Base Building DayZ 1.2 Released

kenx

Member
I did everything in the guide and in the files and yes its supposed to work for reality/bliss we have bliss on dayz.st
and for the menu to come up yes u need one type of building material tank trap/scrap metal/wood any of those things and the scroll should work
I was pretty surprised I got mine to work on first go onlything I have to do is white list the codes so other people can see the menu when it comes up
 

arebokert

New Member
I did everything in the guide and in the files and yes its supposed to work for reality/bliss we have bliss on dayz.st
and for the menu to come up yes u need one type of building material tank trap/scrap metal/wood any of those things and the scroll should work
I was pretty surprised I got mine to work on first go onlything I have to do is white list the codes so other people can see the menu when it comes up
I've got myself some sandbags but the menu still won't show up :/
What do you mean by whitelist by the way?
 

kenx

Member
no idea had someone do it for me cause I bought a different antihack from him
im not sure if it shows up with sandbags I would have to look
did u delete the /* in one of the files like it told u too I got confused on that for a bit
 

kikyou2

Valued Member!
I managed to get it to work on my dayz.st server just fine just one issue is the menu is coming up then closeing so no one but admins can build dunno whats causing it gonna reread the post and see if I can find the answer

The problem here should be a Antihack Tool which not includes Admins..


I've got myself some sandbags but the menu still won't show up :/
What do you mean by whitelist by the way?

The problem should be inside fn_selfactions.sqf cause that file is responsible to show the blue Build Recipe Button if you have one buildable in your inventory.
 

kenx

Member
ya the guy I bought it from fixed it also how do I turn the combat meter off after u build or if u mess up the building its kinda annoying also I cant have run on while building which is annoying as well
 
If anybody is looking for a quick fix for one of the exploits I managed to get one easily fixed. You know when you get that message "You need the EXACT amount of whatever you are trying to build without extras". Just change that entire thing from this. THIS IS ALL UNDER DAYZ_CODE > COMPILE > PLAYER_BUILD.SQF towards the bottom of the script.
Code:
if (isServer) then {
        dayzPublishObj call server_publishObj;
};
} else {
cutText ["You need the EXACT amount of whatever you are trying to build without extras.", "PLAIN DOWN"];call _funcExitScript;};

TO THIS:

Code:
if (isServer) then {
        dayzPublishObj call server_publishObj; //Can also be local_publishObj in case if your server still has the local_publishobj.sqf listed in server_functions.sqf listed under dayz_server > init > server_functions.sqf near top of the file. If it doesn't have anything with local_publishobj.sqf you may want to stick with server_publishObj
};
} else {
detach _object;
deletevehicle _object;
cutText ["You need the EXACT amount of whatever you are trying to build without extras.", "PLAIN DOWN"];call _funcExitScript;
};

I am also trying to fix the Toolbox one as well, if anybody is willing to edit this piece of function to make it check requirements for the item that is being built it may also prevent other exploits from happening. Its in the same file in player_build.sqf in dayz_code > compile > player_build.sqf.
Code:
// Function to exit script without combat activate
_funcExitScript = {
    procBuild = false;
    breakOut "exit";
};
 

Johnkok

Well-Known Member
I can confirm that adding in = also works in preventing more than 2 panels being created.

Just made a new base with this in. Unfortunately the equals sign also prevents more than 1 panel from being built. This however is no problem, if the Panel nearest is set to 2 instead of 1 then 2 panel can be built but not more than that.
 

richiewolf

New Member
I just installed the update & tested it all is fine except one problem when I place the key pad. it goes thru the building steps & shows complete then it disappears ?

Still Can't Seem to Get This to Work (Key Pad) Keeps Disappearing after it is built... Please Help

daimyo21 Could use your help PLEASE. it was working just a few days ago but stopped.
 

Fox

Well-Known Member
Thanks for the fast answer, but if i deactivate BattleEye it works without problems. In the thread you send me, they show how you can add the objects to the DB but not how you manipulate the BE filter.



just search for inkko's (user) script.txt he posted it upon here somewhere!
 

Mike Dobrowney

New Member
When setting up Dayz Epoch what version of the fn_selfActions is it. Am at this point in the instructions and not sure what one to pick seeing how it is not any of these builds .. Or do I do something else them mess with these files.

THIS ONE >> fn_selfActions 1.7.4.4 with Base Building 1.2.sqf

THIS ONE >> fn_selfActions 1.7.6.1 Default as of 3-4-2013 no BB.sqf

THIS ONE >> fn_selfActions 1.7.6.1 with Base Building 1.2.sqf
 
I tried to read every post here before asking this question, but there are about 33 pages and most post have to do with simply getting things to work.

