oOSmokyOo Posted June 27, 2014 Report Share Posted June 27, 2014 Downloadlink iss dead :( Link to comment Share on other sites More sharing options...
HellWalker Posted June 27, 2014 Report Share Posted June 27, 2014 will try that tonight with 1.0.5.1 Anyone already running this version with overpoch? Link to comment Share on other sites More sharing options...
Logan Posted June 27, 2014 Report Share Posted June 27, 2014 will try that tonight with 1.0.5.1 Anyone already running this version with overpoch? Yes, working perfect. Link to comment Share on other sites More sharing options...
freakystyle Posted June 29, 2014 Report Share Posted June 29, 2014 Yes, working perfect. really? is not work by me...i have Arma Version 112555 and Epoch 1.0.5.1 Link to comment Share on other sites More sharing options...
xSkilledElitex Posted June 29, 2014 Report Share Posted June 29, 2014 really? is not work by me...i have Arma Version 112555 and Epoch 1.0.5.1 Found your problem. Its this ""Arma Version 112555"" Link to comment Share on other sites More sharing options...
ZarX Posted June 30, 2014 Report Share Posted June 30, 2014 Fixed my issue. Link to comment Share on other sites More sharing options...
Tyler Posted June 30, 2014 Report Share Posted June 30, 2014 When I try this plugin on my 1.0.5.1 overpoch server I cannot even build. I get the option to in my inventory, but when I click nothing happens :S Link to comment Share on other sites More sharing options...
raziel23x Posted July 1, 2014 Report Share Posted July 1, 2014 well here is the updated player_build.sqf I used MergDiff to compare the snap to both 104x and 105x and merged in the changes made by 105x I have yet to test the changes yet but let me know if it works for the 105x build I am running VERION 1051 using that SRC /* DayZ Base Building Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected]. */ /* Build Snapping - Extended v1.6 Idea and first code: Maca Reworked by: OtterNas3 01/11/2014 Last update 02/20/2014 */ private ["_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_need","_needNear","_vehicle","_inVehicle","_requireplot","_objHDiff","_isLandFireDZ","_isTankTrap"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; // disallow building if too many objects are found within 30m if((count ((getPosATL player) nearObjects ["All",30])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];}; _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _isWater = dayz_isSwimming; _cancel = false; _reason = ""; _canBuildOnPlot = false; _vehicle = vehicle player; _inVehicle = (_vehicle != player); DZE_Q = false; DZE_Z = false; DZE_Q_alt = false; DZE_Z_alt = false; DZE_Q_ctrl = false; DZE_Z_ctrl = false; DZE_5 = false; DZE_4 = false; DZE_6 = false; DZE_cancelBuilding = false; call gear_ui_init; closeDialog 1; if (_isWater) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"];}; if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];}; if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"];}; if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];}; _item = _this; // Need Near Requirements _abort = false; _reason = ""; _needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby"); { switch(_x) do{ case "fire": { _distance = 3; _isNear = {inflamed _x} count (getPosATL player nearObjects _distance); if(_isNear == 0) then { _abort = true; _reason = "fire"; }; }; case "workshop": { _distance = 3; _isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]); if(_isNear == 0) then { _abort = true; _reason = "workshop"; }; }; case "fueltank": { _distance = 30; _isNear = count (nearestObjects [player, dayz_fuelsources, _distance]); if(_isNear == 0) then { _abort = true; _reason = "fuel tank"; }; }; }; } forEach _needNear; if(_abort) exitWith { cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"]; DZE_ActionInProgress = false; }; _classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create"); _classnametmp = _classname; _require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require"); _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); _ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview"); _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable"); }; _requireplot = DZE_requireplot; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then { _requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot"); }; _isAllowedUnderGround = 1; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then { _isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground"); }; _offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset"); if((count _offset) <= 0) then { _offset = [0,1.5,0]; }; _isPole = (_classname == "Plastic_Pole_EP1_DZ"); _isLandFireDZ = (_classname == "Land_Fire_DZ"); _distance = DZE_PlotPole select 0; _needText = localize "str_epoch_player_246"; if(_isPole) then { _distance = DZE_PlotPole select 1; }; // check for near plot _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; { if (alive _x) then { _findNearestPole set [(count _findNearestPole),_x]; }; } count _findNearestPoles; _IsNearPlot = count (_findNearestPole); // If item is plot pole && another one exists within 45m if(_isPole && _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; }; if(_IsNearPlot == 0) then { // Allow building of plot if(_requireplot == 0 || _isLandFireDZ) then { _canBuildOnPlot = true; }; } else { // Since there are plots nearby we check for ownership && then for friend status // check nearby plots ownership && then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable ["CharacterID","0"]; // diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID]; // check if friendly to owner if(dayz_characterID == _ownerID) then { //Keep ownership // owner can build anything within his plot except other plots if(!_isPole) then { _canBuildOnPlot = true; }; } else { // disallow building plot if(!_isPole) then { _friendlies = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(_ownerID in _friendlies) then { _canBuildOnPlot = true; }; }; }; }; // _message if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; }; _missing = ""; _hasrequireditem = true; { _hastoolweapon = _x in weapons player; if(!_hastoolweapon) exitWith { _hasrequireditem = false; _missing = getText (configFile >> "cfgWeapons" >> _x >> "displayName"); }; } count _require; _hasbuilditem = _this in magazines player; if (!_hasbuilditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; }; if (!_hasrequireditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"]; }; if (_hasrequireditem) then { _location = [0,0,0]; _isOk = true; // get inital players position _location1 = getPosATL player; _dir = getDir player; /* Commented out cause GHOST preview does not work with snapping! // if ghost preview available use that instead if (_ghost != "") then { _classname = _ghost; }; */ _object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; _object setDir _dir; _object attachTo [player,_offset]; _position = getPosATL _object; cutText [(localize "str_epoch_player_45"), "PLAIN DOWN"]; player allowDamage false; SnappingOffset = _offset; SnappingDir = 0; SnappingSpotMarkers = []; SnappingEnabled = false; SnappedOffsetZ = 0; SnappingResetPos = false; if (isClass (missionConfigFile >> "SnapPoints" >> _classname)) then { s_building_snapping = player addAction ["<t color=""#0000ff"">Toggle Snapping</t>", "custom\snap_build\player_toggleSnapping.sqf",_classname, 3, true, false, "",""]; }; _snapper = [_object, _classname] spawn snap_object; _key_monitor = [_isAllowedUnderGround] spawn player_buildControls ; while {_isOk} do { sleep 1; _location2 = getPosATL player; if(DZE_5) exitWith { _isOk = false; detach _object; _dir = getDir _object; _position = getPosATL _object; }; if(_location1 distance _location2 > 5) exitWith { _isOk = false; _cancel = true; _reason = "You've moved to far away from where you started building (within 5 meters)"; detach _object; }; if(((SnappingOffset select 2) > 5) or ((SnappingOffset select 2) < -5)) exitWith { _isOk = false; _cancel = true; _reason = "Cannot move up or down more than 5 meters"; detach _object; }; if (player getVariable["combattimeout", 0] >= time) exitWith { _isOk = false; _cancel = true; _reason = (localize "str_epoch_player_43"); detach _object; }; if (DZE_cancelBuilding) exitWith { _isOk = false; _cancel = true; _reason = "Cancelled building."; detach _object; }; }; terminate _snapper; terminate _key_monitor; player removeAction s_building_snapping; player allowDamage true; //No building on roads unless toggled if (!DZE_BuildOnRoads) then { if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; }; }; // No building in trader zones if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; }; if(!_cancel) then { _classname = _classnametmp; _location = _position; if((_isAllowedUnderGround == 0) and ((_location select 2) < 0)) then { _location set [2,0]; }; _object setPosATL _location; cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"]; _limit = 3; if (DZE_StaticConstructionCount > 0) then { _limit = DZE_StaticConstructionCount; } else { if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount"); }; }; _isOk = true; _proceed = false; _counter = 0; while {_isOk} do { [10,10] call dayz_HungerThirst; player playActionNow "Medic"; _dis=20; _sfx = "repair"; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; r_interrupt = false; r_doLoop = true; _started = false; _finished = false; while {r_doLoop} do { _animState = animationState player; _isMedic = ["medic",_animState] call fnc_inString; if (_isMedic) then { _started = true; }; if (_started && !_isMedic) then { r_doLoop = false; _finished = true; }; if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then { r_doLoop = false; }; if (DZE_cancelBuilding) exitWith { r_doLoop = false; }; sleep 0.1; }; r_doLoop = false; if(!_finished) exitWith { _isOk = false; _proceed = false; }; if(_finished) then { _counter = _counter + 1; }; cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"]; if(_counter == _limit) exitWith { _isOk = false; _proceed = true; }; }; if (_proceed) then { _num_removed = ([player,_item] call BIS_fnc_invRemove); if(_num_removed == 1) then { cutText [format[localize "str_build_01",_text], "PLAIN DOWN"]; if (_isPole) then { [] spawn player_plotPreview; }; _object setVariable ["OEMPos",_location,true]; if(_lockable > 1) then { _combinationDisplay = ""; switch (_lockable) do { case 2: { // 2 lockbox _combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3]; dayz_combination = _combination; if (_combination_1 == 100) then { _combination_1_Display = "Red"; }; if (_combination_1 == 101) then { _combination_1_Display = "Green"; }; if (_combination_1 == 102) then { _combination_1_Display = "Blue"; }; _combinationDisplay = format["%1%2%3",_combination_1_Display,_combination_2,_combination_3]; }; case 3: { // 3 combolock _combination_1 = floor(random 10); _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3]; dayz_combination = _combination; _combinationDisplay = _combination; }; case 4: { // 4 safe _combination_1 = floor(random 10); _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination_4 = floor(random 10); _combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4]; dayz_combination = _combination; _combinationDisplay = _combination; }; }; _object setVariable ["CharacterID",_combination,true]; PVDZE_obj_Publish = [_combination,_object,[_dir,_location],_classname]; publicVariableServer "PVDZE_obj_Publish"; cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5]; } else { _object setVariable ["CharacterID",dayz_characterID,true]; // fire? if(_object isKindOf "Land_Fire_DZ") then { _object spawn player_fireMonitor; } else { PVDZE_obj_Publish = [dayz_characterID,_object,[_dir,_location],_classname]; publicVariableServer "PVDZE_obj_Publish"; }; }; } else { deleteVehicle _object; cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"]; }; } else { r_interrupt = false; if (vehicle player == player) then { [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; }; deleteVehicle _object; cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"]; }; } else { deleteVehicle _object; cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"]; }; }; DZE_ActionInProgress = false; Link to comment Share on other sites More sharing options...
