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DirtySanchez

March 14, 2017, 08:21:51 PM
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DonkeyPunch presents:
[DPBEA] DP Build Everything Arma

Requirements:
Arma 3
ALL DLC including Apex

Download:
http://steamcommunity.com/sharedfiles/filedetails/?id=883811083

BIS Forums:
https://forums.bistudio.com/topic/202761-dpbea-dp-build-everything-arma-vector-building-system/

Includes:
2300 + buildable items for any arma 3 scenario, mission, SP, MP or editor FUN!
eXpoch Vector Building system Lite
-Build from inventory (Double Click item)
-Remove built object (Left-Windows key)
-Object Snapping (NumberPad 0)
-PhysX toggle (NumberPad 3)

Shift = Fastest stepping
Ctrl = Step Down
Alt = Precision stepping

Keys Q and E as well as NUM7 and NUM9 will rotate the object
Keys PageUP and PageDOWN take care of Height of the object
Keys Home and END as well as NUM8 and NUM2 will move the object farther and closer
Keys NUM4 and NUM6 will move the object left and right
Keys NUM5 as well as BACKSPACE will reset the object to a [0,2,1] attachment point
Key NUM0 while looking at a built object will prompt you to SNAP
Key ESC will cancel out building and return the item to your inventory

If you have seen it on Altis, Stratis or Tanoa in Arma 3, I am 99.9% sure its in here
Everything from Helpers, VR, Buildings, Military to PopUp Targets and SilverWare
We even have every Shoot House and every Karts track piece, nothing was left out!

The list is so long I can not put it up here, instead its included in the mod in a neat list.
Everything was made into a CfgMagazine and the built objects into CfgVehicles.
This is a long going idea that has had many renditions and evolved with me over the last few years.
The original addon release was labeled as DonkeyPunch Addon for Exile in December of 2015.
This release is for the entire ArmA 3 community to be able to use at their pleasure.
If there are any milsims, mods or missions that would like help incorporating this into their work, give me a jingle :)
« Last Edit: March 31, 2017, 11:54:42 PM by DirtySanchez »


Website: http://DonkeyPunch.INFO  |  Discord: https://discord.me/eXpoch  |  TeamSpeak: ts3.donkeypunch.info

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DPBEA
Update pushed to Steam Workshop
[Fixed] Ammo Boxes and Crates no longer carry over original weapons/items/backpacks/magazines
[Removed] Scripted objects
[Removed] Missions folder as all build functions are preloaded
[Added] Categorized crates with 20 of each object included (all 2300 pieces split up into 25 crates)
Classnames and Crates classnames lists are included in root folder of addon.
Website: http://DonkeyPunch.INFO  |  Discord: https://discord.me/eXpoch  |  TeamSpeak: ts3.donkeypunch.info

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Server Key added per request
Website: http://DonkeyPunch.INFO  |  Discord: https://discord.me/eXpoch  |  TeamSpeak: ts3.donkeypunch.info

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This update is for all the love DPBEA is getting in its first week on Steam.
Thanks!

[FIXED] Original Arma 3 crates still had their inventory. Clear through configs.
[FIXED] Did the same to all Sling Load Pods and Containers
[CLEANED UP] Many crates had items with no picture. This is due to no editor preview available from arma 3. Changed most to Prop.jpg or alternative

[ADDED] New Menu for spawning crates. Hit CTRL+B to open the menu. Click a crate and click the spawn crate button below!
[ADDED] Optional AddAction scroll wheel to open the menu
[ADDED] Ability to turn off the crate menu should you run this on MP / Coop / Scenarios (readme for more info)

« Last Edit: March 20, 2017, 07:01:12 PM by DirtySanchez »
Website: http://DonkeyPunch.INFO  |  Discord: https://discord.me/eXpoch  |  TeamSpeak: ts3.donkeypunch.info

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After a long day of dedicated DPBEA work, it looks like Exile Compatibility is on its way.
Here are the details:
1 Override necessary

Item Details screen will show DPBEA Build Button if item is DPBEA Buildable
Territory Restrictions in place for every object and will check both player and object placement
Will save to the database with Territory ID

Most Bug Fixing and Testing is done
Need to Add Piece count checks
Need to do a bit more testing to find any more bugs / needs

These features will come with one of the next updates(edited)
Website: http://DonkeyPunch.INFO  |  Discord: https://discord.me/eXpoch  |  TeamSpeak: ts3.donkeypunch.info

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Re: [DPBEA] DonkeyPunch Build Everything Arma

McToffee Reply 5 March 21, 2017, 02:22:56 PM

So this is like the Exile Extended Base mod... but on steroids? If so, that sounds incredible!


ADMIN EDIT: EBM pfffffft
« Last Edit: March 21, 2017, 02:43:10 PM by DirtySanchez »

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@McToffee
Fortunately I was the original author of donkeypunch addon for exile which has 2300 buildables and alot more too
I released that in December of 2015 and is now on hold being imported into eXpoch.

Just to set the record straight ;)
Here is the original release which was also on exilemod forums when released as well.

http://epochmod.site.nfoservers.com/donkeypunch/index.php?topic=440.0
« Last Edit: March 21, 2017, 02:42:16 PM by DirtySanchez »
Website: http://DonkeyPunch.INFO  |  Discord: https://discord.me/eXpoch  |  TeamSpeak: ts3.donkeypunch.info

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Re: [DPBEA] DonkeyPunch Build Everything Arma

McToffee Reply 7 March 21, 2017, 03:29:06 PM

ahhh i see! Thank you the info. I do like to be informed :)  Looking forward to checking out the Exile version on release, and thanks for all the other releases you contribute too, much appreciated!

