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  1. K

    Base Building DayZ 1.2 Released

    Read my post ;)
  2. K

    Base Building DayZ 1.2 Released

    As a little Info if you want that your players stay the owner of buildables even if they die you try this http://opendayz.net/threads/project-basebuilding-1-2-change-code.10183/page-2#post-44200
  3. K

    [Project] Basebuilding 1.2 change Code

    If you want that they stay as owners of their buildables you can also change the following: player_remove.sqf change if ( _ownerID == dayz_characterID ) then { call _func_ownerRemove; }; to if ( _ownerID == dayz_playerUID) then { call _func_ownerRemove; }; --------------------------...
  4. K

    Base Building DayZ 1.2 Released

    Look at your init.sqf and change it to this https://github.com/Daimyo21/BaseBuilding-DayZ/blob/master/basebuilding/dayz_1.world/init_code.txt
  5. K

    [Release] Safezones

    I send you a private message Put the sensor part after the marker and it should work. If you can't find the right place open the mission.sqm with the editor and place a trigger with the editor. Then reopen the mission.sqm with editor and look for the sensor part ;)
  6. K

    [Project] Basebuilding 1.2 change Code

    The Epoch Hive seems to don't have any function to recieve UID from database, only write permission for this one :/ Maybe for other Hives this will work http://opendayz.net/threads/pulling-data-from-sql-table-in-script.10052/page-3#post-43899 Currently I'm thinking about changing the...
  7. K

    Pulling data from SQL table in script

    I'm running into same problem as you Andy Murtagh but the function is integrated into my server_monitor.sqf which is inside the server.pbo. So I don't think that the problem is the execution from client side 18:58:12 "KIKYOU DEBUG: Value of _result: <null>" 18:58:12 "KIKYOU DEBUG: Value of...
  8. K

    Trigger that makes vehicles invulnerable

    Hi there, I'm currently reworking the whole safezone Script and running into one last problem that the vehicles can be destroyed from players who are firing outside from the safezone. I talked to leolilu to get the publicvariableEH working and now the only problem is that it doesn't triggers...
  9. K

    Pulling data from SQL table in script

    Hi there, I ran into same problems as you guys I try to fix the problem of the BaseBuilding Mod that shifting Objects will change their Code as the Code is tied to the ObjectUID. The ObjectUID isn't read from the database but rather calculated via the function. _worldspace call...
  10. K

    [Project] Basebuilding 1.2 change Code

    Okay as I can see now the _idKey is unfortunately the ObjectID and not UID. I will see if I can do a custom read from Hive to get the ObjectUID into a variable.
  11. K

    Will pay someone to help me write a script that changes skin when killed by zombie instead of dying

    Have a look at the DayZ Epoch Files, there you can already do what you want ;)
  12. K

    [Project] Basebuilding 1.2 change Code

    Hm I'm a little bit confused. At this part which is put into the server_monitor.sqf _object setVariable ["ObjectUID", _worldspace call dayz_objectUID2, true]; if ((_object isKindOf "Static") && !(_object isKindOf "TentStorage")) then { _object setpos [(getposATL _object select 0),(getposATL...
  13. K

    [Project] Basebuilding 1.2 change Code

    I would advise you to don't do that, I'm throwing this only on my Test Server and testing stuff. Also the PlayerUID as Code isn't that good solution. If I have the perfect working solution I will write a tutorial how you can change everything or doing a new github for that. For the moment this...
  14. K

    [Project] Basebuilding 1.2 change Code

    Hi there Panadur ;), this was just the early first idea of what could have been done and when you reread the whole thread you will see that I'm currently working to change that code to the PlayerUID to get some knowhow on which parts the code is called and how you can change it. The plan is...
  15. K

    [Project] Basebuilding 1.2 change Code

    After server restart the code works *rofl* So it works but I have to look for a solution why it doesn't work immediately after build
  16. K

    Base Building DayZ 1.2 Released

    I'm pleased that I could help you ;)
  17. K

    [Project] Basebuilding 1.2 change Code

    Thanks for the input I will have a look what I can do. Currently I'm trying to change the basic code to get a knowhow at how the script is working. So for this testing purposes I tried to first change that the Buildables are all related to the PlayerUID instead of the CharacterID. I managed...
  18. K

    Some Coding Questions (_this select and other)

    K thx for your help, I got some more questions _ownerID = _obj getVariable ["characterID","0"]; In this case the variable is passed from a local array isn't it? Or am I wrong and this is passed from the database? If its from a local array how the information getting into the array after...
  19. K

    Base Building DayZ 1.2 Released

    I have also reworked the MasterCode thing. Maybe you can use it There are two methods to remove via Code or via Owner remove. You can give the Admins the ability to remove things via both. For the green Owner Remove do the following: 1. Open player_remove.sqf 2. Search for this code if (...
  20. K

    Base Building DayZ 1.2 Released

    Change it to this private ["_isPanel","_validObject","_validObjectCode","_panelPos","_playerPos","_cnt","_gateAccess","_inVehicle","_soundSource","_panel","_convertInput","_code", "_inputCode", "_validMatch"]; _panel = cursortarget; _gateAccess = false; _playerPos = getpos player; _panelPos =...
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