DayZ Base Building 1.3 Discussion

Edit: I run DayZ Vanilla 1.8.0.3 was able to resolve the issue of "objects not being removable after restart" by using Rosska's Tent Fix for 1.8.0.3:
http://opendayz.net/threads/fix-tent-saving-issues-for-1-8-reality-hive.14107/

FYI: This may be an issue with the server_monitor / server_updateObject code from DayZ.ST providers.

Specifically I did this:
In: server_updateObject.sqf
Find this code:
Code:
_object_killed = {
    _object setDamage 1;
    call _object_damage;
};

Change it to this code:
Code:
_object_killed = {
    [_ObjectID,_UID] call server_deleteObj;
};

In server_monitor.sqf
Find this code:
Code:
            if (_damage < 1) then { // create object
                // for tents: non colliding position
                _entity = createVehicle [_class, _point, [], 0,
                    if (_class=="TentStorage") then {"NONE"} else {"CAN_COLLIDE"}
                ];
                _entity setVariable ["ObjectID", _ObjectID, true];
                _entity setVariable ["CharacterID", _CharacterID, true];
                _entity setVariable ["lastUpdate",time];
                _entity setDamage _damage;
                if (_class == "TentStorage" || _class == "CamoNet_DZ") then {
                    _entity addMPEventHandler ["MPKilled",{_this call vehicle_handleServerKilled;}];
                };
And change it to this code:
Code:
 if (_damage < 1) then { // create object
                diag_log("Spawned: " + str(_idKey) + " " + _type);
  
                // for tents: non colliding position
                _object = createVehicle [_type, _pos, [], 0,
                    if (_type=="TentStorage") then {"NONE"} else {"CAN_COLLIDE"}
                ];
                _object setVariable ["lastUpdate",time];
                // Don't set objects for deployables to ensure proper inventory updates
                if (_ownerID == "0") then {
                    _object setVariable ["ObjectID", str(_idKey), true];
                } else {
                    _object setVariable ["ObjectUID", str(_idKey), true];
                };
                _object setVariable ["CharacterID", _ownerID, true];
                if (_type == "TentStorage" || _type == "CamoNet_DZ") then {
                    _object addMPEventHandler ["MPKilled",{_this call vehicle_handleServerKilled;}];
                };
                _object setdir _dir;
                _object setDamage _damage;

If you are using a tent placement mod, you may need to change the code above to read:
Code:
                // for tents: non colliding position
                _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
                _object setVariable ["lastUpdate",time];
 
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Hey guys, I installed base building 1.3 into my custom overwatch server. Everything seems to work great except for 2 things.
1st thing: I am having an issue with people not being able to raise/lower/turn their objects. It does nothing when they use the key pad. I have tried any supposed fixes on here, but nothing seems to work. Was anyone able to get this to work properly? and if so, do you know a fix?

2nd thing: I have had a dramatic decrease in FPS since I have installed this mod, has anyone noticed this? I have had some player complaints and I hope to find a fix for this as well. I noticed a drop of about 10fps in general around the map.

Thanks, in advance.

EDIT:FIXED! I figured out that my custom debug monitor was giving me issues with both my framerate and the keypad raise/lower thing. If you have a custom debug monitor, find a new one! of use infistar's debug.
 
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im having an issue if someone can please help.....everything seems to work fine until i build a base flag it builds and it ties to my player id and everything it works like a charm actually then i restart the server and my server gets stuck at waiting for server to start authentication and i get this error in my rpt :

_objWpnTypes = (_in>
10:12:17 Error position: <count _objWpnTypes;

_objWpnTypes = (_in>
10:12:17 Error count: Type String, expected Array
10:12:17 File z\addons\dayz_server\system\server_monitor.sqf, line 305

and if i go in the database and delete this flag that i built then restart the server it loads perfectly fine but if i build another flag same thing happens again...anyone have this issue? any ideas? any help is greatly appreciated
 
Did you have to do anything different because I have installed this many times and cant get it to work on this new update?
 
For those of you that are using the Base Building AI Guards and have noticed you server .rpt building up very fast of errors it is most likely for this reason. There appears to be some code left out in multiple locations. Obviously not intentional. This is what I have found.

