FallingSheep
OpenDayZ Lord!
im looking at the same issue for another guy, seems he has same issue since update, ill post anything i find here
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
I would love to get my working. I dont care about the storage because you can set at less 6 safe in each houses which is more then the org 500 storagei have this working on 1062 if anyone still interested.
only thing not working yet is gear saving but i am working on it
if(DZE_Origins_Building_System) then {
if(isnil "s_player_build_origins_house") then {s_player_build_origins_house = -1;};
if(isnil "s_player_build_origins_garage") then {s_player_build_origins_garage = -1;};
if(isnil "s_player_build_origins_stronghold") then {s_player_build_origins_stronghold = -1;};
if(isnil "s_player_origins_unlock") then {s_player_origins_unlock = -1;};
if(isnil "s_player_origins_stronghold_doors") then {s_player_origins_stronghold_doors = -1;};
_cursorTarget = cursorTarget;
if (!isNull _cursorTarget) then {
_typeOfCursorTarget = (typeOf _cursorTarget);
if(_typeOfCursorTarget == DZE_Origins_Container ) then {
if((player distance _cursorTarget) < DZE_Origins_Build_Distance) then {
private["_humanity","_playerUID","_hasLevel1","_hasLevel2","_hasLevel3","_hasSG","_hasLG","_hasKING","_hasSH","_canBuildHouse","_houselevel","_humanityNeed","_actionText","_classname","_neededMaterials","_canBuildSH","_canBuildGarage"];
_humanity = player getVariable["humanity",0];
_playerUID = dayz_playerUID;
_hasLevel1 = (_playerUID in owner_H1 || _playerUID in owner_B1);
_hasLevel2 = (_playerUID in owner_H2 || _playerUID in owner_B2);
_hasLevel3 = (_playerUID in owner_H3 || _playerUID in owner_B3);
_hasSG = (_playerUID in owner_SG);
_hasLG = (_playerUID in owner_LG);
_hasKING = (_playerUID in owner_KING);
_hasSH = (_playerUID in owner_SH);
{
_houselevel = _x select 0;
_humanityNeed = _x select 1;
_actionText = _x select 2;
_classname = _x select 3;
_neededMaterials = _x select 4;
_canBuildHouse = false;
_canBuildGarage = false;
_canBuildSH = false;
if((_humanityNeed > 0 && _humanity >= _humanityNeed) || (_humanityNeed < 0 && _humanity <= _humanityNeed)) then {
if(_houselevel in ["H1","B1"] && !_hasLevel1) then {
_canBuildHouse = true;
};
if(_houselevel in ["H2","B2"] && !_hasLevel2) then {
_canBuildHouse = true;
};
if(_houselevel in ["H3","B3"] && !_hasLevel3) then {
_canBuildHouse = true;
};
if(_houselevel in ["SGH","SGB"] && _hasLevel1 && !_hasSG) then {
_canBuildGarage = true;
};
if(_houselevel in ["LGH","LGB"] && _hasLevel3 && !_hasLG) then {
_canBuildGarage = true;
};
if(_houselevel in ["KINGH","KINGB"] && _hasLevel3 && _hasLG && !_hasKING) then {
_canBuildGarage = true;
};
if(_houselevel in ["SHH","SHB"] && _hasLevel1 && _hasLevel2 && _hasLevel3 && !_hasSH) then {
_canBuildSH = true;
};
};
if(_canBuildHouse) then {
if(s_player_build_origins_house < 0) then {
s_player_build_origins_house = player addAction ["Build " + _actionText, "origins\player_build.sqf", [_cursorTarget, _houselevel, _classname, _neededMaterials, _actionText]];
};
};
if(_canBuildGarage) then {
if(s_player_build_origins_garage < 0) then {
s_player_build_origins_garage = player addAction ["Build " + _actionText, "origins\player_build.sqf", [_cursorTarget, _houselevel, _classname, _neededMaterials, _actionText]];
};
};
if(_canBuildSH) then {
if(s_player_build_origins_stronghold < 0) then {
