Epoch Buildable Health

[A-TEAM]Murdock

New Member
hey on my server we have destructible buildings and im trying to find where the "health/armor" variable is for the buildables like wood walls or concrete or whatever.....just need to know where it is so I can adjust it...THANKS :D
 
The Hitpoints are set in the config file -> configFile >> "CfgVehicles" >> (Object class name) >> "HitPoints". In order to change that you must create a new addon people have to download before they can play on your server.

If you want epoch buildings to never be destroyed navigate to your server.pbo File, unpack and open the system/server_monitor.sqf.

Add the following after dayz_hiveVersionNo:

PHP:
// ### [CPC] Indestructible Buildables Fix
_cpcimmune =[
"WoodFloor_DZ",
"WoodFloorHalf_DZ",
"WoodFloorQuarter_DZ",
"Land_DZE_LargeWoodDoorLocked",
"WoodLargeWallDoor_DZ",
"WoodLargeWallWin_DZ",
"WoodLargeWall_DZ",
"Land_DZE_WoodDoorLocked",
"WoodSmallWallDoor_DZ",
"WoodSmallWallWin_DZ",
"Land_DZE_GarageWoodDoor",
"Land_DZE_GarageWoodDoorLocked",
"WoodLadder_DZ",
"WoodStairsSans_DZ",
"WoodStairs_DZ",
"WoodSmallWall_DZ",
"WoodSmallWallThird_DZ",
"CinderWallHalf_DZ",
"CinderWall_DZ",
"CinderWallDoorway_DZ",
"Land_DZE_LargeWoodDoor",
"MetalFloor_DZ",
"CinderWallDoorSmallLocked_DZ",
"CinderWallSmallDoorway_DZ",
"CinderWallDoor_DZ",
"Fence_corrugated_DZ",
"Land_HBarrier1_DZ",
"Wooden_shed_DZ",
"WoodShack_DZ",
"WorkBench_DZ",
"StickFence_DZ",
"SandNest_DZ",
"CanvasHut_DZ",
"MetalGate_DZ",
"OutHouse_DZ",
"StorageShed_DZ",
"LightPole_DZ",
"DesertCamoNet_DZ",
"DeerStand_DZ",
"MetalPanel_DZ",
"ForestLargeCamoNet_DZ",
"DesertLargeCamoNet_DZ",
"ForestCamoNet_DZ"
];
// ### [CPC] Indestructible Buildables Fix
 
I want bases to be able to be destroyed wich I have right now but, im wanting them to stand up to less damage. I beat the hell out of a wood wall for about 15 minutes the other day with a hatchet, chainsaw, and a 50 cal turret. The only way I was able to get any results was with satchel charges. That's why I'm looking for a way to change the strength of the base to be a bit lower so that people aren't spending all day and night trying to brake down a wall, basically im going for as real as possible.
 
I want bases to be able to be destroyed wich I have right now but, im wanting them to stand up to less damage. I beat the hell out of a wood wall for about 15 minutes the other day with a hatchet, chainsaw, and a 50 cal turret. The only way I was able to get any results was with satchel charges. That's why I'm looking for a way to change the strength of the base to be a bit lower so that people aren't spending all day and night trying to brake down a wall, basically im going for as real as possible.

Seriously? Make the game more unrealistic by being able to hatchet a well ^^? But okay, it's your server and not mine. You could script monitoring codes. Correct me, if anybody else has any idea.

An example would be:

PHP:
private ["_unit","_ammo","_audible","_distance","_listTalk","_weapon","_group","_targets","_i","_projectile","_id","_caliber","_target","_type"];
//[unit, weapon, muzzle, mode, ammo, magazine, projectile]
_unit =         _this select 0;
_weapon =         _this select 1;
_ammo =         _this select 4;
_projectile =     _this select 6;

//Alert Nearby
_audible = getNumber (configFile >> "CfgAmmo" >> _ammo >> "audibleFire");
_caliber = getNumber (configFile >> "CfgAmmo" >> _ammo >> "caliber");
_distance = round(_audible * 20 * _caliber);

dayz_disAudial = _distance;
dayz_firedCooldown = time;
// Color in the combat icon
dayz_combat = 1;

if (_ammo isKindOf "Melee") exitWith {
  
    if(!(_ammo isKindOf "Chainsaw_Swing_Ammo")) then {
        _unit playActionNow "GestureSwing";
        [1,1] call dayz_HungerThirst;
    };

