Base Building DayZ 1.2 Released

I am able to get this loaded up on my server but i cannot see the remove option for anything i build, can some1 plz point me in the right direction.
 
Could someone please help me? ive followed the tutorial added everything it says loaded it onto the server, i can load in it doesnt crash, but i cant get the menu to show, i tried turning off anti hacks and such.. ive got heaps of other scripts to work on my server.. just having a little trouble with this one..

im using a dayz.st server
 
Try to change the player_build.sqf the following:

above this
Code:
// Send to database
_fuel = _code / 1000; //added to calculate valid fuel value for the database
_object setVariable ["characterID",dayz_playerUID,true];
dayzPublishObj = [dayz_playerUID,_object,[_dir,_location],_classname,_fuel,_code]; //added _code to pass to the publishObj function to prevent calculation errors
publicVariableServer "dayzPublishObj";
if (isServer) then {
dayzPublishObj call server_publishObj;
};

add this
Code:
//Check if other panels nearby
_panelNearest2 = nearestObjects [player, ["Infostand_2_EP1"], 300];
if (_classname == "Infostand_2_EP1" && (count _panelNearest2 > 1)) then {
deleteVehicle _object;
cutText ["Only 2 gate panels per base in a 300 meter radius!", "PLAIN DOWN"];call _funcExitScript;};

Didn't tested this and I'm really really tired. But this could maybe work and would punish the one who try to abuse this, because the materials would be deleted but nothing is build and sent to database, cause it checks between removing the materials and sending to database again whether there is an Info Panel nearby and if there is one it will delete the object and exit the script.
I used this code but now I can only build 1 panel. So I deleted that part of the code but I can still only build 1 panel. Has anyone else had this problem?
 
I used this code but now I can only build 1 panel. So I deleted that part of the code but I can still only build 1 panel. Has anyone else had this problem?

Answered my own question. I had that piece of code in twice for some reason. Although, would I be right in thinking that
Code:
(count _panelNearest2 > 1)
means if there is one panel or less? If so then this means only one panel can be built in a 300m radius? I changed this number to 2 and now I can build the IN panel and the OUT panel.
 
Does that stop people walking panels in now from outside the range? Adding that bit of code because I already see:

//Check if other panels nearby
_panelNearest2 = nearestObjects [player, ["Infostand_2_EP1"], 300];
if (_classname == "Infostand_2_EP1" && (count _panelNearest2 > 1)) then {cutText ["Only 2 gate panels per base in a 300 meter radius!", "PLAIN DOWN"];call _funcExitScript;};

Do I just replace that with what you wrote there kikyou2 as I'm using vanilla bb1.2 and couldnt find the _fuel thing?
 
@Johnkok - Changing that number to 2 will allow 3 panels to be set down.
This is because the test to see if there is more than 1 panel down, is completed before the second panel is allowed down. Because we do not currently have 2 panels on the ground, then this test comes back false and allows it to build the second. If there were two panels on the ground then it would not allow a third.

@MajoeT - No that will not stop people from walking in a third panel or any more for that matter. The way to stop that is to do a final check after building a panel to see if the panels in the area are greater than 2.

I don't know a lot about the arma engine / arma scripting. However I will be doing some reading and trying to improve upon what we have here as well.

I see a need to improve upon panel detection by finding the distance between the two base key panels, halving that distance and from there setting a third value that holds a single location to check a 300 meter radius for additional panels..
Not sure we really need a "Venn Diagram" of the two key panels to lockout. Hope that made sense.
 
@Johnkok - Changing that number to 2 will allow 3 panels to be set down.
This is because the test to see if there is more than 1 panel down, is completed before the second panel is allowed down. Because we do not currently have 2 panels on the ground, then this test comes back false and allows it to build the second. If there were two panels on the ground then it would not allow a third.

I had this code in and the value was set to 1 but I was only allowed to place one panel. Every time I created a second it deleted it and gave me the 2 panel warning. I had no other panels constructed, only one. I checked the database which also showed there was only one panel.

I just went onto the server now to check. I have the code as "(count _panelNearest2 > 2)" I just place a 3rd panel, within the 300m, it deleted it on completion and gave me the 2 panel warning. If I have the value at 1 then I can only create 1 panel.
 
@Johnkok Give this a try, I know its pretty much the same, but i'm stumped.
Code:
(count _panelNearest2 >= 2)
I have been reading through the BI wiki, and from reading some more code have not found a solution for you. Please let me know what your findings are. I will setup a test server in the meantime.
 
@Johnkok Give this a try, I know its pretty much the same, but i'm stumped.
Code:
(count _panelNearest2 >= 2)
I have been reading through the BI wiki, and from reading some more code have not found a solution for you. Please let me know what your findings are. I will setup a test server in the meantime.

I can confirm that adding in = also works in preventing more than 2 panels being created.
 
I go the same issue. Tried above no workie.

If you go to any map-placed (not player made) entity, that you can build, you get the option to remove it and enter a code. The code to all map entities already in place in your mission.pbo is [0].
You can use this to get infinite supplies from any object, like a water pump. The object is not removed, it stays in place, and can be removed again. I tried it at two different water pumps, and the same thing happened.

Can someone tell me where to place something along the lines of:
if code == [0] then kick player "Nice try, EXPLOITER!"
 
anyone know why people are pulling the menu up then it flashes off so no one can build? it works fine with me but that's cause I have admin tools I think sevral users have said the menu wont stay on there screen any idea?
 
Could someone please help me? ive followed the tutorial added everything it says loaded it onto the server, i can load in it doesnt crash, but i cant get the menu to show, i tried turning off anti hacks and such.. ive got heaps of other scripts to work on my server.. just having a little trouble with this one..

im using a dayz.st server
I have the exact same problem as this guy. The menu won't show up. I've double-checked everything.
 
I have the exact same problem as this guy. The menu won't show up. I've double-checked everything.
I managed to get it to work on my dayz.st server just fine just one issue is the menu is coming up then closeing so no one but admins can build dunno whats causing it gonna reread the post and see if I can find the answer
 
I managed to get it to work on my dayz.st server just fine just one issue is the menu is coming up then closeing so no one but admins can build dunno whats causing it gonna reread the post and see if I can find the answer
How did you do it?
 
just followed the directions I did have to change one of the addperamitors cause my fnc_action script is in a different folder
 
just followed the directions I did have to change one of the addperamitors cause my fnc_action script is in a different folder
Did you do it exactly as the tutorial said or did you do something different? Because I have triplechecked all files and I can't find anything wrong. I went through the tutorial assuming I have the reality pack, is this correct if I use dayz.st? Is there anything special I need to do in-game to be able to scroll and see the menu option?
 
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