mraidanpreston
Member
you need to take it from the client files on your pc and put it in your mission pbo.
Looked in my client files, cant seem to find it...
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you need to take it from the client files on your pc and put it in your mission pbo.
Same applies, just use the @DayZOverwatch folder![]()
fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; // fnc_usec_selfActions - adds custom actions to dayz code
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles
fnc_usec_selfActions = compile preprocessFileLineNumbers "anus\fn_selfActions.sqf"; // fnc_usec_selfActions - adds custom actions to dayz code
call compile preprocessFileLineNumbers "anus\compiles.sqf"; //Compile custom compiles
("Deploy Bike") +"</t>"),"deploys\bike\deploy.sqf","",
HELLO COMMUNITY - NEED HELP WITH DYING PLAYERS WHEN GETTING ON BIKE
I am still having a problem with players dying when they get on to ride the newly deployed bike. (Running EPOCH 1.0.3.1) I have all the files for deploying the bike in the all right places as shown in this post, but there is something that is causing the players to instantly die when trying to ride it.
People have replied previously saying there needs to be an "exception" in the antihack....but that has changed since 1.0.3. So, does anyone have this working? If so, would you mind helping out with how to keep players from dying?
"Check for hackers" \n
" {" \n
" if(vehicle _x != _x && (vehicle _x getVariable [""Sarge"",0] != 1) && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n
" diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
" (vehicle _x) setDamage 1;" \n
" _x setDamage 1;" \n
" };" \n
" } forEach allUnits;" \n
"//Check for hackers" \n
"// {" \n
"// if(vehicle _x != _x && (vehicle _x getVariable [""Sarge"",0] != 1) && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n
"// diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
"// (vehicle _x) setDamage 1;" \n
"// _x setDamage 1;" \n
"// };" \n
"// } forEach allUnits;" \n
f(vehicle _x != _x && (vehicle _x getVariable [""Sarge"",0] != 1) && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n
You obviously haven't read the thread or done any searching to find an answer to your question. The answer to your question is literally the last post before yours.Got this working, but when I go on the bike, my character just dies?
call compile preprocessFileLineNumbers "custom\compiles.sqf";
// self bloodbagging & take clothes & deploy bike
fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf";
// change clothes while having backpack on
player_wearClothes = compile preprocessFileLineNumbers "custom\player_wearClothes.sqf";
_items = [currentWeapon player] + (weapons player) + (magazines player) + (items player);
_hasToolbox = "ItemToolbox" in _items;
_hasWheel = "PartWheel" in _items;
_hasScrapmetal = "PartGeneric" in _items;
_hasBikeItem = _hasToolbox && _hasWheel && _hasScrapmetal;
_isBike = typeOf cursorTarget in ["Old_bike_TK_INS_EP1","Old_bike_TK_CIV_EP1"];
// deploy bike
if((speed player <= 1) && _hasBikeItem && _canDo) then {
if (s_player_deploybike < 0) then {
s_player_deploybike = player addaction[("<t color=""#00ff00"">" + ("Deploy Bike") +"</t>"),"custom\deploy.sqf","",5,false,true,"", ""];
};
} else {
player removeAction s_player_deploybike;
s_player_deploybike = -1;
};
//pack bike
if((_isBike) and _canDo) then {
if (s_player_deploybike2 < 0) then {
s_player_deploybike2 = player addaction[("<t color=""#00ff00"">" + ("Re-Pack Bike") +"</t>"),"custom\pack.sqf","",5,false,true,"", ""];
};
} else {
player removeAction s_player_deploybike2;
s_player_deploybike2 = -1;
};
does your antihack have check actions set to true in the config file?Hi guys
I am currently trying to get cen's script running on my Epoch 1.0.4.2 server. Everything is working fine except that I only get the mousewheel option (deploy bike) once I face a target (vehicle, item ...). When I am not focusing anything I do not get this option. Do you guys have any clue what I am doing wrong here?
