Base Building DayZ 1.2 Released

Thank you damiyo21 for all your hard work!
It works great so far!
However, upon entering the 15 digit password given by the gate I was given an "Access Denied". I double and tripled checked and for some reason it is not accepting the password. Is it possible to shorten the password?

Objects are also not saving on server restart. I hope you can find a fix for it soon!

I'm on bliss vanilla dayz Chernarus 1.7.6.1
 
Thank you damiyo21 for all your hard work!
It works great so far!
However, upon entering the 15 digit password given by the gate I was given an "Access Denied". I double and tripled checked and for some reason it is not accepting the password. Is it possible to shorten the password?

Objects are also not saving on server restart. I hope you can find a fix for it soon!

I'm on bliss vanilla dayz Chernarus 1.7.6.1

Yep these are the current issues at hand that all of us are stuck at
 
Thank you damiyo21 for all your hard work!
It works great so far!
However, upon entering the 15 digit password given by the gate I was given an "Access Denied". I double and tripled checked and for some reason it is not accepting the password. Is it possible to shorten the password?

Objects are also not saving on server restart. I hope you can find a fix for it soon!

I'm on bliss vanilla dayz Chernarus 1.7.6.1

Code is the unique id for the object. Based on how bliss is written, I dont see away around this other than modifying the dayz_objectuid2 = { }; function in your server_functions.sqf

Then you must do the same algorithm in player_build.sqf where it factors the _uid.


I didnt thoroughly overlook 1.7.6.1 server side code.

EDIT FIX FOR NOT WRITING TO DB:

For those running Reality Build for 1.7.6.1

There is a function in "dayz_server\init\server_functions.sqf" called:

Code:
check_publishobject = {
private["_allowed","_allowedObjects","_object"];
 
_object = _this select 0;
_playername = _this select 1;
_allowedObjects = ["TentStorage", "Hedgehog_DZ", "Sandbag1_DZ","TrapBear","Wire_cat1"];
_allowed = false;
 
diag_log format ["DEBUG: Checking if Object: %1 is allowed published by %2", _object, _playername];
 
if ((typeOf _object) in _allowedObjects) then {
diag_log format ["DEBUG: Object: %1 published by %2 is Safe",_object, _playername];
_allowed = true;
};
 
_allowed
};

It looks like he added that in so hackers cant write things to database that are not default dayz objects.

Dont just remove it unless you know what your doing.

If you want it to still authorize default DayZ objects and also authorize the buildables in Base Building 1.2 (or ones u add in manually) replace with this:


Code:
check_publishobject = {
private["_allowed","_allowedObjects","_object"];
 
_object = _this select 0;
_playername = _this select 1;
_allowedObjects = ["TentStorage", "Hedgehog_DZ", "Sandbag1_DZ","TrapBear","Wire_cat1"];
_allowed = false;
 
diag_log format ["DEBUG: Checking if Object: %1 is allowed published by %2", _object, _playername];
 
if ((typeOf _object) in _allowedObjects || (typeOf _object) in allbuildables_class) then {
diag_log format ["DEBUG: Object: %1 published by %2 is Safe",_object, _playername];
_allowed = true;
};
 
_allowed
};


Basically all were doing is changing this line:

Code:
if ((typeOf _object) in _allowedObjects || (typeOf _object) in allbuildables_class) then {

So that it authorizes the custom buildables from the server side array.

Let me know if this solves the problem!

ALSO FOR REALITY BUILD 1.7.6.1 users, this may be very important. I noticed that Theyve made some minor changes with how deployables are publicly broadcasted to server.

In your player_build.sqf found in the "dayz_code\compile\" path


At the VERY BOTTOM Change this:


Code:
dayzPublishObj = [dayz_characterID,_object,[_dir,_location],_classname];
publicVariableServer "dayzPublishObj";
    if (isServer) then {
        dayzPublishObj call server_publishObj;
    };


to this:


Code:
dayzPublishObj = [dayz_characterID,_object,[_dir,_location],_classname];
publicVariableServer "dayzPublishObj";

And please report back to me that this still allows object to write to database and save after restart.

Else you may be writing duplicate objects to your Database and this is a big NO NO.

Thanks!
 
Looking into why not saving to DB...
I mightve not overlooked the 1.7.6.1 code as thorough as im testing this on Tavi 2.0 taht runs dayz 1.7.4.4 code

Code is the unique id for the object. Based on how bliss is written, I dont see away around this other than modifying the object_uid2 = { }; function in your server_functions.sqf

Then you must do the same algorithm in player_build.sqf where it factors the _uid.

thanks for the great work :) but hey as i said earlier, any idea why when on my server people open the menu and it instant closes
 
Yeh, the code for the buildings is really long - and even when I've input it correctly a dozen times, it denies me.

