Base Building DayZ 1.2 Released

i have just got this working i havnt run all the test needed bit it saves after a restart. It was a little bit of a bitch to get working but it works good. Aslong as you read all the read me you should be good. For all yous DayZ.ST ppl trying to put it in make shu you folo the reality build and it should work as dayz.st uses a reality database well in a way its reality but its stall there own build. Good luck. And thank for this mod.

Hey Zak, would you mind posting your files? I also can't get the items to save to the database. I think this has happened to enough people that there is something else wrong and it's not just error on our part. I have done this several different times on a fresh server. Same result.
 
i have a dayz.st server and the buildables do not save either...i also run AI ...but im not sure if that could affect the database saving.i keep thinking i missed something in the tutorial/ i have uploaded my files via email to Daimyo21 in hopes he can find the error..if he can ill upload the chernarus files as reference here. i can verify that at least u can build things without getting kicked or whatnot.
but at same time now our tents will not deploy...we can build a tent and as soon as its finished building it dissapears

Dodge, I had the same tent problem. I just reinstalled my files and started over; That seemed to fix that problem.
 
Can someone using this with chernarus verify that they have it working fully? I use dayzCC for reference (bliss offshoot.)

Thanks. Want to know before I kill my playerbase trying to set this up.
 
Ok ppl here are my files all it has is base building. Remember that i have built it off a reality hive.

Server pbo
Mission pbo

If you need help hit me up on my team speak. ts.wastelandgoats.com

Thanks for posting your files Zak, however I am having the same result. There is something else wrong outside of these files. I am also using a reality build but its on my PC. My friend also got this problem on a dedicated webserver. Hmm...
 
Here are lines 20-23 for my scripts. They are kicking people when they first connect for script restriction #20

Code:
 createTarget !"\"createTarget\","
5 createVehicle !"\"createVehicle\"," !"createVehicleLocal" !"createVehicle [\"WeaponHolder\", _iPos, [], _radius, \"CAN_COLLIDE\"" !"_fire = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"" !"_object = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"" !"if (_height < 100) then {\n_bolt = createVehicle [\"BoltSteelF\", _endPos, [], 0, \"CAN_COLLIDE\"];\n_bolt setPosATL _endPos;" !"_tent = createVehicle [\"TentStorage\", _location, [], 0, \"CAN_COLLIDE\"];\n_tent setdir _dir;" !"if ((random _int)>2.2) then\n{\n_b=\"SmallSecondary\" createvehicle (getpos _v);\n};" !"exitwith {};\n_b=\"SmallSecondary\" createvehicle (_v modelToWorld _effect2pos);\n} foreach (_list);" !"_bag = createVehicle [format[\"WeaponHolder_%1\",_item],getPosATL player,[], 0, \"CAN_COLLIDE\"];\n_bag setdir (getDir player);" !"_bag = createVehicle [\"WeaponHolder_ItemTent\",_pos,[], 0, \"CAN_COLLIDE\"];\n_bag setdir _dir;\nplayer reveal _bag;" !"_object = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"];\n_object setDir _dir;\nplayer reveal _object;" !"_item = createVehicle [_iItem, _iPos, [], _radius, \"CAN_COLLIDE\"];" !"_item = createVehicle [\"WeaponHolder\", position player, [], 0.0, \"CAN_COLLIDE\"];" !"_holder = \"WeaponHolder\" createVehicle _pos;" !"_bolt = createVehicle [\"WoodenArrowF\", _endPos, [], 0, \"CAN_COLLIDE\"];" !"_weapon = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"];" !"_fire = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"];" !"_weapon = _classname createVehicle _location;\n_weapon setDir _dir;\n_weapon setpos _location;\nplayer reveal _weapon;" !"dayz_hasFire = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"];"
5 createVehicleLocal !"\"createVehicleLocal\"," !"_point = \"Logic\" createVehicleLocal getPosATL _unit;" !"_object =  _type createVehicleLocal _position;" !"_fl = \"#particlesource\" createVehicleLocal getpos _v;" !"_lightArea = \"#lightpoint\" createVehicleLocal (getPosATL _flare);" !"_lightSpark = \"#lightpoint\" createVehicleLocal (getPosATL _flare);" !"_source = \"#particlesource\" createVehicleLocal getpos (_this select 0);" !"_source = \"#particlesource\" createVehicleLocal _pos;\n_source setParticleParams" !"_smoke = \"#particlesource\" createVehicleLocal _pos;\n_smoke attachto [_v,[0,0,0],\"destructionEffect1\"];" !"_Crater= \"CraterLong\" createvehiclelocal [_pos select 0, _pos select 1, 0];\n_Crater setdir (_dir + (180 * _i));" !"_source = \"#particlesource\" createVehicleLocal getPosATL _unit;"
1 disableUserInput !"\"disableUserInput\"," !"disableUserInput false;"
 
