NeverUsedID
Well-Known Member
Strange, because the logic that gives you the option is in "fn_selfActions.sqf". ss_remove.sqf is only what to do when remove part is clicked. Do you realy changed the ss_remove.sqf file ?
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the menu does not appear for me
i have the same problem, help please.a little issue here, remove menu only appearing for a few seconds and dissapears only giving me the option to repair
Have fixed the duping issue by changing the script. Need some more testing.
Code:// Remove Parts from Vehicles - By SilverShot. Dupingpatch by NeverUsedID private["_vehicle","_part","_hitpoint","_type","_selection","_array"]; _id = _this select 2; _array = _this select 3; _vehicle = _array select 0; _part = _array select 1; _hitpoint = _array select 2; _type = typeOf _vehicle; _hasToolbox = "ItemToolbox" in items player; _nameType = getText(configFile >> "cfgVehicles" >> _type >> "displayName"); _namePart = getText(configFile >> "cfgMagazines" >> _part >> "displayName"); if (_hasToolbox) then { if (getDammage _vehicle < 2) then { _damage = [_vehicle,_hitpoint] call object_getHit; if( _damage < 0.20 ) then { {silver_myCursorTarget removeAction _x} forEach s_player_removeActions; s_player_removeActions = []; silver_myCursorTarget = objNull; _selection = getText(configFile >> "cfgVehicles" >> _type >> "HitPoints" >> _hitpoint >> "name"); if( _hitpoint == "HitEngine" or _hitpoint == "HitFuel" ) then { dayzSetFix = [_vehicle,_selection,0.89]; } else { dayzSetFix = [_vehicle,_selection,1]; }; publicVariable "dayzSetFix"; if (local _vehicle) then { dayzSetFix call object_setFixServer; }; player playActionNow "Medic"; sleep 1; [player,"repair",0,false] call dayz_zombieSpeak; null = [player,10,true,(getPosATL player)] spawn player_alertZombies; sleep 5; _vehicle setvelocity [0,0,1]; _damage = [_vehicle,_hitpoint] call object_getHit; //Dupingpatch if( _damage > 0.20 ) then { _result = [player,_part] call BIS_fnc_invAdd; if (_result) then { cutText [format["You have successfully taken %1 from the %2",_namePart,_nameType], "PLAIN DOWN"]; } else { cutText [localize "str_player_24", "PLAIN DOWN"]; dayzSetFix = [_vehicle,_selection,0]; }; publicVariable "dayzSetFix"; if (local _vehicle) then { dayzSetFix call object_setFixServer; }; }; } else { cutText [format["Cannot remove %1 from %2, the part has been damaged.",_namePart,_nameType], "PLAIN DOWN"]; }; } else { {silver_myCursorTarget removeAction _x} forEach s_player_removeActions; s_player_removeActions = []; silver_myCursorTarget = objNull; }; }; if( silver_myCursorTarget != objNull ) then { {silver_myCursorTarget removeAction _x} forEach s_player_removeActions; s_player_removeActions = []; silver_myCursorTarget = objNull; };
Sorted, I didn't have a toolbox.
Yes Really!
That's what I get for doing it so late at night. My co-devs really did laugh!
EDIT: I've only made changes to fn_selfActions.sqf, using the patch given, is that correct?
Gotcha. There was no mention of where it went so I just assumed. This is beyond my plethora of knowledge unfortunately.NO. You need to replace ss_remove.sqf ONLY !