// ##### BASE BUILDING 1.2 Server Side ##### - START
// This sets objects to appear properly once server restarts
//_object setVariable ["ObjectUID", _worldspace call dayz_objectUID2, true]; // Optional (REMOVE // lines before _object) May fix DayZ.ST issues, or issues related to Panel codes not working thanks nullpo
if ((_class == "Static") && !(_class == "TentStorage")) then {
_entity setpos [(getposATL _entity select 0),(getposATL _entity select 1), 0];
};
//Set Variable
if ((_class == "Infostand_2_EP1") && !(_class == "Infostand_1_EP1")) then {
_entity setVariable ["ObjectUID", _ObjectID, true];
};
// Set whether or not buildable is destructable
if (typeOf(_entity) in allbuildables_class) then {
diag_log ("SERVER: in allbuildables_class:" + typeOf(_entity) + " !");
for "_i" from 0 to ((count allbuildables) - 1) do
{
_classname = (allbuildables select _i) select _i - _i + 1;
_result = [_classname,typeOf(_entity)] call BIS_fnc_areEqual;
if (_result) then {
_requirements = (allbuildables select _i) select _i - _i + 2;
_isDestructable = _requirements select 13;
diag_log ("SERVER: " + typeOf(_entity) + " _isDestructable = " + str(_isDestructable));
if (!_isDestructable) then {
diag_log("Spawned: " + typeOf(_entity) + " Handle Damage False");
_entity addEventHandler ["HandleDamage", {false}];
};
};
};
//gateKeypad = _entity addaction ["Defuse", "\z\addons\dayz_server\compile\enterCode.sqf"];
};
// This sets objects to appear properly once server restarts
// ##### BASE BUILDING 1.2 Server Side ##### - END