In SAR_trace_base_entities.sqf, starting at line 131. This section calls for arrayCompare which does not exist.
Code:
} else {
                        _tFriendlyPlayers = _x getVariable ["SAR_FLAG_FRIENDLY", []];
                        _result = [_tFriendlyPlayers, _friendlyPlayers] call arrayCompare;
                        if (_result) then {
                            _x addrating 50000;
                        } else { _x addrating -50000};
                    };
You need to paste the following code at the top around line 34.
Code:
arrayCompare =
{
    private ["_array1", "_array2", "_i", "_return"];

    _array1 = _this select 0;
    _array2 = _this select 1;

    _return = true;
    if ( (count _array1) != (count _array2) ) then
    {
        _return = false;
    }
    else
    {
        _i = 0;
        while {_i < (count _array1) && _return} do
        {
            if ( (typeName (_array1 select _i)) != (typeName (_array2 select _i)) ) then
            {
                _return = false;
            }
            else
            {
                if (typeName (_array1 select _i) == "ARRAY") then
                {
                    if (!([_array1 select _i, _array2 select _i] call arrayCompare)) then
                    {
                        _return = false;
                    };
                }
                else
                {
                    if ((_array1 select _i) != (_array2 select _i)) then
                    {
                        _return = false;
                    };
                };
            };
            _i = _i + 1;
        };
    };
    _return
};

Now, that error is fixed, but there is another one which appears that I have not fixed yet.
In SAR_setup_AI_patrol_guards.sqf, in multiple locations this code appears and calls for something that does not exist.
Code:
call SAR_AI_custom;
We need the code for this to prevent more errors and broken AI Guards.
 
Anyone have battleye filters for infistar with this working? I am getting tired of finding more and more and more issues and all with battleye, if I didnt need BEC I would just stop using Battleye
 
So, What I am running into is when the object is place it disappears... Can anyone help me with that?
 
Sorry guys to ask this again but any insight in how to get this to work with the new epoch update? I'll throw someone a little cash, this mod is what makes my server good so it really important I get this working again.
 
i wonder if we could get this running in 1.8.1 aswell? i had a look into the code, but its not even close to be moderate. for me at least :p
 
ok so i did not want to read through 20 pages of this to see if this is posted already so here goes. I use pwnozors 1.8.1 build and the sql for base building did not work from the extract. Here is what i did to make it work instead of adding 80 or more individual rows:

Code:
INSERT INTO `object_classes` VALUES
('Misc_Cargo1Bo_military', '0', '0', '0', 'Misc_Cargo1Bo_military'),
('Ins_WarfareBContructionSite', '0', '0', '0', 'Ins_WarfareBContructionSite'),
('Land_pumpa', '0', '0', '0', 'Land_pumpa'),
('Hhedgehog_concrete', '0', '0', '0', 'Hhedgehog_concrete'),
('Misc_cargo_cont_small_EP1', '0', '0', '0', 'Misc_cargo_cont_small_EP1'),
('Land_prebehlavka', '0', '0', '0', 'Land_prebehlavka'),
('Fence_corrugated_plate', '0', '0', '0', 'Fence_corrugated_plate'),
('ZavoraAnim', '0', '0', '0', 'ZavoraAnim'),
('Land_tent_east', '0', '0', '0', 'Land_tent_east'),
('Land_CamoNetB_EAST', '0', '0', '0', 'Land_CamoNetB_EAST'),
('Land_CamoNetB_NATO', '0', '0', '0', 'Land_CamoNetB_NATO'),
('Land_CamoNetVar_EAST', '0', '0', '0', 'Land_CamoNetVar_EAST'),
('Land_CamoNetVar_NATO', '0', '0', '0', 'Land_CamoNetVar_NATO'),
('Land_CamoNet_EAST', '0', '0', '0', 'Land_CamoNet_EAST'),
('Land_CamoNet_NATO', '0', '0', '0', 'Land_CamoNet_NATO'),
('Fence_Ind_long', '0', '0', '0', 'Fence_Ind_long'),
('Fort_RazorWire', '0', '0', '0', 'Fort_RazorWire'),
('Fence_Ind', '0', '0', '0', 'Fence_Ind'),
('Land_fort_bagfence_long', '0', '0', '0', 'Land_fort_bagfence_long'),
('Grave', '0', '0', '0', 'Grave'),
('WarfareBDepot', '0', '0', '0', 'WarfareBDepot'),
('Base_WarfareBBarrier10xTall', '0', '0', '0', 'Base_WarfareBBarrier10xTall'),
('Concrete_Wall_EP1', '0', '0', '0', 'Concrete_Wall_EP1'),
('Infostand_2_EP1', '0', '0', '0', 'Infostand_2_EP1'),
('Land_BagFenceRound', '0', '0', '0', 'Land_BagFenceRound'),
('CamoNet', '0', '0', '0', 'CamoNet'),
('DeerStand', '0', '0', '0', 'DeerStand'),
('Land_CncBlock', '0', '0', '0', 'Land_CncBlock'),
('WatchTower', '0', '0', '0', 'WatchTower'),
('SandBagNest', '0', '0', '0', 'SandBagNest'),
('Wire2', '0', '0', '0', 'Wire2'),
('HBarrier', '0', '0', '0', 'HBarrier'),
('Scaffolding', '0', '0', '0', 'Scaffolding'),
('Sandbag2_DZ', '0', '0', '0', 'Sandbag2_DZ'),
('Sandbag3_DZ', '0', '0', '0', 'Sandbag3_DZ'),
('LadderSmall', '0', '0', '0', 'LadderSmall'),
('Gate1_DZ', '0', '0', '0', 'Gate1_DZ'),
('WarfareBCamp', '0', '0', '0', 'WarfareBCamp'),
('Base_WarfareBBarrier10x', '0', '0', '0', 'Base_WarfareBBarrier10x'),
('Land_fortified_nest_big', '0', '0', '0', 'Land_fortified_nest_big'),
('Land_Fort_Watchtower', '0', '0', '0', 'Land_Fort_Watchtower'),
('Land_fort_rampart_EP1', '0', '0', '0', 'Land_fort_rampart_EP1'),
('Land_HBarrier_large', '0', '0', '0', 'Land_HBarrier_large'),
('Land_fortified_nest_small', '0', '0', '0', 'Land_fortified_nest_small'),
('Land_Misc_Cargo2E', '0', '0', '0', 'Land_Misc_Cargo2E'),
('Land_sara_hasic_zbroj', '0', '0', '0', 'Land_sara_hasic_zbroj'),
