Correct me if I'm wrong here but no one besides yourself has gotten this working on Reality fully unless I've totally missed something.
By that I'm talking about:
Tents which can still be added/packed and save contents still using player ID
Buildables which can be removed and stay removed after a server restart using Player UID
I went through everything in the thread yesterday testing all the fixes I saw, including your post here
http://opendayz.net/threads/release...ycode-permanent-owner.10485/page-5#post-48673
My table was setup as detailed here -
http://opendayz.net/threads/release...ycode-permanent-owner.10485/page-4#post-48358 . Tents with a character ID instead of UID would never work under this table setup btw since it defines unique_id as the foreign key and not id, resulting in a foreign key error any time a user builds a tent because it will still insert a character ID.
As I have already said I can't understand how any of these changes are going to fix tents which by default are always going to insert a character ID not a UID, if you remove the foreign key constraint so the inserts still work, removal of all objects breaks. Everything else was saving 100% correctly to my database, newly built objects editted codes etc and I had no errors in from the hive.
So I gave up trying to use the original code with the UIDs. Instead I wanted to try and get the ability to have a 4 digit code and have an owner be able to edit this code (assuming they hadn't died and char ID had changed). That way it wouldn't matter about the UID's, they could still access their base with their code when they died.
So I went back to basebuilding 1.2 again (fully working on my server for a number of months we have hundreds of player built structures). I followed kikyou's steps but replaced every instance I could see of the players UID with the character_ID instead. Everything saves and edits in the database without any problems, but I no longer have the removal options triggered by selfActions.
If I am wasting my time trying to get this working using the above method and someone has a FULLY working reality based chernarus server which is saving and removing after server restart all deployables including tents correctly without any errors I would be very interested to hear something from them. I spent a lot of time on this yesterday.