Author Topic: DAYZ MOD VEHICLE  (Read 10029 times)

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thegod

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DAYZ MOD VEHICLE
« on: May 20, 2012, 05:10:18 am »
Hello with my script if i spawn any vehicle and i enter inside, the server kill me, any fix for it?

Ruscheater

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Re: DAYZ MOD VEHICLE
« Reply #1 on: May 20, 2012, 09:29:53 am »
It is easy to bypass.

Here's the code that checks vehicle:
Code: [Select]
//CheckVehicle
if (_refObj != player) then {
_isSync =_refObj getVariable ["ObjectID",0] > 0;
if (!_isSync) then {
_veh allowDamage true;
_veh setDamage 1;
player setDamage 1;
};
};
No ID => no vehicle

You have to add vehicle ID, like in local_createObj.sqf (local_createObj function)
Code: [Select]
diag_log ("PUBLISH: Result " + str(_result));
if (count _result > 1) then {
_id = _result select 1;
_object setVariable ["ObjectID", _id, true];
diag_log ("PUBLISH: Created " + (_class) + " with ID " + str(_id));
};

So just add the ID to your vehicle via _vehicle setVariable ["ObjectID", 123456, true];
« Last Edit: May 20, 2012, 09:35:37 am by Ruscheater »
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i mss old ofp

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Re: DAYZ MOD VEHICLE
« Reply #2 on: May 20, 2012, 09:50:33 am »
It is easy to bypass.

Here's the code that checks vehicle:
Code: [Select]
//CheckVehicle
if (_refObj != player) then {
_isSync =_refObj getVariable ["ObjectID",0] > 0;
if (!_isSync) then {
_veh allowDamage true;
_veh setDamage 1;
player setDamage 1;
};
};
No ID => no vehicle

You have to add vehicle ID, like in local_createObj.sqf (local_createObj function)
Code: [Select]
diag_log ("PUBLISH: Result " + str(_result));
if (count _result > 1) then {
_id = _result select 1;
_object setVariable ["ObjectID", _id, true];
diag_log ("PUBLISH: Created " + (_class) + " with ID " + str(_id));
};

So just add the ID to your vehicle via _vehicle setVariable ["ObjectID", 123456, true];

sorry thegod it was me or joopig spawning the death traps .. i did try to kill players befor they got in the plane or helli of death,. but it was funny how long it took players to trust what thay saw was real , lol ... every player on dayz took a good 10 to 15 min befor they would get in plane, i think joopig recorded some guy begging not to be ban if he got in the plane that he just wanted to fly it but he didn't make it, and maybe 20 min later he decided to get in and died ,lmao....
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thegod

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Re: DAYZ MOD VEHICLE
« Reply #3 on: May 20, 2012, 03:33:37 pm »
It is easy to bypass.

Here's the code that checks vehicle:
Code: [Select]
//CheckVehicle
if (_refObj != player) then {
_isSync =_refObj getVariable ["ObjectID",0] > 0;
if (!_isSync) then {
_veh allowDamage true;
_veh setDamage 1;
player setDamage 1;
};
};
No ID => no vehicle

You have to add vehicle ID, like in local_createObj.sqf (local_createObj function)
Code: [Select]
diag_log ("PUBLISH: Result " + str(_result));
if (count _result > 1) then {
_id = _result select 1;
_object setVariable ["ObjectID", _id, true];
diag_log ("PUBLISH: Created " + (_class) + " with ID " + str(_id));
};

So just add the ID to your vehicle via _vehicle setVariable ["ObjectID", 123456, true];


Ok i have do it and it work thanks !!
« Last Edit: May 20, 2012, 03:44:39 pm by thegod »

Ruscheater

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Re: DAYZ MOD VEHICLE
« Reply #4 on: May 20, 2012, 03:54:28 pm »
Enjoy :)

Give free Abrams or F35 for all! :)
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thegod

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Re: DAYZ MOD VEHICLE
« Reply #5 on: May 20, 2012, 04:02:37 pm »
that is wat i am doing f35 CH_47 and Arbams!!! XD

MrMedic

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Re: DAYZ MOD VEHICLE
« Reply #6 on: May 20, 2012, 07:35:21 pm »
It is easy to bypass.

Here's the code that checks vehicle:
Code: [Select]
//CheckVehicle
if (_refObj != player) then {
_isSync =_refObj getVariable ["ObjectID",0] > 0;
if (!_isSync) then {
_veh allowDamage true;
_veh setDamage 1;
player setDamage 1;
};
};
No ID => no vehicle

You have to add vehicle ID, like in local_createObj.sqf (local_createObj function)
Code: [Select]
diag_log ("PUBLISH: Result " + str(_result));
if (count _result > 1) then {
_id = _result select 1;
_object setVariable ["ObjectID", _id, true];
diag_log ("PUBLISH: Created " + (_class) + " with ID " + str(_id));
};

So just add the ID to your vehicle via _vehicle setVariable ["ObjectID", 123456, true];
It looks like they STOLE that idea from Hg's mission , typically no credits for the guy who first made it either , says it all really.
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XJ

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Re: DAYZ MOD VEHICLE
« Reply #7 on: May 20, 2012, 09:02:18 pm »
It looks like they STOLE that idea from Hg's mission , typically no credits for the guy who first made it either , says it all really.

But then one would have to go after TeeTime and Issetea too, for they have done the very same with the stats script.  :heckler1

MrMedic

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Re: DAYZ MOD VEHICLE
« Reply #8 on: May 21, 2012, 01:11:24 am »
XJ you the man. :icon_thumbsup

Anyone seen the latest post from gerk. battleye has just recieved a swift kick in the balls.

http://tkc-community.net/forum/index.php?topic=10899

It's a free for all , anyone can mod-app it.
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XJ

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Re: DAYZ MOD VEHICLE
« Reply #9 on: May 21, 2012, 05:00:25 am »
XJ you the man. :icon_thumbsup

Anyone seen the latest post from gerk. battleye has just recieved a swift kick in the balls.

http://tkc-community.net/forum/index.php?topic=10899

It's a free for all , anyone can mod-app it.

Hasn't the OFP/ArmA series always been a FFA hack fest? :D

MrMedic

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Re: DAYZ MOD VEHICLE
« Reply #10 on: May 21, 2012, 02:38:56 pm »
XJ you the man. :icon_thumbsup

Anyone seen the latest post from gerk. battleye has just recieved a swift kick in the balls.

http://tkc-community.net/forum/index.php?topic=10899

It's a free for all , anyone can mod-app it.

Hasn't the OFP/ArmA series always been a FFA mod-app fest? :D

lol I suppose it has.
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XJ

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Re: DAYZ MOD VEHICLE
« Reply #11 on: May 21, 2012, 08:58:07 pm »
I seem to have fans who can't miss a chance to give me -1. Know that your efforts are not in vain, i appreciate it!

To get back on topic:

I think the most hilarious thing that can be done with vehicles in DayZ is spawning one that actually has a chance of spawning, meaning is in the DayZ vehicle array. Then shoot tires and windows out to make it look even more legit. Pick a highly frequented location, any road leading north should work, and then watch as people will be overwhelmed with happiness when they find what seems to be one of the rare cars, just for you to abruptly end their moment of joy seconds later by dispatching a .50 round to their face from a well-chosen sniper spot.

Call me a sick fuck if you want, but I believe that game-mod-apping in general, even more so on such an innovative mod as DayZ, should be as creative as possible. Or I might just be trying to find an excuse for the fact that I love to mess with people's minds, especially on a mod where 90% of the players seem to rage about every little thing.  :icon_devil

Gerk

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Re: DAYZ MOD VEHICLE
« Reply #12 on: May 21, 2012, 09:05:00 pm »
I seem to have fans who can't miss a chance to give me -1. Know that your efforts are not in vain, i appreciate it!
I just +1 you, yes there are lots of haters around. What did you expect? Info people post help some individuals and has a negative affect on others (envy, anger)

Bombticktick

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Re: DAYZ MOD VEHICLE
« Reply #13 on: May 22, 2012, 11:19:09 am »
Edit. Nvm I got it. Thanks for the post though.
« Last Edit: May 22, 2012, 12:21:38 pm by Bombticktick »

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Re: DAYZ MOD VEHICLE
« Reply #14 on: May 22, 2012, 01:28:37 pm »
I seem to have fans who can't miss a chance to give me -1. Know that your efforts are not in vain, i appreciate it!
I just +1 you, yes there are lots of haters around. What did you expect? Info people post help some individuals and has a negative affect on others (envy, anger)

It is obvious who they are and when they -1 you it just proves you are doing it the right way. :icon_laugh
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