Here are lines 20-23 for my scripts. They are kicking people when they first connect for script restriction #20

Code:
 createTarget !"\"createTarget\","
5 createVehicle !"\"createVehicle\"," !"createVehicleLocal" !"createVehicle [\"WeaponHolder\", _iPos, [], _radius, \"CAN_COLLIDE\"" !"_fire = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"" !"_object = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"" !"if (_height < 100) then {\n_bolt = createVehicle [\"BoltSteelF\", _endPos, [], 0, \"CAN_COLLIDE\"];\n_bolt setPosATL _endPos;" !"_tent = createVehicle [\"TentStorage\", _location, [], 0, \"CAN_COLLIDE\"];\n_tent setdir _dir;" !"if ((random _int)>2.2) then\n{\n_b=\"SmallSecondary\" createvehicle (getpos _v);\n};" !"exitwith {};\n_b=\"SmallSecondary\" createvehicle (_v modelToWorld _effect2pos);\n} foreach (_list);" !"_bag = createVehicle [format[\"WeaponHolder_%1\",_item],getPosATL player,[], 0, \"CAN_COLLIDE\"];\n_bag setdir (getDir player);" !"_bag = createVehicle [\"WeaponHolder_ItemTent\",_pos,[], 0, \"CAN_COLLIDE\"];\n_bag setdir _dir;\nplayer reveal _bag;" !"_object = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"];\n_object setDir _dir;\nplayer reveal _object;" !"_item = createVehicle [_iItem, _iPos, [], _radius, \"CAN_COLLIDE\"];" !"_item = createVehicle [\"WeaponHolder\", position player, [], 0.0, \"CAN_COLLIDE\"];" !"_holder = \"WeaponHolder\" createVehicle _pos;" !"_bolt = createVehicle [\"WoodenArrowF\", _endPos, [], 0, \"CAN_COLLIDE\"];" !"_weapon = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"];" !"_fire = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"];" !"_weapon = _classname createVehicle _location;\n_weapon setDir _dir;\n_weapon setpos _location;\nplayer reveal _weapon;" !"dayz_hasFire = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"];"
5 createVehicleLocal !"\"createVehicleLocal\"," !"_point = \"Logic\" createVehicleLocal getPosATL _unit;" !"_object =  _type createVehicleLocal _position;" !"_fl = \"#particlesource\" createVehicleLocal getpos _v;" !"_lightArea = \"#lightpoint\" createVehicleLocal (getPosATL _flare);" !"_lightSpark = \"#lightpoint\" createVehicleLocal (getPosATL _flare);" !"_source = \"#particlesource\" createVehicleLocal getpos (_this select 0);" !"_source = \"#particlesource\" createVehicleLocal _pos;\n_source setParticleParams" !"_smoke = \"#particlesource\" createVehicleLocal _pos;\n_smoke attachto [_v,[0,0,0],\"destructionEffect1\"];" !"_Crater= \"CraterLong\" createvehiclelocal [_pos select 0, _pos select 1, 0];\n_Crater setdir (_dir + (180 * _i));" !"_source = \"#particlesource\" createVehicleLocal getPosATL _unit;"
1 disableUserInput !"\"disableUserInput\"," !"disableUserInput false;"

you need to update the battleye file.
 
I did. It only has something for createvehicle.

