DayZ
Trolley Kart UPDATED
99 Comments
sticky_icky 2 Feb @ 8:14pm 
This is a great mod. I need some assistance as when trying to craft the trolley kart I add in all the required parts but there is no option to build kart with wrench in my hands. I can craft the e kart no problem just not the regular one. Hope someone can tell me if there is some trick I dont know?
The_Misfit 9 Dec, 2024 @ 7:23am 
Nice job on the patch - I overrode sizes for the kart base etc so players can get them back to base (no other vehicles on server), and having items attach was always a problem.
KennethNxII 16 Oct, 2024 @ 10:08pm 
I cannot attach the small drysack bag to the trolley either, not sure which mod is conflicting with it, I use dayz expansion.
Berenost 23 Sep, 2024 @ 11:50am 
you were right i got it figured out thanks!
Wilma Fingerdoo  [author] 22 Sep, 2024 @ 4:57pm 
worked fine last time i tested could be a conflict with another mod or not the right bag being attached (not the backpack variant of the drysack
Berenost 22 Sep, 2024 @ 4:49pm 
i cant attach a Drybag to the attachment slots of either cart. do i need to do something specific?
Wilma Fingerdoo  [author] 23 Jul, 2024 @ 6:35pm 
yer that should do it as far as i know, and the rating stars are done off the amount of people that thumbs up or down
coolhands169 22 Jul, 2024 @ 7:07pm 
Soooo I just need Expansion vehicles mod and the trolley kart mod to get the chopper to work?
coolhands169 22 Jul, 2024 @ 7:05pm 
Well Wilma Fingerdoo.... I was going to rate this 5 starts but I can't figure out to give something a rating. So I gave it a thumbs up and an award thingy. Fast as hell and fun as hell. Now I just wish I could do the helicopter kart mod thing without the other mods.
Wilma Fingerdoo  [author] 20 Jul, 2024 @ 8:37am 
Thats fine, if you are copying into your types.xml then its correct, you dont need to worry about the header etc (basically the first line of the types file) i normally dont add the extra bits like header, <types> and </types> parts because if you copy those into your existing types it breaks it as there should only be one of each in the file so i leave them out as i know most people will be copying it all. Glad you are making progress, one little error and it can break the whole file lol
coolhands169 19 Jul, 2024 @ 8:29pm 
Well Wilma Fingerdoo.... Your one of the few people who make mods who actually responds to questions. I can't tell you how much I appreciate that. I took another look at my types file and fixed a few things and parts are now showing up in different places. so that's a good sign. I will absolutely give you five stars once I get one up and running around... (-: I can't wait. Banov is pretty big map so plenty of room to zip around.
coolhands169 19 Jul, 2024 @ 6:17pm 
Normally I just copy what's in the example types file of a mod into my types.xml for my server and it works. What is a header? And now I have to figure the correct format of the types info that came in this mod?
Wilma Fingerdoo  [author] 19 Jul, 2024 @ 5:43pm 
the "Spur_WonkyTrolley" is the trolley as an item before it is crafted into the vehicle "Spur_TrolleyKart" so if you want them to spawn as an item players find and build then you want the wonky trolly.

If you want them to spawn in as vehicles this is not done in types it is done in events.xml
You either need to make your own event in events.xml and add the corresponding event with coordinates in cfgeventspawns.xml or you could piggyback one of the vanilla events and just add the karts to one of those events as a child. and in both cases add each trolleykart vehicle to the spawnabletypes.xml to set what they spawn in with.

are you copying the contents of the example types into your types file or just putting the example in the db folder and pointing to it in cfgeconomycore.xml? because the example is not a correctly formatted types file it is missing the header and <types> at the beginning and </types> at the end
coolhands169 19 Jul, 2024 @ 10:44am 
Also the key for the storage expansion on the kart is the same key as the trolley kart mod? I am just trying to understand why nothing is spawning. I put the types info my types folder like I have done for other mods.
coolhands169 19 Jul, 2024 @ 9:41am 
Soooo I installed everything. I run my own PVE dedicated server on the Banov map. In the types.xml example you had in the mod, it showed wonky kart or something like that. But like it also had a regular black kart at zero for amount in the map. I changed that to ten. Would that affect anything?
Wilma Fingerdoo  [author] 18 Jul, 2024 @ 6:59pm 
no it should work as is
coolhands169 18 Jul, 2024 @ 3:58pm 
This is looks absolutely cool. I just have a stupid question and if this has been asked before I apologize. I read this whole thing multiple times and just want to make sure. Are there any other mods that are required to have to get this to work?
scraTchy 9 Jul, 2024 @ 5:21am 
@Wilma Fingerdoo
Thank you this feedback! It must be an issue of my surfer config. If I get this, I will let know what happened.

