Dave Posted March 15, 2014 Report Share Posted March 15, 2014 I think I might not be calling in my edited variables.sqf correctly Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted March 15, 2014 Author Report Share Posted March 15, 2014 i know alot of coders say just to load the variables that you need in a custom file that only contains the edited variables. but i always load the full variables.sqf from mission file and edit that, since it tends to give less problems Link to comment Share on other sites More sharing options...
Dave Posted March 15, 2014 Report Share Posted March 15, 2014 I tried doing it this way, not done this level of code before so was a little guess work. in my mission/init.sqf call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) call compile preprocessFileLineNumbers "custom\variables.sqf"; Is this right? Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted March 15, 2014 Author Report Share Posted March 15, 2014 I tried doing it this way, not done this level of code before so was a little guess work. in my mission/init.sqf call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) call compile preprocessFileLineNumbers "custom\variables.sqf"; Is this right? yes but doing it like that gave me issues in the past, copy the variables from your dayz_code into your custom folder in your mission folder and then change the call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; To call compile preprocessFileLineNumbers "custom\variables.sqf"; This way you load the full variables. Yes you mission file is a bit bigger but tends to run a bit smoother (less problems) Link to comment Share on other sites More sharing options...
Dave Posted March 15, 2014 Report Share Posted March 15, 2014 Ill give that a go, I only did it that way as that is how I call a couple of other custom things Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted March 15, 2014 Author Report Share Posted March 15, 2014 just add you custom stuff to the top under "disableSerialization;" thats what i do Link to comment Share on other sites More sharing options...
Dave Posted March 15, 2014 Report Share Posted March 15, 2014 Got it working now, thanks for all the help Link to comment Share on other sites More sharing options...
ka3ant1p Posted March 22, 2014 Report Share Posted March 22, 2014 I've got some problems with this, The first id when I build something with maca's right click, the stuff doesn't dissapear from the inventory after building is finished. The another thing is that normal players are not abble to use it, if they even have all the required items in the inventory, tyhe game says that you should have the stuff in your inventory. Here is my rc: class ExtraRc { class ItemPole { class flagRu { text = "RU Flag"; script = "[""FlagCarrierRU"",[""ItemToolbox"",""ItemEtool""],[""Itemsandbag"",""ItemWire"",""ItemPole""],[0,5,0]] execVM ""custom\snap_build\player_build.sqf"";"; }; class flagUSA { text = "USA Flag"; script = "[""FlagCarrierUSA"",[""ItemToolbox"",""ItemEtool""],[""Itemsandbag"",""ItemWire"",""ItemPole""],[0,5,0]] execVM ""custom\snap_build\player_build.sqf"";"; }; }; }; So the normal players see that you should have a sandbag in yourunventory. P.S. sorry for my english Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted March 22, 2014 Author Report Share Posted March 22, 2014 did you remember to install build snap extended and then replace the player_build.sqf with the one i released? For me it sound like you should try and go over the instructions on how to install again. :) Link to comment Share on other sites More sharing options...
ka3ant1p Posted March 22, 2014 Report Share Posted March 22, 2014 did you remember to install build snap extended and then replace the player_build.sqf with the one i released? For me it sound like you should try and go over the instructions on how to install again. :) yes, I have added those to, and all is workingif you are an admin, except dissapering of stuff, snap building also is working good. But if you are normal player the only thing appears that it doesn't see you have needed items in your inventory. Now will try to switch off BE and infistar and see how it works Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted March 22, 2014 Author Report Share Posted March 22, 2014 it's working fine on my own servers and om using the same files as you are. did you also remember to create the public variable to define fastbuild admins? just leave it empty if you don't want to use it, but you need to define it Link to comment Share on other sites More sharing options...
ka3ant1p Posted March 22, 2014 Report Share Posted March 22, 2014 it's working fine on my own servers and om using the same files as you are. did you also remember to create the public variable to define fastbuild admins? jsut leave it empty if you don't want to use it, but you need to define it nope I didn't edit BE and AH, I have 1.0.4.2 Epoch may be that the problem? Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted March 22, 2014 Author Report Share Posted March 22, 2014 nope I didn't edit BE and AH, I have 1.0.4.2 Epoch may be that the problem? nope, i'm running 1.0.4.2 myself not the "a" version. Link to comment Share on other sites More sharing options...
ka3ant1p Posted March 22, 2014 Report Share Posted March 22, 2014 I have swiched off infistar and BE, reinstalled the script, it worked while my uid was in the WG_adminBuild but items still do not dissapear from my inventory. When I deleted my id from WG_adminBuild it also worked and even the items dissapeared from the inventory. So it seemed to be that admins don't run off items while admin_build, and that great. I'll try to swtch on the Antihack and BE and see. Will report asap Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted March 22, 2014 Author Report Share Posted March 22, 2014 that is correct, admins only need the right click item also called the base item for the object you want to build and an admin added to that array can also upgrade without items in the inventory. And when an admin that's added to the array build, the item will stay in his or hers inventory. Regarding to objects disappearing when you build is because you haven't followed the instructions properly remember to add your custom objects in "dayz_allowedObjects" and "DZE_maintainClasses" in your variables.sqf Link to comment Share on other sites More sharing options...
ka3ant1p Posted March 22, 2014 Report Share Posted March 22, 2014 now i've tried to switch on BE and AH, it also worked while i was not in WG_adminBuild, the only thing left to try if i will be a normal player and not an admin Link to comment Share on other sites More sharing options...
tkdmaster Posted March 22, 2014 Report Share Posted March 22, 2014 Hm, I got it all installed properly(I think) but battleye is givin me some issues. whenever I try to make an object that's added from the second post, i get kicked for a CreateVehicle restriction, any idea what I need to add as an exception to make this all work smoothly? Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted March 22, 2014 Author Report Share Posted March 22, 2014 Hm, I got it all installed properly(I think) but battleye is givin me some issues. whenever I try to make an object that's added from the second post, i get kicked for a CreateVehicle restriction, any idea what I need to add as an exception to make this all work smoothly? No clue, i don't use BE Filters try look at The Build Snap Extended topic Link to comment Share on other sites More sharing options...
tkdmaster Posted March 22, 2014 Report Share Posted March 22, 2014 No clue, i don't use BE Filters try look at The Build Snap Extended topicEDIT: EDIT: got it all working now, it was jsut a amtter of adding each of the new buildables to the exceptions list in multiple places. Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted March 22, 2014 Author Report Share Posted March 22, 2014 well it has to do with the items you add and not the actual createVehicle call. As this wasn't modified at all. try post the error you get Link to comment Share on other sites More sharing options...
Friendly Posted March 22, 2014 Report Share Posted March 22, 2014 I use battleye and AH and it works perfectly fine. Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted March 22, 2014 Author Report Share Posted March 22, 2014 Well it really depends on how you set up BE. i had BE running but for most of it I was just logging to file and console Link to comment Share on other sites More sharing options...
Friendly Posted March 23, 2014 Report Share Posted March 23, 2014 If you add like a search light or a mounted turrent that has a bipod will it kill you? Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted March 23, 2014 Author Report Share Posted March 23, 2014 If you add like a search light or a mounted turrent that has a bipod will it kill you? Question for me? Link to comment Share on other sites More sharing options...
Friendly Posted March 23, 2014 Report Share Posted March 23, 2014 Question for me? Yes. Link to comment Share on other sites More sharing options...
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