Our build button is whited out and cannot be clicked on our server.
 
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 im using taviana 2.0 which uses 1.7.4.4, I am not up to date on the latest code, thus I must let all you find the valid issues after I hope you've followed directions to the teeth.

In your server_functions.sqf, you copied the "build_baseBuilding_arrays = {" improperly from section 2 of dayz_server README.txt

Youve corrupted your "dayz_recordLogin = {" function which basically wont let you log in to your server.


To fix this, start over on server files, and go through dayz_server tutorial again. Your server_monitor.sqf looks fine.



Make sure in your init.sqf that these lines:

call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf"; //Initializes custom variables
call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; //Compile custom compiles
call compile preprocessFileLineNumbers "dayz_code\init\settings.sqf"; //Initialize custom clientside settings
Are DIRECTLY BEFORE:

progressLoadingScreen 1.0;

and not before:

progressLoadingScreen 0.1; As ive found on many peoples files that they sent.

If it still persists, email me files at [email protected] Ill get back to you when I have time.



I get that too sometimes when logging in. Its on and off on tavi 2.0. A simple relog works.


Heres what i got......Ive followed the github instructions to the "T" twice now. Im running Dayz.St on Tavi 2.0.

I relogged 10 times and still recieved "something went wrong". Since then i have tweaked and twisted and still nothing. Im not going to post my files here just yet as they are a mess and I need to do it for a 3rd time now.
Before I do so can anyone tell me if other mods are conflicting with this one? I have "BTC FastRope", AI, Lift and Tow, and parts harvest working on the server already. Im no pro but there is some obvious differences between the github instructions and a Moded Tavi mission and server pbo.

So my question....Do I spend a ton of time trying to redo this again or am i waisting my time cause it will conflict with the other mods? Thanks in advance.
 
For all of you out there. I am running this on Celle atm, I've got like... a thousand diff mods running simultaneously and they aren't really clashing or causing problems... So follow Daimyo's instructions and you'll be just fine!

My concern atm is players can build stuff, the buildings save just fine, the keypanels and removal also work BUT at some point the keypanel combo stops functioning and just says denied. (This is according to some of my admins who've been playing around with it more intensively than myself). If this problem has been solved, or if there's a workaround such as me putting in a custom UID for the keypanels, I'd be mroe than willing to live with that.... Sorry if this has been addressed.

Also, does anyone have W4rGo's smelt scripts - I couldn't find a link that worked if anyone could share it here.
 
I have this entirely working except that it automatically whites out the build button whether I have the materials or not.
 
RESOLVED! Have to have the /exact/ quantity in materials.

This is causing problems with people bringing the menu up and then being unable to move their own gear/having problems with vehicles and driving. (They hit E or W and it doesn't move for example, reboot game, come in, all's gold.)
 
Ok I got this working now, my friend also was able to get it working doing the same thing I did. What we were doing wrong apparently was saving our old file as dayz_server.old and leaving it in the same directory. The server must have been loading the old files as well. We just deleted any file out that wasn't getting used. If you were able to build but just can't save to the db then try this.
 
For all of you out there. I am running this on Celle atm, I've got like... a thousand diff mods running simultaneously and they aren't really clashing or causing problems... So follow Daimyo's instructions and you'll be just fine!

My concern atm is players can build stuff, the buildings save just fine, the keypanels and removal also work BUT at some point the keypanel combo stops functioning and just says denied. (This is according to some of my admins who've been playing around with it more intensively than myself). If this problem has been solved, or if there's a workaround such as me putting in a custom UID for the keypanels, I'd be mroe than willing to live with that.... Sorry if this has been addressed.

Also, does anyone have W4rGo's smelt scripts - I couldn't find a link that worked if anyone could share it here.

Hey Manatee, you helped me on another thread and so "Thank You" for that.

