Sandbird
Valued Member!
Where is the info in Optional Extras about Axe Lights ? I cant find it
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Seaweeduck,
I want to add DomeTentStorage to my base building menu, and I did but there is the problem of the inventory. I notice when every base building object is built, it creates something like [["647771365200152"],["62917638"]], but does not add the [[[],[]],[[],[]],[[],[]]] which is needed to tent inventories. I realize this is how you guys built the BB scripts, but is there a way to fix this for DomeStorageTent. maybe to where it does not add [["647771365200152"],["62917638"]], but instead the [[[],[]],[[],[]],[[],[]]] ???
Seaweeduck,
I want to add DomeTentStorage to my base building menu, and I did but there is the problem of the inventory. I notice when every base building object is built, it creates something like [["647771365200152"],["62917638"]], but does not add the [[[],[]],[[],[]],[[],[]]] which is needed to tent inventories. I realize this is how you guys built the BB scripts, but is there a way to fix this for DomeStorageTent. maybe to where it does not add [["647771365200152"],["62917638"]], but instead the [[[],[]],[[],[]],[[],[]]] ???
Yes, stashes and tents work normally, but if included with BB you have more control. Also, ItemDomeTents are not in my default loot tables, only ItemTents which do not show inventory space.
I see in server_publishObject.sqf where it adds it in the databe. Prob is I don't know what to do... It would be trial and error every time.
Would it be possible, and probably the easiest to just add [[[],[]],[[],[]],[[],[]]] for every BB entry? So the ones that do have inventory access work.
Got problems too with epoch 1.02.41.0.4.2 epoch, after intensive 2 day. No results.
Wait Hoster each time.
I have to delete and follow the instructions.
I even view the file mission.pbo other epoch 1.0.2.4 server to which it works.
without success. I continued my research.
check_publishobject = {
private["_allowed","_object","_playername"];
_object = _this select 0;
_playername = _this select 1;
_allowed = false;
//if ((typeOf _object) in dayz_allowedObjects) then { //ersetzt durch Basebuild 1.3
//####----####----####---- Base Building 1.3 Start ----####----####----####
if ((typeOf _object) in dayz_allowedObjects || (typeOf _object) in allbuildables_class) then {
//diag_log format ["DEBUG: Object: %1 published by %2 is Safe",_object, _playername];
_allowed = true;
};
_allowed
};
Ok i got it....
Epoch 1.0.4.2 and BaseBuild 1.3 is running on my Testserver ....
all Functions of Epoch and all Functions of BB 1.3 working well.
I dont use Gates because Epoch has Modular Doors/and Garagedoors
Only ONE Problem left for me ....
this should be the part for allow building for player, but it doesnt work for me
Code:check_publishobject = { private["_allowed","_object","_playername"]; _object = _this select 0; _playername = _this select 1; _allowed = false; //if ((typeOf _object) in dayz_allowedObjects) then { //ersetzt durch Basebuild 1.3 //####----####----####---- Base Building 1.3 Start ----####----####----#### if ((typeOf _object) in dayz_allowedObjects || (typeOf _object) in allbuildables_class) then { //diag_log format ["DEBUG: Object: %1 published by %2 is Safe",_object, _playername]; _allowed = true; }; _allowed };
or am i wrong?
i find that our players do in fact get the mouse wheel option for base build menu. The buttons enable when they have the mats needed. They click the button to build but when the menu disappears the object never seems to spawn and attach to them. So i would guess that this is a vehicle creation issue and not just a player action prob. I wonder if anyone knows what the difference is from 1.2 to this version since this was not an issue before.
_key = format ["CHILD:308:%1:%2:%3:%4:%5:", dayz_instance, _class, _charID, _worldspace, _uid];
if (typeOf(_object) in allbuildables_class) then {
_key = format ["CHILD:308:%1:%2:%3:%4:%5:%6:%7:", dayz_instance, _class, _charID, _worldspace, _uid , _inventory, _uid];
} else {
_key = format ["CHILD:308:%1:%2:%3:%4:%5:", dayz_instance, _class, _charID, _worldspace, _uid];
};
_key call server_hiveWrite;
[[_uid],_inventory]
_uid,_inventory
Nooo.. I was so happy when I saw that this was updated but then it needs changes in a non-existing file =/ damn you, update_nearbyObjects!