Kivuli Posted January 31, 2014 Report Share Posted January 31, 2014 No, I understand the shifting after a restart thing and this isn't that. These don't snap right to begin with. Enable snap, move to position, and they snap to the incorrect spot. I've reverted to the previous version due to it. Link to comment Share on other sites More sharing options...
wokkelwakker Posted January 31, 2014 Report Share Posted January 31, 2014 No it doesn't let you build anything, use my version I posted. You mean this one? http://pastebin.com/ekssJ2Bj But it also contains a lot of the old code (e.g. _previewcounter) I'm not saying the build snap will not work, but isn't it going to give any errors or incompatibility with other epoch code? Link to comment Share on other sites More sharing options...
cen Posted January 31, 2014 Report Share Posted January 31, 2014 You mean this one? http://pastebin.com/ekssJ2Bj But it also contains a lot of the old code (e.g. _previewcounter) I'm not saying the build snap will not work, but isn't it going to give any errors or incompatibility with other epoch code? This player_build.sqf includes the new variables from 1.0.4 and works with building snapping. http://pastebin.com/ekssJ2Bj Link to comment Share on other sites More sharing options...
Firefly Posted January 31, 2014 Report Share Posted January 31, 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. Don't worry about the lack of pbo's in the MPmissions, just find the instance folder you are using, for example I run panthera2 so it would be "DayZ_Epoch_16.Panthera2" and make the changes to the files within as per the instructions. Thanks for the changes Cen. Link to comment Share on other sites More sharing options...
calamity Posted January 31, 2014 Report Share Posted January 31, 2014 I Just noticed tent and campfire requires plot pole ??? could it be from this script ?? Link to comment Share on other sites More sharing options...
Pendence Posted January 31, 2014 Report Share Posted January 31, 2014 For some reason the script works but nothing is able to snap. I get the Error "Snapping to this object is not available with this item". I have checked to make sure I placed the copy at the very bottom just like the instructions said. Anybody have any ideas? Link to comment Share on other sites More sharing options...
cen Posted January 31, 2014 Report Share Posted January 31, 2014 Are you using the updated player_build.sqf file I posted? Link to comment Share on other sites More sharing options...
Pendence Posted January 31, 2014 Report Share Posted January 31, 2014 I did use your player_build.sqf. Link to comment Share on other sites More sharing options...
credible Posted February 1, 2014 Report Share Posted February 1, 2014 Make sure the line s_building_snapping = player addAction ["<t color="#0000ff"">Toggle Snapping</t>", "custom\player_toggleSnapping.sqf",_classname, 3, true, false, "","]; in player_build.sqf is set to your actual player_toggleSnapping.sqf location. Link to comment Share on other sites More sharing options...
Pendence Posted February 1, 2014 Report Share Posted February 1, 2014 Got it working thanks to you guys! This mod really comes in handy. Link to comment Share on other sites More sharing options...
Cash Posted February 3, 2014 Report Share Posted February 3, 2014 Got it working thanks to you guys! This mod really comes in handy. I'm in the same boat you were in. I've double checked the install. Made sure the codes were added at the bottom of the files. I've used the player_build that cen posted and made sure the path was correct to the player_toggleSnapping.sqf Yet snaping still doesn't work. I get the same "Snapping to this object is not available with this item" that you got. What did you do to get it working? Link to comment Share on other sites More sharing options...
waynelfc1985 Posted February 4, 2014 Report Share Posted February 4, 2014 can you do a tutorial for neon lights and bi plane smoke thank you. Link to comment Share on other sites More sharing options...
SupremeHorse Posted February 5, 2014 Report Share Posted February 5, 2014 Does this work for 1.0.4? :) Link to comment Share on other sites More sharing options...
Achmed Posted February 5, 2014 Report Share Posted February 5, 2014 yes Link to comment Share on other sites More sharing options...
OtterNas3 Posted February 5, 2014 Author Report Share Posted February 5, 2014 Update v1.5 Sorry guys but i'm very busy atm with Work... This update uses all functions for Epoch 1.0.4! See first post for download link. Hope this stops the confusion with 3 or more player_build.sqf you guys posted here, thanks anyway for taking over in my absence ^^ Moo, Otter Link to comment Share on other sites More sharing options...
gumbo Posted February 5, 2014 Report Share Posted February 5, 2014 Many Thanks for the update. Awesome script. G Link to comment Share on other sites More sharing options...
GSGBen Posted February 5, 2014 Report Share Posted February 5, 2014 Excellent update, thanks! Link to comment Share on other sites More sharing options...
calamity Posted February 5, 2014 Report Share Posted February 5, 2014 I just used your new update but I cant find where to change a few things like previously I had changed constructioncount, timer and plot pole distance, But now I dont see the same options is this only for epoch 1.04 can I just use my your old player_build.sqf used to have.................. epoch 1.03.1 taviana cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"]; _limit = 1; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = 1; }; now has..................... cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"]; _limit = 3; would I just change the 3 to a 1 ??? to speed up constructioncount time if(isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount"); }; used to have this............. plot pole area to increase pole area _isPole = (_classname == "Plastic_Pole_EP1_DZ"); _isLandFireDZ = (_classname == "Land_Fire_DZ"); _distance = 90; _needText = localize "str_epoch_player_246"; if(_isPole) then { _distance = 120; }; now has this........... _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; }; update.................. I used the old player_build.sqf and its working... not sure if im missiong any features of latest snapping update though... Link to comment Share on other sites More sharing options...
Trinii Posted February 6, 2014 Report Share Posted February 6, 2014 Whats new with 1.0.5? 1.0.4 works fine for me with epoch 1.0.4 Link to comment Share on other sites More sharing options...
Swordfish Posted February 6, 2014 Report Share Posted February 6, 2014 1.0.4 version didn't work with epoch 1.0.4 if you put BuildOnRoads = true; It would still not be possible to build. Link to comment Share on other sites More sharing options...
Proximus Posted February 6, 2014 Report Share Posted February 6, 2014 I've just installed the 1.4V on my test server with patch 1.0.3.1 Can i just follow this installation guide and overwrite the files from version 1.4? Link to comment Share on other sites More sharing options...
Trinii Posted February 6, 2014 Report Share Posted February 6, 2014 1.0.4 version didn't work with epoch 1.0.4 if you put BuildOnRoads = true; It would still not be possible to build. If have it on true and still no Problems, same as an Epoch Server on 1.0.3.1, works fine :) Link to comment Share on other sites More sharing options...
Erteribbile Posted February 6, 2014 Report Share Posted February 6, 2014 Hi guys,i have a problem with this script,i cant build not even close to a plot pole. It pops up this message as i try to build something. "This buildings needs a Plot Pole within any meter" Any help? Im running Epoch Panthera 1.0.3.1 Link to comment Share on other sites More sharing options...
waynelfc1985 Posted February 7, 2014 Report Share Posted February 7, 2014 if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n anyone tell me where this line of code is carnt seem to find it anywhere in my server_cleanup.fsm since new update Link to comment Share on other sites More sharing options...
jOoPs Posted February 8, 2014 Report Share Posted February 8, 2014 it has moved \dayz_server\init\server_functions.sqf search for DZE_DYN_HackerCheck = true; and youll find it after that line cheers Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now