As for what we have going on here......Mine is a Tavi 2.0 server. This means its already covered in issues. Add to that the fact that I have this buggy map loaded up with all kinds of mods, im kinda stumped. Ya know the part in the github at the beginning of server side: In YOUR "dayz_server\init\server_functions.sqf"
Find this function:
check_publishobject = {
"bunch of code inside"
};
And Change this line:
if ((typeOf _object) in _allowedObjects) then {
to:
if ((typeOf _object) in _allowedObjects || (typeOf _object) in allbuildables_class) then {
This will insure that your buildables will write to database.
This doesnt exist in mine. What confuses the crap outta me is that it doesnt exist in the example one either. I am currently filtering through the modified files and deleting them so I can start over. I would love some help with this if you are available Manatee. Im really at a loss and my server is shut down right now.
 
Heres what i got......Ive followed the github instructions to the "T" twice now. Im running Dayz.St on Tavi 2.0.

I relogged 10 times and still recieved "something went wrong". Since then i have tweaked and twisted and still nothing. Im not going to post my files here just yet as they are a mess and I need to do it for a 3rd time now.
Before I do so can anyone tell me if other mods are conflicting with this one? I have "BTC FastRope", AI, Lift and Tow, and parts harvest working on the server already. Im no pro but there is some obvious differences between the github instructions and a Moded Tavi mission and server pbo.

So my question....Do I spend a ton of time trying to redo this again or am i waisting my time cause it will conflict with the other mods? Thanks in advance.

Hey GaryG
here are my files for Taviana 2.0 on a dayz.st server....the files are for BB 1.2 and Sycosis' AI...
Seems to work well for me ..The control panel stays after build and everything seems to save to the database.
the AI spawn and seem to work well to....the AI files dont have all the tweaks in the thread but they work.
Hope they work for you to. Im just a rookie here so if is ugly please forgive :). If possible i would like a look at your
"parts harvest" files. cant seem to find much on that. Oh and check the add_unit_server.sqf i added a gear set and changed some skins.
Del.
 

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Everything's good but this is causing people to go invisible on my server to other players and no one is sure. Characters are not updating for everyone and sometimes after building or bringing up the menu you cannot drive/interact with your own gear (move stuff.)

DayzCC with modified bliss structure.

RPT errors:
18:18:11 Server: Network message 5f5d1b is pending
18:18:29 "TIME SYNC: Local Time set to [2013,3,26,12,18]"
18:18:29 Error in expression <)>5 ) then {
["dayzSetDate",_date] call broadcastRpcCallAll;
diag_log ("TIME SYN>
18:18:29 Error position: <broadcastRpcCallAll;
diag_log ("TIME SYN>
18:18:29 Error Undefined variable in expression: broadcastrpccallall
18:18:30 "DEBUG FPS: 10.4371"

More:
18:26:56 Client: Object 40:149 (type Type_149) not found.
18:26:56 Client: Object 16:536 (type Type_149) not found.
18:27:01 Server: Object 51:48 not found (message 94)
18:27:33 Unit 46:12 not found, cannot update
18:27:33 Unit 50:12 not found, cannot update
18:27:33 Unit 50:12 not found, cannot update

Getting a lot of network stuff whereas I was not before.
18:26:45 NetServer::SendMsg: cannot find channel #1515582298, users.card=19
18:26:45 NetServer: users.get failed when sending to 1515582298
18:26:45 Message not sent - error 0, message ID = ffffffff, to 1515582298 (shugz)
18:26:45 NetServer::SendMsg: cannot find channel #1515582298, users.card=19
18:26:45 NetServer: users.get failed when sending to 1515582298
 
GaryG my buildings already write to the DB, and they have functional keypanels the problem comes some restarts later when the code stops working.

See this is what it already looks like in 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;
};
 
Hey GaryG
here are my files for Taviana 2.0 on a dayz.st server....the files are for BB 1.2 and Sycosis' AI...
Seems to work well for me ..The control panel stays after build and everything seems to save to the database.
the AI spawn and seem to work well to....the AI files dont have all the tweaks in the thread but they work.
Hope they work for you to. Im just a rookie here so if is ugly please forgive :). If possible i would like a look at your
"parts harvest" files. cant seem to find much on that. Oh and check the add_unit_server.sqf i added a gear set and changed some skins.
Del.
Awesome and THANK YOU!!!!!! Ill check it out now
 
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