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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!
You might find your answer here! http://opendayz.net/index.php?threads/questions-about-restriction-scripts.7723/What did I do wrong if I am getting kicked for script restriction #112 for everything I try to build besides graves?
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
Any ideas when we will be able to remove buildings and placeables? I remove them and they remove on my screen but not from the database so when I restart server it just makes them reappear! Can you elaborate on this issue?
if (isServer) then {
dayzDeleteObj call local_deleteObj;
};
if (isServer) then {
dayzDeleteObj call server_deleteObj;
};
What did I do wrong if I am getting kicked for script restriction #112 for everything I try to build besides graves?
_object setVariable ["ObjectUID", _worldspace call dayz_objectUID2, true];
in your "dayz_server\system\server_monitor.sqf";
if ((_object isKindOf "Static") && !(_object isKindOf "TentStorage")) then {
Not 100% sure this will work but let me know..
In
"dayz_1.world\dayz_code\actions\player_remove.sqf"
Change this:
Code:if (isServer) then { dayzDeleteObj call local_deleteObj; };
to this:
Code:if (isServer) then { dayzDeleteObj call server_deleteObj; };
Gits currently down, please let me know if above help fixes issues so I can add to git. Thank you!
any another fix about grave exploding bug?
I think I wanna remove player bomb things from BB.
If it is possible by a few steps, please teach me how to.
if (!procBuild && (typeOf(_bomb) == "Grave")) then {
//!(typeOf(_bomb) == "Body" ||
typeOf(_bomb) == "GraveCross1" ||
typeOf(_bomb) == "GraveCross2" ||
typeOf(_bomb) == "GraveCrossHelmet" ||
typeOf(_bomb) == "Land_Church_tomb_1" ||
typeOf(_bomb) == "Land_Church_tomb_2" ||
typeOf(_bomb) == "Land_Church_tomb_3" ||
typeOf(_bomb) == "Mass_grave")) then {
if (!procBuild && (typeOf(_bomb) == "Grave" &&
!(typeOf(_bomb) == "Body" ||
typeOf(_bomb) == "GraveCross1" ||
typeOf(_bomb) == "GraveCross2" ||
typeOf(_bomb) == "GraveCrossHelmet" ||
typeOf(_bomb) == "Land_Church_tomb_1" ||
typeOf(_bomb) == "Land_Church_tomb_2" ||
typeOf(_bomb) == "Land_Church_tomb_3" ||
typeOf(_bomb) == "Mass_grave")) then {
18.03.2013 23:36:59: Playername (********) RandomGuide - #1 "Changed", { player call antiWall; } ];
empHit = player addMPEventHandler ["MPHit", {_this spawn fnc_plyrHit;}];
I got Massive Battleeye Script Restriction Kicks and I don't know how to fix it!
Scripts.log says this:
Code:18.03.2013 23:36:59: Playername (********) RandomGuide - #1 "Changed", { player call antiWall; } ]; empHit = player addMPEventHandler ["MPHit", {_this spawn fnc_plyrHit;}];
Best way is trial and error, just play with it. Fastest way is you can go into default Arma 2 editor and create a trigger, and copy BaseBuilding code in manually for "CreateVehicle" blah blah etc if you know what ur doing... Or simply modify one of the "Buildables in _build_list = { array}Daiymo what is your current method for finding the correct _attachCoords and _startPos for adding new items? My current methods takes forever as it requires me to shutdown or restart my server to keep trying new coordinates. If you could explain an easier method I would appreciate it lawl.
The only thing I saw at a quick glance was that on line #550 in in your player_build.sqf found in the "dayz_code\compile\" path there is a syntax error. Try removing the line below.okay the BE fix worked just fine for me, but Buildings are still not saved into DB!
I used the fix on page 2 but that didn't helped
Here is my Mission File and my dayz_server.pbo
Maybe someone can help me with this Problem?![]()
} else {cutText ["You need the EXACT amount of whatever you are trying to build without extras.", "PLAIN DOWN"];call _funcExitScript;};
Hey ConnorJ could you mind posting an example of where you put the code at. I run dayz.st as well...was having the same issue. any help would be appreciated ..im really new to this stuff..thanks@daimyo21 I have an already modded compiles.sqf file sitting in my main directory as I use dayz.st. Would putting what you have in your compiles.sqf into my compiles.sqf and placing it in the dayz_code\init folder fix this issue? and if so where do I copy/paste the code from your compiles.sqf into mine?
Edit: Issue is fixed, I figured out where to put your compiles.sqf into mine and got it working