The adding materials guide here is missing some steps which are needed to make it fully working.
I have now fully merged Basebuilding 1.2 and Epoch 1.0.1 Crafting System
If I have time I will try to update the guide, but you have to edit the graphical HUD to your needs. I made the HUD larger...
Omfg I got it.
You have to put in for every record another count of materials even for testing purposes. Otherwise it will take the first one who needs exact this materials and put it in for every other classname.
Any suggestion why the added things always end in building the fence_ind?
My current build array looks like this inside the serverfunctions and the build_list.sqf (added the classnames of Epoch 1.0.1 crafting)
_buildlist = [
[[0, 1, 0, 0, 1, 1], "Grave",[[0,2.5,.1],[0,2,0],0,true, true...
Daimyo has there made an mistake with code syntax. It has nothing to do with the player_remove.sqf, he said this because another thing before.
So what he wanted to write it like this:
Also have a look at...
Try to change the player_build.sqf the following:
above this
// Send to database
_fuel = _code / 1000; //added to calculate valid fuel value for the database
_object setVariable ["characterID",dayz_playerUID,true];
dayzPublishObj =...
@[La.usch.io]
http://opendayz.net/threads/release-basebuilding-1-2-improvements-0-1-better-and-editable-keycode-permanent-owner.10485/page-2#post-46731
Just do it like in this post
put inside this
private ["_class","_uid","_charID","_object","_worldspace","_key","_code","_fuel"]...
Don't know how it is for other serverbuilds. But at epoch you can add anything you want, but the streamobjects round it to 3 digits after the comma so I decided to make the Keycode 4 digits long so that Keycode 4351 would be 4,351 fuel in the database.
Lucky as I was the database accepts over...
Its integrated in my BB Improvements
You have only to change dayz_characterID to dayz_playerUID at this two points and no problem.
Maybe you would consider to let the function in player_remove.sqf stay and just copy it and then change in the second one to dayz_playerUID that it would...
BB Improvements still work on Epoch 1.0.1 just merged everything and it works ;)
Yeah Phoenix you was right I did messed up with that line. Should be fixed now.
/dayz_server/server_publishObject.sqf
Below this
_class =_this select 3;
Add this
_fuel = _this select 4;
_code = _this select...
I will release in some days/weeks (depends on how fast I'm ready with everything else), my new version of the safezone script.
Will be much better, no problems with zeds etc
My users discovered a Bug with Safes in DayZ Epoch.
If you use DayZEpoch just replace server_publishObject.sqf in server.pbo with this one
private ["_class","_uid","_charID","_object","_worldspace","_key","_code","_fuel"];
//[dayz_characterID,_tent,[_dir,_location],"TentStorage"]
_charID...
Yeah you're right. There would be something needed like an item you can craft which claims base territory for one person and there he is the only person who can build.
That would prevent that people could use that to get into other bases through craft a bridge or something into it
Hmm not a bad idea. Maybe I will try to get that working when I have more time.
Would be awesome to just scroll your mousewheel to get higher or lower and run around to place things anywhere :D
Yeah thats definetly possible, I made a Guide for the Script of felixberndt, but I almost reinvented it completely.
Just one thing left and it will be perfect, will release it when its done and my server is ready ;)
Till this you can try to use...
You have to turn the simulation of things off in in the init then you can place things anywhere.
On this method I added a pier with just some planks in the editor ;)
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