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Has anyone got this to work on Taviana correctly? Still having problems with harvesting wood.
Works fine for me on Tavi, I think harvesting wood is a bug within Taviana 2.0 itself, it never worked for me even without any modifications.
Chaos, I noticed a couple things. 1. At the bottom of your Init.sqf you have: [] execVM "ss_remove.sqf" , this is was unnecessary on mine for Tavi but not sure about yours. My Init does call for ssremove as it gets call from elsewhere. If removing this doesnt help Id also go back over your fnselfactions.sqf and double check it line for line. You have a ton of extras that I do not so im not 100% sure whats needed. Ive attached my mission pbo if you'd like to compare.
That of the archive that you threw, refers specifically to Strip vehicles for parts?i got it working
open init.sqf in your mission.pbo
then replace the Load in compiled functions code
with this code here under
Code://Load in compiled functions //call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) 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; //call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 1.0;
Then download the file i uploaded it out it in your mission.pbo
and your done.
there are some stuff what i added for me own server you can keep it or remove it
1 edit compiles there are some stuff in it for me server what i like
2 dont remove compiles.sqf you need that
if you find one let me know..I dont want people duping parts because of a buggy script :/Seems like this thread is dead, have people found another working script instead of this buggy one ?
I guess for the time being people will be able to duplicate parts since no fix is to be found ANYWHERE, i've searched all over the place and no one has a fix... Even tried myself changing values in the codes but no success.if you find one let me know..I dont want people duping parts because of a buggy script :/
if(_skip and _x == "HitRBWheel") then { _skip = false; _part = "PartWheel"; };
if(_skip and _x == "HitLMWheel") then { _skip = false; _part = "PartWheel"; };
if(_skip and _x == "HitRMWheel") then { _skip = false; _part = "PartWheel"; };
if(_skip and _x == "HitBody") then { _skip = false; _part = "PartGeneric"; };
if(_skip and _x == "HitAvionics") then { _skip = false; _part = "PartGeneric"; };
if(_skip and _x == "HitVRotor") then { _skip = false; _part = "PartGeneric"; };
Nice Script. But I figured out some Problems:
- When Stripping at ATVs is enabled you can Strip 4 windows but ATVs dont have windows.
- You can't strip LMWheel, RMWheel, Avionics and VRotor.
- Also I'm not sure if ex. the choppers and Ikarus have more than 6 Windows but while testing I only cound shoot 6.
To fix the Problem with the missing parts to strip edit fn_SelfActions.sqf.
Search:
and add underneath:Code:if(_skip and _x == "HitRBWheel") then { _skip = false; _part = "PartWheel"; };
Code:if(_skip and _x == "HitLMWheel") then { _skip = false; _part = "PartWheel"; }; if(_skip and _x == "HitRMWheel") then { _skip = false; _part = "PartWheel"; }; if(_skip and _x == "HitBody") then { _skip = false; _part = "PartGeneric"; }; if(_skip and _x == "HitAvionics") then { _skip = false; _part = "PartGeneric"; }; if(_skip and _x == "HitVRotor") then { _skip = false; _part = "PartGeneric"; };