:steamthumbsup:
Wilma Fingerdoo  [author] 8 Jul, 2024 @ 6:54pm 
@scraTchy not sure then, this is with just the trolleykart, cf, communityonlinetools and vppadmintools https://ctrlv.link/tmwl
scraTchy 7 Jul, 2024 @ 11:15pm 
@Wilma Fingerdoo
It is not working for me, even I have only your mod activated. I have tried this with the vanilla bags. The proxies had been working earlier, but I recognized the problem just some days ago. If only me is affected, then you can drop this.

config.cpp: class DrysackBag_Green: DrysackBag_ColorBase
types.xml: WaterproofBag_Green

Thx
scraTchy 7 Jul, 2024 @ 10:29pm 
@Wilma Fingerdoo
Really, hm...I will check it again. It could be caused by Expansion, I did not switched it off I guess.

The behaviour of the truck battery is definitely caused by CP, yeah.

Thx.
Wilma Fingerdoo  [author] 7 Jul, 2024 @ 2:50pm 
just checked, waterproof bags attach just fine and show.

the truck battery thing seems to be something to do with CP adding their own proxy for the battery on their workbench from a quick look.
scraTchy 6 Jul, 2024 @ 1:40pm 
I have two points fyi:
1. the waterproofbags can't be attached, it seems the proxy is not linked/weighted with the selection name in object builder;
2. the truckbattery disappears when canabis plus mod is activated, but it is only visual, the trolley works fine with it.
KRIZ_MC 15 Mar, 2024 @ 4:13pm 
Ok thanks! Have a good weekend!
Wilma Fingerdoo  [author] 15 Mar, 2024 @ 11:42am 
it should all work now, i must had not removed it from the description, i fixed that a few updates back
KRIZ_MC 8 Mar, 2024 @ 2:26pm 
Hello! Is this compatible w expansion? or is it just the HUD? Thanks !
Wilma Fingerdoo  [author] 22 Jan, 2024 @ 4:07am 
it is not currently i have thought about doing this and may do in the future
WHIFF. DIE. REPEAT. 21 Jan, 2024 @ 3:42pm 
Is it possible to dismantle the kart back into its component parts after it has been built? I built an electric one, but I'd like to dismantle it and rebuild it with a petrol engine instead.
Wilma Fingerdoo  [author] 16 Jan, 2024 @ 2:52am 
i haven't changed it since October last year and i don't plan to do it again, as mentioned in the comments having it as v2 would have looked cleaner if i had thought about it but it causes more problems than its worth changing the name.

The only reason i did it the first time was because of the conflict it caused with the original trolley kart as they were named the same some peoples launchers where loading the old mod instead of this one.
Herosper 15 Jan, 2024 @ 10:44am 
Please don't change the mod names.:steamhappy:
Wilma Fingerdoo  [author] 4 Dec, 2023 @ 5:46am 
could be a mod conflict, iv no idea not a problem iv heard of before and have this mod on a server i admin and it dosnt have a problem and also played on other servers in the last few days and used one no issues. probably some other vehicle mod editing the truck battery slot or something although sounds like it could be editing the proxy if its not showing up when attached.
Aphexis 3 Dec, 2023 @ 9:12am 
Hi, seem to be having a problem with the E-Kart after its assembled, when you add the truck battery it doesn't seem to be present on the Kart itself like it used to above the electric motor with the wires attached.
Also the kart won't start as it has no charge in the battery display, the icon for the battery is "white" not "red" so it has got a battery in it.
Wilma Fingerdoo  [author] 5 Nov, 2023 @ 4:11pm 
Hold shift. All i did was slow the time it takes to press the throttle ie the time it takes to go from 0 throttle input to normal throttle position (just pressing w) and adjusted the normal throttle position (just pressing w) to be 65% rather than the 90% it was before but if you hold shift aswell it is still the same as it was before you get 100% throttle. Soooo nothing should have changed if you use full throttle.
spudd922 5 Nov, 2023 @ 7:48am 
the update made it slower and it also cant go up the quarry hill on banov anymore rip kart was fun
ҜĦΔØŦƗĆ 30 Oct, 2023 @ 12:08pm 
yes i had the same issue too mate thats just how it works unfortunately. i had to manually remove the old one too buy its a minor if your used to keeping your server clean, maybe in the future just to clean it up, great work though well done for keeping this mod alive.
Wilma Fingerdoo  [author] 30 Oct, 2023 @ 2:48am 
i think their issue is going to be due to the re-naming of the mod, when i updated our server it kept the old mod folder aswel as the new and also only had the old mod name in the mods list so i had to manually change it.

Im sure others may have had the same issue but may have come across it before and dealt with it. Which is why i thought about it for a while before i went ahead and changed the name as i knew it would cause issues for some.

although i like the idea of having it as V2 as that would look cleaner i don't really want to rename it again and cause issues again.
ҜĦΔØŦƗĆ 29 Oct, 2023 @ 2:56pm 
i have this mod and id does not crash your server at all, i= have also been using it for years and never had an issue. other then the grip that was done in the last update, could i recommend you change the name to Trolley Kart V2 or something. Works great after the update btw
Wilma Fingerdoo  [author] 29 Oct, 2023 @ 10:42am 
if you post the logs, any information about what its doing like is the server running and then crashing or not starting ect il try and help as quickly as i can.

