SadBoy1981 Posted May 25, 2014 Report Share Posted May 25, 2014 Again is some problem. When i walk around and i have some gold in my inventory. (to claim vehicle need 2 gold) So if i have in my inventory 8 golds, and i look at 4 diferent cars and menu show me to claim vehicle, when i claim vehicle on last car i dont pay 2 golds but all 8 golds what i have, becose before i was looking to those first 3 vehicle where i dont use menu with claim vehicle, Link to comment Share on other sites More sharing options...
Gramps Posted May 26, 2014 Report Share Posted May 26, 2014 Would like to try this but one problem...........you removed the zip from dropbox is this available anymore ? Thanks, Gramps Link to comment Share on other sites More sharing options...
raziel23x Posted May 27, 2014 Report Share Posted May 27, 2014 https://www.dropbox.com/s/91g8g9ute0tadcc/VehicleKeyChanger_v1.3.zip I added it to my dropbox here Would like to try this but one problem...........you removed the zip from dropbox is this available anymore ? Thanks, Gramps Link to comment Share on other sites More sharing options...
HollowAddiction Posted May 30, 2014 Report Share Posted May 30, 2014 This whole post needs to be removed and redone, at this point i have no idea what will work and what doesnt, i tried downloading the zip above and installed with the op tutorial, i dont even get a scrollwheel option Petite 1 Link to comment Share on other sites More sharing options...
Logan Posted May 31, 2014 Report Share Posted May 31, 2014 Time to remove this script, was so nice when it was first released. Even with the fix, cars still seem to disappear and dupe. Link to comment Share on other sites More sharing options...
Vindomire Posted June 3, 2014 Report Share Posted June 3, 2014 i followed the simple instructions and added the fix that was listed later on in the forums and all worked like a charm. Simple. However since the newest arma 2 update all of a sudden cars are moving sometimes to an earlier state. no duping or anything funny that way... just sometimes you buy a car master key it and move it to your base on restart it goes back to trader. Link to comment Share on other sites More sharing options...
LePogo Posted June 4, 2014 Report Share Posted June 4, 2014 EDIT : Ive found the awnser to my problem. finally I had a folder in my host file where I was able to edit my dayz_server.pbo so now the script seems to work. Ive not tested the script enough to make sure its all working properly but I already have problems claiming a vehicle. the option to claim in the scroll menu simply doesnt appear. any ideas? Hi! I have read all 10 pages and I realized there is a small problem for some users only that is still unawnsered. I am using Vilayer to host my server and it is blocking any change I made in my dayz_server.pbo so I had to call the file server_updateObject.sqf in my init.sqf to read from its new location witch in my case is : custom/server_updateObject.sqf part of my init.sqf... 86 if (isServer) then { 87 //key shit 88 _nil = [] execVM "custom\server_updateObject.sqf"; 89 //Compile vehicle configs 90 call compile preprocessFileLineNumbers "fixes\dynamic_vehicle.sqf"; 91 // Add trader citys 92 _nil = [] execVM "trader\mission.sqf"; 93 94 _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; 95 }; Then I realized that nothing in the keychanger file was made to call a ''modified'' server_updateObject.sqf in the mission file... And I found this part of code in VehicleKeyChanger.sqf witch apparently call the function in dayz_server/compile/server_updateObject.sqf VehicleKeyChanger.sqf line 135 to 137 (Gwandoya's files) /* This calls the custom update function which we put it in server_updateObject.sqf */ PVDZE_veh_Update = [_targetVehicle, "vehiclekey", player, _targetVehicleClassname, keyNumberSelect, keyNameSelect, _targetVehicleID, _targetVehicleUID]; publicVariableServer "PVDZE_veh_Update"; This is where I need your help figuring out how to call the file in its new location in this script! Thanks Link to comment Share on other sites More sharing options...
flybowlofsaki Posted June 6, 2014 Report Share Posted June 6, 2014 The dropbox link is empty on the OP. Can someone link the script? found the link a few pages back. thank you for sharing Link to comment Share on other sites More sharing options...
OtterNas3 Posted June 15, 2014 Author Report Share Posted June 15, 2014 Update 1.4 See first Post for changelog Moo, Otter Akelorian 1 Link to comment Share on other sites More sharing options...
jackal40 Posted June 15, 2014 Report Share Posted June 15, 2014 Thanks for the changes, working great for me now! Link to comment Share on other sites More sharing options...
