Jump to content
Sign in to follow this  
Airwaves Man

[Release] Deploy Anything 3.0.1 [Updated for 1.0.7]

Recommended Posts

Was the old version not compatible with 1.0.7? It's been working fine on my test server thus far.

Also I just wanted to say thank you A Man for all your work on Epoch and even helping update people's code. You're the real MVP.

Share this post


Link to post
Share on other sites

any ideias why a static weapon set up with deploy anything is not spawning after a restart ?

static weapon is being saved to database, also updated the script and i have no errors client or server side

 

edit: after some more playful tries i could come up with an error or a warning at least

"MOVED OBJ: 17315 of class KORD_high_TK_EP1 with worldspace array = [175.571,[1704.38,9910.85,0.782],"EDITEDSTEAMID"] to pos: [1699.69,9917.62,0]"

 

its just moving places now

 

Share this post


Link to post
Share on other sites

ok not sure if its ideal yet, very late here gotta get to bed, but i could come up with something.

replace

						PVDZ_obj_Publish = [_charID,_tmpbuilt,[_dir,_position,dayz_playerUID],[],player,dayz_authKey];
						publicVariableServer "PVDZ_obj_Publish";

for

					if ((_index call getDeployableSimulation)) then {
						PVDZ_obj_Publish = [_charID,_tmpbuilt,[_dir,_position],[],player,dayz_authKey];
						publicVariableServer "PVDZ_obj_Publish";
					}else{
						PVDZ_obj_Publish = [_charID,_tmpbuilt,[_dir,_position,dayz_playerUID],[],player,dayz_authKey];
						publicVariableServer "PVDZ_obj_Publish";
					};

server_monitor.sqf expects 2 elements for it, still got some kinks to work out thou, but at least now i know what to look for.

Share this post


Link to post
Share on other sites
On 4/25/2021 at 8:58 AM, SmokeyBR said:

ok not sure if its ideal yet, very late here gotta get to bed, but i could come up with something.

replace

						PVDZ_obj_Publish = [_charID,_tmpbuilt,[_dir,_position,dayz_playerUID],[],player,dayz_authKey];
						publicVariableServer "PVDZ_obj_Publish";

for

					if ((_index call getDeployableSimulation)) then {
						PVDZ_obj_Publish = [_charID,_tmpbuilt,[_dir,_position],[],player,dayz_authKey];
						publicVariableServer "PVDZ_obj_Publish";
					}else{
						PVDZ_obj_Publish = [_charID,_tmpbuilt,[_dir,_position,dayz_playerUID],[],player,dayz_authKey];
						publicVariableServer "PVDZ_obj_Publish";
					};

server_monitor.sqf expects 2 elements for it, still got some kinks to work out thou, but at least now i know what to look for.

Ive added some fixes for Deploy Anything: https://github.com/oiad/deployAnything

Also if you are using statics replace in your server_monitor this line with the line from that link: https://github.com/oiad/modPack/blob/master/dayz_server/system/server_monitor.sqf#L105

Share this post


Link to post
Share on other sites

Is there a way to block people from being able to build near plots they dont own without turning on the _plot setting? The _plot setting only makes it so you have to close to your own plotpole to deploy, but what I'm looking for is a way to block deploying at other people's plots.

Share this post


Link to post
Share on other sites

Silly question, i love the ability to build objects as well through here, however, like when you craft, and you press "F" the item stays and you can walk around, make sure it's where you want it then hit space to build, i cant do this will deploy, anyone ever been able to add this function in the deploy_player ? ive tried with no success. TY

Share this post


Link to post
Share on other sites

Hello,

can't get this to work.

Installed the 1.0.7 version on my server: https://github.com/oiad/deployAnything/tree/Epoch_1.0.7

incl. the Right Click Actions script: https://github.com/AirwavesMan/epoch-right-click-actions

configured the items in the "config.sqf".

but no right click menu on the items in game, and no errors in the RPT.

No idea, what I'm doing wrong.  Any help would be nice.

Regards,

A.

 

Share this post


Link to post
Share on other sites
On 4/16/2022 at 7:46 AM, Arturius1967 said:

Hello,

can't get this to work.

