DayZ Base Building 1.3 Discussion

Had some issues with removing wrecks and plot poles on epoch 1.0.4.2 kinda fixed em but in a rough way. now only generators will not remove?.. Can base building improvements help this and will it work with bb1.3 on epoch 1.0.4.2?.
 
Ok As promised, heres my Mission PBO (both upacked and packed) and my Server PBO with base building 1.3 working,

clean EPOCH 1.0.4.2 + clean BaseBuilding 1.3
MPMISSION PBO:
http://www.mediafire.com/download/nwtih7hf6xaqgl1/DayZ_Epoch_11.Chernarus.pbo
MPMISSION FOLDER:
http://www.mediafire.com/download/u6c5uflv3a1i86v/DayZ_Epoch_11.Chernarus.zip
SERVER PBO:
http://www.mediafire.com/download/15zwtq52bczso2i/dayz_server.pbo

Thanks for the share!

Anyway to avoid buildings losing their height and becoming jumbled? Haven't tested if new buildings do it but the old ones are all messed up

EDIT: Just tested it and all buildings go back to the ground.
 
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i just installed the mod and it messed up everyones buildings and brought the roofs to the ground anyone else have this issue?
 
I think its something to do with how you can't put items in the air so they cant be floating in the air it wants to put them to the ground and it considers epoch items floating so it puts them on the ground. Does anyone know where in the code we can remove this feature?
 
I think its something to do with how you can't put items in the air so they cant be floating in the air it wants to put them to the ground and it considers epoch items floating so it puts them on the ground. Does anyone know where in the code we can remove this feature?

I remember reading somewhere someone said it was in the server_monitor.sqf
 
Ok As promised, heres my Mission PBO (both upacked and packed) and my Server PBO with base building 1.3 working,

clean EPOCH 1.0.4.2 + clean BaseBuilding 1.3
MPMISSION PBO:
http://www.mediafire.com/download/nwtih7hf6xaqgl1/DayZ_Epoch_11.Chernarus.pbo
MPMISSION FOLDER:
http://www.mediafire.com/download/u6c5uflv3a1i86v/DayZ_Epoch_11.Chernarus.zip
SERVER PBO:
http://www.mediafire.com/download/15zwtq52bczso2i/dayz_server.pbo
I can't thank you enough for this.

I have to ask, though - did you by chance document the changes you made? The base instructions are pretty convoluted, and from what I have seen, there are a lot of changes needed to make this work. I am running a Napf server with a whole slew of installed and custom mods, and while what you have done is amazing, anything you could provide would be really helpful.

Did you follow the standard instructions with just some deviations?
 
I was able to get this installed. All I did was follow the instructions, but any time I copy/pasted, I did so from sheep's code. Also, when it asked me to update the updateNearbyObjects file, I used the code he posted a page or two prior to this one.

I remember reading somewhere someone said it was in the server_monitor.sqf

I am having this issue as well. When I find the line to correct or exceptions to add, I will post them.
 
There are to many issues with this mod with epoch so i uninstalled it and now my server is stuck on waiting for server to start authentication. I made back ups before i changed anything could the new sql files be doing something?
 
Ok i just did a fresh install except for the DB and still i am stuck. I have installed many servers and have never had this issue anyone know how to remove the changes to the sql that we made while installing this mod?
 
check your .rpt file and see if it says any files cannot be found. If it does, you may need to add a prefix to the server pbo and then re-generate the key. Regardless, please make a new post so we can keep this one on topic.
 
I installed a new DB and it fixed my issue but that means all my players lost everything i really hope someone can fix this because there are going to be some pist off players.
 
Ok I fixed the issue with the repositioning of items into the ground.

Replace
Code:
//Restore non extendable objects and make sure they follow the land contours
                if (!(typeOf(_object) in allExtendables) && (_object isKindOf "Static") && !(_object isKindOf "TentStorage") && typeOf(_object) != "Grave") then {
                    _object setpos [(getposATL _object select 0),(getposATL _object select 1),0];
                };

with
Code:
//Restore non extendable objects and make sure they follow the land contours
                if (!(typeOf(_object) in allExtendables) && (_object isKindOf "Static") && !(_object isKindOf "TentStorage") && typeOf(_object) != "Grave") then {
                    _object setpos [(getposATL _object select 0),(getposATL _object select 1),(getposATL _object select 2)];
                };
in server_monitor
 
I have it installed and no issues removing, and pre-existing items don't move.