Gwandoya Posted June 17, 2014 Report Share Posted June 17, 2014 Update 1.4 See first Post for changelog Moo, Otter Thank you for updating and clear things out. Only one thing is missing for claiming mission vehicles: _object call fnc_veh_ResetEH; after _object setVariable ["BTC_Cannot_Lift",true,true]; Link to comment Share on other sites More sharing options...
OtterNas3 Posted June 17, 2014 Author Report Share Posted June 17, 2014 The vehicle itself gets never replaced, so no need to reset the eventhandlers? Link to comment Share on other sites More sharing options...
Gwandoya Posted June 17, 2014 Report Share Posted June 17, 2014 Yes, true, I checked the code several times. It's about adding the event handler for mission spawned vehicles, updating 'all' when player gets in or out of a vehicle. This event handler is added by epoch when loads the server spawned vehicles from database. But if I claim a mission spawned vehicle, which has no event handlers added (because it will not be saved in database), I need to add it, otherwise if player moves vehicle its position won't be updated in database, and he will find his vehicle after next server restart where mission spawned it. /*********************************************************** ASSIGN DAMAGE HANDLER TO A UNIT - Function fnc_veh_ResetEH - unit call fnc_veh_ResetEH ************************************************************/ _this removeAllEventHandlers "HandleDamage"; _this removeAllEventHandlers "Killed"; _this addeventhandler ["HandleDamage",{ _this call vehicle_handleDamage } ]; _this addeventhandler ["Killed",{ _this call vehicle_handleKilled } ]; if (isServer) then { _this removeAllEventHandlers "GetOut"; _this removeAllEventHandlers "GetIn"; _this addEventHandler ["GetOut", {[(_this select 0),"all"] call server_updateObject;}]; _this addEventHandler ["GetIn", {[(_this select 0),"all"] call server_updateObject; _this call server_checkIfTowed;}]; }; Link to comment Share on other sites More sharing options...
OtterNas3 Posted June 17, 2014 Author Report Share Posted June 17, 2014 Maybe you did not seen it in my first post: THIS DOES NOT HOWEVER INCLUDE MISSIONVEHICLES THAT ARE NOT SPAWNED CORRECTLY! IF YOU WANT TO BE ABLE TO CLAIM MISSIONVEHICLES, TELL THE MISSION DEVELOPER TO SETUP HIS SPAWNCODE FOR VEHICLES TO A CORRECT WAY! So the fix you posted would be for the Mission-Mod and not for this one. Please post it there that the developer can add it to his "Save-Vehicle-To-Database" script Moo, Otter Link to comment Share on other sites More sharing options...
Gwandoya Posted June 17, 2014 Report Share Posted June 17, 2014 I wrote the mission system, and I spawn the vehicles correctly :) Anyway, I don't want argue with you, thanks for this great script! Link to comment Share on other sites More sharing options...
OtterNas3 Posted June 17, 2014 Author Report Share Posted June 17, 2014 Why not use the fnc_veh_ResetEH then on spawning of the vehicles when you store them in the Database? Other mods would not have to take care about it anymore then ^^ I like discussing :P Have a nice day Man! Otter Link to comment Share on other sites More sharing options...
Gwandoya Posted June 17, 2014 Report Share Posted June 17, 2014 Oki, if you wish to discuss :) Mission vehicles are created with ObjectID="0" and ObjectUID=call dayz_objectUID; they are in PVDZE_serverObjectMonitor, and Arma updates their positions correctly, but they will not be saved in DB. I don't need to use fnc_veh_ResetEH or server_updateObject, because these mission vehicles are not intended to be saved in db and will disappear after restart. However, with your great script players have the opportunity to claim and save mission vehicles as well. :) (I just need to update their positions after they are claimed.) Cheers, Gwan Link to comment Share on other sites More sharing options...
OtterNas3 Posted June 17, 2014 Author Report Share Posted June 17, 2014 Okay now i get your point you want to be able to claim Vehicles from Missions that are NOT saved in the Database! Thats another situation ^^ Then for sure you would need to add that call after the claim, i thought the Missionvehicle is stored to the Database already :rolleyes: Misunderstood ya a bit! See, discussions are productive sometimes ^^ Have fun, Otter Link to comment Share on other sites More sharing options...
grave867 Posted June 19, 2014 Report Share Posted June 19, 2014 Great work again OtterNas3 your scripts are always awesome. As it stands when you go to try and claim a vehicle the player has to have the exact cost amount to get the claim vehicle action to pop up. So say I have "ItemBriefcase100oz" in my inventory but the claim cost is "ItemGoldBar10oz" it won't pop up because it can't do the conversion. I am planning on fixing this in the next couple of days is it cool if a post the revision to you and you update the script overall with it? Link to comment Share on other sites More sharing options...
