Ok - So here's the idea.
There's a tent that dayz uses called Land_A_Tent - which is the standard "Pup Tent" that we're all used to seeing.
There is also a tent called ACamp which some people have figured out how to deploy in game by simply referencing that instead of Land_A_Tent in the dayz_equip.pbo file (within the config.bin).
The ACamp tent is a larger, 6 to 8 man dome tent.
So... I'm the kind of person, like that wierd soda commercial, that always says "AND..." Or in this case, why not both??
The concept would be have both tents as potential loot. The puptent would spawn in all the same places, with a slightly higher rate (and added to) the hunting / guard towers. None of it's other characteristics would change.
The "NEW" tent would only spawn in Grocery Stores (and maybe churches), at a very low % chance on the drop, making them very rare. The reason for the rarity would they would be able to hold roughly 2.5 times the amount of gear then a standard tent.... Think non-mobile URAL.
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Here's what's already developed (and what I have working).
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Here's where it's going wrong.
Item is lootable, clickable, deployable.... In game.
Once tent is deployed, it NEVER writes itself into the database. But it IS working correctly in the server_updateNearbyObjects.sqf... as the tent has a life span of maybe 15 seconds before it deletes (because it doesn't exhist in the database).
Not including the tent in the server_updateNearbyObjects.sqf will leave a semi-permanent version of the dome tent up... it accepts the entire loadout of gear, it works great (sleep function, pack tent, gear) all work. Problem is it doesn't exhist on the database, and on a server restart, the tent disappears, taking with it all the loot it had stored in it.
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I didn't want to just start dropping code into the thread.... just wanted to see if there's people out there willing to assist in figuring this puzzle out. I can provide a link to the pack'd code I have currently testing on our testserver - or I could upload the unpacked pbo's as well to a repository. Or... Could just start cut and pasting thousands of lines of code into here too
- McKeighan
Dayz_Derp servers
www.thegiuidez.com
There's a tent that dayz uses called Land_A_Tent - which is the standard "Pup Tent" that we're all used to seeing.
There is also a tent called ACamp which some people have figured out how to deploy in game by simply referencing that instead of Land_A_Tent in the dayz_equip.pbo file (within the config.bin).
The ACamp tent is a larger, 6 to 8 man dome tent.
So... I'm the kind of person, like that wierd soda commercial, that always says "AND..." Or in this case, why not both??
The concept would be have both tents as potential loot. The puptent would spawn in all the same places, with a slightly higher rate (and added to) the hunting / guard towers. None of it's other characteristics would change.
The "NEW" tent would only spawn in Grocery Stores (and maybe churches), at a very low % chance on the drop, making them very rare. The reason for the rarity would they would be able to hold roughly 2.5 times the amount of gear then a standard tent.... Think non-mobile URAL.
------------------------------------
Here's what's already developed (and what I have working).
- New tent is defined as "DomeTentStorage", and built in all the appropriate places (dayz_equip.pbo\config.bin & dayz_code.pbo\CfgMagazines.hpp) *** Now definied not as class ACamp, but as class Land_A_Tent, calling the model that is the ACamp model instead.
- New SQF files in dayz_code\actions and \compile that mimic the tent_pack.sqf, tent_pitch.sqf , and player_packTent.sqf (called convienently DomeTent_Pack.sqf, DomeTent_Pitch.sqf, and player_packDomeTent.sqf).
- Updated fn_selfActions.sqf to include activity pertaining to the new tent.
- Updated dayz_code\init\compiles.sqf to contain all the additions mentioned above.
- Added a handling variable to variables.sqf (s_player_packdometent = -1; )
- Added "dometentstorage" to the player_monitor.fsm file within the class Load_In statement.
- Added lines to dayz_server\compile\server_publishObject.sqf to include DomeTentStorage
- Added line to dayz_server\compile\server_updateNearbyObjects.sqf to include DomeTentStorage
- Added segment to dayz_server\system\server_monitor.sqf to include the "DomeTentStorage" item.
- Added DomeTentStorage to allowed obejects query in dayz_server\init\server_functions.sqf
- Added deployable object "DomeTentStorage" to the database table (Pwonzor's Database Version).
--------------
Here's where it's going wrong.
Item is lootable, clickable, deployable.... In game.
Once tent is deployed, it NEVER writes itself into the database. But it IS working correctly in the server_updateNearbyObjects.sqf... as the tent has a life span of maybe 15 seconds before it deletes (because it doesn't exhist in the database).
Not including the tent in the server_updateNearbyObjects.sqf will leave a semi-permanent version of the dome tent up... it accepts the entire loadout of gear, it works great (sleep function, pack tent, gear) all work. Problem is it doesn't exhist on the database, and on a server restart, the tent disappears, taking with it all the loot it had stored in it.
----------------------
I didn't want to just start dropping code into the thread.... just wanted to see if there's people out there willing to assist in figuring this puzzle out. I can provide a link to the pack'd code I have currently testing on our testserver - or I could upload the unpacked pbo's as well to a repository. Or... Could just start cut and pasting thousands of lines of code into here too
- McKeighan
Dayz_Derp servers
www.thegiuidez.com