBEN_fnc_findDACAIndex.sqf: // =========================================================================== // FUNCTIONS LIBRARY >> ADDONS SPECIFIC >> DEPLOY ANYTHING >> fnc_findDACAIndex // =========================================================================== // @Function name: IBEN_fnc_findDACAIndex // =========================================================================== // @Info: // - Created by @iben for Deploy Anything addon // - Version: 1.0, Last Update [2017-09-24] // - Credits: // * Bohemia Interactive // * DayZ Epoch developers, collaborators and contributors // (thank you guys for your excellent work!) // @Remarks: // - 'find_DACAIndex' means: find deploy anything OR click actions index :) // - Can be used for custom deploying click action simulation outside // main script (usage example: CMD menus, Action menus) // - All settings defined in Deploy Anything addong are applied. We are just // bypassing the original way how to deploy or click things to do something. // - Remember, it's about integration, no creating new addon. This fnc is // designed to live inside addon in harmony. Why? Well, addon needs some // update and upgrade work, but idea rocks! It's powerfull... // - Key for understandig how original addon works is: // _classname = _x select 0; // _text = _x select 1; // _execute = _x select 2; // _condition = _x select 3; // @Parameters: // - _ID (caller ID): Custom string to help identify script // calling 'IBEN_fnc_paramCheck' in RPT log | string // - _key: string defined in main config, for example: | string // important note: Because of source code, start with 'Deploy ...' // What follows 'Deploy ...' keyword depends on: // Using 'DZE_DEPLOYABLE_NAME_MAP' >> use display name you defined // NOT using 'DZE_DEPLOYABLE_NAME_MAP' >> use classname you defined // For Click Actions config just use display name text (_this select 1) // @Prerequisities: // - 'DZE_DEPLOYABLES_CONFIG' and 'DZE_CLICK_ACTIONS' has to be set properly. // Just follow addon installation instructions, that's all. // - 'IBEN_fnc_callDebugLog', 'IBEN_fnc_paramCheck' // @Example01: // - Using click actions config: // - call compile (['MyScriptFile','Scan Nearby'] call IBEN_fnc_findDACAIndex); // @Example02: // - Using deploy anything config: // - call compile (['MyScriptFile','Deploy Helipad'] call IBEN_fnc_findDACAIndex); // @Example important note! // - It's a script string. Use single quotes '' or """ // @Returns: // - string (script string) // =========================================================================== // @Parameters Legend: // * _i : _ID (caller ID) // * _k : _key // * _t : _text // * _e : _execute // * _c : _cycles // * _w : _row // * _r : _return // * _p : _paramCheck // =========================================================================== //IBEN_fnc_findDACAIndex = { // ------------------------------------------------------------------------- // :: Extract user param input private ["_i","_k","_t","_e","_c","_r","_null"]; _i = (_this select 0); // _ID (caller ID) :: For easy identification in RPT _k = (_this select 1); // ------------------------------------------------------------------------- // :: Param check // private "_p"; // _p = [ // _i // ,[(count _this),2] // ,[_i,_k],["STRING","STRING"] // ] call IBEN_fnc_paramCheck; // if (!_p) exitWith { // // :: See RPT // _r = false; // _r // }; // ------------------------------------------------------------------------- // :: Identify array field positions _t = 1; // Display name field _e = 2; // Script string field // ------------------------------------------------------------------------- // :: Exit script immediately, if main config array wasn't set _c = ((count DZE_CLICK_ACTIONS) - 1); // ------------------------------------------------------------------------- // if (_c < 0) exitWith { // _null = [ // _i // ,"User didn't define 'DZE_CLICK_ACTIONS' array in 'Click Actions config.sqf' file!" // ] call IBEN_fnc_callDebugLog; // _r = false; // _r // }; // ------------------------------------------------------------------------- // :: Initiate index search, start main loop private ["_x","_w"]; _r = ""; for "_x" from 0 to _c do { _w = (DZE_CLICK_ACTIONS select _x); if ((_w select _t) == _k) exitWith { _r = (_w select _e); }; }; // ------------------------------------------------------------------------- // :: Output script string('STRING') _r //}; // === :: FUNCTIONS LIBRARY >> ADDONS SPECIFIC >> DEPLOY ANYTHING >> fnc_findDACAIndex :: END ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- Pl help me..... 