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@McToffee

No Problem bud,

Someone else I was chatting with forgot about the features I had.
Every door on those bigger buildings was individually lockable
and the exile lock was a whole Building Master Lock, lock it all down at once!

Besides that 1000+ custom skins, 3 full sets of traders Hero/Bandit  BlackMarket, it was jam packed.
Most of it is ported into eXpoch already and the rest will come soon

Thanks bud, have a great week ahead
Website: http://DonkeyPunch.INFO  |  Discord: https://discord.me/eXpoch  |  TeamSpeak: ts3.donkeypunch.info

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DP Build Everything Arma
Passed out at the keyboard last night, felt it necessary to stall this update till today.
Many tests back and forth making sure the main functionality of DPBEA was kept while adding in full compatibility for all these mods.
So far 5 MP mods Epoch / Wasteland / Altis Life / eXpoch / Exile are all setup for compatibility.
If any of these are recognized during arma startup the crate menu and inventory button does not load retaining the mods security.

This update is really about full Exile compatibility as mentioned in yesterday afternoons announcement.
Various fixes and updates have been done in the extra time as well as upgrades to DPBEA itself.
[Added] Move Objects    -      Ctrl+LeftWindows Key while looking at a built object brings up move prompt Yes/No
[Upgraded]  Added Inventory GUI Button for Scenario's when resumed can restart the building system
[Cleaned Up] All code and files were cleaned up a bit and renamed for continuity across the mod.

Also added a "Mod Support" folder to the addon.
Inside will be any releases for compatible mods.
Exile, Altis Life and Wasteland releases were included and are also available on my github

Epoch is getting final touches on our custom vector building system and will be released with the next update.

Website: http://DonkeyPunch.INFO  |  Discord: https://discord.me/eXpoch  |  TeamSpeak: ts3.donkeypunch.info

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Re: [DPBEA] DonkeyPunch Build Everything Arma

DirtySanchez Reply 10 March 26, 2017, 09:22:19 AM

[Split] DPBEA into a Core and an Expansions pbo for separate releases on Steam
[Naming] Build Everything Arma Core and Build Everything Arma Expansions.
[Future] More Build Everything Arma XXX releases including JBAD, OCP and more
[Added] Epoch constructions compatibility for using their Dynamic Interactions System with DPBEA Built Objects
[Added] Epoch Vector Building Systsem
[Added] Epoch Custom Keys will modify Vector Building keystrokes
[Fixed] Most objects inherited "DestructNo" from my fun config work and were indestructible
[Added] Extra config entries for future features for eXpoch and Exile door locking

Update should be pushed out today after a few more final tests.
Website: http://DonkeyPunch.INFO  |  Discord: https://discord.me/eXpoch  |  TeamSpeak: ts3.donkeypunch.info

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Re: [DPBEA] DonkeyPunch Build Everything Arma

DirtySanchez Reply 11 March 27, 2017, 01:42:06 PM

DP Build Everything Arma
[Added] Large Rocks and Targets were not inheriting DPBEA Epoch/Exile configs properly for Move / Remove options
[Changed] DPBEA Menu retitled to Build Everything Arma
[Upgrade] Categories Drop down now has new categories than just crates
[Upgrade] Categories now include individual objects based on what DPBEA mods are loaded since more are coming
[NEW] Crates_Core / Crates_eXpansions / Objects_Core / Objects_eXpansions
[Info] Object(s) categories display all 2300+ items if using both Core and eXpansions versions of DPBEA
[Info] Objects will spawn as an item in your inventory
[3rd Check] Verify all items have a picture or a props picture of a "?"
[Coming Soon] DPBEA JBAD and OCP are dumped and configured for initial testing - first upload within 48hours
Website: http://DonkeyPunch.INFO  |  Discord: https://discord.me/eXpoch  |  TeamSpeak: ts3.donkeypunch.info

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Re: [DPBEA] DonkeyPunch Build Everything Arma

DirtySanchez Reply 12 March 28, 2017, 11:40:08 AM

Website: http://DonkeyPunch.INFO  |  Discord: https://discord.me/eXpoch  |  TeamSpeak: ts3.donkeypunch.info

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Re: [DPBEA] DonkeyPunch Build Everything Arma

DirtySanchez Reply 13 August 24, 2017, 04:58:18 PM

:arrow_double_up: :new: | DP Build Everything Arma Core
@Server Hosts
Community suggestion from steam workshop:
🔫Sgt 🆂Ⓜ️🅰🆂🅷 22 hours ago 
Is there a way to remove the crates when finished with them?
Thanks for the mod btw , i've been waiting for a building mod i can run alongside missions i make and this does the job nicely


- Add removal of crates
- Add case for Delete Key
- Add prompt to ensure you delete only what you intend to
- Add new case in both keyUp handlers so all instances that utilize the Crate/Item Menu can delete crates

Steam Update by this evening :smiley:(edited)
Website: http://DonkeyPunch.INFO  |  Discord: https://discord.me/eXpoch  |  TeamSpeak: ts3.donkeypunch.info


 
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