Last update: [2017-12-04], v1.4 (see changelog)
All credits goes to its original authors:
- DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!). Visit them on github
- Maca134 for orginal color vehicle script.
- Zupa for the idea of painting vehicles in two different colors.
- 0verHeaT for script public release - this version we are updating for 1.0.6.1+ (see original thread)
- raymix for list of paintable vehicles for this script (see original thread)
- Vehicles can be painted in two different colors
- Only vehicles which you own can be painted (vehicles with key)
- Only vehicles in
ColourVehicles
array can be painted - Script is designed to be used along with Single currency. Player will pay for painting vehicles
- UPDATED: Color values are saved in the worldspace field in database
- NEW: Vehicles can be unpainted to default state (default textures are loaded)
- UPDATED: Vehicles can be painted using GUI with visual enhancements. Use PaintVehicles
defines.hpp
for defining custom GUI color scheme - UPDATED: Script is now fully compatible with Virtual Garage and Vehicle Key Changer (VKC) script thanks to @salival (2017-08-22). All scripts by @salival and this one prior update date should be upgraded to get much better player experience!
- What needs to be done:
- #todo: update vehicle classes in
ColourVehicles
array
- #todo: update vehicle classes in
We are not using common way how is script included to current folder structure (like grab it and put to the root of mission folder) - that's why read carefully, use repo folder structure (or similar) and compare tool like diffmerge!
For client side we need these folders in the root of your MPMissions\Dayz_Epoch_11.Chernarus
folder:
- actions: we will store file with scroll action menu command
Paint vehicle
here - compile: we will store core script client files here
- Configs: we will store defines && dialog config files for script GUI here
- gui: we will store your "Money" or "Coins" picture here
- init: we will load all compiles, variables and public eventhandlers from here
... and finaly files:
- description.ext: we will load your defines and dialogs from here via
master.hpp
- init.sqf: we will load your custom compiles, variables and public EH from here
For server side (dayz_server
) we need to touch these files:
- compiles\server_paintVehicles.sqf (needs to be created)
- compiles\server_updateObject.sqf
- system\server_monitor.sqf
- init\server_functions.sqf
// Add an exception to publicvariable.txt
!="PVDZE_veh_Color"
// Add an exception to allowed dialogs
571113
...that's all, Have Fun!!
Date | Version | Description |
---|---|---|
[2017-05-22] | v1.0 | Initial release |
[2017-05-27] | v1.1 | Optimized compiles: 5 files reduced to 1 main file. See changes: [commit ae29c13] |
[2017-08-20] | v1.2 | Regular code maintenance. See changes: [commit 682f99a] , [commit 7cd8fce] |
[2017-10-23] | v1.3 | Roll back to full version of player_forceSave (uniCoins fix: Issue not related to script itself) |
[2017-12-04] | v1.4 | Safer manipulation with data sending to server. Basic defines fix - from sqf to hpp. See changes: [commit 2735dea] |