Vehicle Towing Server Side

My Taviana .pbo already has numerous changes within it, what do I actually need to add/change in order to apply this script to my server?

Thanks in advance
Here is what my description.ext looks like with some other scripts that conflicted with it.
Code:
respawn = "BASE";
respawndelay = 5;
onLoadMission= "DayZ Taviana";
OnLoadIntro = "Welcome to Taviana";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
disabledAI = true;
disableChannels[]={0,1,2,6};
enableItemsDropping = 0;
 
class Header
{
gameType = COOP;            //DM, Team, Coop, ...
minPlayers = 1;            //min # of players the mission supports
maxPlayers = 100;            //Max # of players the mission supports
};
 
#include "=BTC=_Logistic\=BTC=_Lift\=BTC=_Hud.h"
 
aiKills = 1;
diagRadio = 1;
diagHit = 1;
 
//INCLUDE R3F
#include "R3F_ARTY_AND_LOG\desc_include.h"
 
//REMOVED RSCTITLES conflict with other scripts already defined
#include "R3F_ARTY_AND_LOG\desc_rsct_include.h"
 
 
class RscText
{
    type = 0;
    idc = -1;
    x = 0;
    y = 0;
    h = 0.037;
    w = 0.3;
    style = 0x100;
    font = Zeppelin32;
    SizeEx = 0.03921;
    colorText[] = {1,1,1,1};
    colorBackground[] = {0, 0, 0, 0};
    linespacing = 1;
};
//REMOVED RSCPICTURE
 
class RscLoadingText : RscText
{
    style = 2;
    x = 0.323532;
    y = 0.666672;
    w = 0.352944;
    h = 0.039216;
    sizeEx = 0.03921;
    colorText[] = {0.543,0.5742,0.4102,1.0};
};
class RscProgress
{
    x = 0.344;
    y = 0.619;
    w = 0.313726;
    h = 0.0261438;
    texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    colorFrame[] = {0,0,0,0};
    colorBar[] = {1,1,1,1};
};
class RscProgressNotFreeze
{
    idc = -1;
    type = 45;
    style = 0;
    x = 0.022059;
    y = 0.911772;
    w = 0.029412;
    h = 0.039216;
    texture = "#(argb,8,8,3)color(0,0,0,0)";
};
//
// the loading screen itself
//
class DayZ_loadingScreen
{
    idd = -1;
    duration = 10e10;
    fadein = 0;
    fadeout = 0;
    name = "loading screen";
    class controlsBackground
    {
        class blackBG : RscText
        {
            x = safezoneX;
            y = safezoneY;
            w = safezoneW;
            h = safezoneH;
            text = "";
            colorText[] = {0,0,0,0};
            colorBackground[] = {0,0,0,1};
        };
        /*
        class nicePic : RscPicture
        {
            style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
            x = safezoneX + safezoneW/2 - 0.25;
            y = safezoneY + safezoneH/2 - 0.2;
            w = 0.5;
            h = 0.4;
            text = "img\nicePic.paa";
        };
        */
    };
    class controls
    {
        class Title1 : RscLoadingText
        {
            text = "$STR_LOADING"; // "Loading" text in the middle of the screen
        };
        class CA_Progress : RscProgress // progress bar, has to have idc 104
        {
            idc = 104;
            type = 8; // CT_PROGRESS
            style = 0; // ST_SINGLE
            texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
        };
        class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
        {
            idc = 103;
        };
        class Name2: RscText // the text on the top-left
        {
            idc = 101;
            x = 0.05;
            y = 0.029412;
            w = 0.9;
            h = 0.04902;
            text = "";
            sizeEx = 0.05;
            colorText[] = {0.543,0.5742,0.4102,1.0};
        };
    };
};
Then my init.sqf
Code:
startLoadingScreen ["","DayZ_loadingScreen"];
enableSaving [false, false];
 
dayZ_instance = 3486;    //The instance
hiveInUse    =    true;
initialized = false;
dayz_previousID = 0;
 
_logistic = execVM "=BTC=_Logistic\=BTC=_Logistic_Init.sqf";
 
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
 
// (Taviana) Override some of the variables:
call compile preprocessFileLineNumbers "\kh\dayztaviana\init\variables.sqf";
 
// Load in the settings compiles:
call compile preprocessFileLineNumbers "\kh\dayztaviana\settingsinit\kh_compiles.sqf";
 
diag_log "Started executing user settings file.";
call compile preprocessFileLineNumbers "settings.sqf";
diag_log "Finished executing user settings file.";
 
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";    //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
 
// (Taviana) Don't call the regular compile:
// call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
 
// (Taviana) Instead, call a copy of the DayZ 1.7.4.4 compiles:
call compile preprocessFileLineNumbers "\kh\dayztaviana\init\compiles.sqf"; //Compile regular functions
 
// (Taviana) Set up the for maule multiplayer prop hit support:
call compile preprocessFileLineNumbers "\khr\maule\scripts\maule_init.sqf";
 
/*
The Bliss package system works a bit like sticking your arm in a bunch
of snake nests and noticing you don't always get bitten. In this case
we got bitten; this line is to fool the merge process:
 
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
*/
 
progressLoadingScreen 1.0;
 
player setVariable ["BIS_noCoreConversations", true];
enableRadio false;
 