s_player_build_origins_stronghold = player addAction ["Build " + _actionText, "origins\player_build.sqf", [_cursorTarget, _houselevel, _classname, _neededMaterials, _actionText]];
};
};
} forEach DZE_Origins_Build_HousesGarages;
} else {
[1] call origins_removeActions;
};
};
if(_typeOfCursorTarget in DZE_Origins_Buildings && (player distance _cursorTarget) < DZE_Origins_LockUnlock_Distance) then {
private["_ownerUID","_ownerName","_playerUID","_state","_openClose"];
_playerUID = dayz_playerUID;
_ownerUID = _cursorTarget getVariable ["OwnerUID","0"];
_ownerName = _cursorTarget getVariable ["OwnerName","0"];
_ownerID = 0;
_friendlies = [];
_canOPEN = false;
_plotcheck = [player, false] call FNC_find_plots;
_distance = DZE_PlotPole select 0;
_IsNearPlot = _plotcheck select 1;
_nearestPole = _plotcheck select 2;
if (_IsNearPlot == 0) then {
_canOPEN = false;
} else {
_ownerID = _nearestPole getVariable["CharacterID","0"];
if (dayz_characterID == _ownerID) then {
_canOPEN = true;
} else {
if (DZE_permanentPlot) then {
_buildcheck = [player, _nearestPole] call FNC_check_access;
_isowner = _buildcheck select 0;
_isfriendly = ((_buildcheck select 1) or (_buildcheck select 3));
if (_isowner || _isfriendly) then {
_canOPEN = true;
} else {
_canOPEN = false;
};
} else {
_friendlies = player getVariable ["friendlyTo",[]];
if (_ownerID in _friendlies) then {
_canOPEN = true;
} else {
_canOPEN = false;
};
};
};
};
if (!(_canOPEN)&& !(_typeOfCursorTarget in DZE_Origins_Stronghold)) exitWith {
//cutText [format["You dont have permission to access this building!"], "PLAIN DOWN",5];
cutText [format["This house was built by %1", _ownerName], "PLAIN DOWN",5];
};
_state = (_cursorTarget getVariable ["CanBeUpdated",false]);
if(_typeOfCursorTarget in DZE_Origins_Stronghold && _state) then {
private["_strongholdDoorsOpen"];
_strongholdDoorsOpen = (_cursorTarget getVariable ["DoorsOpen",false]);
if(_strongholdDoorsOpen) then {
if(s_player_origins_stronghold_doors < 0) then {
s_player_origins_stronghold_doors = player addAction [ "Close Doors","origins\origins_strongholdDoors.sqf",[_cursorTarget,0]];
};
} else {
if(s_player_origins_stronghold_doors < 0)then {
s_player_origins_stronghold_doors = player addAction [ "Open Doors","origins\origins_strongholdDoors.sqf",[_cursorTarget,1]];
};
};
} else {
[3] call origins_removeActions;
};
if(s_player_origins_unlock < 0) then {
_matched = false;
{
if(_typeOfCursorTarget == (_x select 0)) then {
if(_state) then {
_openClose = format["Lock %1", _X select 1];
} else {
_openClose = format["Unlock %1", _X select 1];
};
_matched = true;
};
if (_matched) exitWith {
s_player_origins_unlock = player addAction [_openClose, "origins\player_lockUnlock.sqf", [_cursorTarget,_typeOfCursorTarget,_state]];
};
} count DZE_Origins_NameLookup;
};
} else {
[2] call origins_removeActions;
};
} else {
[0] call origins_removeActions;
};
};
See above postthese changes should allow you to build and open close origin houses
What are you using to build the houses?l1nkrx7 Thank you
If its not a problem, can you send me a zip file you offered? I can get the level 1 to stay, but when I set the next box it only gives me the option to build a level 1 and it will let me. Made a video, just click the link.if it doesnt work ill link to a zip file
[SOLVED]these changes should allow you to build and open close origin houses