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  1. K

    HOW TO ADD MORE BUILDINGS TO BASE BUILDING 1.2

    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...
  2. K

    HOW TO ADD MORE BUILDINGS TO BASE BUILDING 1.2

    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.
  3. K

    HOW TO ADD MORE BUILDINGS TO BASE BUILDING 1.2

    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...
  4. K

    Base Building DayZ 1.2 Released

    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...
  5. K

    Base Building DayZ 1.2 Released

    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 =...
  6. K

    [Release] BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner)

    @[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"]...
  7. K

    [Release] Safezones

  8. K

    [Release] BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner)

    If you have Navicat just right click at the table and choose "Design Table" It should look like this
  9. K

    [Release] BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner)

    Inside the Database they are stored as X.XXX the scripts calculates its back.
  10. K

    [Release] BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner)

    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...
  11. K

    [Project] Basebuilding 1.2 change Code

    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...
  12. K

    [Release] BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner)

    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...
  13. K

    [Release] Safezones

    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
  14. K

    [Release] BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner)

    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...
  15. K

    [Idea] Modify Daimyo's basebuilding to allow height adjustment while placing object.

    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
  16. K

    Epoch Custom Loadouts

    Epoch has no instance table cause its not based on reality/bliss ;)
  17. K

    [Idea] Modify Daimyo's basebuilding to allow height adjustment while placing object.

    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
  18. K

    Safe zones

    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...
  19. K

    Chernarus, Making new island Request ! :)

    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 ;)
  20. K

    Base Building DayZ 1.2 Released

    Only Bliss/Reality server needs this. The deployable isn't need for Epoch ;)
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