Manatee hunter, follow this tutorial and it will work perfectly:
1. Using the PBO tool of your choice (cPBO, PBOView, PBOManager etc.) extract the "dayz_code.pbo" from the "@dayz" folder.
2. Copy the "compiles.sqf" from "dayz_code\init" into your mission.pbo.
3. In the init.sqf in the mission.pbo edit:
to
You can use the compiles.sqf to override majority of the files in "dayz_code\compile" folder. We are going to use it to override the function "fn_selfAction.sqf" so:
4. Copy the "fn_selfAction.sqf" in "dayz_code\compile" to your mission.pbo
5. Open the compiles.sqf and find:
(Should be on line 17)
and edit it so it looks like this
Now we can edit the fn_selfActions.sqf and the changes will work in our server!
6. Now open the "fn_SelfActions" in the mission.pbo and find
And right underneath it, we add
This gives us the options on the scroll wheel menu when looking at vehicles!
7. Now find
And right above it add
This makes sure we don't have the option unless we are looking at vehicles!
8. Last but CERTAINLY not least, download the attached ss_remove.sqf and place it into your mission!
Job done!!!
1. Using the PBO tool of your choice (cPBO, PBOView, PBOManager etc.) extract the "dayz_code.pbo" from the "@dayz" folder.
2. Copy the "compiles.sqf" from "dayz_code\init" into your mission.pbo.
3. In the init.sqf in the mission.pbo edit:
Code:
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
to
Code:
call compile preprocessFileLineNumbers "compiles.sqf";
You can use the compiles.sqf to override majority of the files in "dayz_code\compile" folder. We are going to use it to override the function "fn_selfAction.sqf" so:
4. Copy the "fn_selfAction.sqf" in "dayz_code\compile" to your mission.pbo
5. Open the compiles.sqf and find:
Code:
fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self
(Should be on line 17)
and edit it so it looks like this
Code:
fnc_usec_selfActions = compile preprocessFileLineNumbers "fn_selfActions.sqf"; //Checks which actions for self
Now we can edit the fn_selfActions.sqf and the changes will work in our server!
6. Now open the "fn_SelfActions" in the mission.pbo and find
Code:
//Sleep
if(cursorTarget isKindOf "TentStorage" and _canDo and _ownerID == dayz_characterID) then {
if ((s_player_sleep < 0) and (player distance cursorTarget < 3)) then {
s_player_sleep = player addAction [localize "str_actions_self_sleep", "\z\addons\dayz_code\actions\player_sleep.sqf",cursorTarget, 0, false, true, "",""];
};
} else {
player removeAction s_player_sleep;
s_player_sleep = -1;
};
And right underneath it, we add
Code:
// Remove Parts from Vehicles - By SilverShot.
if( !_isMan and _canDo and _hasToolbox and (silver_myCursorTarget != cursorTarget) and cursorTarget isKindOf "AllVehicles" and (getDammage cursorTarget < 0.95) ) then {
_vehicle = cursorTarget;
_invalidVehicle = (_vehicle isKindOf "Motorcycle") or (_vehicle isKindOf "Tractor"); //or (_vehicle isKindOf "ATV_US_EP1") or (_vehicle isKindOf "ATV_CZ_EP1");
if( !_invalidVehicle ) then {
{silver_myCursorTarget removeAction _x} forEach s_player_removeActions;
s_player_removeActions = [];
silver_myCursorTarget = _vehicle;
_hitpoints = _vehicle call vehicle_getHitpoints;
{
_damage = [_vehicle,_x] call object_getHit;
if( _damage < 0.15 ) then {
//change "HitPart" to " - Part" rather than complicated string replace
_cmpt = toArray (_x);
_cmpt set [0,20];
_cmpt set [1,toArray ("-") select 0];
_cmpt set [2,20];
_cmpt = toString _cmpt;
_skip = true;
if( _skip and _x == "HitFuel" ) then { _skip = false; _part = "PartFueltank"; _cmpt = _cmpt + "tank"};
if( _skip and _x == "HitEngine" ) then { _skip = false; _part = "PartEngine"; };
if( _skip and _x == "HitLFWheel" ) then { _skip = false; _part = "PartWheel"; };
if( _skip and _x == "HitRFWheel" ) then { _skip = false; _part = "PartWheel"; };
if( _skip and _x == "HitLBWheel" ) then { _skip = false; _part = "PartWheel"; };
if( _skip and _x == "HitRBWheel" ) then { _skip = false; _part = "PartWheel"; };
if( _skip and _x == "HitGlass1" ) then { _skip = false; _part = "PartGlass"; };
if( _skip and _x == "HitGlass2" ) then { _skip = false; _part = "PartGlass"; };
if( _skip and _x == "HitGlass3" ) then { _skip = false; _part = "PartGlass"; };
if( _skip and _x == "HitGlass4" ) then { _skip = false; _part = "PartGlass"; };
if( _skip and _x == "HitGlass5" ) then { _skip = false; _part = "PartGlass"; };
if( _skip and _x == "HitGlass6" ) then { _skip = false; _part = "PartGlass"; };
if( _skip and _x == "HitHRotor" ) then { _skip = false; _part = "PartVRotor"; };
if (!_skip ) then {
_string = format["<t color='#0096ff'>Remove%1</t>",_cmpt,_color]; //Remove - Part
_handle = silver_myCursorTarget addAction [_string, "ss_remove.sqf",[_vehicle,_part,_x], 0, false, true, "",""];
s_player_removeActions set [count s_player_removeActions,_handle];
};
};
} forEach _hitpoints;
};
};
This gives us the options on the scroll wheel menu when looking at vehicles!
7. Now find
Code:
//Engineering
{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];
dayz_myCursorTarget = objNull;
//Others
player removeAction s_player_forceSave;
s_player_forceSave = -1;
player removeAction s_player_flipveh;
s_player_flipveh = -1;
player removeAction s_player_sleep;
s_player_sleep = -1;
player removeAction s_player_deleteBuild;
s_player_deleteBuild = -1;
player removeAction s_player_butcher;
s_player_butcher = -1;
player removeAction s_player_cook;
s_player_cook = -1;
player removeAction s_player_boil;
s_player_boil = -1;
player removeAction s_player_fireout;
s_player_fireout = -1;
player removeAction s_player_packtent;
s_player_packtent = -1;
player removeAction s_player_fillfuel;
s_player_fillfuel = -1;
player removeAction s_player_studybody;
s_player_studybody = -1;
//Dog
player removeAction s_player_tamedog;
s_player_tamedog = -1;
player removeAction s_player_feeddog;
s_player_feeddog = -1;
player removeAction s_player_waterdog;
s_player_waterdog = -1;
player removeAction s_player_staydog;
s_player_staydog = -1;
player removeAction s_player_trackdog;
s_player_trackdog = -1;
player removeAction s_player_barkdog;
s_player_barkdog = -1;
player removeAction s_player_warndog;
s_player_warndog = -1;
player removeAction s_player_followdog;
s_player_followdog = -1;
};
And right above it add
Code:
//Extras
//Remove Parts
{silver_myCursorTarget removeAction _x} forEach s_player_removeActions;s_player_removeActions = [];
silver_myCursorTarget = objNull;
This makes sure we don't have the option unless we are looking at vehicles!
8. Last but CERTAINLY not least, download the attached ss_remove.sqf and place it into your mission!
Job done!!!