This is what I have done so far:
Added a custom (blank) compiles.sqf to the mission and call it in init.sqf
Code:call compile preprocessFileLineNumbers "custom\compiles.sqf";
compiles.sqf has only two lines
fn_selfActions.sqf has the following code (slightly modified) right before the self bloodbag partCode:// self bloodbagging & take clothes & deploy bike fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; // change clothes while having backpack on player_wearClothes = compile preprocessFileLineNumbers "custom\player_wearClothes.sqf";
Code:_items = [currentWeapon player] + (weapons player) + (magazines player) + (items player); _hasToolbox = "ItemToolbox" in _items; _hasWheel = "PartWheel" in _items; _hasScrapmetal = "PartGeneric" in _items; _hasBikeItem = _hasToolbox && _hasWheel && _hasScrapmetal; _isBike = typeOf cursorTarget in ["Old_bike_TK_INS_EP1","Old_bike_TK_CIV_EP1"]; // deploy bike if((speed player <= 1) && _hasBikeItem && _canDo) then { if (s_player_deploybike < 0) then { s_player_deploybike = player addaction[("<t color=""#00ff00"">" + ("Deploy Bike") +"</t>"),"custom\deploy.sqf","",5,false,true,"", ""]; }; } else { player removeAction s_player_deploybike; s_player_deploybike = -1; }; //pack bike if((_isBike) and _canDo) then { if (s_player_deploybike2 < 0) then { s_player_deploybike2 = player addaction[("<t color=""#00ff00"">" + ("Re-Pack Bike") +"</t>"),"custom\pack.sqf","",5,false,true,"", ""]; }; } else { player removeAction s_player_deploybike2; s_player_deploybike2 = -1; };
I am also running infiSTAR's antihack tool and added s_player_deploybike and s_player_deploybike2 to _dayzActions. I do not understand why I only get the deploy bike option when facing some other target. Does someone have a clue what is going wrong here? Any help is much appreciated.
Cheers
fkh
if (false) then {
cutText [format["You are in combat and cannot build a bike."], "PLAIN DOWN"];
} else {
player removeAction s_player_deploybike;
closeDialog 602;
player removeWeapon "ItemToolbox";
player playActionNow "Medic";
r_interrupt = false;
_dis=10;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
sleep 6;
_object = "Old_bike_TK_INS_EP1" createVehicle (position player);
_object setVariable ["ObjectID", "1", true];
_object setVariable ["ObjectUID", "1", true];
player reveal _object;
cutText [format["You've used your toolbox to build a bike! How magical!"], "PLAIN DOWN"];
r_interrupt = false;
player switchMove "";
player playActionNow "stop";
sleep 10;
cutText [format["Warning: Spawned bikes DO NOT SAVE after server restart!"], "PLAIN DOWN"];
};
//bike deploy script by Player2 - OpenDayz Release Coming Soon!
if (false) then {
// player is in combat and cant pack his bike
cutText [format["You are in combat and cannot re-pack your bike."], "PLAIN DOWN"];
} else {
if (typeOf cursorTarget == "Old_bike_TK_INS_EP1" || typeOf cursorTarget == "Old_bike_TK_CIV_EP1") then {
// player is looking at a bike and the target has a bike classname
// delete it first to avoid player changing to another target
deletevehicle cursorTarget;
player removeAction s_player_deploybike2;
player playActionNow "Medic";
r_interrupt = false;
player addWeapon "ItemToolbox";
_dis=10;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
sleep 6;
cutText [format["You have packed your bike and been given back your toolbox"], "PLAIN DOWN"];
r_interrupt = false;
player switchMove "";
player playActionNow "stop";
} else {
// player is not looking at a bike, or target does not have a bike classname
cutText [format["You have to be facing your bike to re-pack it!"], "PLAIN DOWN"];
};
};
does your antihack have check actions set to true in the config file? [..]
Use these, they are updated.[/CODE]
Use these, they are updated.
deploy.sqf
Code:if (false) then { cutText [format["You are in combat and cannot build a bike."], "PLAIN DOWN"]; } else { player removeAction s_player_deploybike; closeDialog 602; player removeWeapon "ItemToolbox"; player playActionNow "Medic"; r_interrupt = false; _dis=10; _sfx = "repair"; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; sleep 6; _object = "Old_bike_TK_INS_EP1" createVehicle (position player); _object setVariable ["ObjectID", "1", true]; _object setVariable ["ObjectUID", "1", true]; player reveal _object; cutText [format["You've used your toolbox to build a bike! How magical!"], "PLAIN DOWN"]; r_interrupt = false; player switchMove ""; player playActionNow "stop"; sleep 10; cutText [format["Warning: Spawned bikes DO NOT SAVE after server restart!"], "PLAIN DOWN"]; }; //bike deploy script by Player2 - OpenDayz Release Coming Soon!
pack.sqf
Code:if (false) then { // player is in combat and cant pack his bike cutText [format["You are in combat and cannot re-pack your bike."], "PLAIN DOWN"]; } else { if (typeOf cursorTarget == "Old_bike_TK_INS_EP1" || typeOf cursorTarget == "Old_bike_TK_CIV_EP1") then { // player is looking at a bike and the target has a bike classname // delete it first to avoid player changing to another target deletevehicle cursorTarget; player removeAction s_player_deploybike2; player playActionNow "Medic"; r_interrupt = false; player addWeapon "ItemToolbox"; _dis=10; _sfx = "repair"; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; sleep 6; cutText [format["You have packed your bike and been given back your toolbox"], "PLAIN DOWN"]; r_interrupt = false; player switchMove ""; player playActionNow "stop"; } else { // player is not looking at a bike, or target does not have a bike classname cutText [format["You have to be facing your bike to re-pack it!"], "PLAIN DOWN"]; }; };