OtterNas3 Posted January 25, 2014 Author Report Share Posted January 25, 2014 On 1/25/2014 at 3:24 PM, matrixmark said: Cinder block walls is the only one I've actually noticed it on. Cheers. The only cinder walls that have this "gap" are the Half-Cinderwalls but this is on purpose, upgrade them and the next Half-Cinderwall will snap in perfect position! Link to comment Share on other sites More sharing options...
Revoplay Posted January 25, 2014 Report Share Posted January 25, 2014 Works great, thank you very much. Safes a lot of time for all players :) Link to comment Share on other sites More sharing options...
matrixmark Posted January 26, 2014 Report Share Posted January 26, 2014 On 1/25/2014 at 8:59 PM, OtterNas3 said: The only cinder walls that have this "gap" are the Half-Cinderwalls but this is on purpose, upgrade them and the next Half-Cinderwall will snap in perfect position! Yeah for the most part this works awesome! and saves us all a lot of time but here's a picture. Hopefully that will mean something lol. This wall in the picture was built completely using the snap in. You can clearly see the HUGE gap between the left and right wall. As I said above these walls were both built using the snap in. Link to comment Share on other sites More sharing options...
EXHIBIT Posted January 26, 2014 Report Share Posted January 26, 2014 Looks good can't wait to get this implemented on my server. Link to comment Share on other sites More sharing options...
OtterNas3 Posted January 26, 2014 Author Report Share Posted January 26, 2014 On 1/26/2014 at 10:30 AM, matrixmark said: Yeah for the most part this works awesome! and saves us all a lot of time but here's a picture. Hopefully that will mean something lol. This wall in the picture was built completely using the snap in. You can clearly see the HUGE gap between the left and right wall. As I said above these walls were both built using the snap in. Was this gap right on building or after the restart of the server? Cause when i build a cinderwall i have no gap between left and right, but after restart the building parts "shifts" alittle bit, that is normal behaviour from the "built flat" fix that epoch uses so the built items doesnt follow the angle of terrain level . matrixmark 1 Link to comment Share on other sites More sharing options...
Guest Posted January 26, 2014 Report Share Posted January 26, 2014 On 1/20/2014 at 5:55 PM, kramarz said: For some reason the snapping stopped working (no option to toggle visible) for my players on the server. Any ideas what went wrong? (havent been changing anything) Forgot to add: Yes, i have s_building_snapping added to whitelist I have a similar problem with the anti-hack kicking people 3 secs after they start building without even using the snapping. It was working great till the new infistar patch came out v.AH0320B. Anyone find a fix for this? And yes I'm whitelisting the s_building_snapping too. Thanks, -silk Link to comment Share on other sites More sharing options...
PeterBeer Posted January 26, 2014 Report Share Posted January 26, 2014 Hey OtterNas3 I have noticed that after doing a line of Walls it slowly bends in making the walls coming in anything you could do too fix that ? Peter Beer Thank You Link to comment Share on other sites More sharing options...
matrixmark Posted January 26, 2014 Report Share Posted January 26, 2014 On 1/26/2014 at 1:03 PM, OtterNas3 said: Was this gap right on building or after the restart of the server? Cause when i build a cinderwall i have no gap between left and right, but after restart the building parts "shifts" alittle bit, that is normal behaviour from the "built flat" fix that epoch uses so the built items doesnt follow the angle of terrain level . Yup perfectly level before a restart. Afterwards its a gap like you can see. Any way to stop that? or is it just normal and nothing we can do? Link to comment Share on other sites More sharing options...
OtterNas3 Posted January 27, 2014 Author Report Share Posted January 27, 2014 On 1/26/2014 at 9:40 PM, PeterBeer990 said: Hey OtterNas3 I have noticed that after doing a line of Walls it slowly bends in making the walls coming in anything you could do too fix that ? Peter Beer Thank You I didnt noticed a bend when building a wall, even if its 100m long but i will have a look at it again On 1/26/2014 at 10:23 PM, matrixmark said: Yup perfectly level before a restart. Afterwards its a gap like you can see. Any way to stop that? or is it just normal and nothing we can do? There is nothing i can do about this behaviour. I cant predict if the walls on that position gets shifted after restart. The moving of the objects after restart is not only sideways, they do move forward, backward also, sometimes. Its just a small amount if they do but not predictable. sorry :unsure: matrixmark 1 Link to comment Share on other sites More sharing options...
matrixmark Posted January 27, 2014 Report Share Posted January 27, 2014 On 1/27/2014 at 12:38 PM, OtterNas3 said: I didnt noticed a bend when building a wall, even if its 100m long but i will have a look at it again There is nothing i can do about this behaviour. I cant predict if the walls on that position gets shifted after restart. The moving of the objects after restart is not only sideways, they do move forward, backward also, sometimes. Its just a small amount if they do but not predictable. sorry :unsure: No worries dude, if it can't be helped :D It's still saving a lot of time for my users. I just cover the gaps with metal panels etc as I have some users that tend to shoot through the gaps just to damage peoples vehicles etc. Thanks for the reply. Link to comment Share on other sites More sharing options...
