machine6fd

Add water barrels to all territories

13 posts in this topic

 

* Tested and working.but seems a bit taxing... i'll check it out more on a live server. 

Execute with: [[0,0,0], 10000] execVM "barrel.sqf"; possibly in initserver.sqf

private["_position","_radius","_allFlags","_barrel"];

_position = [_this, 0, [0,0,0], [[]], 3] call BIS_fnc_param;
_radius = [_this, 1, 0, [0]] call BIS_fnc_param;

_allFlags = nearestObjects [_position, ["Exile_Construction_Flag_Static"], _radius];
{
    _barrel = createVehicle ["Land_BarrelWater_F", (_x modelToWorld [2, 2, 0]), [], 0, "CAN_COLLIDE"];
    _barrel setDir (direction _x);
}forEach _allFlags;

then save this as barrel.sqf

 

Video:

Edited by machine6fd
Updated
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It need a add-on to include it in der original Exile building system! 

Your script is no building it is just spawning with a Object  that is no new building part then you must define you question exactly 

Edited by SLB2k11

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It need a add-on to include it in der original Exile building system! 

Your script is no building it is just spawning with a Object  that is no new building part then you must define you question exactly 

Sorry for my bad interpretation skills but what i'm saying is you need to have some sort of client side addon perhaps to add mobility and saving of the object to the database. My way is just going to spawn the object at the base. and it should be useable since the code is only looking for Land_BarrelWater_F to run the fill script.

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would it not be easier to add to the craftable list ? that way you can decide if you want it and what it takes to make it .

from what i can see you could even craft the water dispenser like in the safe zone as a craftable if you choose .

Edited by Fatboy
update

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