Base Building DayZ 1.2 Released

May I ask, does this script work for the 1.7.7.1 update? I have upgraded and have a fresh install of everything. I don't want to go ahead and install all this if it is not going to be compatible.
 
May I ask, does this script work for the 1.7.7.1 update? I have upgraded and have a fresh install of everything. I don't want to go ahead and install all this if it is not going to be compatible.

It Did not seem to work for me I just tried it got stuck at waiting for host, reverted back and its fine.
 
ok guys i have this installed on tavi 2.0 and dayz 1.7.4.4 and have had it installed for a while but some of my players said that they cant get the gate and info stand to work to lock there base. i never tried till today but when it is built it just disapears like 2 seconds later? i can build anything else except that. also is there a way to let the players pick the codes? or could i make certian UIDs be able to remove any building that was put in with out haveing to use a code? Thanks
 
someone who could fix the kick batleeye can send me the scrip.txt?

How to add new constructions to the menu?
 
Does self blood bag work I added it the base building script doesn't show up.
Code:
scriptName "Functions\misc\fn_selfActions.sqf";
/***********************************************************
    ADD ACTIONS FOR SELF
    - Function
    - [] call fnc_usec_selfActions;
************************************************************/
private["_menClose","_hasBandage","_hasEpi","_hasMorphine","_hasBlood","_vehicle","_inVehicle","_color","_part"];
 
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
_bag = unitBackpack player;
_classbag = typeOf _bag;
_isWater =        (surfaceIsWater (position player)) or dayz_isSwimming;
_hasAntiB =    "ItemAntibiotic" in magazines player;
_hasFuelE =    "ItemJerrycanEmpty" in magazines player;
//boiled Water
_hasbottleitem = "ItemWaterbottle" in magazines player;
_hastinitem = false;
{
    if (_x in magazines player) then {
        _hastinitem = true;
    };
 
} forEach boil_tin_cans;
 
 
_hasKnife =    "ItemKnife" in items player;
_hasToolbox =    "ItemToolbox" in items player;
//_hasTent =        "ItemTent" in items player;
_onLadder =        (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_nearLight =    nearestObject [player,"LitObject"];
_canPickLight = false;
 
if (!isNull _nearLight) then {
    if (_nearLight distance player < 4) then {
        _canPickLight = isNull (_nearLight getVariable ["owner",objNull]);
    };
};
// ---------------------------------------Krixes Self Bloodbag Start------------------------------------
    _mags = magazines player;
 
    // Krixes Self Bloodbag
    if ("ItemBloodbag" in _mags) then {
        hasBagItem = true;
    } else { hasBagItem = false;};
    if((speed player <= 1) && hasBagItem && _canDo) then {
        if (s_player_selfBloodbag < 0) then {
            s_player_selfBloodbag = player addaction[("<t color=""#c70000"">" + ("Self Bloodbag") +"</t>"),"custom\player_selfbloodbag.sqf","",5,false,true,"", ""];
        };
    } else {
        player removeAction s_player_selfBloodbag;
        s_player_selfBloodbag = -1;
    };
// ---------------------------------------Krixes Self Bloodbag End------------------------------------
 
_canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);
 
Does self blood bag work I added it the base building script doesn't show up.
Code:
scriptName "Functions\misc\fn_selfActions.sqf";
/***********************************************************
    ADD ACTIONS FOR SELF
    - Function
    - [] call fnc_usec_selfActions;
************************************************************/
private["_menClose","_hasBandage","_hasEpi","_hasMorphine","_hasBlood","_vehicle","_inVehicle","_color","_part"];
 
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
_bag = unitBackpack player;
_classbag = typeOf _bag;
_isWater =        (surfaceIsWater (position player)) or dayz_isSwimming;
_hasAntiB =    "ItemAntibiotic" in magazines player;
_hasFuelE =    "ItemJerrycanEmpty" in magazines player;
//boiled Water
_hasbottleitem = "ItemWaterbottle" in magazines player;
_hastinitem = false;
{
    if (_x in magazines player) then {
        _hastinitem = true;
    };
 
} forEach boil_tin_cans;
 
 
_hasKnife =    "ItemKnife" in items player;
_hasToolbox =    "ItemToolbox" in items player;
//_hasTent =        "ItemTent" in items player;
_onLadder =        (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_nearLight =    nearestObject [player,"LitObject"];
_canPickLight = false;
 
if (!isNull _nearLight) then {
    if (_nearLight distance player < 4) then {
        _canPickLight = isNull (_nearLight getVariable ["owner",objNull]);
    };
};
// ---------------------------------------Krixes Self Bloodbag Start------------------------------------
    _mags = magazines player;
 
