I have problem with opening build menu. I cant see anything with scroll. I have map set as overwatch
Do you have any building material in your main inventory?
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I have problem with opening build menu. I cant see anything with scroll. I have map set as overwatch
Yeah i had sandbags and other stuff. i can build only sandbag wall
I didnt even find fn_selfaction.sqf from my sever files. That was little bit odd so i had to use his files.
Seems that im missing something here... I set that my fn_selfAction.sqf in same palce where those other fn_action.sqf was. Just to make clear those belongs to same folder wheres my description.ext and init.sqf is. (mission folder) ?
Sorry for thease all question but this is harders script what i have been try to set in my server. So i download base building zip. I extract it (desktop) after that i will set -buildRecipeBook folder
-dayz_code folder
-build_recipe_dialog.hpp
-build_recipe_list_dialog.hpp
-defines.hpp.
in my mission folder? I think i need really easy guide for this one. So dayz_1.YOURWORLD.pbo is my mission file?
Got basebuilding fully working on overwatch 2.4 msg me if interested
======= SECTION 1 START ========== "dayz_server\system\server_monitor.sqf"
Blocks of code added in are:
LINE 10:
Code must be added DIRECTLY AFTER: waitUntil{initialized};
// ####Copy START
// ### BASE BUILDING 1.2 ### SERVER SIDE BUILD ARRAYS - START
call build_baseBuilding_arrays;
// ### BASE BUILDING 1.2 ### SERVER SIDE BUILD ARRAYS - END
// ####Copy END
LINE 111:
Must be added directly after:
if (_object isKindOf "TentStorage") then {
_pos set [2,0];
_object setpos _pos;
};
_object setdir _dir;
_object setDamage _damage;
// ####Copy START
// ##### BASE BUILDING 1.2 Server Side ##### - START
// This sets objects to appear properly once server restarts
//_object setVariable ["ObjectUID", _worldspace call dayz_objectUID2, true]; // Optional (REMOVE // lines before _object) May fix DayZ.ST issues, or issues related to Panel codes not working thanks nullpo
if ((_object isKindOf "Static") && !(_object isKindOf "TentStorage")) then {
_object setpos [(getposATL _object select 0),(getposATL _object select 1), 0];
};
//Set Variable
if (_object isKindOf "Infostand_2_EP1" && !(_object isKindOf "Infostand_1_EP1")) then {
_object setVariable ["ObjectUID", _worldspace call dayz_objectUID2, true];
};
// Set whether or not buildable is destructable
if (typeOf(_object) in allbuildables_class) then {
diag_log ("SERVER: in allbuildables_class:" + typeOf(_object) + " !");
for "_i" from 0 to ((count allbuildables) - 1) do
{
_classname = (allbuildables select _i) select _i - _i + 1;
_result = [_classname,typeOf(_object)] call BIS_fnc_areEqual;
if (_result) then {
_requirements = (allbuildables select _i) select _i - _i + 2;
_isDestructable = _requirements select 13;
diag_log ("SERVER: " + typeOf(_object) + " _isDestructable = " + str(_isDestructable));
if (!_isDestructable) then {
diag_log("Spawned: " + typeOf(_object) + " Handle Damage False");
_object addEventHandler ["HandleDamage", {false}];
};
};
};
//gateKeypad = _object addaction ["Defuse", "\z\addons\dayz_server\compile\enterCode.sqf"];
};
// ##### BASE BUILDING 1.2 Server Side ##### - END
// This sets objects to appear properly once server restarts
// ###COPY END
===== SECTION 1 END =====
// ------------------------------------------------------------------------kikyou2 Panel Admin Override Start---------------------------------------------------------------------
if ((getPlayerUID player) in ["ADMINPLAYERUID1","ADMINPLAYERUID2"]) then {
call _func_ownerRemove;
};
// ------------------------------------------------------------------------kikyou2 Panel Admin Overide End------------------------------------------------------------------------
Hey,
just set up basebuilding with improvements (by kikyou2) nearly fully working. ive just set up a clear mission and addet everything...should work on cherno 1.7.7.1. upload also my own files, which works for me.
remember to backup your files before...also a database backup! the sql file includet changes a part of the structure to get it saved as playerUID.
-BaseBuild Objects, tents and stashs are now tied to your PlayerUID
-the Keycode is now exact 4 digits long
-owner can edit theyr Codes anytime to an own 4 digits long code
-Admin: remove button works for everything (tied to PlayerUID)
-Admin: can enter any code and it will be valid (tied to PlayerUID)
your should change the admin UI´s in \mission\dayz_code\actions\player_remove.sqf
aswell in \mission\dayz_code\external\keypad\fnc_keyPad\CodeCompare.sqf is also a part to change the admin ui.Code:// ------------------------------------------------------------------------kikyou2 Panel Admin Override Start--------------------------------------------------------------------- if ((getPlayerUID player) in ["ADMINPLAYERUID1","ADMINPLAYERUID2"]) then { call _func_ownerRemove; }; // ------------------------------------------------------------------------kikyou2 Panel Admin Overide End------------------------------------------------------------------------
if you are having an other instance id...you have to change it in your init.sqf
DOWNLOAD FILES:
clear mission and server
my mission and server
Cherno 1.7.7.1 by Survival Servers....bliss