Jump to content

Patch 1.0.4 Questions and Answers.

Recommended Posts

Yes, I know, that's why I'm asking :-)


If there'll be no template mirroring the default loop tables, we'll have to create one from scratch, thus having to reproduce all the effort and balancing the developers have put into it.


So an option for specifying differences only, or, 2nd best, for editing an exported copy of the 'original' table would be much appreciated.


Would very much like to see how this is done. 

Is it enough to just put a CfgBuildingLoot.hpp in the mission PBO, or?

Share this post

Link to post
Share on other sites

I added some MBG buildings as the changelog says they're supported but get the following error :


Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.



Do i have to add these to the addons or have i missed something ? they do show in game but every player gets that error.

Share this post

Link to post
Share on other sites
Q: How does helicopter vehicle towing work?

A:  Only one chopper can lift vehicles. It's the CH-47 or "Chinook". When lifting a vehicle you need to be at least 5m above the vehicle and no higher than 15m. One person must be on the ground to get the scroll option to attach vehicle. Not all vehicles can be lifted. You are not allowed to enter a vehicle being lifted. Once the vehicle is attached it can be detached by the pilot. You can NOT lift a locked vehicle. You also can not attach a vehicle that has another player in it.


I'm trying this on  with a CH-47 with both spawned and purchased unlocked cars and not getting the option to attach. Is it broken now?