if its not starting my guess is that the mod folder changed name when updated but your start.bat/mods list hasnt, just taking a wild stab at what could be wrong obviously as i dont know much about your problem currently.
Wilma Fingerdoo  [author] 29 Oct, 2023 @ 10:35am 
post crash logs in the discord under trolley-kart🐞 bug reporting channel and il have a look, would be strange for it to still be causing a problem if you have removed the mod.
Wolf 29 Oct, 2023 @ 7:06am 
this mod has crashed my server i have removed the mod and still can use my server even though i have fully uninstalled it idk what going on but i would like some info
Wilma Fingerdoo  [author] 29 Oct, 2023 @ 1:34am 
all good, the grip is the hardest part to get to do what i want with this one. its painful lol
ҜĦΔØŦƗĆ 28 Oct, 2023 @ 11:49am 
very true, it is a shopping kart ahha, its nice to see you keeping it up to date
Wilma Fingerdoo  [author] 28 Oct, 2023 @ 2:32am 
i mean i can try again but the wheel grip is already set to 1 which i believe is the highest you can set it and it have an effect. im sure its a case of how the new vehicle simulation handles everything and how light the kart is, how short the wheelbase is ect it is a shopping trolley at the end of the day :steamhappy:
ҜĦΔØŦƗĆ 27 Oct, 2023 @ 8:52am 
Possible update needed the grip on the wheels has gone really bad even with dbo surfaces and dbo grip installed, you just slide everywhere and it never used to be like that
Raven 27 Oct, 2023 @ 3:45am 
but in types.xml it have to be like this:

<type name="Spur_WonkyTrolley">
<nominal>10</nominal> <!-- or how much you want to spawn in shops-->
<lifetime>1000</lifetime>
<restock>100</restock>
<min>5</min>
<quantmin>-1</quantmin>
<quantmax>-1</quantmax>
<cost>100</cost>
<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/>
<category name="vehiclesparts" />
<usage name="Industrial"/>
</type>
Raven 27 Oct, 2023 @ 3:43am 
<dispatch>
<proxy type="Spur_WonkyTrolley" pos="1.498811 -1.125000 12.960111" rpy="0.0 0.0 0.0" />
<proxy type="Spur_WonkyTrolley" pos="7.764435 -1.175001 -7.958703" rpy="0.0 0.0 0.0" />
<proxy type="Spur_WonkyTrolley" pos="10.165519 -1.175000 -6.522887" rpy="0.0 0.0 0.0" />
<proxy type="Spur_WonkyTrolley" pos="7.616170 -1.175000 -1.481790" rpy="0.0 0.0 0.0" />
<proxy type="Spur_WonkyTrolley" pos="9.864775 -1.175000 0.655286" rpy="0.0 0.0 0.0" />
<proxy type="Spur_WonkyTrolley" pos="7.042026 -1.175001 0.951099" rpy="0.0 0.0 0.0" />
<proxy type="Spur_WonkyTrolley" pos="7.093791 -1.175001 2.975941" rpy="0.0 0.0 0.0" />
<proxy type="Spur_WonkyTrolley" pos="7.082358 -1.174999 4.488977" rpy="0.0 0.0 0.0" />
<proxy type="Spur_WonkyTrolley" pos="9.893546 -1.175001 4.008508" rpy="0.0 0.0 0.0" />
<proxy type="Spur_WonkyTrolley" pos="7.549772 -1.175000 -4.898958" rpy="0.0 0.0 0.0" />
<proxy type="Spur_WonkyTrolley" pos="9.793329 -1.175000 -3.622931" rpy="0.0 0.0 0.0" />
</dispatch>
Raven 27 Oct, 2023 @ 3:43am 
And same for Land_City_Store_WithStairs , but more spawns:
Raven 27 Oct, 2023 @ 3:42am 
@Wilma Fingerdoo
I just made my own proxy's (not prefix)
If you want you can include this to mod files if you want.
Open mapgroupproto.xml and find Land_City_Store and at end of this group, just before </group> and after </container> add this:

<dispatch>
<proxy type="Spur_WonkyTrolley" pos="-1.899900 -1.121444 4.770603" rpy="0.0 0.0 0.0" />
<proxy type="Spur_WonkyTrolley" pos="-6.926740 -1.121445 9.057024" rpy="0.0 0.0 0.0" />
<proxy type="Spur_WonkyTrolley" pos="-7.000039 -1.121445 -9.388662" rpy="0.0 0.0 0.0" />
</dispatch>
zorroespañol 26 Oct, 2023 @ 3:24pm 
ok, thank you very much, it shouldn't affect you if you just change the name or failing that you can create another mod by changing the name and put it here and we change it. I have many players that happen to them and they have to go delete the original mod to be able to enter
Wilma Fingerdoo  [author] 25 Oct, 2023 @ 5:03pm 
@Dan hello, i dont have anything like that, its a good idea though makes sense.



@zorroespañol hi i am aware of the issue it dosnt effect everyone but i am aware its an issue for some i've just been weighing up if changing the name now will cause alot of people issues aswell as iv seen that happen before. but it is definitely something i would like to do to solve this issue for people and may well be doing soon (probably with the next update)