Tyler Posted July 1, 2014 Report Share Posted July 1, 2014 Thanks! I will test this soon and reply back Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted July 1, 2014 Report Share Posted July 1, 2014 What was wrong with the snap building as it was? I don't recall encountering any problems with it under 1.0.5.1. Link to comment Share on other sites More sharing options...
raziel23x Posted July 1, 2014 Report Share Posted July 1, 2014 What was wrong with the snap building as it was? I don't recall encountering any problems with it under 1.0.5.1. there was minor code optimizations and changes in some of the code and moving some stuff around by the epoch mod team Link to comment Share on other sites More sharing options...
medeiros_nathan Posted July 3, 2014 Report Share Posted July 3, 2014 I can not mount the vault, it appears: Snapping not available for this object. Feedback This is in line 51 of snap_object.sqf ... can someone help me? Link to comment Share on other sites More sharing options...
raziel23x Posted July 3, 2014 Report Share Posted July 3, 2014 well looking at the points.hpp i do not see them defined so in order to support them will have to add this to the code /* Build Snapping - Extended v1.6 Idea and first code: Maca Reworked by: OtterNas3 01/11/2014 Last update 02/20/2014 */ class SnapPoints { //////////////// //EPOCH STUFF/// //////////////// class MetalFloor_DZ { snap[] = {"MetalFloor_DZ"}; points[] = { { {0, -5.25, 0}, 0 }, { {0, 5.25, 0}, 0 }, { {5.25, 0, 0}, 0 }, { {-5.25, 0, 0}, 0 } }; }; class Sandbag1_DZ { snap[] = {"Sandbag1_DZ"}; points[] = { { {-2.75, 0, -0.441071}, 180 }, { {2.75, 0, -0.441071}, 180 }, { {0, 0, 0.351071}, 180 }, { {0, 0, -1.243213}, 180 }, { {-2.75, 0, -0.441071}, 0 }, { {2.75, 0, -0.441071}, 0 }, { {0, 0, 0.351071}, 0 }, { {0, 0, -1.243213}, 0 }, { {1.375, 1.375, -0.441071}, 270 }, { {1.375, -1.375, -0.441071}, 270 }, { {-1.375, 1.375, -0.441071}, 90 }, { {-1.375, -1.375, -0.441071}, 90 } }; }; class MetalPanel_DZ { snap[] = {"MetalPanel_DZ"}; points[] = { { {-2.9, 0, -0.999695}, 180 }, { {2.9, 0, -0.999695}, 180 }, { {0, 0, 1.699695}, 180 }, { {0, 0, -3.69939}, 180 }, { {-2.9, 0, -0.999695}, 0 }, { {2.9, 0, -0.999695}, 0 }, { {0, 0, 1.699695}, 0 }, { {0, 0, -3.69939}, 0 }, { {1.45, 1.45, -0.999695}, 270 }, { {1.45, -1.45, -0.999695}, 270 }, { {-1.45, 1.45, -0.999695}, 90 }, { {-1.45, -1.45, -0.999695}, 90 } }; }; class Fence_corrugated_DZ { snap[] = {"Fence_corrugated_DZ"}; points[] = { { {-3.9375, 0, -0.548553}, 180 }, { {3.9375, 0, -0.548553}, 180 }, { {0, 0, 1.198553}, 180 }, { {0, 0, -2.297106}, 180 }, { {-3.9375, 0, -0.548553}, 0 }, { {3.9375, 0, -0.548553}, 0 }, { {0, 0, 1.198553}, 0 }, { {0, 0, -2.297106}, 0 }, { {1.96875, 1.96875, -0.548553}, 270 }, { {1.96875, -1.96875, -0.548553}, 270 }, { {-1.96875, 1.96875, -0.548553}, 90 }, { {-1.96875, -1.96875, -0.548553}, 90 } }; }; class StickFence_DZ { snap[] = {"StickFence_DZ"}; points[] = { { {-5.6, 0, -0.363831}, 180 }, { {5.6, 0, -0.363831}, 180 }, { {0, 0, 0.863831}, 180 }, { {0, 0, -1.627662}, 180 }, { {-5.6, 0, -0.363831}, 0 }, { {5.6, 0, -0.363831}, 0 }, { {0, 0, 0.863831}, 0 }, { {0, 0, -1.627662}, 0 }, { {2.8, 2.8, -0.363831}, 270 }, { {2.8, -2.8, -0.363831}, 270 }, { {-2.8, 2.8, -0.363831}, 90 }, { {-2.8, -2.8, -0.363831}, 90 } }; }; class Land_HBarrier1_DZ { snap[] = {"Land_HBarrier1_DZ"}; points[] = { { {-1.1, 0, -0.606171}, 180 }, { {1.1, 0, -0.606171}, 180 }, { {0, 0, 0.706171}, 180 }, { {0, 0, -1.912342}, 180 }, { {-1.1, 0, -0.606171}, 0 }, { {1.1, 0, -0.606171}, 0 }, { {0, 0, 0.706171}, 0 }, { {0, 0, -1.912342}, 0 }, { {0.55, 0.55, -0.606171}, 270 }, { {0.55, -0.55, -0.606171}, 270 }, { {-0.55, 0.55, -0.606171}, 90 }, { {-0.55, -0.55, -0.606171}, 90 } }; }; class Land_HBarrier3_DZ { snap[] = {"Land_HBarrier3_DZ"}; points[] = { { {-3.3, 0, -0.606171}, 180 }, { {3.3, 0, -0.606171}, 180 }, { {0, 0, 0.706171}, 180 }, { {0, 0, -1.912342}, 180 }, { {-3.3, 0, -0.606171}, 0 }, { {3.3, 0, -0.606171}, 0 }, { {0, 0, 0.706171}, 0 }, { {0, 0, -1.912342}, 0 }, { {1.65, 1.65, -0.606171}, 270 }, { {1.65, -1.65, -0.606171}, 270 }, { {-1.65, 1.65, -0.606171}, 90 }, { {-1.65, -1.65, -0.606171}, 90 } }; }; class Land_HBarrier5_DZ { snap[] = {"Land_HBarrier5_DZ"}; points[] = { { {-5.5, 0, -0.606171}, 180 }, { {5.5, 0, -0.606171}, 180 }, { {0, 0, 0.706171}, 180 }, { {0, 0, -1.912342}, 180 }, { {-5.5, 0, -0.606171}, 0 }, { {5.5, 0, -0.606171}, 0 }, { {0, 0, 0.706171}, 0 }, { {0, 0, -1.912342}, 0 }, { {2.75, 2.75, -0.606171}, 270 }, { {2.75, -2.75, -0.606171}, 270 }, { {-2.75, 2.75, -0.606171}, 90 }, { {-2.75, -2.75, -0.606171}, 90 } }; }; class Fort_RazorWire { snap[] = {"Fort_RazorWire"}; points[] = { { {-8.075, 0, -0.753632}, 180 }, { {8.075, 0, -0.753632}, 180 }, { {0, 0, 0.853632}, 180 }, { {0, 0, -2.307264}, 180 }, { {-8.075, 0, -0.753632}, 0 }, { {8.075, 0, -0.753632}, 0 }, { {0, 0, 0.853632}, 0 }, { {0, 0, -2.307264}, 0 }, { {4.0375, 4.0375, -0.753632}, 270 }, { {4.0375, -4.0375, -0.753632}, 270 }, { {-4.0375, 4.0375, -0.753632}, 90 }, { {-4.0375, -4.0375, -0.753632}, 90 } }; }; class WoodFloor_DZ { snap[] = {"WoodFloor_DZ"}; points[] = { { {0, -4.63, 0}, 0 }, { {0, 4.63, 0}, 0 }, { {4.97, 0, 0}, 0 }, { {-4.97, 0, 0}, 0 } }; }; class CinderBase { snap[] = { "CinderWall_DZ", "CinderWallDoorway_DZ", "CinderWallDoorLocked_DZ", "CinderWallDoor_DZ", "CinderWallSmallDoorway_DZ", "CinderWallDoorSmallLocked_DZ", "CinderWallHalf_DZ", "CinderWallDoorSmall_DZ" }; points[] = { { {-5.5134, 0, 0}, 180 }, { {5.5134, 0, 0}, 180 }, { {0, 0, 3.38}, 180 }, { {0, 0, -4.1}, 180 }, { {-5.5134, 0, 0}, 0 }, { {5.5134, 0, 0}, 0 }, { {0, 0, 3.38}, 0 }, { {0, 0, -4.1}, 0 }, { {2.7567, 2.7567, 0}, 270 }, { {2.7567, -2.7567, 0}, 270 }, { {-2.7567, 2.7567, 0}, 90 }, { {-2.7567, -2.7567, 0}, 90 } }; }; class CinderWall_DZ: CinderBase {}; class CinderWallDoorway_DZ: CinderBase {}; class CinderWallDoorLocked_DZ: CinderBase {}; class CinderWallDoor_DZ: CinderBase {}; class CinderWallSmallDoorway_DZ: CinderBase {}; class CinderWallDoorSmallLocked_DZ: CinderBase {}; class CinderWallHalf_DZ: CinderBase {}; class WoodLargeBase { snap[] = { "WoodLargeWall_DZ", "Land_DZE_LargeWoodDoor", "WoodLargeWallWin_DZ", "WoodLargeWallDoor_DZ", "Land_DZE_GarageWoodDoor", "Land_DZE_GarageWoodDoorLocked", "Land_DZE_LargeWoodDoorLocked", "WoodSmallWallThird_DZ" }; points[] = { { {-4.9, 0, 0}, 180 }, { {4.9, 0, 0}, 180 }, { {0, 0, 2.9}, 180 }, { {0, 0, -2.8}, 180 }, { {-4.9, 0, 0}, 0 }, { {4.9, 0, 0}, 0 }, { {0, 0, 2.9}, 0 }, { {0, 0, -2.8}, 0 }, { {2.45, 2.45, 0}, 270 }, { {2.45, -2.45, 0}, 270 }, { {-2.45, 2.45, 0}, 90 }, { {-2.45, -2.45, 0}, 90 } }; }; class WoodLargeWall_DZ: WoodLargeBase {}; class Land_DZE_LargeWoodDoor: WoodLargeBase {}; class WoodLargeWallWin_DZ: WoodLargeBase {}; class WoodLargeWallDoor_DZ: WoodLargeBase {}; class Land_DZE_GarageWoodDoor: WoodLargeBase {}; class Land_DZE_GarageWoodDoorLocked: WoodLargeBase {}; class Land_DZE_LargeWoodDoorLocked: WoodLargeBase {}; class WoodSmallWallThird_DZ: WoodLargeBase {}; class WoodSmallBase { snap[] = { "WoodSmallWallDoor_DZ", "WoodSmallWall_DZ", "WoodSmallWallWin_DZ", "Land_DZE_WoodDoor", "Land_DZE_WoodDoorLocked" }; points[] = { { {-4.58326, 0, 0}, 180 }, { {4.58326, 0, 0}, 180 }, { {0, 0, 2.9}, 180 }, { {0, 0, -2.8}, 180 }, { {-4.58326, 0, 0}, 0 }, { {4.58326, 0, 0}, 0 }, { {0, 0, 2.9}, 0 }, { {0, 0, -2.8}, 0 }, { {2.34163, 2.34163, 0}, 270 }, { {2.34163, -2.34163, 0}, 270 }, { {-2.34163, 2.34163, 0}, 90 }, { {-2.34163, -2.34163, 0}, 90 } }; }; class WoodSmallWallDoor_DZ: WoodSmallBase {}; class WoodSmallWall_DZ: WoodSmallBase {}; class WoodSmallWallWin_DZ: WoodSmallBase {}; class Land_DZE_WoodDoor: WoodSmallBase {}; class Land_DZE_WoodDoorLocked: WoodSmallBase {}; }; Link to comment Share on other sites More sharing options...
