So I am working on adding new materials to base building 1.3. I have everything done save for the layout. What I want to do is only display the materials needed to build the object being viewed (done), and I want to use the five locations currently used for tank traps, wire kits, sand bags...
In the build_list.sqf file, in the recipe for the gun, the option for _isSimulated (3rd from the last) needs to be set to true. There is a check later in the code that reviews this option and then removes all physics from the object.
I could still interact, but it behaved like any other object...
No luck with this. I want to say the problem started when I added two new objects, but I'm not certain of that. Everything code-wise looks ok, I just don't get the option to remove base building objects.
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Oh good call. I peeked in there but I was.too tired to make a real go of it. I'll take a look in a while and report back. Thanks
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I'm noticing now that I cannot remove any of my BB1.3 objects in-game. What I did was nearly identical to the link you posted. I can remove some objects such as the first walls I built, but nothing else save for the flag. This includes the shield generator.
Thoughts? I've been at it for...
The key to the above post is that for mounted guns, the _isSimulated part of the array has to be set to true, or you will bug out like I outlined here.
There are only three files to edit, with five total edits per object (not including images).
- I have the inability to remove crafting items resolved. I'll lay out the details at anyone's request.
- I've figured out the quickest way to add buildable items to the list - including operable static guns - just ask if you want the info.
I'm about to start trying to figure out the...
So I have been adding some objects to base building 1.3, and now that I have started adding static guns, I am having an issue. When i get in them to use them, the screen goes black, never to return. I can see my GUI, but everything else is black until I relog.
Thoughts?
I have a non-standard file path, so I did have to be really careful about this: I checked the dayz_spaceInterrupt.sqf versus my existing one, and they are identical, save for the keybindings.
So everyone is clear, what I did from the above was copy the file and then edit the...
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...
Ok I fixed the issue with the repositioning of items into the ground.
Replace
//Restore non extendable objects and make sure they follow the land contours
if (!(typeOf(_object) in allExtendables) && (_object isKindOf "Static") && !(_object isKindOf "TentStorage") &&...
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 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 am having this issue as well. When I...
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...
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