DayZ Base Building 1.3 Discussion

Any player can remove a base building objects from another players base?

Any way to disable this to only allow base owners to remove their own base building objects?

Go into your mission pbo, locate your variables, then you can set the probability chance of a toolbox failing/breaking. I have mine set really high on my server so it is near impossible, but there is slim chance (my players have reported it telling them they have between 95-112% chance of failing lol)

Edit: Sorry I should be more specific--mission.pbo/dayz_code/init/variables.sqf, then look at **Removal Chance Settings**
 
Any player can remove a base building objects from another players base?

Any way to disable this to only allow base owners to remove their own base building objects?

The Owner of the object can remove in 4-5 seconds. Other players can TRY to remove but it will take 30 seconds and most of the time they will fail and destroy their toolbox.
 
Ok As promised, heres my Mission PBO (both upacked and packed) and my Server PBO with base building 1.3 working,

clean EPOCH 1.0.4.2 + clean BaseBuilding 1.3
MPMISSION PBO:
http://www.mediafire.com/download/nwtih7hf6xaqgl1/DayZ_Epoch_11.Chernarus.pbo
MPMISSION FOLDER:
http://www.mediafire.com/download/u6c5uflv3a1i86v/DayZ_Epoch_11.Chernarus.zip
SERVER PBO:
http://www.mediafire.com/download/15zwtq52bczso2i/dayz_server.pbo

Quick question. I have all your files working on my server but I don't get an option to remove my Epoch Buildables? Does this work 100% for you? It's stopped shifting my buildings etc but I just can't remove.
 
Quick question. I have all your files working on my server but I don't get an option to remove my Epoch Buildables? Does this work 100% for you? It's stopped shifting my buildings etc but I just can't remove.
Do you use plotpoles? Turn them on in the init.sqf and see if that helps,
 
Any player can remove a base building objects from another players base?

Any way to disable this to only allow base owners to remove their own base building objects?

This is already the default behaviour. If you aren't added to the flag (and also the object) you can't remove an item except via toolbox removal.
 
Also my server was set so after death you did not need to replant your plot pole, since including bb1.3 after death they once again need to remove the pole, yet they are unable to do so.

Also any idea's on the infostand issue would be appreciated too.
 
Hello,

How can I purchase Dami's anithack ? With infiSTAR antihack normal players can't build on my server when infiSTAR AH is enabled
 
Hello,

How can I purchase Dami's anithack ? With infiSTAR antihack normal players can't build on my server when infiSTAR AH is enabled

I bet you, that you configured it wrong. In AHconfig.sqf you get the option to allow / disallow Spacebar. I think it's disallowed by default, just check your Antihack Configuration. It should look like this:

/* Enable BadKey Kick */ _BKK = true; /* true or false */ /* If people press a forbidden Key twice, they get kicked! */
/* Badkey: F1 - F12 ? */ _BFK = true; /* true or false */
/* Enter, Backspace */ _BDK = false; /* true or false */
 
I also tested remove of base building items and discovered a problem that s unrelated, but you probably can help. I will read the forums for BB 1.3 also... haven't yet since I just ran across this:

Base building objects can be built and removed just fine by players during the same server run time. I have verified the db lines in the instance_deployables is created and removed. However after a restart the player can remove the object in game and it disappears, but the db line is not removed and is back after the next restart.

Thanks so much for your advise and help!


Sounds like a problem with your server_monitor. Assuming you can build objects and remove them within the same restart, and they are both added and removed from the database.

If removal isn't working after a server restart something in server_monitor must be causing the problem, quite possibly the objectuid. BB 1.3 stores the uid in the inventory array and uses that to set the objectuid. We didn't know about _idkey being used after restart instead of uid at the time, or it would work differently.

I would guess that your server_monitor isn't assigning the same uid as your player_build/remove are using if the object isn't being removed but couldn't say for sure without more info. The BB 1.3 thread is the best place to ask.


