Base Building DayZ 1.2 Released

Hi

I am getting a error when laoding into the game "script- buildRecipeBook\refresh-build-recipe-dialog.sql not found" and ideas people on how to go about fixing this one.

actually dont worry about this one worked it out my bad totally eek

having issues its getting stuck on requestion authentication, then it goes to something went wrong, but it does not seem to do the mission file thing when you first join. I am going to go back and go through all the steps again just to make sure i didnt miss ssomething, but any other advice welcomed.

cheers
 
Hi

I am getting a error when laoding into the game "script- buildRecipeBook\refresh-build-recipe-dialog.sql not found" and ideas people on how to go about fixing this one.

Thanks in advance

ally

the question is, did you open up your dayz_1.chernarus.pbo and put the directory \buildRecipeBook\ in there?

next question if top is answered with a yes.

do you have any files in there such as refresh-build-recipe-dialog.sql

if yes to both.

check that you didnt modify other call functions. mabe redoing the tutorial again.
 
I am working with the exact same setup as you, though I can not get past the requesting authentication, could you send me your discription.ext, mission.sqm, init.sqf and the server.pbo please, so I can compare to what I have done.

I am using rMod also though.

Thanks in advance

did you delete the stuff in description.ext like the tutorial requests? that usually causes a hang
 
Anyone know if its possible to restrict a build location based on a worldspace location + marker size?

I see the option to do it for towns if you type their name, but what if its not a town that you don't want them building at?
 
I am working with the exact same setup as you, though I can not get past the requesting authentication, could you send me your discription.ext, mission.sqm, init.sqf and the server.pbo please, so I can compare to what I have done.

I am using rMod also though.

Thanks in advance

Sure. I also figured out my problem. I sort of feel dumb for not seeing it but oh well.
Mind that I have installed multiple mods like HALO Jumping and Sarge's AI.
But, items aren't deleting from in game, so I'll try fixing that too.
 

Attachments

  • chernarus files.zip
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  • dayz_server.pbo
    123 KB · Views: 14
Maybe I missed it, but when I try to place buildings and am moving around to get them into position they time out really fast. It pops up saying I'm moving too fast, in combat, or opened gear. Yet I'm moving around crouched so I can't imagine I'm moving too fast.

Anyone have any idea why this is happening?
 
Sure. I also figured out my problem. I sort of feel dumb for not seeing it but oh well.
Mind that I have installed multiple mods like HALO Jumping and Sarge's AI.
But, items aren't deleting from in game, so I'll try fixing that too.

Awesome, I am using Sarge's AI and Heli lift too along with auto refuel, in addition with rMod.
Thanks for the files, now let's compare what you did and what i did.
 
@ALKINDA

Thanks yeah i worked out the whole not found thing was my own silly mistake, and am gonna go through the whole process again incase i have missed something or not saved something properly. thanks for help :)
 
The db structure would need to be extended. I wrote an extension to R3F a couple of months ago, that allows full basebuilding, and owner storage. Realizing there is no way to store special values in the db schema, i suggested to the Server package developers to add either a custom table, or a custom field to the relevant tables to allow this.

Haven't seen that one yet.

cheers, Sarge

Would it not be a simple matter of saving the profile.unique_ID rather than their current life id ? or is it not possible to get that number from within the code ?
 
ok so went through all the steps again, the game gets stuck on requesting auth then you get the something went wrong try again, any idea on this one, server hosting is with dayz.st if that helps any

cheers
 
ok so actually got this working on day.st, the problem was actually with the prefix in the pbo when repacking,
I was using cpbo, then after reading a post on another forum where someone was having a issue with uplaoding pbo's to dayz.st. they had said to try pbo manager and check the prefix, so i sat there and thought i would check this and it worked,

here is what they said and what i followed, I thought i would post this incase anyone else was having an issue getting basebuilding working on dayz.st.