One problem I do have is the inability to access my gear (G) while driving. I will look into that and post the fix.
Also, I will be adding materials to this system, and will post the how-to here.
Thanks to fallingSheep for his hard work, which made this possible.
 
For the Driver Gear issue .....

download this file

https://www.dropbox.com/s/5iw0kxvr0l01wrc/dayz_spaceInterrupt.sqf
copy into your MPmissionfile ... dayz_code\actions\

now change your compiles.sqf

search for
dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";

replace with:

dayz_spaceInterrupt = compile preprocessFileLineNumbers "dayz_code\actions\dayz_spaceInterrupt.sqf";

repack and done

if you use the Basebuild 1.3 compiles.sqf

search for and delte this code

Code:
//Keybinds
    dayz_spaceInterrupt = {
        private ["_dikCode", "_handled"];
        _dikCode =     _this select 1;
        _handled = false;
        if (_dikCode in[0x58,0x57,0x44,0x43,0x42,0x41,0x40,0x3F,0x3E,0x3D,0x3C,0x3B,0x0B,0x0A,0x09,0x08,0x07,0x06,0x05]) then {
            _handled = true;
        };
        if (_dikCode in actionKeys "MoveForward") exitWith {r_interrupt = true};
        if (_dikCode in actionKeys "MoveLeft") exitWith {r_interrupt = true};
        if (_dikCode in actionKeys "MoveRight") exitWith {r_interrupt = true};
        if (_dikCode in actionKeys "MoveBack") exitWith {r_interrupt = true};
        //Prevent exploit of drag body
        if ((_dikCode in actionKeys "Prone") and r_drag_sqf) exitWith { force_dropBody = true; };
        if ((_dikCode in actionKeys "Crouch") and r_drag_sqf) exitWith { force_dropBody = true; };
        _shift =     _this select 2;
        _ctrl =     _this select 3;
        _alt =        _this select 4;
        //diag_log format["Keypress: %1", _this];
        if (_dikCode in (actionKeys "GetOver")) then {
           
