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ubeydullah.kiliclioglu

remove items like gates without mods..?

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Hello, Can someone help me set up commands with which I can delete items? (e.g. Gates) I don't have any mods installed on my server and would like to keep it that way. There are a bunch of servers on which I saw that you could delete items with commands and completely without mods or without server side mods. It doesn't necessarily have to be a command with which I can delete items. It would also be fine if there was a tool like e.g. CFtools with which you could do all this... thanks in advance.

Edited by ubeydullah.kiliclioglu
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3 minutes ago, ubeydullah.kiliclioglu said:

Hello, Can someone help me set up commands with which I can delete items? (e.g. Gates) I don't have any mods installed on my server and would like to keep it that way. There are a bunch of servers on which I saw that you could delete items with commands and completely without mods or without server side mods. It doesn't necessarily have to be a command with which I can delete items. It would also be fine if there was a tool like e.g. CFtools with which you could do all this... thanks in advance.

You can create your own console admin tool or I can give you mine, anyway with that stuff you could remove the objects without anykind of server mods and etc. Coz it would be only script that would be triggered by you input in local chat channel...

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11 minutes ago, Sid Debian said:

You can create your own console admin tool or I can give you mine, anyway with that stuff you could remove the objects without anykind of server mods and etc. Coz it would be only script that would be triggered by you input in local chat channel...

It would be GREAT if I could take over the tool from you, as I'm not very familiar with scripting yet.

 

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This requires a specific requirement document. How do you need to retrieve items, how do you need to delete items, and then find someone to customize a server mod...

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4 hours ago, DcrClub said:

This requires a specific requirement document. How do you need to retrieve items, how do you need to delete items, and then find someone to customize a server mod...

It's not required a server mod, it's required only script that shall be executed on the server from chat event, and shall has 2 functions:

1) check objects in range X.

2) removing object by ID from list.

 

Don't make everything more complicated then it should...

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15 hours ago, Sid Debian said:

It's not required a server mod, it's required only script that shall be executed on the server from chat event, and shall has 2 functions:

1) check objects in range X.

2) removing object by ID from list.

 

Don't make everything more complicated then it should...

Do you want to implement it in init.c? This requirement must be solved by adding additional code.

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On 5/31/2024 at 6:05 AM, DcrClub said:

Do you want to implement it in init.c? This requirement must be solved by adding additional code.

I didn't want to implement it, it's already implemented. Just need to create the separate script file (just for clean code). I use that approach since 1.01 patch.

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On 6/1/2024 at 11:39 PM, Sid Debian said:

我不想实现它,它已经实现了。只需要创建单独的脚本文件(仅用于干净的代码)。我从 1.01 补丁开始使用这种方法。

I don't understand. If you don't use code to handle player chat messages. How do you listen to specific user commands? There is no such function in the official code of dayz, is there?

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17 hours ago, DcrClub said:

I don't understand. If you don't use code to handle player chat messages. How do you listen to specific user commands? There is no such function in the official code of dayz, is there?

So I think you are not really good familiar with DayZ event Systems, so let me help you at the base other stuff You will done by your own hands because I'm not interesting to do everything instead of others.

  1. Head up to init.c and open it.
  2. find there: c'ass CustomMission : MissionServer and write next code like it shall be in expample at the bottom:
class CustomMission : MissionServer {
  void MyMissionSmallAdminTool(ChatMessageEventParams chat_params) {
    if (chat_params.param2 == "My Beautifull NaMe") {
      if (chat_params.param3 == "Some kind of command") {
        // Do What do you wish to do...
      } else {return;}
    } else {return;}
  }
  override void OnEvent(EventType eventTypeId, Param params) {
    ChatMessageEventParams chat_params = NULL:
    switch (eventTypeId) {
      case ChatMessageEventTypeID: {
        chat_params = ChatMessageEventParams.Cast(params);	// This item has 3 items in array
        if (chat_params.param2 != "" && chat_params.param3 != "") {	// Trigger if message and sender of message ain't Empty
          MyMissionSmallAdminTool(chat_params);	// Pass the info to ours fnc
        }
        super.OnEvent(eventTypeId, params);	// We are processed chat event, so let chat message will appears in chat log
        break;
      }
      default: {
        super.OnEvent(eventTypeId, params);	// We got any other event so let event happens
    }
  }
};

As you can see that stuff requires no special ****ing addons or any other stuff. Only the overriding of 1 event and also several aditional funstions.