Anyone closer to getting the buildings saved correctly to the DB?
 
thanks for the great work :) but hey as i said earlier, any idea why when on my server people open the menu and it instant closes

Can you be more thorough?

You open the "build recipe menu" dialog and it closes immediately?

What map, version, server build are you using?
 
Yeh, the code for the buildings is really long - and even when I've input it correctly a dozen times, it denies me.

Anyone closer to getting the buildings saved correctly to the DB?

The reason it is not working is because you havent applied the fix above.


The object never publishes to Database because of this function in server_functions.sqf:

Code:
check_publishobject = {


With the changes above, it should work after you build it and after server restart.


There are rare occasions that occur where the code will be broken forever, At this point, you must go into your database, paste the code in a filter of instance_deployables and then delete object manually.

This is especially important for keypanels.
 
Could someone post their working pbo's for me to look at?(i'll post mine just in case) I seem to be behind in that I still can't get anything to happen. I assume it's like 1.1 and that if you have a buildable in your inventory you can look at the recipe's? I can't even seem to get that the happen. I'm running chenarus 1.7.6.1, and like I say, I'm getting nothing. I've been over the code so many times and still have no clue where I went wrong. Thanks for any help.
 

Attachments

  • dayz_mission.pbo
    469 KB · Views: 33
  • dayz_server.pbo
    83.7 KB · Views: 26
Could someone post their working pbo's for me to look at?(i'll post mine just in case) I seem to be behind in that I still can't get anything to happen. I assume it's like 1.1 and that if you have a buildable in your inventory you can look at the recipe's? I can't even seem to get that the happen. I'm running chenarus 1.7.6.1, and like I say, I'm getting nothing. I've been over the code so many times and still have no clue where I went wrong. Thanks for any help.


This in your dayz_1.world\init.sqf:

call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf"; //Initializes custom variables
call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; //Compile custom compiles
call compile preprocessFileLineNumbers "dayz_code\init\settings.sqf"; //Initialize custom clientside settings

needs to be the last thing called in your init.sqf else the default dayz code overwrite it (were overwriting the default dayz code with our custom code)

Place it directly BEFORE

progressLoadingScreen 1.0;

Not Before progressLoadingScreen 0.1;

Let me know if that works
 
Awesome, Thank you so much. Everything looks amazing, and better than that everything works! It saved to the database for me after making the changes you posted tonight. Thanks again for the amazing mod and the support.
 
After applied fix above , BaseBuilding1.2 works well for now. saved into DB and deleted from DB correctly.
some object doesn't turn into bomb.
Map:Chernarus Reality 0.39 HFB
 
The reason it is not working is because you havent applied the fix above.


The object never publishes to Database because of this function in server_functions.sqf:

Code:
check_publishobject = {


With the changes above, it should work after you build it and after server restart.


There are rare occasions that occur where the code will be broken forever, At this point, you must go into your database, paste the code in a filter of instance_deployables and then delete object manually.

This is especially important for keypanels.

I will get right on this, my B
 
I will get right on this, my B

Please let me know if removing the

Code:
    if (isServer) then {
        dayzPublishObj call server_publishObj;
    };

at the bottom of player_build.sqf still allows object to write to DB with latest Reality Build.

Also include map your using etc.


After applied fix above , BaseBuilding1.2 works well for now. saved into DB and deleted from DB correctly.
some object doesn't turn into bomb.
Map:Chernarus Reality 0.39 HFB

Can you elaborate on this a bit more with bomb issue?

Are you saying the graves no longer explode and the booby traps from base building do?
 
Just added this to my Celle server on Reality (I assume it's the latest release, but I'm not sure) and everything seems to be working as far as building and saving to DB go. Will test some more and let you know if I find anything not working.
 
Just added this to my Celle server on Reality (I assume it's the latest release, but I'm not sure) and everything seems to be working as far as building and saving to DB go. Will test some more and let you know if I find anything not working.

I'm with Dayz.ST and also run Celle, care to share the setup you've done before I start from scratch again? (Pbo with just the BB in it)
 
Uploaded file is too large...maybe PM me and I'll email it.

Edit: Forgot it had my lift script and Auto Refuel in it, deleted that and it's small enough.
 

Attachments

  • dayz_1.mbg_celle2.pbo
    973.4 KB · Views: 16
Yeah like i hit build recipe in scroll, the window pops up then immediately dissappears,

im running taviana 2.0 from taviana.com

server is running reality
 
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