Allright, seems this needs to be revamped totally after all, as of now if you build your base and someone else gets there they just build an infostand next to yours, then they push in their key, then they have 1 minute to open all your keypanels as well, every infostand works the same, does not...
1. Because it is a modification and does not use the allready existing code.
2. You can't, when building it, it stated you can not remove it. (go to your database and delete the corresponding number (ObjectID) from the database you got this number when the building has finished)
3. here...
Allright adding code as when theres alot of build on the server it might come in handy to remove just one from the DBase instead of guessing numbers and looking at positions. Does this also remove any duplicate in the DBase tables as well?
Infostand removal itself sound like a cool plan :)...
Make sure you install tthat table using your own schema on the DB, also make sure you do not overwrite the ID's with other deployables on your server, so first make note of the ID's you allready have and change those accordingly in the new deployables table.
Button being white issue, since you...
It's working like a charm, one thing though, when the blood drop shows no more blood in it (helicrash) and you do the bloodbag thing, it looks like the blood gets added yet the drop stays transparent untill you relog the game.
P.S. I do not have the pbo, one of the advantages on this host...
When I look at this code it seems it only allows you to access any infostand aka gates to enter bases, you mention about an override to remove any object that is out of the order and can be removed by the server owner, yet I do not see such code for buildable objects.
Any clearance on that?
Allright now i have added it like this:
_mags = magazines player;
if ("ItemTankTrap" in _mags || "ItemSandbag" in _mags || "ItemWire" in _mags || "PartWoodPile" in _mags || "PartGeneric" in _mags) then {
hasBuildItem = true;
} else { hasBuildItem = false;};
//Build Recipe...
So i do not add the bagblood into the if statements but just add your if statements below the "if((speed player etc..ect.."
Shame it can't handle OR though :(
Hi, I wanted to add this into my existing basebuilding 1.2 fn_selfactions.sqf but i stumble accross this, can you point me in right direction on how i go about implementing it in there?
// Check mags in player inventory to show build recipe menu
_mags = magazines player;
if...
Just a question Daimyo, I have been making my base to absolute perfection, very nice job on the MOD , thanks a ton!
However, I wanted to have a single concrete wall for an emergency exit in the back of the base, that gate is well over 100 metres away but i cant make a keypanel there because it...
How do I remove something that was built but not meant to be there?
Now I have built the zevoraanim but it moves everytime on server restart and an option to delete it isn't there, any help appreciated.
Thanks for this one though :) am gonna add in burning barrels :) which need 2 jerrycans...
I think I am glad i did not get this script working on my servers yet, as this post makes it very clearly there still needs loads of work to be done on it befor it works like as in real.
I am trying to add my init.sqf and the modified change_sreelights.sqf but so far no luck theres no option for me to add that to the post, anyone can help me with this?
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