It's the base, other - implement by your own hands. With my regards and cheers!

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8 hours ago, Sid Debian said:

So I think you are not really good familiar with DayZ event Systems, so let me help you at the base other stuff You will done by your own hands because I'm not interesting to do everything instead of others.

  1. Head up to init.c and open it.
  2. find there: c'ass CustomMission : MissionServer and write next code like it shall be in expample at the bottom:

class CustomMission : MissionServer {
  void MyMissionSmallAdminTool(ChatMessageEventParams chat_params) {
    if (chat_params.param2 == "My Beautifull NaMe") {
      if (chat_params.param3 == "Some kind of command") {
        // Do What do you wish to do...
      } else {return;}
    } else {return;}
  }
  override void OnEvent(EventType eventTypeId, Param params) {
    ChatMessageEventParams chat_params = NULL:
    switch (eventTypeId) {
      case ChatMessageEventTypeID: {
        chat_params = ChatMessageEventParams.Cast(params);	// This item has 3 items in array
        if (chat_params.param2 != "" && chat_params.param3 != "") {	// Trigger if message and sender of message ain't Empty
          MyMissionSmallAdminTool(chat_params);	// Pass the info to ours fnc
        }
        super.OnEvent(eventTypeId, params);	// We are processed chat event, so let chat message will appears in chat log
        break;
      }
      default: {
        super.OnEvent(eventTypeId, params);	// We got any other event so let event happens
    }
  }
};

As you can see that stuff requires no special ****ing addons or any other stuff. Only the overriding of 1 event and also several aditional funstions.

It's the base, other - implement by your own hands. With my regards and cheers!

Therefore, it is also necessary to write code to realize this function. to rewrite the events triggered by the server when the player chats. however, I rewrite OnEvent events in the MissionServer. I don't like init.c, which will make init.c very bloated... in addition, the include method is not very good. I mount the pbo file of the module into-servermod = @ servermod when the server starts.

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4 hours ago, DcrClub said:

Therefore, it is also necessary to write code to realize this function. to rewrite the events triggered by the server when the player chats. however, I rewrite OnEvent events in the MissionServer. I don't like init.c, which will make init.c very bloated... in addition, the include method is not very good. I mount the pbo file of the module into-servermod = @ servermod when the server starts.

Then find your own methods how to shoot own leg. I'd written most simple way without any kinds of mods client/server sides. If you don't like it to be honest it's not my problem 🙂

Anyway - have fun.

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On 3/24/2024 at 2:59 PM, Sid Debian said:

You can create your own console admin tool or I can give you mine, anyway with that stuff you could remove the objects without anykind of server mods and etc. Coz it would be only script that would be triggered by you input in local chat channel...

On 6/3/2024 at 11:45 PM, Sid Debian said:

So I think you are not really good familiar with DayZ event Systems, so let me help you at the base other stuff You will done by your own hands because I'm not interesting to do everything instead of others.

  1. Head up to init.c and open it.
  2. find there: c'ass CustomMission : MissionServer and write next code like it shall be in expample at the bottom:

class CustomMission : MissionServer {
  void MyMissionSmallAdminTool(ChatMessageEventParams chat_params) {
    if (chat_params.param2 == "My Beautifull NaMe") {
      if (chat_params.param3 == "Some kind of command") {
        // Do What do you wish to do...
      } else {return;}
    } else {return;}
  }
  override void OnEvent(EventType eventTypeId, Param params) {
    ChatMessageEventParams chat_params = NULL:
    switch (eventTypeId) {
      case ChatMessageEventTypeID: {
        chat_params = ChatMessageEventParams.Cast(params);	// This item has 3 items in array
        if (chat_params.param2 != "" && chat_params.param3 != "") {	// Trigger if message and sender of message ain't Empty
          MyMissionSmallAdminTool(chat_params);	// Pass the info to ours fnc
        }
        super.OnEvent(eventTypeId, params);	// We are processed chat event, so let chat message will appears in chat log
        break;
      }
      default: {
        super.OnEvent(eventTypeId, params);	// We got any other event so let event happens
    }
  }
};

As you can see that stuff requires no special ****ing addons or any other stuff. Only the overriding of 1 event and also several aditional funstions.

It's the base, other - implement by your own hands. With my regards and cheers!

 after a year I have the solution to my problem😄 I tried to create a script like this but couldn't do it. Thanks, that's a good basis, I hope I can do it.

Thank you so much!! 

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