raziel23x Posted July 3, 2014 Report Share Posted July 3, 2014 I created a repo for any changes i make for anyones to use all credit goes to the original author https://github.com/ADK-DAYZMOD-EPOCH/Build-Snapping---Extended Link to comment Share on other sites More sharing options...
Cramps2 Posted July 4, 2014 Report Share Posted July 4, 2014 I'm getting a 20fps drop in server fps with this running. Installed from the thread front page. Running Epoch napf with 1.0.5.1 / 1.62.103718. Snapping functions just fine, other than the FPS drop. Link to comment Share on other sites More sharing options...
raziel23x Posted July 4, 2014 Report Share Posted July 4, 2014 if your using the github version i built it using the 1.63 update and my testing no drop in FPS Link to comment Share on other sites More sharing options...
NickStewart Posted July 5, 2014 Report Share Posted July 5, 2014 Hi, We have been using Otters snapping feature since we started our Epoch servers. It is a fantastic contribution to the Epoch community. After upgrading to Epoch 1.0.5.1 and ARMA 2 112555 players are no longer able to use page up / page down to move base building objects vertically. Has anyone else experienced this issue? If so, how was it resolved. Otter, I sent you a private message. Thank you! Link to comment Share on other sites More sharing options...
raziel23x Posted July 6, 2014 Report Share Posted July 6, 2014 Did you try my github version with the 1.0.5.1 patched playerbuild sqf. Link to comment Share on other sites More sharing options...
Zorpheous Posted July 6, 2014 Report Share Posted July 6, 2014 Thanks for the updated code guys. Building in Epoch is just not the same without SNAP Build. I was kind of miffed after updating to 1.0.5.1 and finding that SNAP was no longer working. Grabbed the new code, pasted it in, easy peasy, lemon squeazy. Working again. Thanks again. Now off to find the next fix for the next script. Cheers Link to comment Share on other sites More sharing options...
NickStewart Posted July 8, 2014 Report Share Posted July 8, 2014 Did you try my github version with the 1.0.5.1 patched playerbuild sqf. Turns out just cen had in his file _isAllowedUnderGround == 0 was easy fix. Sorry to bother you. Link to comment Share on other sites More sharing options...
Tyler Posted July 9, 2014 Report Share Posted July 9, 2014 https://github.com/ADK-DAYZMOD-EPOCH/Build-Snapping---Extended Confirmed working 100%. Thanks! Link to comment Share on other sites More sharing options...
Sazarac Posted July 9, 2014 Report Share Posted July 9, 2014 Not working for me. Epoch 1.0.5.1 patch 112555 personal server on my pc. Downloaded from Github last night (July 8th) previous version worked perfectly fine in 1.0.4.2. Getting "snapping not available for this object." What do I need to do EXACTLY step by step to get this workling? And use small words as I am not a coder, scripter or engineer, just a simple user. ;) Thanks! Link to comment Share on other sites More sharing options...
raziel23x Posted July 10, 2014 Report Share Posted July 10, 2014 the github version is for epoch mod 1.0.5.x not for anything below 1.0.5 Link to comment Share on other sites More sharing options...
Sazarac Posted July 10, 2014 Report Share Posted July 10, 2014 Not working for me. Epoch 1.0.5.1 patch 112555 personal server on my pc. I'm on 1.0.5.1. Link to comment Share on other sites More sharing options...
raziel23x Posted July 10, 2014 Report Share Posted July 10, 2014 well I tested it on a clean install of 1.0.5.1 with no mods but infiSTAR.de and this and it works perfectly for me Link to comment Share on other sites More sharing options...
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