SeaweedUK suggested I post this issue here and see if someone could look at my config and see where my problem might be located in my server_monitor. This is Vanilla DayZ 1.8.0.3

Here is a row from my database for a basebuilding object:
Code:
id
unique_id
deployable_id
owner_id
instance_id
worldspace
inventory
last_updated
created
Hitpoints
Fuel
Damage


5729
8966974459199292
87
18514
3225
[291.563,[8966.89,7445.88,-1.988]]
[["8966974459199292"],["120646214"]]
2014-05-23 00:12:48
2014-05-23 00:12:48
[]
0
0

Here's my server_monitor:
http://pastebin.com/Gb4Ed3dj
Here's my player_build
http://pastebin.com/G6kq6NXZ
Here's my player_build2
http://pastebin.com/NHMUzPLq
Here's my player_remove
http://pastebin.com/X51HXzyc
Here's my object_build
http://pastebin.com/dymW0bG0

Has there been any progress on this problem? I have players who after a restart try to remove base objects and after a subsequent restart the objects return. I also have players farming parts off the base objects knowing the base objects will return on the next restart. From what SeaweedUK said, this appears to be a known issue. I have supplied the config files I assume to be involved, but can supply my PBOs if needed.
 
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Any player can remove a base building objects from another players base?

Any way to disable this to only allow base owners to remove their own base building objects?


For anyone that wants to make it so that only owners of a base can be ones to remove their own base buildings, this is what I did.

Open your fn_selfActions.sqf

Search for line
Code:
if((typeOf(cursortarget) in allremovables)&& (_ownerID != "0") && (_hasToolbox || _baseBuildAdmin || _baseBuildLAdmin) && _canDo && !remProc && !procBuild && !removeObject) then {

Change it to
Code:
if((typeOf(cursortarget) in allremovables)&& (_ownerID != "0") && (_authorizedGateCodes || _baseBuildAdmin || _baseBuildLAdmin) && _hasToolbox && _canDo && !remProc && !procBuild && !removeObject) then {

this was the quickest way for me to do it, the only other mod it does is make is so admins are also required to have a toolbox which is not a big deal at all since you should already have one on you.
 
Has there been any progress on this problem? I have players who after a restart try to remove base objects and after a subsequent restart the objects return. I also have players farming parts off the base objects knowing the base objects will return on the next restart. From what SeaweedUK said, this appears to be a known issue. I have supplied the config files I assume to be involved, but can supply my PBOs if needed.

It's not a known issue, works fine in the original code was just trying to help point you towards what could possibly be causing it.
 
It's not a known issue, works fine in the original code was just trying to help point you towards what could possibly be causing it.

Would you, or someone be willing to look at at my server_monitor? ... I have been through the files and I thought I had everything straight regarding the install ... but I only have a rudimentary knowledge of the way the scripting and database updates work so any help from thouse who know more would be greatly appreciated!

Here's my server_monitor:
http://pastebin.com/Gb4Ed3dj
Here's my player_remove
http://pastebin.com/X51HXzyc
Here's my server_deleteObj
http://pastebin.com/yxMxVPbR

Edit: Sounds like this is an issue specific to the server_monitor provided by DayZ.ST as another server operator of a DayZ.ST server has the same problem.
 
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OK I have found the issue with not being able to remove plot poles or walls.

In fn_selfactions.sqf you are told to replace the following

if(_player_deleteBuild) then {
if (s_player_deleteBuild < 0) then {
s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_deleteBuild;
s_player_deleteBuild = -1;
};

Do NOT replace it, instead find :

} forEach DZE_HeliAllowToTow;
};

and paste the code you was told to replace it with bellow.

Now you should be able to remove both plot poles & walls as well as basebuild 1.3 buildings.
 
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Hey Everyone i have a problem i have installed base building 1.3 on epoch panthera 1.0.4.2 everything is working fine but when u build the flag pole, and restarting the server. the server crash and i have to delete the flag pole in the database and then the server is working fine....

i need some help her! :)
 
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