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
 
if (isServer) then {
    hiveInUse = true;
    _serverMonitor = [] execVM "\z\addons\dayz_server\system\server_monitor.sqf";
};
 
if (!isDedicated) then {
    0 fadeSound 0;
    0 cutText [(localize "STR_AUTHENTICATING"), "BLACK FADED",60];
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor =    [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
 
};
 
// Extra actions for Taviana:
if (!isDedicated) then {
    [] execVM "kh_actions.sqf";
};
//R3F EXECVM
execVM "R3F_ARTY_AND_LOG\init.sqf"
Then the R3F folder just goes in the main directory of the mission pbo
 
I cannot get this to work, i have added all the files and added some more vehicles to TOW & LIFT but i do not seem to get the scroll option to do it in-game. I'm assuming it is the same as wasteland, so to tow i would have to get 2 cars next to each other and scroll over one & "tow to..." the other car and then the same with the heli's i assume you hover over a car with a heli and scroll-lift vehicle.

I do not get ANY options like this though, i don't understand what could be wrong as its not exactly hard to copy paste files into Mission.PBO. I am running 1.7.6.1 with auto-refuel script & debug monitor. any help would be very appreciated. Will attach my PBO with my modified "arma2_Co_Objects.sqf" its literally the only thing ive changed that may be the problem :/

EDIT(04/03/2013):Ok weird, i replaced my arma2_Co_Objects with your new one you made with heli lift, and now the script is working. But all i did was add some extra vehicle names from my database with your first PBO upload (without heli lift) im not sure how i broke the script? :S
I just tried this pbo, and it looks like you corrupted it somehow. When I try to open it, it says its not an arma 2 pbo.
 
Through some sort of magic it appears to have fixed itself after a few server restarts...works for me though. Thanks anyway.
 
Why are some people replying to this thread and ask help for the BTC mod? Let's just stick to the R3f please, it allready confuses me looking at the code sometimes, especially when it's in french :$
 
Update for 1.7.7? Currently getting kicked for towing -
setvariable.log
Code:
05:17:17: Lightstylez  - #0 "r3f_log_remorque" = <NULL-object> 2:181 policecar
22:50:10: Lightstylez  - #0 "r3f_log_remorque" = <NULL-object> 2:98 HMMWV_DZ
 
I added the same r3f scripts to the new scripts.txt and have the same R3f files from the first page. If inkko or anyone else can update this for 1.7.7 it would be very much appreciated, i know there are other similar scripts but this one worked perfectly and i was able to change it according to what i wanted.
 
Mine working fine on 1.7.7, once I get off work ill be able to help out.

Thats odd. Well my "R3F_ARTY_AND_LOG" folder is the same as the one you uploaded on page one, i only changed some of the tow options - which worked perfectly in 1.7.6.1. I also did a side by side comparison with my current mission, init & description - they seem pretty much identical to your upload, nothing different that says anything about R3F.
I also have the latest BE filters and edited them with the parameter you gave in scripts.txt. I am clueless why it doesn't work.
I will upload my files and see what you think - if you can tell me how, i see no button to upload files on here - just media/image/code
Thanks.
 
You might also want to remove your GUID from your previous post, but is it a script restriction you are getting or is it one of the other BE filters.
 
You might also want to remove your GUID from your previous post, but is it a script restriction you are getting or is it one of the other BE filters.
4:54:59 Player Lightstylez kicked off by BattlEye: SetVariable Restriction #0
SetVariable restriction.

EDIT: I'm going to sleep, will cont conversation tomorrow. Really wanna get this sorted b4 putting my server bk up though.
 
I just updated all my BE filters to the defaults for 1.7.7.1 so I'm going to be figuring out all the exceptions anyways. I'll let you know if i find out how to fix the one you were getting.
 
hello.
sorry for my bad English but I'm French. (this is a google trad).
R3F works for me but only with arma2_Co_Objects.sqf of inkko.

it does not work if I change the list of vehicles.
no matter what I touch in this file, it no longer works.

an idea of what it can be

Thanks
 
I am not sure why people are not able to modify my file, it should be a simple format and people seem to be following it just not sure why any changes can't be made.
Code:
    "vehicle name",
    "vehicle name",
    "vehicle name"  // no comma (,)
 
4:54:59 Player Lightstylez kicked off by BattlEye: SetVariable Restriction #0
SetVariable restriction.

EDIT: I'm going to sleep, will cont conversation tomorrow. Really wanna get this sorted b4 putting my server bk up though.

Took forever but adding !"R3F" to the first line in setvariable seems to have resolved the issue for me.

Code:
5 !="startcombattimer" !"USEC_" !"R3F_" !"NORRN_" !"hit_" !="agentObjectCamps"...

It has stopped the kicks thus far and I haven't noticed anything wrong with the script.
 
I found a solution to my problem, maybe it will help other players.
I had to put my list of vehicle in: R3F_ARTY_AND_LOG / R3F_LOG / config.sqf

Because the problem happen when he was in: arma2_Co_Objects.sqf
So to summarize:
arma2_Co_Objects.sqf = one of Inkko
config.sqf in R3F_LOG = mine personalized

All works very well as its
Epoch chernarus server 1.0.1.5

Big thanks
 
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