Installed the 1.0.7 version on my server: https://github.com/oiad/deployAnything/tree/Epoch_1.0.7

incl. the Right Click Actions script: https://github.com/AirwavesMan/epoch-right-click-actions

configured the items in the "config.sqf".

but no right click menu on the items in game, and no errors in the RPT.

No idea, what I'm doing wrong.  Any help would be nice.

Regards,

A.

 

Are you checking your client RPT or the server RPT?

Assuming you installed it correctly, or at least semi correctly you would want to be checking your client RPT located at C:\Users\YOUR_USERNAME\AppData\Local\ArmA 2 OA\

Share this post


Link to post
Share on other sites

There were no errors in the RPT's, it was simply not working. I figured out, the reason was the "right click actions"-script linked in the install description.

I used now an older version of the "right click actions" and it seems to work, at least partially. Some items can still not be be deployed.

I'm using this config:

DZE_DEPLOYABLES_CONFIG = [
	["ItemToolbox",[0,6,1],5,0.8,false,false,false,false,false,true,true,["MMT_Civ"],[],["PartWheel","PartWheel","PartGeneric"],"true"],
  	["ItemEtool",[0,4,0],5,0.9,false,false,false,false,false,false,false,["BagFenceRound_DZ_kit"],[],["ItemSandbag"],"true"]
];

The MMT_Civ is working fine, but the BagFenceRound does not apear, not while bulding, not after deployed. It's not there.

I can build it, but it's not visible and there is nothing after the build animation is finished. I thought, there is maybe a problem with hight offset, but no luck testing it.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Similar Content

    • By Harkness
      From what I see this was made by user matt-d-rat about 6 years ago. All i did was light up a few smokes and update all the old variable names to get it running on our 1062 + 107 servers from which we use a lot of scripts from here so here is a contribution back from me. I only added Epoch Vehicles in there.
      Original Instructions
      Original Thread
      All you need to do is follow matt-d-rats Original Instructions above, But instead of using the old files he made use my edited versions below
      mf-tow\init.sqf
      mf-tow\tow_AttachTow.sqf
      mf-tow\tow_DetachTow.sqf
       
    • By looter809
      I made some modifications to the A2Logistics tow/lift script a while ago and finally got around to making an official fork for anyone to use. It makes a better attempt at considering weights of vehicles to add a more realistic spin on towing and lifting. It should be fairly straightforward if you wish to modify anything.
      Here's some of the changes it brings:
      Adds tiers of vehicles by estimated weight such as Large, Medium, Small, and Tiny for Ground and Air vehicles. A vehicle can tow anything of it's own size or smaller. So a Large ground vehicle can tow any ground vehicle. A medium vehicle like an SUV can only tow other medium vehicles and smaller. A tank can tow any ground vehicle BUT can not be lifted A Large helicopter can lift small and tiny helicopters. A Large helicopter can lift any ground vehicle, whereas a medium helicopter can only lift medium and smaller. The airTug car (classname "TowingTractor" and other tractors) can tow any plane. Most boats are considered 'medium' cars Adds option to drop lifted vehicles when flying above 50 alt If you drop a vehicle above 50 alt, it will get a parachute and smoke grenade attached. "ParachuteBigWest" if large vehicle, otherwise "ParachuteMediumWest" Automatically translates for english, german, and french players on a per player basis. Previously the server developer had to choose one for all players You can find the download and install instructions HERE

      Enjoy!
    • By Restplay
      Hello i created my server from this thread:
      . How to fix it?      
    • By Airwaves Man
      This is the official Epoch 1.0.7 Release. Thanks to everbody who took part on this especially helion4.
       
      Changelog: https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.7/CHANGE LOG 1.0.7.txt
      Report bugs: https://github.com/EpochModTeam/DayZ-Epoch/issues/2123
      Download via Google Drive at the moment: https://drive.google.com/drive/folders/1z94OU_-yz8SGz14Se2txNbcIYu8sEV-p
      The password for the Server Files is: 123456
       
      Edit: Epoch 1.0.7 is now in the DayZ Launcher. Unfortunately Epoch 1.0.6.2 got completely removed. Server Admins have to update to Epoch 1.0.7 now.
    • By Airwaves Man
      Release of salivals Crack Lockables script updated for Epoch 1.0.7.
      All information here: https://github.com/oiad/crackLockables
       
  • Advertisement
  • Supporters
  • Discord

×
×
  • Create New...