[Support] DZGM

I'm having this same exact issue. None of us are in current groups from what I can tell. We are freshly logging into game server and I right-click on radio and load the menu. I then click on the player I want to invite but no "invite" button in middle appears. Keep in mind, the other player is a fresh login as well, so we both haven't created a group as of yet. Any ideas?


Having a SLIGHT issue.. basically menu pops up.. but no invite or anything..

887c29e5ef.jpg
 
Having a SLIGHT issue.. basically menu pops up.. but no invite or anything..


Everyone, I've figured this one out! For those that are still having issues with your menu showing up and not displaying "Invite" icon after selecting a player that is NOT currently within a group. The key thing to check is to ensure you have the correct "dzgm" folder.

I know it sounds stupid but that was my fix. I run an Overpoch server and I was trying to use 1.8.1/Overwatch (dzgm) folder because "Overwatch" confused me due to me running an Overpoch server, which in fact, is the WRONG folder. If you're running Plot4Life mod, you then want to use the Plot4Life (dzgm) folder from the "MASTER" download (.zip) file that Ebay has kindly provided us!

Another key thing to look for is on step 4 through 5...

You want to ensure these steps are correct if you're running Epoch or a Overpoch server. Don't get confused with using Overwatch files and compile calls.


4. In player_switchModel.sqf:
Find this: _oldUnit = player;
Add below: _oldGroup = group player;

Find this: selectPlayer _newUnit;

Add below (for Epoch):
Code (Text):
if ((count units _oldGroup > 1) && (!isNil "PVDZE_plr_LoginRecord")) then {[player] join _oldGroup;};


5. For Epoch:

1. Add this to compiles.sqf:
Code (Text):
if (!isDedicated) then {
dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\dayz_spaceInterrupt.sqf";
};

2. Copy dayz_spaceInterrupt.sqf from @DayZ_Epoch\addons\dayz_code\actions\ to the mission \custom\ folder

3. At the bottom of dayz_spaceInterrupt.sqf find the very last occurrence of _handled
Add right above that:
Code (Text):

if ((_dikCode == 0xDB) or (_dikCode == 0xDC)) then {
if (tagname) then {tagname = false;} else {tagname = true;};
};

(If you running Snap Build Pro -- Your might want to remove this line below) -- Because Snap Build uses "Right Ctrl" as well. Best thing is to tie your Group Management Menu to a Radio!

if (_dikCode == 0x9D) then {
if (dialog) then {closeDialog 0;groupManagementActive = false;} else {[] execVM "dzgm\loadGroupManagement.sqf";};
};


if (_dikCode in actionKeys "TacticalView") then {
[] execVM "dzgm\noTactical.sqf";
};
 
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Get this error in RPT: ErrorMessage: File mpmissions\DayZ_Epoch_11.Chernarus\dayz_code\gui\icons.hpp, line 14: /RscTitles/dzgmHud_Rsc/controls.Icons: Undefined base class 'w_RscStructuredText' ??
Made a call for icons.hpp in ATD_Hud.h, got it to run. Game launched but then i had made a fault path to loadGroupManagement.sqf. After i corrected that i got this error...

Babelfish
 
Ebay,

I noticed you taken away the bluefor icon next to players name and it now shows just a white name. Is there a way to change the color of the players and leaders name to blue. The small white text isn't very easy to see for us old folks lol
 
Ok I installed this and went over it and over it.
Looks all good I see the I am here make on the map and when I log in I get the message on the bottom left saying to right click the radio to get menu.
But when I click the radio nothing happens no menu where should I start? nothing show in my RPT log also.
 
ok here ya go
private ["_control","_button","_parent","_group","_pos","_item","_conf","_name","_cfgActions","_numActions","_height","_menu","_config","_type","_script","_outputOriented","_compile","_array","_outputClass","_outputType"];
disableSerialization;
_control = _this select 0;
_button = _this select 1;
_parent = findDisplay 106;

//if ((time - dayzClickTime) < 1) exitWith {};
if (!DZE_SelfTransfuse && ((gearSlotData _control) == "ItemBloodBag")) exitWith {};
if (_button == 1) then {
//dayzClickTime = time;
_group = _parent displayCtrl 6902;

_pos = ctrlPosition _group;
_pos set [0,((_this select 2) + 0.48)];
_pos set [1,((_this select 3) + 0.07)];

_item = gearSlotData _control;

_conf = configFile >> "cfgMagazines" >> _item;
if (!isClass _conf) then {
_conf = configFile >> "cfgWeapons" >> _item;
};
_name = getText(_conf >> "displayName");

_cfgActions = _conf >> "ItemActions";
_numActions = (count _cfgActions);
_height = 0;