    // Krixes Self Bloodbag
    if ("ItemBloodbag" in _mags) then {
        hasBagItem = true;
    } else { hasBagItem = false;};
    if((speed player <= 1) && hasBagItem && _canDo) then {
        if (s_player_selfBloodbag < 0) then {
            s_player_selfBloodbag = player addaction[("<t color=""#c70000"">" + ("Self Bloodbag") +"</t>"),"custom\player_selfbloodbag.sqf","",5,false,true,"", ""];
        };
    } else {
        player removeAction s_player_selfBloodbag;
        s_player_selfBloodbag = -1;
    };
// ---------------------------------------Krixes Self Bloodbag End------------------------------------
 
_canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);

};[/CODE]

May be blocking my job to cook? Now I can not cook some meat, like a chicken, but the rabbit I can!!
 
Nvm fixed it
had this above it not below it
Code:
_canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);
 
nvm self blood is not working for me
Code:
scriptName "Functions\misc\fn_selfActions.sqf";
/***********************************************************
    ADD ACTIONS FOR SELF
    - Function
    - [] call fnc_usec_selfActions;
************************************************************/
private["_menClose","_hasBandage","_hasEpi","_hasMorphine","_hasBlood","_vehicle","_inVehicle","_color","_part"];
 
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
_bag = unitBackpack player;
_classbag = typeOf _bag;
_isWater =        (surfaceIsWater (position player)) or dayz_isSwimming;
_hasAntiB =    "ItemAntibiotic" in magazines player;
_hasFuelE =    "ItemJerrycanEmpty" in magazines player;
//boiled Water
_hasbottleitem = "ItemWaterbottle" in magazines player;
_hastinitem = false;
{
    if (_x in magazines player) then {
        _hastinitem = true;
    };
 
} forEach boil_tin_cans;
 
 
_hasKnife =    "ItemKnife" in items player;
_hasToolbox =    "ItemToolbox" in items player;
//_hasTent =        "ItemTent" in items player;
_onLadder =        (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_nearLight =    nearestObject [player,"LitObject"];
_canPickLight = false;
 
if (!isNull _nearLight) then {
    if (_nearLight distance player < 4) then {
        _canPickLight = isNull (_nearLight getVariable ["owner",objNull]);
    };
};
// ---------------------------------------Krixes Self Bloodbag Start------------------------------------
    _mags = magazines player;
 
    // Krixes Self Bloodbag
    if ("ItemBloodbag" in _mags) then {
        hasBagItem = true;
    } else { hasBagItem = false;};
    if((speed player <= 1) && hasBagItem && _canDo) then {
        if (s_player_selfBloodbag < 0) then {
            s_player_selfBloodbag = player addaction[("<t color=""#c70000"">" + ("Self Bloodbag") +"</t>"),"custom\player_selfbloodbag.sqf","",5,false,true,"", ""];
        };
    } else {
        player removeAction s_player_selfBloodbag;
        s_player_selfBloodbag = -1;
    };
// ---------------------------------------Krixes Self Bloodbag End------------------------------------
 
_canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);
 
so i guess no one knows how to get the script to build the keypad and gate so people can lock bases? does anyone have this working? i have everything else working. i have the self blood bag working with my script for basebuilding installed but it is for tavi so i dont know if it is done the same way or not
 
so i lost tracking here somewhere in the last 10-20 pages...
in short: are the bugs with shifting objects and not working keypanels fixed now?
 
Hi folks, I have had Daimyo21's base building script running flawlessly on 1.7.6.1 Chernarus on Rmod and non Rmod servers without any issues - Keypads, gates and extra build-able items added too.

Since updating to 1.7.7.1 I have the scroll wheel menu for build recipes working which correctly shows the in-game build list and you can correctly build all the items and the items appear in game. However nothing is being written to the database instance_deployable table and therefore everything built disappears after a server reboot.

One thing i have noticed in 1.7.7.1 is that the scroll wheel save option for vehicles and tents is back. I have thought of adding the option to "save object" to the scroll wheel option when you are interacting with a basebuild deployed object to aid in writing / saving base built objects to the database (calling the server_PublishObject etc) but this still leaves the issue that the publishing / saving of base built objects to the database is broken.

Tents still deploy and save inventories correctly on the database and correctly enter a record into the instance_deployable table so the PublishObject works to an extent.

I think we are looking at a modification of the Server_PublishObject.sqf file in the dayz server pbo compiles folder.

If I get it solved I will post my findings. Would love to hear from Daimyo21 or anyone else on this...
Daimyo21 has made a great mod, let's keep it alive.
 
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