I have BaseBuilding working on my server, but when players try to build any type of camo netting (for example the Land_CamoNetB_EAST) they get:

"You were kicked off the game. (BattlEye: CreateVehicle Script Restriction #40)"

So I used my FTP client (FileZilla) to open the BattlEye folder. I see "createvehicle.txt"
Code:
1 "" !="WeaponHolder" !="TinCan" !="Rabbit" !="Goat" !="WildBoar" !="Sheep" !="Hen" !="Cow01" !="Cow02" !="Cow03" !="Cow04" !="zZombie_Base" !="z_hunter" !="z_teacher" !="z_doctor" !="z_suit1" !="z_suit2" !="z_worker1" !="z_worker2" !="z_worker3" !="z_villager1" !="z_villager2" !="z_villager3" !="z_soldier" !="z_soldier_heavy" !="z_soldier_pilot" !="z_policeman" !="z_priest" !="BoltSteelF" !="Land_Fire_DZ" !="SodaCan" !="JackDaniels" !="RoadFlare" !="ChemRed" !="ChemBlue" !="ChemGreen" !="Survivor1_DZ" !="Survivor2_DZ" !="Survivor3_DZ" !="SurvivorW2_DZ" !="Bandit1_DZ" !="CZ_VestPouch_EP1" !="DZ_Patrol_Pack_EP1" !="DZ_CivilBackpack_EP1" !="DZ_ALICE_Pack_EP1" !="SmokeShell" !="SmokeShellRed" !="SmokeShellGreen" !="MedBox0" !="Camo1_DZ" !="Soldier1_DZ" !="DZ_Backpack_EP1" !="Sniper1_DZ" !="DZ_Assault_Pack_EP1" !="BanditW1_DZ" !="G_40mm_HE" !="dog" !="WeaponHolder_MeleeCrowbar" !="WeaponHolder_ItemHatchet" !="WeaponHolder_PartGeneric" !="WeaponHolder_ItemJerrycan" !="WeaponHolder_PartFueltank" !="WeaponHolder_PartGlass" !="WeaponHolder_PartEngine" !="WeaponHolder_PartWheel" !="WeaponHolder_PartVRotor" !="DZ_Czech_Vest_Puch" !="DZ_British_ACU" !="DZ_TK_Assault_Pack_EP1" !="_this spawn fnc_plyrHit;"
5 "SeaGull"
5 "box" !="MedBox0" !="AmmoBoxSmall_556" !="AmmoBoxSmall_762" !="ItemMatchbox" !="ItemToolbox" !="CardBoardBox" !="FoodBox1" !="FoodBox2" !="FoodBox3"
5 "Mine"
5 "ARTY_"
5 "SADARM_"
5 "LASER_"
5 "WP_"
5 "_MLRS"
5 "_81"
5 "_82"
5 "_105"
5 "_120"
5 "_122"
5 "_227"
1 "Bo_"
5 "_AA"
5 "_AT" !="R_M136_AT"
1 "R_M136_AT" //keep monitoring to catch obvious abuse
5 "_AP" //"_APHE"
5 "_80"
5 "_57"
5 "_85"
5 "_100"
5 "_125"
5 "_30"
5 "_ied"
5 "_CRV7"
5 "_MEEWS"
5 "_SMAW"
5 "_GRAD"
5 "_SABOT"
5 "_SH"
5 "KORD"
5 "DSHKM"
5 "MK19"
5 "AGS"
1 "Nest_" //Nest_M240 //Nest_PK
5 "R_PG"
5 "R_OG"
5 "B_"
5 "_YakB"
1 "_ball"
1 "_mk"
1 "_HE" !="z_soldier_heavy" //!="G_40mm_HE" //keep monitoring to catch obvious abuse
1 "HE_" //keep monitoring to catch obvious abuse
1 "M_" !="G_40mm_HE" //!="40mm_" //keep monitoring to catch obvious abuse
5 "cock"
5 "Parachute" !="ParachuteWest" //under monitoring
1 "dog" //until released not welcome
1 "Land_" !="Land_Fire_DZ" !="Land_fort_bagfence_long" !="Land_BagFenceRound" !="Land_fortified_nest_big" !="Land_Fort_Watchtower" !="Land_fort_rampart_EP1" !="Land_HBarrier_large" !="Land_fortified_nest_small" !="Land_Misc_Cargo2E" !="Land_pumpa" !="Land_CncBlock" !="Land_prebehlavka" !="Land_tent_east" !="Land_CamoNetB_EAST" !="Land_CamoNetB_NATO" !="Land_CamoNetVar_EAST" !="Land_CamoNetVar_NATO" !="Land_CamoNet_EAST" !="Land_CamoNet_NATO"
5 "BBarracks"
1 "_ep1" !="DZ_Patrol_Pack_EP1" !="DZ_CivilBackpack_EP1" !="CZ_VestPouch_EP1" !="DZ_ALICE_Pack_EP1" !="DZ_Backpack_EP1" !="DZ_Assault_Pack_EP1" !="DZ_TK_Assault_Pack_EP1"
1 "_baf"
1 "_pmc"
1 "cz_" !="CZ_VestPouch_EP1"
5 "_LHD_
5 "_acr"
5 "MASH_"
1 "Fort_" !="Fort_RazorWire" !="Land_fort_bagfence_long" !="Land_Fort_Watchtower" !="Land_fort_rampart_EP1"
5 "BasicWeapons"
5 "SpecialWeapons"
5 "_uav"
//5 "AmmoBox" !="AmmoBoxSmall_556" !="AmmoBoxSmall_762"
//5 "WeaponsBox"
//5 "CacheBox"
//!="DZ_Backpack_EP1"
//!="MedBox0" //filtered now
//!="Sniper1_DZ" //filtered now
//!="Camo1_DZ" //filtered now
//!="Soldier1_DZ" //filtered now
//!="TentStorage"
//!="DZ_Assault_Pack_EP1" //filtered now
//!="BanditW1_DZ" //filtered now
//!="WeaponHolder_ItemTent"5 "BasicWeapons"
5 "SpecialWeapons"
2 ""

