Base Building DayZ 1.2 Released

daimyo21

New Member
Basebuilding dayz help and discussion takes place here

I forgot to add in the insert deployable list for database. Investigating wait for host issue. Backup your deployable tables and you can find the deployables (with extra objects that I dont use) here: https://github.com/Daimyo21/BaseBuilding-DayZ/tree/master/basebuilding/database

Or you can just add them in manually one by one.

Instructions on how to insert in readme at bottom under Database section

EDIT:

Also I made a mistake in instructions (still going through them now to make sure I didnt make any others)

In YOUR init.sqf

I said paste this:

call compile preprocessFileLineNumbers "init\variables.sqf";
call compile preprocessFileLineNumbers "init\compiles.sqf";
call compile preprocessFileLineNumbers "init\settings.sqf";

When it was supposed to be this:

call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf";
call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf";
call compile preprocessFileLineNumbers "dayz_code\init\settings.sqf";



FIX FOR WAIT FOR HOST ISSUE:


In YOUR default description.ext

YOU MUST REMOVE THIS CODE:


class RscText
{
type = 0;
idc = -1;
x = 0;
y = 0;
h = 0.037;
w = 0.3;
style = 0x100;
font = Zeppelin32;
SizeEx = 0.03921;
colorText[] = {1,1,1,1};
colorBackground[] = {0, 0, 0, 0};
linespacing = 1;
};
class RscPicture
{
access=0;
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="TahomaB";
sizeEx=0;
lineSpacing=0;
text="";
};
class RscLoadingText : RscText
{
style = 2;
x = 0.323532;
y = 0.666672;
w = 0.352944;
h = 0.039216;
sizeEx = 0.03921;
colorText[] = {0.543,0.5742,0.4102,1.0};
};
class RscProgress
{
x = 0.344;
y = 0.619;
w = 0.313726;
h = 0.0261438;
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
colorFrame[] = {0,0,0,0};
colorBar[] = {1,1,1,1};
};
class RscProgressNotFreeze
{
idc = -1;
type = 45;
style = 0;
x = 0.022059;
y = 0.911772;
w = 0.029412;
h = 0.039216;
texture = "#(argb,8,8,3)color(0,0,0,0)";
};


It is already being defined at the top with #include "defines.hpp"

The defines.hpp came with the recipe dialog by W4rGo, I simply worked around it. Ill try and combine them to make installation easier
 
Alright. I'll be testing this as you release info. Thanks for this!

Trying out the removal of that section. Will get back to you.

Yep the removal of the description.ex section allows me to get in.

Time to see if buildings save correctly, keypads/gates work and such...

Another Edit: The menu system looks.. fucking nice. Like. Nice. I like all the information you're provided while in game... Major props. Back to testing!

IEDs work! .. Blew myself up... lol.
 
What part of the long codes do I need to use to say - remove a concrete wall?

Also when I built it - i checked the instance_deployabe, it didn't end up in there

Keypad disappears on creation - Perhaps I should try the solution for v1.1 - cuz i recall that also having this issue
 
What part of the long codes do I need to use to say - remove a concrete wall?

Also when I built it - i checked the instance_deployabe, it didn't end up in there

Keypad disappears on creation - Perhaps I should try the solution for v1.1 - cuz i recall that also having this issue

Did you execute the deployables script I added in my above post?

Keypad disappears on creation probably due to the "dayz_server\compile\server_publishObject.sqf"

Inside the server_publishObject.sqf comment out this section:
from

Code:
if (!(_object isKindOf "Building")) exitWith {
    deleteVehicle _object;
};

to

Code:
//if (!(_object isKindOf "Building")) exitWith {
//    deleteVehicle _object;
//};

Let me know if that doesnt solve the problem
 
with a build-able in your inventory scroll your mouse wheel, that's how it was accessed in the old version i have not installed the new version yet so it might have changed
 
Did you execute the deployables script I added in my above post?

Keypad disappears on creation probably due to the "dayz_server\compile\server_publishObject.sqf"

Inside the server_publishObject.sqf comment out this section:
from

Code:
if (!(_object isKindOf "Building")) exitWith {
    deleteVehicle _object;
};

to

Code:
//if (!(_object isKindOf "Building")) exitWith {
//    deleteVehicle _object;
//};

Let me know if that doesnt solve the problem

Testing this now. Will get back to you very soon.
 
So, I was just thinking about how I never see sandbags spawn anymore. Have they been removed from the spawn tables. If so, how can I go about adding them back in? If not, how do I increase the spawn chance so people can find them more often for building bases?
 
@daimyo21
As I mentioned in the email I sent to you, missing ";" in the build_recipe_dialog.hpp causes syntax error.
 
Mmm, some object seems to turn into Bomb even though no one built one...
I'm looking into it

add
my RPT.log is now filled with this error.
1:24:24 Server: Object 73:96 not found (message 94)
1:24:24 Server: Object 71:156 not found (message 94)
1:24:24 Server: Object 53:381 not found (message 99)
1:24:24 Server: Object 30:767 not found (message 70)
1:24:24 Server: Object 31:548 not found (message 99)
1:24:24 Server: Object 7:1824 not found (message 94)
 
Mmm, some object seems to turn into Bomb even though no one built one...
I'm looking into it

What map? What object? I might have to adjust that again. I think im using "isKindOf" instead of TypeOf



EDIT:

Made adjustment, let me know if it still is doing it after.
Commit here
Thanks!
 
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