Zombiegirl
Member
This script was written by maca134, all I did was copy it from his github, I loved it so much I had to share it.
Link to the Github is: https://github.com/maca134/dayz-cctv
Download the zip file there!!
Installation Instructions
Without Custom fn_selfActions.sqf
TO:
Open up cctv\init.sqf to edit the config.
Find this code, around line 500-550
And add after the last }; 4. Open up cctv\init.sqf to edit the config.
And look for:
and add:
Battleye
The script only needs 1 filter exception. Although this exception will probably already be in your filters, all you need to add is:
Adding Cameras
The script uses 2 models to calculate where the CCTV should be.
Notebooks are used to activate the system. In the editor they are found at Object (small) -> Notebook
Loudspeaks are used as camera points. In the editor they are found at Object (small) -> Loudspeaker
Link to the Github is: https://github.com/maca134/dayz-cctv
Download the zip file there!!
Installation Instructions
Without Custom fn_selfActions.sqf
- Copy CCTV folder to your mission folder.
- Copy the custom folder.
- In init.sqf change the following line
TO:
Code:
call compile preprocessFileLineNumbers "custom\compiles.sqf";
Open up cctv\init.sqf to edit the config.
With Custom fn_selfActions.sqf
- Copy CCTV folder to your mission folder.
- Add neafcctv.sqf to custom folder (if it doesnt exist, create it).
- Find your custom fn_selfActions.sqf and add the following
Find this code, around line 500-550
Code:
if(dayz_tameDogs) then {
//Dog
if (_isDog and _isAlive and (_hasRawMeat) and _ownerID == "0" and player getVariable ["dogID", 0] == 0) then {
if (s_player_tamedog < 0) then {
s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\tame_dog.sqf", _cursorTarget, 1, false, true, "", ""];
};
} else {
player removeAction s_player_tamedog;
s_player_tamedog = -1;
};
if (_isDog and _ownerID == dayz_characterID and _isAlive) then {
..........
} else {
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 add after the last }; 4. Open up cctv\init.sqf to edit the config.
Code:
/////////////////////////////
// CCTV Custom self actions
_isLaptop = _cursorTarget isKindOf "Notebook";
if (_isLaptop && _canDo) then {
if (s_player_laptop < 0) then {
s_player_laptop = player addAction ["Activate Laptop", "cctv\init.sqf",_cursorTarget, 1, true, true, "", ""];
}
} else {
player removeAction s_player_laptop;
s_player_laptop = -1;
};
/////////////////////////////
And look for:
Code:
player removeAction s_player_information;
s_player_information = -1;
player removeAction s_player_fillgen;
s_player_fillgen = -1;
player removeAction s_player_fuelauto;
s_player_fuelauto = -1;
and add:
Code:
/////////////////////////////
// CCTV Custom self actions
player removeAction s_player_laptop;
s_player_laptop = -1;
/////////////////////////////
Battleye
The script only needs 1 filter exception. Although this exception will probably already be in your filters, all you need to add is:
Code:
!"cctv\init.sqf","
Code:
5 SetCamUseTi !"\"SetCamUseTi\"," !"cctv\init.sqf","
Adding Cameras
The script uses 2 models to calculate where the CCTV should be.
Notebooks are used to activate the system. In the editor they are found at Object (small) -> Notebook
Loudspeaks are used as camera points. In the editor they are found at Object (small) -> Loudspeaker