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Hienrick

Unable to place fire.

Question

Is it possible to place a fire without owning a territory. I can get as far as choosing where to place, but when I press space, nothing happens. Same with the Camo tent.

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Ah right! Thanks. Is there any Currency guide you could link me too, like a price list? Got some grinding for a territory to do it seems :P

 

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NP,

Price wise each server owner can set there own price, so its down to that server owner to publish prices.

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camp fire placement is fixable by bringing a couple client files to your mission and altering slightly.

 

You will need ExileClient_construction_thread.sqf and ExileClient_util_world_canBuildHere,sqf to be copied into your mission pbo.

In your mission pbo open config.cpp and add the correct path to the 2 files you brought foward. ie:
  

  ExileClient_construction_thread = "client_edits\ExileClient_construction_thread.sqf";

  ExileClient_util_world_canBuildHere = "client_edits\ExileClient_util_world_canBuildHere.sqf";

 

In ExileClient_construction_thread:

1. Add to line 10 private... 

,"_no_need_for_Terriotry"

2. Add after line 42:

_no_need_for_Terriotry = getArray(missionConfigFile >> "CfgTerritories" >> "noNeedForTerritory");

3. Find:

if !(_isFlagPole) then
	{
		if !((getPosAtl ExileClientConstructionObject) call ExileClient_util_world_canBuildHere) then
		{
			ExileClientConstructionCanPlaceObject = false;
			_simulatePhysics = false;
			_objectColor = "#(argb,2,2,1)color(0.91,0,0,0.6,ca)";
		};
	};

And replace with:

if !(_isFlagPole) then
	{
		if !((ExileClientConstructionObject) call ExileClient_util_world_canBuildHere) then
		{
			ExileClientConstructionCanPlaceObject = false;
			_simulatePhysics = false;
			_objectColor = "#(argb,2,2,1)color(0.91,0,0,0.6,ca)";
			ExileClientConstructionResult = 0;
		} else 
		{
			if((typeof ExileClientConstructionObject) in _no_need_for_Terriotry) then
			{
				ExileClientConstructionCanPlaceObject = true;
			};
		};
	};	

In ExileClient_util_world_canBuildHere replace all with:

private["_object","_position","_canBuildHere","_ourUID","_radius","_buildRights","_no_need_for_Terriotry"];
_object = _this;
_position = getPosAtl _object;
_canBuildHere = false;
_ourUID = getPlayerUID player;

_no_need_for_Terriotry = getArray(missionConfigFile >> "CfgTerritories" >> "noNeedForTerritory");

if((typeof _object) in _no_need_for_Terriotry) then
{
	_canBuildHere = true;
};

{
	_radius = _x getVariable ["ExileTerritorySize", -1];
	if ((_position distance2D _x) < _radius) then
	{
		_canBuildHere = false;
		_buildRights = _x getVariable ["ExileTerritoryBuildRights", []];
		if (_ourUID in _buildRights) exitWith
		{
			_canBuildHere = true;
		};
	};
}
forEach (_position nearObjects ["Exile_Construction_Flag_Static", 300]); 
_canBuildHere

I believe that is it. Hope I didn't miss anything.

 

 

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Glad to see this is on the to-do list.

 

Mr.Pig, I tested the code that you provided, and while it did allow campfires to be placed outside of a territory, it also automatically placed the campfire, and you cant place new territories (auto-placed the flag). Any ideas?

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Glad to see this is on the to-do list.

 

Mr.Pig, I tested the code that you provided, and while it did allow campfires to be placed outside of a territory, it also automatically placed the campfire, and you cant place new territories (auto-placed the flag). Any ideas?

Sounds like something is altered incorrectly... I have decreased the lines needed as some of it was redundant. This is what I have on my server:

ExileClient_util_world_canBuildHere.sqf

private["_object","_position","_canBuildHere","_ourUID","_radius","_buildRights","_no_need_for_Terriotry"];
_object = _this;
_position = getPosAtl _object;
_canBuildHere = false;
_ourUID = getPlayerUID player;

_no_need_for_Terriotry = getArray(missionConfigFile >> "CfgTerritories" >> "noNeedForTerritory");

if((typeof _object) in _no_need_for_Terriotry) then
{
	_canBuildHere = true;
};

{
	_radius = _x getVariable ["ExileTerritorySize", -1];
	if ((_position distance2D _x) < _radius) then
	{
		_canBuildHere = false;
		_buildRights = _x getVariable ["ExileTerritoryBuildRights", []];
		if (_ourUID in _buildRights) exitWith
		{
			_canBuildHere = true;
		};
	};
}
forEach (_position nearObjects ["Exile_Construction_Flag_Static", 300]); 
_canBuildHere

ExileClient_construction_thread.sqf (Removed the no territory information in here)

	if !(_isFlagPole) then
	{
		if !(( ExileClientConstructionObject) call ExileClient_util_world_canBuildHere) then
		{
			ExileClientConstructionCanPlaceObject = false;
			_simulatePhysics = false;
			_objectColor = "#(argb,2,2,1)color(0.91,0,0,0.6,ca)";
		};
	};

 

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