    // harvest wood check
    _this call player_harvest;
};

//Smoke Grenade
if (_ammo isKindOf "SmokeShell") then {
    //Alert Zed's to smoke
    _i = 0;
    _projectile = nearestObject [_unit, _ammo];
    _listTalk = (getPosATL _projectile) nearEntities ["zZombie_Base",50];
    {
        _group = group _x;
        if (isNull group _x) then {
            _group = _x;
        };
        _x reveal [_projectile,4];
        _targets = _group getVariable ["targets",[]];
        if (!(_projectile in _targets)) then {
            _targets set [count _targets,_projectile];
            _group setVariable ["targets",_targets,true];
        };
        _i = _i + 1;
    } forEach _listTalk;
} else {
    [_unit,_distance,true,(getPosATL player)] spawn player_alertZombies;
    //Check if need to place arrow
    if (_ammo isKindOf "Bolt") then {
        _id = _this spawn player_crossbowBolt;
    };
    if (_ammo isKindOf "GrenadeHand") then {
      
        if (_ammo isKindOf "ThrownObjects") then {
            _id = _this spawn player_throwObject;
        };
        if (_ammo isKindOf "RoadFlare") then {
            //hint str(_ammo);
            _projectile = nearestObject [_unit, "RoadFlare"];
            _id = [_projectile,0] spawn object_roadFlare;
      
            /* PVS/PVC - Skaronator */
            _pos = getPosATL player;
            _inRange = _pos nearEntities ["CAManBase",1250];
            {
                if(isPlayer _x and _x != player) then {
                    PVDZE_send = [_x,"RoadFlare",[_projectile,0]];
                    publicVariableServer "PVDZE_send";
                };
            } forEach _inRange;
          
            _id = _this spawn player_throwObject;
        };
        if (_ammo isKindOf "ChemLight") then {
            _projectile = nearestObject [_unit, "ChemLight"];
            _id = [_projectile,1] spawn object_roadFlare;
          
            /* PVS/PVC - Skaronator */
            _pos = getPosATL player;
            _inRange = _pos nearEntities ["CAManBase",1250];
            {
                if(isPlayer _x and _x != player) then {
                    PVDZE_send = [_x,"RoadFlare",[_projectile,1]];
                    publicVariableServer "PVDZE_send";
                }
            } forEach _inRange;
          
            _id = _this spawn player_throwObject;
        };
    };  
};

######## Monitor stuff #######
_target = cursorTarget;
_type = configName _target;

if (_target != "" && _type != "") then {

if (_weapon == "MeleHatchet") then {

if (_type == "2Land_A_Villa_EP1") then {
_target setDamage 0.7;
};

};

};

But when doing this you should use a switch case.
 
Seriously? Make the game more unrealistic by being able to hatchet a well ^^? But okay, it's your server and not mine. You could script monitoring codes. Correct me, if anybody else has any idea.

lol seriously? ok hatchet+wood= broken wood or is my math off? I don't know if you've ever done anything with your hands besides type but if your house was made of wood, especially the type of wood used in game...and I took a hatchet to it....about 100 swings in you would have a hole in your wall big enough for me to get through with ease, and that's at the max. Now in my server I wanting it to be around 2-300 swings.....enough time for a player to get back and defend their base. Now maybe in your server u have the unrealistic thing called "indestructible bases" but in mine I want to keep it as close to realistic while keeping a good game play atmosphere as possible, but thank you for the code that really did help and I cant thank you enough. my guys are really loving it.
 
lol seriously? ok hatchet+wood= broken wood or is my math off? I don't know if you've ever done anything with your hands besides type but if your house was made of wood, especially the type of wood used in game...and I took a hatchet to it....about 100 swings in you would have a hole in your wall big enough for me to get through with ease, and that's at the max. Now in my server I wanting it to be around 2-300 swings.....enough time for a player to get back and defend their base. Now maybe in your server u have the unrealistic thing called "indestructible bases" but in mine I want to keep it as close to realistic while keeping a good game play atmosphere as possible, but thank you for the code that really did help and I cant thank you enough. my guys are really loving it.

True, i didn't think about it that way and you're right and i'm sorry. :)
 
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