Share this post

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Similar Content

    • By theduke
      Alright so here is the virtual garage.
      ALL CREDITS go to the original authors.
      GZA David for the Virtual Garage script
      Torndeco for the EXT Database
      All i did was change a few variables to update it for
      I use the script a little different than intended.
      The only difference, i use vehicle and air traders to access the virtual garage, intended for use with garages, but requires gem crafting...
      The original instructions are in the download in case someone wants to do it that way
      so on with the instructions..
      Tools Required
      Notepad ++
      PBO Tool
      SQL tool such as HeidiSQL
      First we start with the mission folder.
      copy the scripts folder from the downloads into your mission folder.
      1. Open your init.sqf
      look for
      dayz_randomMaxFuelAmount add this bellow
      DZE_garagist = ["Profiteer4","Worker3","RU_Profiteer4","Hooker1","Worker2"]; save and close
      2. Open your description.ext
      add this at the bottom
      #include "scripts\garage\common.hpp" #include "scripts\garage\vehicle_garage.hpp" save and close
      4. Open your fn_selfactions.sqf
      look for
      //Player Deaths add this above
      //Garage if((_typeOfCursorTarget in DZE_garagist) && (player distance _cursorTarget < 5)) then { if (s_garage_dialog2 < 0) then { s_garage_dialog2 = player addAction ["Vehicle Garage", "scripts\garage\vehicle_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; if (s_garage_dialog < 0) then { s_garage_dialog = player addAction ["Store Vehicle in Garage", "scripts\garage\vehicle_store_list.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_garage_dialog2; s_garage_dialog2 = -1; player removeAction s_garage_dialog; s_garage_dialog = -1; }; still in the fn_selfactions.sqf
      look for
      player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; player removeAction s_player_manageDoor; s_player_manageDoor = -1; add this bellow
      player removeAction s_garage_dialog2; s_garage_dialog2 = -1; player removeAction s_garage_dialog; s_garage_dialog = -1; save and close.
      5. Open your variables.sqf
      look for dayz_resetSelfActions = {
      add this before the closing bracket     };
      s_garage_dialog = -1; s_garage_dialog2 = -1; save and close
      6. Open your compiles.sqf
      look for
      fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf"; add this above
      player_getVehicle = compile preprocessFileLineNumbers "scripts\garage\getvehicle.sqf"; player_storeVehicle = compile preprocessFileLineNumbers "scripts\garage\player_storeVehicle.sqf"; vehicle_info = compile preprocessFileLineNumbers "scripts\garage\vehicle_info.sqf"; Still in the compiles, add this at the bottom
      SC_fnc_removeCoins= { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable[Z_MoneyVariable,0]; if(_amount > 0)then{ if (_wealth < _amount) then { _result = false; } else { _newwealth = _wealth - _amount; _player setVariable[Z_MoneyVariable,_newwealth, true]; _player setVariable ["moneychanged",1,true]; _result = true; call player_forceSave; }; }else{ _result = true; }; _result }; SC_fnc_addCoins = { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable[Z_MoneyVariable,0]; _player setVariable[Z_MoneyVariable,_wealth + _amount, true]; call player_forceSave; _player setVariable ["moneychanged",1,true]; _newwealth = _player getVariable[Z_MoneyVariable,0]; if (_newwealth >= _wealth) then { _result = true; }; _result }; vehicle_gear_count = { private["_counter"]; _counter = 0; { _counter = _counter + _x; } count _this; _counter }; save and close
      7A. Open your publicEH.sqf
      If you don't have a custom publicEH.sqf already, go to step 7B
      look for
      if (dayz_groupSystem) then { "PVDZ_Server_UpdateGroup" addPublicVariableEventHandler {(_this select 1) spawn server_updateGroup}; }; add this bellow
      "PVDZE_queryGarageVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_queryGarageVehicle};
          "PVDZE_spawnVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_spawnVehicle};
          "PVDZE_storeVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_storeVehicle};
      7B. Only do this step if you DON'T have a custom publicEH.sqf
      Open your init.sqf again
      look for
      call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; replace it with this
      call compile preprocessFileLineNumbers "scripts\garage\publicEH.sqf"; Thats it for the mission file
      Now for the server 
      Copy the garage folder from the download, into the compiles folder in your dayz_server folder
      1. Open your server_functions.sqf
      look for this
      spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf"; add this bellow
      "extDB" callExtension "9:DATABASE:Database2"; "extDB" callExtension format["9:ADD:DB_RAW_V2:%1",1]; "extDB" callExtension "9:LOCK"; server_queryGarageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_queryGarageVehicle.sqf"; server_spawnVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_spawnVehicle.sqf"; server_storeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_storeVehicle.sqf"; fn_asyncCall = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\fn_async.sqf"; Save and close
      Thats it for the server PBO
      Add to publicvariable.txt:
      !="PVDZE_queryGarageVehicle" !="PVDZE_storeVehicle" !="PVDZE_spawnVehicle" 
      Add to _ALLOWED_Dialogs:
      Now for the database
      Using heidi (or your favorite sql tool)
      Open SQL.txt and copy everything in there and run a query on your database.
      This will create a database called extdb
      Copy the @extdb folder to the root of your server.
      In your server launch BAT. add @extdb; before @dayz_epoch_server
      Open the @extdb folder, edit the extdb-conf.ini and change the username and password to suit your needs.
      (you might need to give all permissions for that user for the new database in heidi)
      All done.  Log in and go visit your vehicle traders!
      Cheers Enjoy!
      EDIT: updated the instructions for the fix of ANY/gear and it not taking coins. Please refer to step 6
      EDIT 22/03/2017 : Added a fix for client RPT error (Step 5) Also changed the variable for the currency
    • By DY357LX
      How would we go about forcing a save/database write (update?) after a trade (with NPC) is completed?
      I've had reports of players buying vehicles, logging out then logging back it and still having the cash that was supposed to be consumed by the trade.
      Maybe a forced save wouldn't be CPU efficient if used on all traders, maybe just use it on weapons & vehicles traders.
      Any ideas, anyone?
    • By Ghostrider-GRG
      Since updating our production servers to client FPS are in the 3-5 FPS range with both vanilla and modded mission files. I was thinking maybe I missed an enableSimulation setting somewhere. Does anyone have a suggestion as to a fix?
    • By sCorporation
      Hey @vbawol
      Can u tell me for what the Source Folder is? So in 0110 u changed 46 files. But on my Server i havent a Source Folder. Which files it needs to updating for the last version?
      Thx a lot
    • By sCorporation
      Which files it needed to update my Epoch Server?
  • Advertisement
  • Supporters
  • Discord

  • Create New...