Achmed Posted February 18, 2014 Report Share Posted February 18, 2014 Have got this working fine with next to no problems. The main problem we do get is the odd bit of Wall will flip round so it's backwards when activating the toggle. There is no way to turn it back either so you have to either place it backwards or disable via the toggle Link to comment Share on other sites More sharing options...
FUBAR22 Posted February 19, 2014 Report Share Posted February 19, 2014 Question about using this in 1.0.4.2 - So, the instructions on the very first page of this topic says that if you already have a custom player_build.sqf it doesn't matter. What I didn't understand is...do I keep both the one in my custom (Scripts) folder since this snapping tool also has a player_build in the \custom\snap_build folder or do I delete the other? Also, when I do a side by side comparison of the current player_build to the one posted above, I noticed that some variable names change. For example, look at line 568 and compare the default to the one in the snap tool(and the one noted above in post#146) In the default, line 568 shows _tmpbuild In the snap version, line 568 shows _object Is that suppose to be different like that because that is what makes "snap" work? Also, there is nothing noted about either commenting out or deleting the line in the compiles.sqf call at the very beginning (line 98). Thanks...sorry if this is a noob question. Cheers, Fubar Link to comment Share on other sites More sharing options...
Achmed Posted February 19, 2014 Report Share Posted February 19, 2014 As far as i know snap building does not support the see through walls and that's what the _tmpbuild is referring to Link to comment Share on other sites More sharing options...
karamell Posted February 19, 2014 Report Share Posted February 19, 2014 i have a problem i was building a garage and when i use snap it doesent snap all the way out to the edge if u make a corner so u end up with 2 gaps when doing the roof Link to comment Share on other sites More sharing options...
Smooth137 Posted February 19, 2014 Report Share Posted February 19, 2014 can somebody please make a new tutorial for this one! i try everything correctly and still not working... thank you and sorry for my bad english Link to comment Share on other sites More sharing options...
OtterNas3 Posted February 20, 2014 Author Report Share Posted February 20, 2014 UPDATE 1.6 Updated for Epoch 1.0.4.2 Moo, Otter credible and Smooth137 2 Link to comment Share on other sites More sharing options...
peipo118 Posted February 20, 2014 Report Share Posted February 20, 2014 Thx bro ;) did not notice any bugy though while using your older version... Did you add anything else? Link to comment Share on other sites More sharing options...
credible Posted February 20, 2014 Report Share Posted February 20, 2014 UPDATE 1.6 Updated for Epoch 1.0.4.2 Moo, Otter Love you, man. Thanks for doing this. Both I and my players appreciate it and love the script :) Link to comment Share on other sites More sharing options...
OtterNas3 Posted February 20, 2014 Author Report Share Posted February 20, 2014 Thx bro ;) did not notice any bugy though while using your older version... Did you add anything else? Just added the changes they did to the player_build.sqf in the Epoch 1.0.4.2 Nothing else added, have not much time these days to code :unsure: Link to comment Share on other sites More sharing options...
cen Posted February 21, 2014 Report Share Posted February 21, 2014 1.6 doesn't seem to work with 1.0.4.2. Link to comment Share on other sites More sharing options...
maxpayne25 Posted February 21, 2014 Report Share Posted February 21, 2014 . CRHASH 1 Link to comment Share on other sites More sharing options...
OtterNas3 Posted February 21, 2014 Author Report Share Posted February 21, 2014 1.6 doesn't seem to work with 1.0.4.2. Crazy, cause the only thing i changed was in the player_build.sqf changed this: if(isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount"); }; To this: if (DZE_StaticConstructionCount > 0) then { _limit = DZE_StaticConstructionCount; } else { if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount"); }; }; And it works fine on my machine ^^ Link to comment Share on other sites More sharing options...
Padde Posted February 21, 2014 Report Share Posted February 21, 2014 Hello, I have the following problem on my Epoch Namalsk server "Snapping is not available for this object. I have tried it with all walls and grounds, however, no wall lets itself snapping. I think the names of the Items on my server are differently as than in script. Can I check this somewhere? Link to comment Share on other sites More sharing options...
vbawol Posted February 21, 2014 Report Share Posted February 21, 2014 Just added the changes they did to the player_build.sqf in the Epoch 1.0.4.2 Nothing else added, have not much time these days to code :unsure: Feel free to make a pull request to add this for 1.0.5, I am sure one of contributors can help support this going forward. WEB11, MassAsster, BetterDeadThanZed and 3 others 6 Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted February 21, 2014 Report Share Posted February 21, 2014 Feel free to make a pull request to add this for 1.0.5, I am sure one of contributors can help support this going forward. It would be fantastic to see this as a standard Epoch feature! blackwiddow 1 Link to comment Share on other sites More sharing options...
cen Posted February 21, 2014 Report Share Posted February 21, 2014 +1 make this standard for 1.0.5. Garett1169 1 Link to comment Share on other sites More sharing options...
Smooth137 Posted February 21, 2014 Report Share Posted February 21, 2014 +1 for 1.0.5. Garett1169 1 Link to comment Share on other sites More sharing options...
Cramps2 Posted February 22, 2014 Report Share Posted February 22, 2014 i have to agree, this is an essential. +1 for 1.0.5. Link to comment Share on other sites More sharing options...
NorthyPark Posted February 22, 2014 Report Share Posted February 22, 2014 Add 1.0.5! +1337! Link to comment Share on other sites More sharing options...
Coffee Posted February 23, 2014 Report Share Posted February 23, 2014 +1 for 1.0.5. fantastic idea Link to comment Share on other sites More sharing options...
DeliciousAce Posted February 24, 2014 Report Share Posted February 24, 2014 Works great!! Good Job and thanks for the release!! Link to comment Share on other sites More sharing options...
tinux Posted February 25, 2014 Report Share Posted February 25, 2014 Used to work flawlessly for me until v1.5 (epoch 1.0.4.1) but whatever fix I am trying right now, the "Toggle Snapping" option does not show up. Tried without AH, disabled some options in AH, added exceptions. Whatever I do, it won't show up. I am using it in combination with the same mods/addons as before but no "toggle snapping for me. RPT log shows no message related to the snapping, I'm lost. (used google, opendayz and this forum to find a solution) Help would be appreciated:) edit: using v1.6 + Epoch 1.0.4.2a Nevermind, problem solved. What did the trick for me, step 4: 4. If you dont have a custom compiles.sqf do step ( A ) If you already have a custom compiles.sqf do step ( B ) With this step it seems I have a choice, I did not. I had to do them both. Not sure if it's good practice, but it did the trick for me. Hope this helps for someone else. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted February 25, 2014 Report Share Posted February 25, 2014 What's new in 1.6? Link to comment Share on other sites More sharing options...
Joeyy Posted February 25, 2014 Report Share Posted February 25, 2014 What's new in 1.6? Crazy, cause the only thing i changed was in the player_build.sqf changed this: if(isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount"); };To this: if (DZE_StaticConstructionCount > 0) then { _limit = DZE_StaticConstructionCount; } else { if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount"); }; };And it works fine on my machine ^^ That's it I think, he posted this like 4 posts above you. So the only change was that he made use of the newly introduced DZE_StaticConstructionCount command. Link to comment Share on other sites More sharing options...
Jkrohn1 Posted February 25, 2014 Report Share Posted February 25, 2014 +1 for adding this to 1.5 :-) I love it and so does my server. Link to comment Share on other sites More sharing options...
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