"I had the same problem with the server PBO until I realized the meta data in the PBO file itself that was causing the issue. Try this:

1) pack your pbo
2) re-open the PBO with PBO Manager (just open; not extract)
3) click on the blue gear icon at the top
4) check properties; do you see "prefix" and "z\addons\dayz_server\" under property and value? if YES, stop reading because this isn't your problem
icon_cry.gif
, otherwise...
5) if NOT there, have renewed hope and right-click and select "Add"
6) under property add "prefix" and under value add "z\addons\dayz_server" (without quotes)
7) close the PBO manager and upload the pbo file through the dayz.st control panel
8) restart and see if it works

The prefix value is stripped sometimes by some PBO managers, or not automatically added. This is required, apparently, or the server doesn't know where to look for the files."
 
ok so actually got this working on day.st, the problem was actually with the prefix in the pbo when repacking,
I was using cpbo, then after reading a post on another forum where someone was having a issue with uplaoding pbo's to dayz.st. they had said to try pbo manager and check the prefix, so i sat there and thought i would check this and it worked,

here is what they said and what i followed, I thought i would post this incase anyone else was having an issue getting basebuilding working on dayz.st.

"I had the same problem with the server PBO until I realized the meta data in the PBO file itself that was causing the issue. Try this:

1) pack your pbo
2) re-open the PBO with PBO Manager (just open; not extract)
3) click on the blue gear icon at the top
4) check properties; do you see "prefix" and "z\addons\dayz_server\" under property and value? if YES, stop reading because this isn't your problem
icon_cry.gif
, otherwise...
5) if NOT there, have renewed hope and right-click and select "Add"
6) under property add "prefix" and under value add "z\addons\dayz_server" (without quotes)
7) close the PBO manager and upload the pbo file through the dayz.st control panel
8) restart and see if it works

The prefix value is stripped sometimes by some PBO managers, or not automatically added. This is required, apparently, or the server doesn't know where to look for the files."
could you send me your pbos please so i can figure this out id be in great debt to ya
 
Would it not be a simple matter of saving the profile.unique_ID rather than their current life id ? or is it not possible to get that number from within the code ?

You can update the owner_id to that of the living instance of a survivor in a batch SQL statement, means you have to wait till after a server restart to remove your base again after you have died but it works reliably for me. AFAIK the objects are limited to the db structure all deployables use, and they all use survivor.id rather than unique_id.
 
Care to share your work on that?, might implment something like that myself, not best solution but yea better than nothing. But yea getting it to work off PUID instead would make things alot easyer in the long rung. Like users not noteing down codes for objects etc. Make it so owner can remove stuff ay anytime no mather what realy.
 
Care to share your work on that?, might implment something like that myself, not best solution but yea better than nothing. But yea getting it to work off PUID instead would make things alot easyer in the long rung. Like users not noteing down codes for objects etc. Make it so owner can remove stuff ay anytime no mather what realy.

Not sharing that bit of code but shouldn't be a challenge for anyone with php and a little sql experience.

Essentially all you need to do is a select on every distinct id in the in the instance_deployable table where a survivor is dead, find the unique_id for each of those and then use that to do a select to find the new id. Update the instance_deployable table with this new id.

I think if it was possible to work off unique_id or indeed any other value it would already, daimyo has just had to play by the same database rules and structure all deployables like tents have to abide by.
 
Found a better way of doing it useing the proc_login function as thats run evrytime a user logs inn, just need to add some code to that and have it update the owner id of objects, then wont even require a restart to update the owner id, just a simple relog in worst case.
 
Found a better way of doing it useing the proc_login function as thats run evrytime a user logs inn, just need to add some code to that and have it update the owner id of objects, then wont even require a restart to update the owner id, just a simple relog in worst case.

AFAIK the server won't pick up on the new database value until it is restarted regardless of when it's changed, same as vehicle damage etc.

I run my script to change the values hourly but it doesn't have effect until the server restarts.
 
if a players dies a number of times within that hour tho will your script catch all that ?

Having to wait for a restart is better than having to ask an admin to edit the database manually. or being stuck not being able to work on your base.

we need some code. and a walk through how to install :)
 
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