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oldmatechoc 376 Report post Posted January 21, 2018 please use spoilers when posting long code. @gelo534 DZE_DEPLOYABLE_NAME_MAP = [ ["Notebook","Macbook Pro"], ["HeliHCivil","Heli Pad"], ["MMT_Civ","Deploy Bike"], ["ATV_US_EP1","Deploy ATV"], ["CSJ_GyroC","Deploy Mozzie"] ]; change to DZE_DEPLOYABLE_NAME_MAP = [ ["Notebook","Macbook Pro"], ["HeliHCivil","Heli Pad"], ["MMT_Civ","Bike"], ["ATV_US_EP1","ATV"], ["CSJ_GyroC","Mozzie"] ]; Quote Share this post Link to post Share on other sites
gelo534 2 Report post Posted January 21, 2018 3 hours ago, oldmatechoc said: please use spoilers when posting long code. @gelo534 DZE_DEPLOYABLE_NAME_MAP = [ ["Notebook","Macbook Pro"], ["HeliHCivil","Heli Pad"], ["MMT_Civ","Deploy Bike"], ["ATV_US_EP1","Deploy ATV"], ["CSJ_GyroC","Deploy Mozzie"] ]; change to DZE_DEPLOYABLE_NAME_MAP = [ ["Notebook","Macbook Pro"], ["HeliHCivil","Heli Pad"], ["MMT_Civ","Bike"], ["ATV_US_EP1","ATV"], ["CSJ_GyroC","Mozzie"] ]; Thank you!!!!! Quote Share this post Link to post Share on other sites
oldmatechoc 376 Report post Posted January 22, 2018 Updated: Removed Trip Out. Replaced yRun Colors with a button to check if a player can build where they are.The constant question "Hey Admin can i build here" got to me lol Quote Share this post Link to post Share on other sites
BigEgg 339 Report post Posted January 22, 2018 @oldmatechoc - if I could get proper credit for the scan for players script, that would be great :) You can also include my new version if you would like: /* File: player_scan.sqf Description: Scans for players within a defined radius. Author: BigEgg https://github.com/BigEgg17 */ if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;}; dayz_actionInProgress = true; private ["_scanRange", "_waitTime", "_playersNearby"]; _scanRange = 1000; _waitTime = 60; if (isNil "lastscan") then { lastscan = round(diag_tickTime - 60); }; if !("ItemGPS" in items player) exitWith { dayz_actionInProgress = false; "You do not have a GPS." call dayz_rollingMessages; }; if (player getVariable ["inCombat",false]) exitwith { dayz_actionInProgress = false; "You cannot scan for players while you are in combat." call dayz_rollingMessages; }; if ((diag_tickTime - lastscan) < _waitTime) exitWith { dayz_actionInProgress = false; format["Please wait %1 second(s) before scanning again.", round(_waitTime - (diag_tickTime - lastscan))] call dayz_rollingMessages; }; if (count(vehicle player nearEntities["Plastic_Pole_EP1_DZ", DZE_PlotPole select 0]) > 0) exitWith { dayz_actionInProgress = false; "You cannot scan for players while you are near a base." call dayz_rollingMessages; }; "The scanner does not count group members!" call dayz_rollingMessages; for "_x" from 1 to 10 step 1 do { [format["Scan Progress: %1%2", (_x * 10), "%"], 1] call dayz_rollingMessages; uiSleep 1; }; lastscan = diag_tickTime; _playersNearby = {_x != player && {!(_x in units group player)} && {_x distance player <= _scanRange}} count playableUnits; _scanRange = [_scanRange] call BIS_fnc_numberText; if (_playersNearby == 0) exitWith { dayz_actionInProgress = false; format["GPS: No players detected within %1 meters of your location.", _scanRange] call dayz_rollingMessages; }; if (_playersNearby == 1) exitWith { dayz_actionInProgress = false; format["GPS: There is one other player within %1 meters of your current location.", _scanRange] call dayz_rollingMessages; }; if (_playersNearby > 1) exitWith { dayz_actionInProgress = false; format["GPS: There are %1 players within %2 meters of your current location.", _playersNearby, _scanRange] call dayz_rollingMessages; }; Wouldn't want anyone to be discredited. 3 lwbuk, oldmatechoc and salival reacted to this Quote Share this post Link to post Share on other sites