//Populate Menu
for "_i" from 0 to (_numActions - 1) do
{
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow true;
_config = (_cfgActions select _i);
_type = getText (_config >> "text");
_script = getText (_config >> "script");
_outputOriented = getNumber (_config >> "outputOriented") == 1;
_height = _height + (0.025 * safezoneH);
_compile = format["_id = '%2' %1;",_script,_item];
uiNamespace setVariable ['uiControl', _control];
if (_outputOriented) then {
/*
This flag means that the action is output oriented
the output class will then be transferred to the script
&& the type used for the name
*/
_array = getArray (_config >> "output");
_outputClass = _array select 0;
_outputType = _array select 1;
_name = getText (configFile >> _outputType >> _outputClass >> "displayName");
_compile = format["_id = ['%2',%3] %1;",_script,_item,_array];
};

_menu ctrlSetText format[_type,_name];
_menu ctrlSetEventHandler ["ButtonClick",_compile];
};
_erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item);
_erc_numActions = (count _erc_cfgActions);
if (isClass _erc_cfgActions) then {
for "_j" from 0 to (_erc_numActions - 1) do
{
_menu = _parent displayCtrl (1600 + _j + _numActions);
_menu ctrlShow true;
_config = (_erc_cfgActions select _j);
_text = getText (_config >> "text");
_script = getText (_config >> "script");
_height = _height + (0.025 * safezoneH);
uiNamespace setVariable ['uiControl', _control];
_menu ctrlSetText _text;
_menu ctrlSetEventHandler ["ButtonClick",_script];
};
};
_pos set [3,_height];
//hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos];

_group ctrlShow true;
ctrlSetFocus _group;
_group ctrlSetPosition _pos;
_group ctrlCommit 0;
};

And then there's this

class ExtraRc {
class ItemRadio {
class GroupManagement {
text = "Group Management";
script = "execVM 'dzgm\loadGroupManagement.sqf'";
};
};
};
 
I believe i read this can work alongside Infistar but my version is provided through my host, they say everything is disabled for scripts to work but we can not change anything in the AH files. Will this script work without editing these?

Thanks
 
Both look ok. You sure you have this line in your compiles.sqf?
Code:
player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf";
yep right here
player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";

DZE_SNAP_BUILD_NUMKEYS = [0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0A,0x0B];
player_switchModel = compile preprocessFileLineNumbers "custom\player_switchModel.sqf";
player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf";
 
the only thing I can see is it might be this. what do you think? My publicvariable.
//new
5 "" !"PVDZE_" !"norrn" !"usec" !="remExField" !="remExFP" !="drn_AskServerDynamicWeatherEventArgs" !="BIS_effects_gepv" !="PVDZ_Server_Simulation" !="currentInvites"
5 "remExFP" !="\"remExFP\" = \[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]" !"\[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]"
 
OK how does this look?
#include "CfgServerTrader\cfgServerTrader.hpp"
#include "custom\loot\CfgBuildingLoot.hpp"
respawn = "BASE";
respawndelay = 5;
onLoadMission="DayZ_Epoch Napf";
OnLoadIntro = "Welcome to Napf";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
disabledAI = true;
disableChannels[]={0,2,6};
enableItemsDropping=0;


briefing = 0;
debriefing = 0;

onPauseScript = "";
loadScreen = "splash.jpg";

class Header
{
gameType = COOP; //DM, Team, Coop, ...
minPlayers = 1; //min # of players the mission supports
maxPlayers = 100; //Max # of players the mission supports
};

aiKills = 1;
diagRadio = 1;
diagHit = 1;

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;
};
class RscPicture
{
access=0;
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="TahomaB";
sizeEx=0;
lineSpacing=0;
text="";
};
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};
};
};
};
#include "admintools\dialog.hpp"
#include "custom\snap_pro\snappoints.hpp"
#include "custom\extra_rc.hpp"

#include "dzgm\defines.hpp"
class RscTitles
{
#include "dzgm\icons.hpp"
};
#include "dzgm\groupManagement.hpp"
Do I have to turn on radio somewhere?
What about the difficult level?
this is just driving my crazy :(
 
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I've got a interesting issue :)
After installing this, the mod itself works perfectly, the UI comes up, i can invite and see people in my group etc.
how ever, my character is invisible xD

Can anyone help me out ?
 
Just added this to my server for testing, having a radio in your inventory doesn't seem to be required.
 
hey how to you bring up the menu?
plz help would really lik this script on my server. I have the I am here on the map so IM close.

I assume you mean the right click on the radio option, I didn't manage to get that working, I used the hotkey which is in the tutorial. It's the optional step 2. (Requires a custom DayZ_SpaceInterrupt.SQF (The tutorial tells you how to do that too) The default key for it, is right control.
 
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