            if (player isKindOf  "PZombie_VB") then {
                _handled = true;
                DZE_PZATTACK = true;
            } else {
                _nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8];
                if (count _nearbyObjects > 0) then {
                    if((diag_tickTime - dayz_lastCheckBit > 4)) then {
                        [objNull, player, rSwitchMove,"GetOver"] call RE;
                        player playActionNow "GetOver";
                        dayz_lastCheckBit = diag_tickTime;
                    } else {
                        _handled = true;
                    };
                };
            };
        };
        //if (_dikCode == 57) then {_handled = true}; // space
        //if (_dikCode in actionKeys 'MoveForward' or _dikCode in actionKeys 'MoveBack') then {r_interrupt = true};
        if (_dikCode == 210) then {
                _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
        };
        if (_dikCode in actionKeys "ForceCommandingMode") then {_handled = true};
        if (_dikCode in actionKeys "PushToTalk" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
            dayz_lastCheckBit = diag_tickTime;
            [player,50,true,(getPosATL player)] spawn player_alertZombies;
        };
        if (_dikCode in actionKeys "VoiceOverNet" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
            dayz_lastCheckBit = diag_tickTime;
            [player,50,true,(getPosATL player)] spawn player_alertZombies;
        };
        if (_dikCode in actionKeys "PushToTalkDirect" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
            dayz_lastCheckBit = diag_tickTime;
            [player,15,false,(getPosATL player)] spawn player_alertZombies;
        };
        if (_dikCode in actionKeys "Chat" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
            dayz_lastCheckBit = diag_tickTime;
            [player,15,false,(getPosATL player)] spawn player_alertZombies;
        };
        if (_dikCode in actionKeys "User20" and (diag_tickTime - dayz_lastCheckBit > 5)) then {
            dayz_lastCheckBit = diag_tickTime;
            _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
        };
        // numpad 8 0x48 now pgup 0xC9 1
        if ((_dikCode == 0xC9 and (!_alt or !_ctrl)) or (_dikCode in actionKeys "User15")) then {
            DZE_Q = true;
        };
        // numpad 2 0x50 now pgdn 0xD1
        if ((_dikCode == 0xD1 and (!_alt or !_ctrl)) or (_dikCode in actionKeys "User16")) then {
            DZE_Z = true;
        };
        // numpad 8 0x48 now pgup 0xC9 0.1
        if ((_dikCode == 0xC9 and (_alt and !_ctrl)) or (_dikCode in actionKeys "User13")) then {
            DZE_Q_alt = true;
        };
        // numpad 2 0x50 now pgdn 0xD1
        if ((_dikCode == 0xD1 and (_alt and !_ctrl)) or (_dikCode in actionKeys "User14")) then {
            DZE_Z_alt = true;
        };
        // numpad 8 0x48 now pgup 0xC9 0.01
        if ((_dikCode == 0xC9 and (!_alt and _ctrl)) or (_dikCode in actionKeys "User7")) then {
            DZE_Q_ctrl = true;
        };
        // numpad 2 0x50 now pgdn 0xD1
        if ((_dikCode == 0xD1 and (!_alt and _ctrl)) or (_dikCode in actionKeys "User8")) then {
            DZE_Z_ctrl = true;
        };
        // numpad 4 0x4B now Q 0x10
        if (_dikCode == 0x10 or (_dikCode in actionKeys "User17")) then {
            DZE_4 = true;
        };       
        // numpad 6 0x4D now E 0x12
        if (_dikCode == 0x12 or (_dikCode in actionKeys "User18")) then {
            DZE_6 = true;
        };
        // numpad 5 0x4C now space 0x39
        if (_dikCode == 0x39 or (_dikCode in actionKeys "User19")) then {
            DZE_5 = true;
        };
        // esc
        if (_dikCode == 0x01) then {
            DZE_cancelBuilding = true;
        };
        if ((_dikCode == 0x3E or _dikCode == 0x0F or _dikCode == 0xD3) and (diag_tickTime - dayz_lastCheckBit > 10)) then {
            dayz_lastCheckBit = diag_tickTime;
            call dayz_forceSave;
        };
        /*
        if (_dikCode in actionKeys "IngamePause") then {
            _idOnPause = [] spawn dayz_onPause;
        };
        */
    //Keybinds for Base Building
        _shiftState = _this select 2;
        //Elevate NumPad 8
        if ((_dikCode == 0x48) && !_shiftState) then {
            DZ_BB_E = true;
            _handled = true;
        };
        //Lower NumPad 5
        if ((_dikCode == 0x4C) && !_shiftState) then {
            DZ_BB_L = true;
            _handled = true;
        };
        //Elevate Small shift + NumPad 8
        if (_dikCode == 0x48) then {
            DZ_BB_Es = true;
            _handled = true;
        };
        //Lower Small shift + NumPad 5
        if (_dikCode == 0x4C) then {
            DZ_BB_Ls = true;
            _handled = true;
        };
        //Rotate Left NumPad 7
        if ((_dikCode == 0x47) && !_shiftState) then {
            DZ_BB_Rl = true;
            _handled = true;
        };
        //Rotate Right NumPad 9
        if ((_dikCode == 0x49) && !_shiftState) then {
            DZ_BB_Rr = true;
            _handled = true;
        };
        //Rotate Left Small Shift + NumPad 7
        if (_dikCode == 0x47) then {
            DZ_BB_Rls = true;
            _handled = true;
        };
        //Rotate Right Small Shift + NumPad 9
        if (_dikCode == 0x49) then {
            DZ_BB_Rrs = true;
            _handled = true;
        };
        //Push Away NumPad 4
        if (_dikCode == 0x4B) then {
            DZ_BB_A = true;
            _handled = true;
        };
        //Pull Near NumPad 1
        if (_dikCode == 0x4F) then {
            DZ_BB_N = true;
            _handled = true;
        };
        //Move Left NumPad 2
        if (_dikCode == 0x50) then {
            DZ_BB_Le = true;
            _handled = true;
        };
        //Move Right NumPad 3
        if (_dikCode == 0x51) then {
            DZ_BB_Ri = true;
            _handled = true;
        };
        _handled
    };

and insert

dayz_spaceInterrupt = compile preprocessFileLineNumbers "dayz_code\actions\dayz_spaceInterrupt.sqf";

right below

//Custom Self Actions File
fnc_usec_selfActions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf";
 
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