('Land_Shed_wooden', '0', '0', '0', 'Land_Shed_wooden'),
('Land_Barrack2', '0', '0', '0', 'Land_Barrack2'),
('Land_vez', '0', '0', '0', 'Land_vez'),
('FlagCarrierBAF', '0', '0', '0', 'FlagCarrierBAF'),
('FlagCarrierBIS_EP1', '0', '0', '0', 'FlagCarrierBIS_EP1'),
('FlagCarrierBLUFOR_EP1', '0', '0', '0', 'FlagCarrierBLUFOR_EP1'),
('FlagCarrierCDF_EP1', '0', '0', '0', 'FlagCarrierCDF_EP1'),
('FlagCarrierCDFEnsign_EP1', '0', '0', '0', 'FlagCarrierCDFEnsign_EP1'),
('FlagCarrierCzechRepublic_EP1', '0', '0', '0', 'FlagCarrierCzechRepublic_EP1'),
('FlagCarrierGermany_EP1', '0', '0', '0', 'FlagCarrierGermany_EP1'),
('FlagCarrierINDFOR_EP1', '0', '0', '0', 'FlagCarrierINDFOR_EP1'),
('FlagCarrierUSA_EP1', '0', '0', '0', 'FlagCarrierUSA_EP1'),
('Land_Ind_Shed_01_main', '0', '0', '0', 'Land_Ind_Shed_01_main'),
('Land_Fire_barrel', '0', '0', '0', 'Land_Fire_barrel'),
('Land_WoodenRamp', '0', '0', '0', 'Land_WoodenRamp'),
('Land_House_L_1_EP1', '0', '0', '0', 'Land_House_L_1_EP1'),
('Land_ConcreteRamp', '0', '0', '0', 'Land_ConcreteRamp'),
('RampConcrete', '0', '0', '0', 'RampConcrete'),
('HeliH', '0', '0', '0', 'HeliH'),
('HeliHCivil', '0', '0', '0', 'HeliHCivil'),
('Land_ladder', '0', '0', '0', 'Land_ladder'),
('Land_ladder_half', '0', '0', '0', 'Land_ladder_half'),
('Land_Misc_Scaffolding', '0', '0', '0', 'Land_Misc_Scaffolding'),
('Land_Ind_TankSmall2_EP1', '0', '0', '0', 'Land_Ind_TankSmall2_EP1'),
('PowerGenerator_EP1', '0', '0', '0', 'PowerGenerator_EP1'),
('Land_Ind_IlluminantTower', '0', '0', '0', 'Land_Ind_IlluminantTower'),
('Land_A_Castle_Bergfrit', '0', '0', '0', 'Land_A_Castle_Bergfrit'),
('Land_A_Castle_Stairs_A', '0', '0', '0', 'Land_A_Castle_Stairs_A'),
('Land_A_Castle_Bastion', '0', '0', '0', 'Land_A_Castle_Bastion'),
('Land_A_Castle_Wall1_20', '0', '0', '0', 'Land_A_Castle_Wall1_20'),
('Land_A_Castle_Wall1_20_Turn', '0', '0', '0', 'Land_A_Castle_Wall1_20_Turn'),
('Land_A_Castle_Wall2_30', '0', '0', '0', 'Land_A_Castle_Wall2_30'),
('Land_A_Castle_Gate', '0', '0', '0', 'Land_A_Castle_Gate'),
('CDF_WarfareBUAVterminal', '0', '0', '0', 'CDF_WarfareBUAVterminal');
 
I've had success in adding base building 1.3 to my dayz 1.8.1 server. Unfortunatly im unable to reproduce my working build and have tried to! I have working BPO's and would like to work with an other experienced moder to find how how the hell i did it. My team speak is 212.187.209.62:9156 and my 1.8.1 server is Haunted Dayz. I am not here to sell my PBO's!! my only request is to have a clean install so i can rebuild my PBO's cleanly! Would love to converse about it with any interested party!
 