LostS77 Posted January 27, 2014 Report Share Posted January 27, 2014 Question about this part of your code: _needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby"); { _need = _x select 0; _distance = _x select 1; I am comparing your player_build.sqf to the player_build.sqf in the newest version of Epoch and well.. when I open and look at the CfgMagazines.hpp file, I am never seeing that second variable for the "neednearby" being set for the _distance. Now in the dayz_code I see it hard sets the "_distance = 30;" for the fueltank... So will this cause any issues or just don't worry about it? Link to comment Share on other sites More sharing options...
Radec59437 Posted January 27, 2014 Report Share Posted January 27, 2014 On 1/27/2014 at 12:38 PM, OtterNas3 said: I didnt noticed a bend when building a wall, even if its 100m long but i will have a look at it again Try with metal panels, that effect is usually persistent from the first metal panel you build on, the following ones are leaning a few degrees off. What I do is get rid of the original panel, and then replace it with a snapped one. Link to comment Share on other sites More sharing options...
wokkelwakker Posted January 29, 2014 Report Share Posted January 29, 2014 Some things have changed in the player_build.sqf. Tried comparing with notepad++ but can't get it to work properly anymore. Any update on the script for 1.0.4? :) Link to comment Share on other sites More sharing options...
Revoplay Posted January 29, 2014 Report Share Posted January 29, 2014 Its working fine on our Server without changes on 1.0.4 Link to comment Share on other sites More sharing options...
cen Posted January 29, 2014 Report Share Posted January 29, 2014 Which means you aren't including any of the new stuff like the variables for plot pole distance, area preview, and building on roads. Hopefully Otter will update this for 1.0.4. Link to comment Share on other sites More sharing options...
Sukkaed Posted January 29, 2014 Report Share Posted January 29, 2014 Here is player_build.sqf for 1.0.4. Untested! I just compared and changed what was updated. Removed... See cen's post. . Link to comment Share on other sites More sharing options...
Kivuli Posted January 29, 2014 Report Share Posted January 29, 2014 Something I noted with the lastest version is that the snapping isn't accurate anymore. At least, on my server. Tested with wood floors, they'll be off in a consistent direction as though the floor I'm snapping against is slightly off of where it actually is. Link to comment Share on other sites More sharing options...
DrS8n Posted January 29, 2014 Report Share Posted January 29, 2014 Whats the best way to disable the requirement for having plot poles? I don't like having to use them. Link to comment Share on other sites More sharing options...
cen Posted January 29, 2014 Report Share Posted January 29, 2014 On 1/29/2014 at 6:30 PM, Sukkaed said: Here is player_build.sqf for 1.0.4. Untested! I just compared and changed what was updated. SNIP This DOES NOT WORK. Here's a working 1.0.4 player_build.sqf with snapping: http://pastebin.com/ekssJ2Bj (thanks to maca for sorting this out) Sukkaed 1 Link to comment Share on other sites More sharing options...
FrankLopez Posted January 30, 2014 Report Share Posted January 30, 2014 Hey Guys new here i downloaded this mod after using it on a diff server and wanted it for my server but i have installed as instructions stated and all i get is wait for host can anybody help me? im using vilayer and epoch 1.0.4 thanks in advance also i used the 1.0.4 player_build.sqf above Link to comment Share on other sites More sharing options...
wokkelwakker Posted January 30, 2014 Report Share Posted January 30, 2014 On 1/29/2014 at 10:33 PM, cen said: This DOES NOT WORK. Here's a working 1.0.4 player_build.sqf with snapping: http://pastebin.com/ekssJ2Bj (thanks to maca for sorting this out) On 1/29/2014 at 10:33 PM, cen said: This DOES NOT WORK. Here's a working 1.0.4 player_build.sqf with snapping: http://pastebin.com/ekssJ2Bj (thanks to maca for sorting this out) It still contains a lot of the old player_build.sqf code though (haven't tested it yet, but will every other function still be working?) Link to comment Share on other sites More sharing options...
Pendence Posted January 30, 2014 Report Share Posted January 30, 2014 Ok, Noob Question. I am running a Taviana 1.0.3.1 Epoch Server. The instructions in the mod it says "unpbo MPMissions\YOURMISSIONNAME.pbo". Under my MPMissions I have no PBO files. Any help would be much appreciated. Link to comment Share on other sites More sharing options...
cen Posted January 31, 2014 Report Share Posted January 31, 2014 On 1/30/2014 at 8:32 PM, wokkelwakker said: It still contains a lot of the old player_build.sqf code though (haven't tested it yet, but will every other function still be working?) No it doesn't let you build anything, use my version I posted. Link to comment Share on other sites More sharing options...
Randomness Posted January 31, 2014 Report Share Posted January 31, 2014 I think the shifting is caused by objects locations going from .xxxx to .xx. It has nothing to do with this mod Link to comment Share on other sites More sharing options...
GSGBen Posted January 31, 2014 Report Share Posted January 31, 2014 Installed and working on 1.0.4 completely fine for me. Link to comment Share on other sites More sharing options...
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