OtterNas3 Posted June 19, 2014 Author Report Share Posted June 19, 2014 I never had a look in the automatic return change, so if you like to have a look on it i would appreciate it and will add it to the mod! Just send me a PM Moo, Otter grave867 1 Link to comment Share on other sites More sharing options...
hybridfury Posted June 19, 2014 Report Share Posted June 19, 2014 Just installed this and I get no option in game to do it. Is there supposed to be a vehiclefunctions.sqf file in the download? If so there wasn't. Link to comment Share on other sites More sharing options...
OtterNas3 Posted June 19, 2014 Author Report Share Posted June 19, 2014 No there is no vehiclefunctions.sqf needed 99% of the guys that asked me in Teamspeak about "why i get no menu entry" had not the right requirements in their inventory or messed up the config part. For example: If you have this block in your VehicleKeyChanger_Init.sqf ///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Claim Vehicles that does not yet need Key /// ///////// 0 = Not allowed | 1 = Allowed ///////// vkc_claiming = 1; ///////////////////////////////////////////////// //////// Claim Vehicles costs this Item ///////// /// Any Item can be used here, some examples: /// //// ItemTinBar, ItemSilverBar, ItemGoldBar, //// ////// ItemSilverBar10oz, ItemGoldBar10oz, ////// ///// ItemBriefcase20oz, ItemBriefcase100oz ///// //////// set to "0" to disable the costs //////// vkc_claimingPrice = "ItemGoldBar10oz"; ///////////////////////////////////////////////// ////////// Change Key costs this Item /////////// ////////////// see above examples /////////////// //////// set to "0" to disable the costs //////// vkc_Price = "ItemSilverBar"; ///////////////////////////////////////////////// /////// Need KeyKit to use this function //////// ////////// 0 = Not needed | 1 = Needed ////////// vkc_needKeykit = 1; ///////////////////////////////////////////////// ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// To change a vehicle's Key you need: KeymakersKit ItemSilverBar Key the vehicle is using at this moment Another Key where you wanna put the Vehicle on To Claim a vehicle that does not yet needs a Key you need: KeymakersKit ItemGoldBar10oz A Key where you wanna put the Vehicle on For the price, you need the exact given item in your inventory, so having a ItemBriefcase100oz will not work as the Mod doesnt handle the change itself! vkc_claimingPrice = "ItemGoldBar10oz"; vkc_Price = "ItemSilverBar"; Dont forget to put the item between " " as it would not work if you just have it like this: vkc_claimingPrice = ItemGoldBar10oz; vkc_Price = ItemSilverBar; Moo, Otter Link to comment Share on other sites More sharing options...
hybridfury Posted June 20, 2014 Report Share Posted June 20, 2014 I put my settings at 1, 0, 0, 0. No cost and no keymakers kit needed. Link to comment Share on other sites More sharing options...
OtterNas3 Posted June 20, 2014 Author Report Share Posted June 20, 2014 As the config says if you want to disable the Price for vkc_Price and/or vkc_claimingPrice you need to set it to "0" and not just 0 Moo, Otter Link to comment Share on other sites More sharing options...
sisquo007 Posted June 20, 2014 Report Share Posted June 20, 2014 Hey! I give a try to the update but i have always the same Problem. same as in v1.3 if i made a master key on some vehicles they duplicate on Server restart inclusive all gear in them. i see duplicating now on Armored Suv, and some Cargo Trucks. also a issue is that some key id. seems to overlap with other ones. example. a guy had an LAV. a other guy have a BTR40. the guy with the BTR 40 sell his car but Keep the key in his inventory. after the Server restart the LAV from the other guy teleportet to the Position where the guy with the BTR40 key has logged out. also some vehicles was changing. example: i guy bought a UH1Y. he dont made a master key or copy his key. after the Server restart the UH1Y was gone and instead of the UH1Y now is a LAV on exact the same Position. i searched the whole database for the UH1Y but cant find it there. some realy strange things happened when i has your script activated. if i deactivate the script all run as normal. no cars teleport around. no cars duping themselve or transform themselfe. i also has no rpt Errors. strange or? i run chernarus on 1.0.4.2 Link to comment Share on other sites More sharing options...
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