ok so i did not want to read through 20 pages of this to see if this is posted already so here goes. I use pwnozors 1.8.1 build and the sql for base building did not work from the extract. Here is what i did to make it work instead of adding 80 or more individual rows:

thx alot !!! now i can start trying to figure out how to adjust this to 1.8.1
 
thx alot !!! now i can start trying to figure out how to adjust this to 1.8.1
Im using it and it is working very well with the excpetion of the vehicles not saving and/or loading to or from the database but only sometimes :/. Not sure if it is from the pwnozor pack or this script but i cant seem to track it down yet.
 
Ok so I have everything working on the pwnozor pack 1.8.1....well not entirely. There is one issue that remains so far, when anyone builds any allbuildables item it saves to the DB fine, however; the [[_uid],[_inventory]] saves into the inventory slot on the DB table. If this is right I am not sure but what I do know is when you load back in the server wants to load that field and causes an error from the server monitor when retrieving the data. I am not sure if it will work but I am going to try to make it a mostly emtpty filed with the [[_uid],[_inventory]] inside each different group, i guess it is called. Not up to date on my DB lingo lol :p

If it works ill post a quick fix tut. If anyone else has some thought that would be cool too 8)
 
I sure hope this is not already fixed for 1.8.1 somewhere :p
Problem: Timeout on restart after building flag pole.
Solution: go to your server_publishObject.sqf and change
Code:
_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [[_uid],_inventory], [], 0,_uid];
to this
Code:
_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace,[[[_uid]],[_inventory]], [], 0,_uid];
Now you can load back into the server with no timeout bug :)
Problem: Builable objects to not spawn on restart.
Solution: go to your dayz_code\init\variables.sqf file and change
Code:
safeObjects = ["Land_Fire_DZ", "TentStorage","TentStorage0","TentStorage1","TentStorage2","TentStorage3","TentStorage4","StashSmall","StashSmall1","StashSmall2","StashSmall3","StashSmall4","StashMedium","StashMedium1","StashMedium2","StashMedium3", "StashMedium4", "Wire_cat1", "Sandbag1_DZ", "Fence_DZ", "Generator_DZ", "Hedgehog_DZ", "BearTrap_DZ", "DomeTentStorage", "DomeTentStorage0", "DomeTentStorage1", "DomeTentStorage2", "DomeTentStorag3", "DomeTentStorage4", "CamoNet_DZ", "Trap_Cans", "TrapTripwireFlare", "TrapBearTrapSmoke", "TrapTripwireGrenade", "TrapTripwireSmoke", "TrapBearTrapFlare", "Grave", "Concrete_Wall_EP1", "Infostand_2_EP1", "WarfareBDepot", "Base_WarfareBBarrier10xTall", "WarfareBCamp", "Base_WarfareBBarrier10x", "Land_fortified_nest_big", "Land_Fort_Watchtower", "Land_fort_rampart_EP1", "Land_HBarrier_large", "Land_fortified_nest_small", "Land_BagFenceRound", "Land_fort_bagfence_long", "Land_Misc_Cargo2E", "Misc_Cargo1Bo_military", "Ins_WarfareBContructionSite", "Land_pumpa", "Land_CncBlock", "Hhedgehog_concrete", "Misc_cargo_cont_small_EP1", "Land_prebehlavka", "Fence_corrugated_plate", "ZavoraAnim", "Land_tent_east", "Land_CamoNetB_EAST", "Land_CamoNetB_NATO", "Land_CamoNetVar_EAST", "Land_CamoNetVar_NATO", "Land_CamoNet_EAST", "Land_CamoNet_NATO", "Fence_Ind_long", "Fort_RazorWire", "Fence_Ind","Land_sara_hasic_zbroj","Land_Shed_wooden","Land_Barrack2","Land_vez","FlagCarrierBAF","FlagCarrierBIS_EP1","FlagCarrierBLUFOR_EP1","FlagCarrierCDF_EP1","FlagCarrierCDFEnsign_EP1","FlagCarrierCzechRepublic_EP1","FlagCarrierGermany_EP1","FlagCarrierINDFOR_EP1","FlagCarrierUSA_EP1","Land_Ind_Shed_01_main","Land_Fire_barrel","Land_WoodenRamp","Land_Ind_TankSmall2_EP1","PowerGenerator_EP1","Land_Ind_IlluminantTower","Land_A_Castle_Stairs_A","Land_A_Castle_Bergfrit","Land_A_Castle_Bastion","Land_A_Castle_Wall1_20","Land_A_Castle_Wall1_20_Turn","Land_A_Castle_Wall2_30","Land_A_Castle_Gate","Land_House_L_1_EP1","Land_ConcreteRamp","RampConcrete","HeliH","HeliHCivil","Land_ladder","Land_ladder_half","Land_Misc_Scaffolding","CDF_WarfareBUAVterminal","Land_Ind_Shed_01_end","Land_Ind_SawMillPen"];
to this
Code:
DayZ_SafeObjects = ["Land_Fire_DZ", "TentStorage","TentStorage0","TentStorage1","TentStorage2","TentStorage3","TentStorage4","StashSmall","StashSmall1","StashSmall2","StashSmall3","StashSmall4","StashMedium","StashMedium1","StashMedium2","StashMedium3", "StashMedium4", "Wire_cat1", "Sandbag1_DZ", "Fence_DZ", "Generator_DZ", "Hedgehog_DZ", "BearTrap_DZ", "DomeTentStorage", "DomeTentStorage0", "DomeTentStorage1", "DomeTentStorage2", "DomeTentStorag3", "DomeTentStorage4", "CamoNet_DZ", "Trap_Cans", "TrapTripwireFlare", "TrapBearTrapSmoke", "TrapTripwireGrenade", "TrapTripwireSmoke", "TrapBearTrapFlare", "Grave", "Concrete_Wall_EP1", "Infostand_2_EP1", "WarfareBDepot", "Base_WarfareBBarrier10xTall", "WarfareBCamp", "Base_WarfareBBarrier10x", "Land_fortified_nest_big", "Land_Fort_Watchtower", "Land_fort_rampart_EP1", "Land_HBarrier_large", "Land_fortified_nest_small", "Land_BagFenceRound", "Land_fort_bagfence_long", "Land_Misc_Cargo2E", "Misc_Cargo1Bo_military", "Ins_WarfareBContructionSite", "Land_pumpa", "Land_CncBlock", "Hhedgehog_concrete", "Misc_cargo_cont_small_EP1", "Land_prebehlavka", "Fence_corrugated_plate", "ZavoraAnim", "Land_tent_east", "Land_CamoNetB_EAST", "Land_CamoNetB_NATO", "Land_CamoNetVar_EAST", "Land_CamoNetVar_NATO", "Land_CamoNet_EAST", "Land_CamoNet_NATO", "Fence_Ind_long", "Fort_RazorWire", "Fence_Ind","Land_sara_hasic_zbroj","Land_Shed_wooden","Land_Barrack2","Land_vez","FlagCarrierBAF","FlagCarrierBIS_EP1","FlagCarrierBLUFOR_EP1","FlagCarrierCDF_EP1","FlagCarrierCDFEnsign_EP1","FlagCarrierCzechRepublic_EP1","FlagCarrierGermany_EP1","FlagCarrierINDFOR_EP1","FlagCarrierUSA_EP1","Land_Ind_Shed_01_main","Land_Fire_barrel","Land_WoodenRamp","Land_Ind_TankSmall2_EP1","PowerGenerator_EP1","Land_Ind_IlluminantTower","Land_A_Castle_Stairs_A","Land_A_Castle_Bergfrit","Land_A_Castle_Bastion","Land_A_Castle_Wall1_20","Land_A_Castle_Wall1_20_Turn","Land_A_Castle_Wall2_30","Land_A_Castle_Gate","Land_House_L_1_EP1","Land_ConcreteRamp","RampConcrete","HeliH","HeliHCivil","Land_ladder","Land_ladder_half","Land_Misc_Scaffolding","CDF_WarfareBUAVterminal","Land_Ind_Shed_01_end","Land_Ind_SawMillPen"];

I am still working to retain flag ownership for owners and allowed uid additions. Keep in mind this is for dayZ 1.8.1.
 
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ok so i did not want to read through 20 pages of this to see if this is posted already so here goes. I use pwnozors 1.8.1 build and the sql for base building did not work from the extract. Here is what i did to make it work instead of adding 80 or more individual rows:

Code:
INSERT INTO `object_classes` VALUES
('Misc_Cargo1Bo_military', '0', '0', '0', 'Misc_Cargo1Bo_military'),
('Ins_WarfareBContructionSite', '0', '0', '0', 'Ins_WarfareBContructionSite'),
('Land_pumpa', '0', '0', '0', 'Land_pumpa'),
('Hhedgehog_concrete', '0', '0', '0', 'Hhedgehog_concrete'),
('Misc_cargo_cont_small_EP1', '0', '0', '0', 'Misc_cargo_cont_small_EP1'),
('Land_prebehlavka', '0', '0', '0', 'Land_prebehlavka'),
('Fence_corrugated_plate', '0', '0', '0', 'Fence_corrugated_plate'),
('ZavoraAnim', '0', '0', '0', 'ZavoraAnim'),
('Land_tent_east', '0', '0', '0', 'Land_tent_east'),
('Land_CamoNetB_EAST', '0', '0', '0', 'Land_CamoNetB_EAST'),
('Land_CamoNetB_NATO', '0', '0', '0', 'Land_CamoNetB_NATO'),
('Land_CamoNetVar_EAST', '0', '0', '0', 'Land_CamoNetVar_EAST'),
('Land_CamoNetVar_NATO', '0', '0', '0', 'Land_CamoNetVar_NATO'),
('Land_CamoNet_EAST', '0', '0', '0', 'Land_CamoNet_EAST'),
('Land_CamoNet_NATO', '0', '0', '0', 'Land_CamoNet_NATO'),
('Fence_Ind_long', '0', '0', '0', 'Fence_Ind_long'),
('Fort_RazorWire', '0', '0', '0', 'Fort_RazorWire'),
('Fence_Ind', '0', '0', '0', 'Fence_Ind'),
('Land_fort_bagfence_long', '0', '0', '0', 'Land_fort_bagfence_long'),
('Grave', '0', '0', '0', 'Grave'),
('WarfareBDepot', '0', '0', '0', 'WarfareBDepot'),
('Base_WarfareBBarrier10xTall', '0', '0', '0', 'Base_WarfareBBarrier10xTall'),
('Concrete_Wall_EP1', '0', '0', '0', 'Concrete_Wall_EP1'),
('Infostand_2_EP1', '0', '0', '0', 'Infostand_2_EP1'),
('Land_BagFenceRound', '0', '0', '0', 'Land_BagFenceRound'),
('CamoNet', '0', '0', '0', 'CamoNet'),
('DeerStand', '0', '0', '0', 'DeerStand'),
('Land_CncBlock', '0', '0', '0', 'Land_CncBlock'),
('WatchTower', '0', '0', '0', 'WatchTower'),
('SandBagNest', '0', '0', '0', 'SandBagNest'),
('Wire2', '0', '0', '0', 'Wire2'),
('HBarrier', '0', '0', '0', 'HBarrier'),
('Scaffolding', '0', '0', '0', 'Scaffolding'),
('Sandbag2_DZ', '0', '0', '0', 'Sandbag2_DZ'),
('Sandbag3_DZ', '0', '0', '0', 'Sandbag3_DZ'),
('LadderSmall', '0', '0', '0', 'LadderSmall'),
('Gate1_DZ', '0', '0', '0', 'Gate1_DZ'),
('WarfareBCamp', '0', '0', '0', 'WarfareBCamp'),
('Base_WarfareBBarrier10x', '0', '0', '0', 'Base_WarfareBBarrier10x'),
('Land_fortified_nest_big', '0', '0', '0', 'Land_fortified_nest_big'),
('Land_Fort_Watchtower', '0', '0', '0', 'Land_Fort_Watchtower'),
('Land_fort_rampart_EP1', '0', '0', '0', 'Land_fort_rampart_EP1'),
('Land_HBarrier_large', '0', '0', '0', 'Land_HBarrier_large'),
('Land_fortified_nest_small', '0', '0', '0', 'Land_fortified_nest_small'),
('Land_Misc_Cargo2E', '0', '0', '0', 'Land_Misc_Cargo2E'),
('Land_sara_hasic_zbroj', '0', '0', '0', 'Land_sara_hasic_zbroj'),
('Land_Shed_wooden', '0', '0', '0', 'Land_Shed_wooden'),
('Land_Barrack2', '0', '0', '0', 'Land_Barrack2'),
('Land_vez', '0', '0', '0', 'Land_vez'),
('FlagCarrierBAF', '0', '0', '0', 'FlagCarrierBAF'),
('FlagCarrierBIS_EP1', '0', '0', '0', 'FlagCarrierBIS_EP1'),
('FlagCarrierBLUFOR_EP1', '0', '0', '0', 'FlagCarrierBLUFOR_EP1'),
('FlagCarrierCDF_EP1', '0', '0', '0', 'FlagCarrierCDF_EP1'),
('FlagCarrierCDFEnsign_EP1', '0', '0', '0', 'FlagCarrierCDFEnsign_EP1'),
('FlagCarrierCzechRepublic_EP1', '0', '0', '0', 'FlagCarrierCzechRepublic_EP1'),
('FlagCarrierGermany_EP1', '0', '0', '0', 'FlagCarrierGermany_EP1'),
('FlagCarrierINDFOR_EP1', '0', '0', '0', 'FlagCarrierINDFOR_EP1'),
('FlagCarrierUSA_EP1', '0', '0', '0', 'FlagCarrierUSA_EP1'),
('Land_Ind_Shed_01_main', '0', '0', '0', 'Land_Ind_Shed_01_main'),
('Land_Fire_barrel', '0', '0', '0', 'Land_Fire_barrel'),
('Land_WoodenRamp', '0', '0', '0', 'Land_WoodenRamp'),
('Land_House_L_1_EP1', '0', '0', '0', 'Land_House_L_1_EP1'),
('Land_ConcreteRamp', '0', '0', '0', 'Land_ConcreteRamp'),
('RampConcrete', '0', '0', '0', 'RampConcrete'),
('HeliH', '0', '0', '0', 'HeliH'),
('HeliHCivil', '0', '0', '0', 'HeliHCivil'),
('Land_ladder', '0', '0', '0', 'Land_ladder'),
('Land_ladder_half', '0', '0', '0', 'Land_ladder_half'),
('Land_Misc_Scaffolding', '0', '0', '0', 'Land_Misc_Scaffolding'),
('Land_Ind_TankSmall2_EP1', '0', '0', '0', 'Land_Ind_TankSmall2_EP1'),
('PowerGenerator_EP1', '0', '0', '0', 'PowerGenerator_EP1'),
('Land_Ind_IlluminantTower', '0', '0', '0', 'Land_Ind_IlluminantTower'),
('Land_A_Castle_Bergfrit', '0', '0', '0', 'Land_A_Castle_Bergfrit'),
('Land_A_Castle_Stairs_A', '0', '0', '0', 'Land_A_Castle_Stairs_A'),
('Land_A_Castle_Bastion', '0', '0', '0', 'Land_A_Castle_Bastion'),
('Land_A_Castle_Wall1_20', '0', '0', '0', 'Land_A_Castle_Wall1_20'),
('Land_A_Castle_Wall1_20_Turn', '0', '0', '0', 'Land_A_Castle_Wall1_20_Turn'),
('Land_A_Castle_Wall2_30', '0', '0', '0', 'Land_A_Castle_Wall2_30'),
('Land_A_Castle_Gate', '0', '0', '0', 'Land_A_Castle_Gate'),
('CDF_WarfareBUAVterminal', '0', '0', '0', 'CDF_WarfareBUAVterminal');

