Search results

  1. S

    Base Building DayZ 1.2 Released

    Tell him to press the option. Different code is triggered dependent on if you are owner or not once you do.
  2. S

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

    You need to make sure your instance_deployables table has the right schema, see here http://opendayz.net/goto/post?id=47567#post-47567 and http://opendayz.net/threads/release-basebuilding-1-2-improvements-0-1-better-and-editable-keycode-permanent-owner.10485/page-4#post-48358 This should...
  3. S

    Base Building DayZ 1.2 Released

    Thanks I will revert my code and try some more things tonight. I really want to get this destructable issue figured out so I can move back to figuring out what part of the code is making zombies spawn inside bases now.
  4. S

    Base Building DayZ 1.2 Released

    Hmm that is strange, because when I remove the additions kikyou made to the script I am still seeing the same problem. Anything built that is loaded straight from the database after restart is destructable. If the other user had rebuilt their object since the server restarted I also believe it...
  5. S

    Base Building DayZ 1.2 Released

    Shoot one of your database saved objects (not one you have built before the server has restarted) with a machine gun, satchel charges or a hatchet, is it destroyed? The booby traps issue seems to be related to a variable not being broadcast to everyone, I gave up looking at it. Bear traps were...
  6. S

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

    Notepad+ with the compare plugin http://sourceforge.net/projects/npp-compare/ is the easiest way to check, if its removals that aren't working check player_remove.sqf There's some other PVDZ_ variables to change in the keypad code files too but the basic owner removal should be covered by...
  7. S

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

    I think you missed some of the instructions in thread, I can't remember if this was the only file I had to do this in now but basically you need an if/else for basebuilding/non basebuilding objects here's my server_UpdateObject.sqf to get you started http://pastebin.com/5fW6JKDd
  8. S

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

    Not sure heres my player_remove.sqf http://pastebin.com/Et3RpcBY and player_build.sqf http://pastebin.com/WsLmDCt2 Let me know if you find something different that you forgot to change...
  9. S

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

    You need to remove all 3 foreign key relationships for the table that are there by default in reality, after that if you have all the columns the same as the screenshot I think that should sort it.... If you don't have anything in the table you want to keep you can delete it and then that...
  10. S

    Base Building DayZ 1.2 Released

    Sorry I'm not sure then I usually get an error to debug when things don't work. If it's working with his mission file on his server but not on yours I would look at what else is different between the two servers. Starting with the database setup and tables as that is the most likely place....
  11. S

    Base Building DayZ 1.2 Released

    My file matches yours :/ What do you have in publicvariablevar.txt mine is empty.... my other two publicvariable files I posted already.
  12. S

    Base Building DayZ 1.2 Released

    I think veh_resetEH.sqf is the cause of the issue Problem is its executed by the server so I don't know how to stop it running without modifying the dayz_code :( I'm out of ideas for now.
  13. S

    Base Building DayZ 1.2 Released

    Ok so progress (sort of) Basebuilding 1.2 without kikyous modifications still results in items taking damage from my testing I have found this is only for items which were spawned on restart. If you have just built the item and the server hasn't restarted to load it from the database it won't...
  14. S

    Randomized skins for survivor and or humanity morphs.

    Nice I had no idea there were still so many unbanned skin classes. Going to revisit my old random skin parcel code tonight :D
  15. S

    Discussion Thread

    You say that but Rocket himself says this, in this thread about custom maps Also the devs are locking the alpha down for perfectly understandable reasons I see no need to get butthurt over it.
  16. S

    Base Building DayZ 1.2 Released

    SQL errors will be in your hive log rather than your rpt logs
  17. S

    Problem with death messages Cherno 1.7.6.1

    do you use basebuilding? Basebuilding broke my kill messages for some reason and I've never figured out the cause....
  18. S

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

    No idea what you mean http://opendayz.net/threads/release-basebuilding-1-2-improvements-0-1-better-and-editable-keycode-permanent-owner.10485/page-4#post-47567...
  19. S

    Base Building DayZ 1.2 Released

    Some player built objects can be destroyed it is one of the properties defined in the build_list most shouldn't be possible to destroy though like the double cargo containers. Least that was the case for me on 1.7.6.1. I can confirm though that satchels and vehicles didn't destroy anything they...
  20. S

    Discussion Thread

    I think regardless of if it's supported people are still going to find a way to mod it, there's so many games where modding isn't supported by the developers but it still occurs. If modification of things wasn't possible why has the ability to "blacklist" a particular server from the central...
Back
Top