on the line starting with "1"Land_" I see that Land_CamoNetB_EAST is listed, so it should simply be logging to the .log file only. But instead, BattlEye is kicking people. Help?
 

Colton

Member
I can't seem to get the buildings to save to my DB. Any advice?

Here is my 'check_publishobject = {' section of my server_functions.sqf.
Code:
check_publishobject = {
    private["_allowed","_allowedObjects","_object"];
 
    _object = _this select 0;
    _playername = _this select 1;
    _allowedObjects = ["TentStorage", "Hedgehog_DZ", "Sandbag1_DZ","TrapBear","Wire_cat1"];
    _allowed = false;
 
    diag_log format ["DEBUG: Checking if Object: %1 is allowed published by %2", _object, _playername];
 
    if ((typeOf _object) in _allowedObjects || (typeOf _object) in allbuildables_class) then {
        diag_log format ["DEBUG: Object: %1 published by %2 is Safe",_object, _playername];
        _allowed = true;
    };
 
    _allowed
};

Anything I'm missing in this file?
 

daimyo21

New Member
Thanks for the fast answer, but if i deactivate BattleEye it works without problems. In the thread you send me, they show how you can add the objects to the DB but not how you manipulate the BE filter.
and

I keep getting kicked for BE CreateVehicle #35 any help?


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 after that into one line and place in quotes like !"code after the kick restriction"

-Then if its a script restriction, go into BE folder and open scripts.txt, if its a createvehicle restriction, go into createvehicle.txt etc. etc.

-In the .txt file always reference the lines AROUND the kick restriction #, in this case its #18 so we look around lines 15-20.

-Add the !"code you were kicked for" from your .rpt file and you should be fine. If not, change the 5 to a 1 so it logs only.

Good luck!

I can't seem to get the buildings to save to my DB. Any advice?

Here is my 'check_publishobject = {' section of my server_functions.sqf.
Code:
check_publishobject = {
    private["_allowed","_allowedObjects","_object"];
 
    _object = _this select 0;
    _playername = _this select 1;
    _allowedObjects = ["TentStorage", "Hedgehog_DZ", "Sandbag1_DZ","TrapBear","Wire_cat1"];
    _allowed = false;
 
    diag_log format ["DEBUG: Checking if Object: %1 is allowed published by %2", _object, _playername];
 
    if ((typeOf _object) in _allowedObjects || (typeOf _object) in allbuildables_class) then {
        diag_log format ["DEBUG: Object: %1 published by %2 is Safe",_object, _playername];
        _allowed = true;
    };
 
    _allowed
};

Anything I'm missing in this file?

Make sure you deployed the BaseBuilding_Deployables.sql in the tutorial by creating a new query and running the script. Also set default schema to the one your deploying to.

Also in player_build.sqf make sure your function at the bottom is the proper one as specified in the tutorial. That probably wont be it but worth a check.

should be something like this for Reality:

Code:
_object setVariable ["characterID",dayz_characterID,true];
    dayzPublishObj = [dayz_characterID,_object,[_dir,_location],_classname];
    publicVariableServer "dayzPublishObj";
        if (isServer) then {
            dayzPublishObj call server_publishObj;
        };

Ill try and compile a FAQ on the tutorial as well as make some quick fixes when I have time.
 

MajoeT

Member
Adding the new Epoch storage (hut/domed tents) to the menu makes them not save any loot inside at all, any ideas?
 
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