Not sure if this matters but this should actually look like this:
Code:
INSERT INTO `object_classes` VALUES
('Misc_Cargo1Bo_military', '0', 0, '0', 'Misc_Cargo1Bo_military'),
('Ins_WarfareBContructionSite', '0', 0, '0', 'Ins_WarfareBContructionSite'),
('Land_pumpa', '0', 0, '0', 'Land_pumpa'),
('Hhedgehog_concrete', '0', 0, '0', 'Hhedgehog_concrete'),
('Misc_cargo_cont_small_EP1', '0', 0, '0', 'Misc_cargo_cont_small_EP1'),
('Land_prebehlavka', '0', 0, '0', 'Land_prebehlavka'),
('Fence_corrugated_plate', '0', 0, '0', 'Fence_corrugated_plate'),
('ZavoraAnim', '0', 0, '0', 'ZavoraAnim'),
('Land_tent_east', '0', 0, '0', 'Land_tent_east'),
('Land_CamoNetB_EAST', '0', 0, '0', 'Land_CamoNetB_EAST'),
('Land_CamoNetB_NATO', '0', 0, '0', 'Land_CamoNetB_NATO'),
('Land_CamoNetVar_EAST', '0', 0, '0', 'Land_CamoNetVar_EAST'),
('Land_CamoNetVar_NATO', '0', 0, '0', 'Land_CamoNetVar_NATO'),
('Land_CamoNet_EAST', '0', 0, '0', 'Land_CamoNet_EAST'),
('Land_CamoNet_NATO', '0', 0, '0', 'Land_CamoNet_NATO'),
('Fence_Ind_long', '0', 0, '0', 'Fence_Ind_long'),
('Fort_RazorWire', '0', 0, '0', 'Fort_RazorWire'),
('Fence_Ind', '0', 0, '0', 'Fence_Ind'),
('Land_fort_bagfence_long', '0', 0, '0', 'Land_fort_bagfence_long'),
('Grave', '0', 0, '0', 'Grave'),
('WarfareBDepot', '0', 0, '0', 'WarfareBDepot'),
('Base_WarfareBBarrier10xTall', '0', 0, '0', 'Base_WarfareBBarrier10xTall'),
('Concrete_Wall_EP1', '0', 0, '0', 'Concrete_Wall_EP1'),
('Infostand_2_EP1', '0', 0, '0', 'Infostand_2_EP1'),
('Land_BagFenceRound', '0', 0, '0', 'Land_BagFenceRound'),
('CamoNet', '0', 0, '0', 'CamoNet'),
('DeerStand', '0', 0, '0', 'DeerStand'),
('Land_CncBlock', '0', 0, '0', 'Land_CncBlock'),
('WatchTower', '0', 0, '0', 'WatchTower'),
('SandBagNest', '0', 0, '0', 'SandBagNest'),
('Wire2', '0', 0, '0', 'Wire2'),
('HBarrier', '0', 0, '0', 'HBarrier'),
('Scaffolding', '0', 0, '0', 'Scaffolding'),
('Sandbag2_DZ', '0', 0, '0', 'Sandbag2_DZ'),
('Sandbag3_DZ', '0', 0, '0', 'Sandbag3_DZ'),
('LadderSmall', '0', 0, '0', 'LadderSmall'),
('Gate1_DZ', '0', 0, '0', 'Gate1_DZ'),
('WarfareBCamp', '0', 0, '0', 'WarfareBCamp'),
('Base_WarfareBBarrier10x', '0', 0, '0', 'Base_WarfareBBarrier10x'),
('Land_fortified_nest_big', '0', 0, '0', 'Land_fortified_nest_big'),
('Land_Fort_Watchtower', '0', 0, '0', 'Land_Fort_Watchtower'),
('Land_fort_rampart_EP1', '0', 0, '0', 'Land_fort_rampart_EP1'),
('Land_HBarrier_large', '0', 0, '0', 'Land_HBarrier_large'),
('Land_fortified_nest_small', '0', 0, '0', 'Land_fortified_nest_small'),
('Land_Misc_Cargo2E', '0', 0, '0', 'Land_Misc_Cargo2E'),
('Land_sara_hasic_zbroj', '0', 0, '0', 'Land_sara_hasic_zbroj'),
('Land_Shed_wooden', '0', 0, '0', 'Land_Shed_wooden'),
('Land_Barrack2', '0', 0, '0', 'Land_Barrack2'),
('Land_vez', '0', 0, '0', 'Land_vez'),
('FlagCarrierBAF', '0', 0, '0', 'FlagCarrierBAF'),
('FlagCarrierBIS_EP1', '0', 0, '0', 'FlagCarrierBIS_EP1'),
('FlagCarrierBLUFOR_EP1', '0', 0, '0', 'FlagCarrierBLUFOR_EP1'),
('FlagCarrierCDF_EP1', '0', 0, '0', 'FlagCarrierCDF_EP1'),
('FlagCarrierCDFEnsign_EP1', '0', 0, '0', 'FlagCarrierCDFEnsign_EP1'),
('FlagCarrierCzechRepublic_EP1', '0', 0, '0', 'FlagCarrierCzechRepublic_EP1'),
('FlagCarrierGermany_EP1', '0', 0, '0', 'FlagCarrierGermany_EP1'),
('FlagCarrierINDFOR_EP1', '0', 0, '0', 'FlagCarrierINDFOR_EP1'),
('FlagCarrierUSA_EP1', '0', 0, '0', 'FlagCarrierUSA_EP1'),
('Land_Ind_Shed_01_main', '0', 0, '0', 'Land_Ind_Shed_01_main'),
('Land_Fire_barrel', '0', 0, '0', 'Land_Fire_barrel'),
('Land_WoodenRamp', '0', 0, '0', 'Land_WoodenRamp'),
('Land_House_L_1_EP1', '0', 0, '0', 'Land_House_L_1_EP1'),
('Land_ConcreteRamp', '0', 0, '0', 'Land_ConcreteRamp'),
('RampConcrete', '0', 0, '0', 'RampConcrete'),
('HeliH', '0', 0, '0', 'HeliH'),
('HeliHCivil', '0', 0, '0', 'HeliHCivil'),
('Land_ladder', '0', 0, '0', 'Land_ladder'),
('Land_ladder_half', '0', 0, '0', 'Land_ladder_half'),
('Land_Misc_Scaffolding', '0', 0, '0', 'Land_Misc_Scaffolding'),
('Land_Ind_TankSmall2_EP1', '0', 0, '0', 'Land_Ind_TankSmall2_EP1'),
('PowerGenerator_EP1', '0', 0, '0', 'PowerGenerator_EP1'),
('Land_Ind_IlluminantTower', '0', 0, '0', 'Land_Ind_IlluminantTower'),
('Land_A_Castle_Bergfrit', '0', 0, '0', 'Land_A_Castle_Bergfrit'),
('Land_A_Castle_Stairs_A', '0', 0, '0', 'Land_A_Castle_Stairs_A'),
('Land_A_Castle_Bastion', '0', 0, '0', 'Land_A_Castle_Bastion'),
('Land_A_Castle_Wall1_20', '0', 0, '0', 'Land_A_Castle_Wall1_20'),
('Land_A_Castle_Wall1_20_Turn', 0, '0', '0', 'Land_A_Castle_Wall1_20_Turn'),
('Land_A_Castle_Wall2_30', '0', 0, '0', 'Land_A_Castle_Wall2_30'),
('Land_A_Castle_Gate', '0', '0', 0, 'Land_A_Castle_Gate'),
('CDF_WarfareBUAVterminal', '0', 0, '0', 'CDF_WarfareBUAVterminal');
 
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