DirtySanchez

["EconomyFlush",true,true]Exile (R3F+Arma3Sling) Attach Lift/Tow Equipment

4 posts in this topic

It seems vehicle farming has become an easy money maker, just fly around, spot, wait 10seconds and off to the trader where their buddy is sitting waiting for them to arrive with the fresh vehicle, hes probably waiting at the trader playing that dam Scratchies game :) !

So I had a plan, make em work for it.

Detail:

All vehicles spawn in with R3F and Sling disabled.(4 exile mod server files)

Spoiler

_vehicleObject setVariable ["R3F_LOG_disabled",true,true];
_vehicleObject enableRopeAttach false;

Cars / Air / Boat have new Interaction Menu (class LiftTow) and the script (DPClient_object_vehicle_attach_lifttow.sqf)

Spoiler

   class LiftTow: ExileAbstractAction
   {
    title = "Attach Lift/Tow Equipment";
    condition = "((locked ExileClientInteractionObject) < 2) && (ExileClientInteractionObject getvariable ['R3F_LOG_disabled',true])";
    action = "[]execVM 'scripts\DPClient_object_vehicle_attach_lifttow.sqf'";
   };

Spoiler
/*
 DonkeyPunch Gaming Community
http://DonkeyPunch.INFO
 =RAV=MusTanG(DirtySanchez)
 Arma 3 Gaming Community
=RAV= | NightCrew | EFB | Nex Corvus | MM | ARC | BLG | [NERD] | ?do you fit here?
 
DPClient_object_vehicle_attach_lifttow.sqf
 
*/
private["_ct",""];
if !('Exile_Item_Foolbox' in (magazines player)) then {hint "You need a Foolbox and a Lift-Tow Kit to perform this action";} else
{
 if !('DP_Item_LiftTow_Kit' in (magazines player)) then {hint "You need a Lift-Tow Kit to perform this action";} else
 {
  _ct=cursorTarget;
  player playMove "AinvPknlMstpSlayWrflDnon_medic";
  sleep 6;
  player switchmove ""; //incase get stuck in animation
  player removeMagazine "DP_Item_LiftTow_Kit";
  _ct setVariable ["R3F_LOG_DISABLED",false,true];
 };
};

Only Unlocked and World Spawn vehicles can have Lift/Tow Equipment attached.

Added craftable inventory item (DP_Item_LiftTow_Kit) to my DonkeyPuncheD addon to make it fancier for my players and any server owners who decide to utilize this, but any server owner knows they can use anything to fulfill their needs.

Crafting this item(Mine as Example):

Spoiler

 class DP_Craft_LiftTow_Kit: Exile_AbstractCraftingRecipe
 {
  name = "Craft Lift-Tow Kit";
  pictureItem = "DP_Item_LiftTow_Kit";
  returnedItems[] =
  {
   {1, "DP_Item_LiftTow_Kit"}
  };
  components[] =
  {
   {2, "Exile_Item_Rope"},
   {1, "Exile_Item_MetalBoard"},
   {1, "Exile_Item_MetalScrews"},
  };
 };

2016-01-27_00001.thumb.jpg.bf644296e1ef7

2016-01-27_00003.thumb.jpg.094428e729d36

2016-01-27_00004.thumb.jpg.9bfa8ebb40935

CODE:

ExileServer_object_vehicle_createNonPersistentVehicle.sqf

Spoiler

AFTER:    

_vehicleObject setFuel (random 1);

INSERT:

_vehicleObject setVariable ["R3F_LOG_disabled",true,true];
_vehicleObject enableRopeAttach false;

ExileServer_object_vehicle_createPersistentVehicle.sqf

Spoiler

AFTER:

_vehicleObject setVariable ["ExileAccessCode", _pinCode];

INSERT:

_vehicleObject setVariable ["R3F_LOG_disabled",true,true];
_vehicleObject enableRopeAttach false;

ExileServer_object_vehicle_database_load.sqf

Spoiler

EIther before or after:

_vehicleObject enableSimulationGlobal false;

INSERT:

_vehicleObject setVariable ["R3F_LOG_disabled",true,true];
_vehicleObject enableRopeAttach false;

ExileServer_system_trading_network_purchaseVehicleRequest.sqf(optional, they did just buy it right?)

Spoiler

AFTER:

 _vehicleObject setVariable ["ExileIsLocked",0];

INSERT:
 _vehicleObject setVariable ["R3F_LOG_disabled",true,true];
 _vehicleObject enableRopeAttach false;

 

Edited by DirtySanchez
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One to Activate your vehicle f or entire restart and one for each vehicle you lift or tow. It's cheap compared to these vanilla prices.

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