Hi All,
Has anyone looked through the standalone files to see if they have any plans of developing a base AI that players can Mod? If not, how different is the engine compared to A2 or A3? Would it be really difficult to bring over existing AI mods to Dayz Standalone such as something like...
Yea I was worried because I posted it and your git was private and I didnt realize it yet haha. But yea, I just copied and uploaded on my end. I've been pretty busy too, I thought you released it before but I remember that we talked about making further revisions for it and never released this...
I will not be providing support for this release as I am too busy. You can try and ask simple questions at [email protected] but I have no time to overlook files etc.
You can also possibly ask rosska85 for help but I have not spoken to him in weeks so he may be busy/occupied as well...
Base Building 1.3 (Works with Epoch/Any Build)
SORRY FOR THE DELAYED RELEASE, I WAS PLANNING ON REWORKING rosska85's (and work/help from SeaWeed)BUILD A BIT BUT AM TOO BUSY.
This is rosska85/SeaWeed improvements with some of my help, I never got to releasing it. I will NOT be supporting this...
On the tutorial https://github.com/Daimyo21/BaseBuilding-DayZ
after this part:
Also for Reality Build users on 1.7.6.1 or objects not removing from Database after restart:
-Section 1 is mandatory if you want your buildables to be placed properly after server restart.
Open YOUR dayz_server...
In dayz_server\compile\server_publishObject.sqf
Change
if (!(_object isKindOf "Building")) exitWith {
deleteVehicle _object;
};
to
//if (!(_object isKindOf "Building")) exitWith {
// deleteVehicle _object;
//};
So your MYSQL interface, find the database on left side. Right...
and
If you got BE problems, pay attention to the kick restriction. Examples:
Script Restrion #18:
-Open your servers arma2oa.rpt usually located in dayz_1.WORLD.
-Find the line (normally near bottom) where it says player so and so kicked Script restriction #18 and cop the code right...
Email me files [email protected] and please give detailed description of what your doing in-game and what is not working else I wont even bother as I get about 10 emails a day, many not following the tutorial/updated tutorial.
What server build are you using? Have you followed the updated...
Its very frustrating when people dont follow directions I spent typing up. Think about how many people email me a day. I have to debug all the things THEY mightve done wrong. Yes, Some are valid and are not in the files, I made changes on git to show differences between the 1.7.6.1 build. Since...
Are people running their mission on "regular" cause I dont see any markers for players on map.. When I left click the gcam map, a orange area marker shows, but no player markers are showing... Anyone have any idea? I dont have time to dissect the code.
Sorry had some custom code in there that was not part of BaseBuilding build.
View commit here and downloaded fn_selfActions.sqf's again
https://github.com/Daimyo21/BaseBuilding-DayZ/commit/bb3f6d22b01203262cae385e00720d3a8fadbd98
Best way is trial and error, just play with it. Fastest way is...
Email me your dayz_1.world mission file and dayz_server file.
[email protected]
Not 100% sure this will work but let me know..
In
"dayz_1.world\dayz_code\actions\player_remove.sqf"
Change this:
if (isServer) then {
dayzDeleteObj call local_deleteObj;
};
to this:
if...
Please let me know if removing the
if (isServer) then {
dayzPublishObj call server_publishObj;
};
at the bottom of player_build.sqf still allows object to write to DB with latest Reality Build.
Also include map your using etc.
Can you elaborate on this a bit more with...
The reason it is not working is because you havent applied the fix above.
The object never publishes to Database because of this function in server_functions.sqf:
check_publishobject = {
With the changes above, it should work after you build it and after server restart.
There are...
Code is the unique id for the object. Based on how bliss is written, I dont see away around this other than modifying the dayz_objectuid2 = { }; function in your server_functions.sqf
Then you must do the same algorithm in player_build.sqf where it factors the _uid.
I didnt thoroughly...
What map? What object? I might have to adjust that again. I think im using "isKindOf" instead of TypeOf
EDIT:
Made adjustment, let me know if it still is doing it after.
Commit here
Thanks!
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.