Base Building DayZ 1.2 Released

//Strings
globalSkin = "";
//Arrays
allbuildables_class = [];
allbuildables = [];
allbuild_notowns = [];
allremovables = [];
wallarray = [];
structures = [];
CODEINPUT = [];
keyCode = [];
//Booleans
remProc = false;
hasBuildItem = false;
rem_procPart = false;
repProc = false;
keyValid = false;
procBuild = false;
currentBuildRecipe = 0;
removeObject = false;
safeObjects = ["Land_Fire_DZ", "TentStorage", "Hedgehog_DZ", "Sandbag1_DZ", "TrapBear",

this worked for me
tried this also and it is not writing to DB
 
Id love to get this working on epoch 1021 and the server guy messaged me but wont reply back now so not sure if the files are real...lol Im going to try and put this together myself i suppose
 
Have an issue with getting this running on overwatch. I am currently stuck at wait for host screen. Anyone have any ideas?
 
Have an issue with getting this running on overwatch. I am currently stuck at wait for host screen. Anyone have any ideas?
In YOUR default description.ext

YOU MUST REMOVE THIS CODE:


class RscText
{
type = 0;
idc = -1;
x = 0;
y = 0;
h = 0.037;
w = 0.3;
style = 0x100;
font = Zeppelin32;
SizeEx = 0.03921;
colorText[] = {1,1,1,1};
colorBackground[] = {0, 0, 0, 0};
linespacing = 1;
};
class RscPicture
{
access=0;
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="TahomaB";
sizeEx=0;
lineSpacing=0;
text="";
};
class RscLoadingText : RscText
{
style = 2;
x = 0.323532;
y = 0.666672;
w = 0.352944;
h = 0.039216;
sizeEx = 0.03921;
colorText[] = {0.543,0.5742,0.4102,1.0};
};
class RscProgress
{
x = 0.344;
y = 0.619;
w = 0.313726;
h = 0.0261438;
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
colorFrame[] = {0,0,0,0};
colorBar[] = {1,1,1,1};
};
class RscProgressNotFreeze
{
idc = -1;
type = 45;
style = 0;
x = 0.022059;
y = 0.911772;
w = 0.029412;
h = 0.039216;
texture = "#(argb,8,8,3)color(0,0,0,0)";
};
 
In YOUR default description.ext

YOU MUST REMOVE THIS CODE:


class RscText
{
type = 0;
idc = -1;
x = 0;
y = 0;
h = 0.037;
w = 0.3;
style = 0x100;
font = Zeppelin32;
SizeEx = 0.03921;
colorText[] = {1,1,1,1};
colorBackground[] = {0, 0, 0, 0};
linespacing = 1;
};
class RscPicture
{
access=0;
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="TahomaB";
sizeEx=0;
lineSpacing=0;
text="";
};
class RscLoadingText : RscText
{
style = 2;
x = 0.323532;
y = 0.666672;
w = 0.352944;
h = 0.039216;
sizeEx = 0.03921;
colorText[] = {0.543,0.5742,0.4102,1.0};
};
class RscProgress
{
x = 0.344;
y = 0.619;
w = 0.313726;
h = 0.0261438;
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
colorFrame[] = {0,0,0,0};
colorBar[] = {1,1,1,1};
};
class RscProgressNotFreeze
{
idc = -1;
type = 45;
style = 0;
x = 0.022059;
y = 0.911772;
w = 0.029412;
h = 0.039216;
texture = "#(argb,8,8,3)color(0,0,0,0)";
};
I have removed those lines and still no luck. Double check it to just now..
 
that what was giving me waiting for host
once deleted it worked
but i have not yet got it to save to the database
so on server restart all items built disappear
 
Hi today i modified base building and added tents and deployables into it to build them using the actual item ie tent sandbags wire tank traps and such, afterwards it works just fine but the ingame menu the visuals show the tent as scrap metal when its in my inventory how would i increase the build recipe ui to incorporate checking for tents beartraps and camonets? they work when i build them if the stuff is in inventory just doesnt show the readout properly
 
that what was giving me waiting for host
once deleted it worked
but i have not yet got iw t to save to the database
so on server restart all items built disappear

Same problem Just does not safe in bd... + when i have a hedgehog in my inventory and try to build it it builds Concreed wall... but does not safe in db anyway... any 1 help plz...
Am running Overwatch 0.2.4 dayz 1.8
 
Guys everything is working for me on overwatch 0.2.4 except that i dont get the scroll menu option for "enter code to opperate gates" at the infostand, and that i cant remove anything by code. I just couldnt make it work that i get the scroll option for those two. Built stuff saves perfectly no errors at all but this one thing gives me headache.
Trying for 3 days now to get it working. My first guess was fn_self_actions.sqf or the enter_code.sqf but those two files match the ones of daimyo21.

so if anyone had the same error and fixed it plz tell me how
 
Guys everything is working for me on overwatch 0.2.4 except that i dont get the scroll menu option for "enter code to opperate gates" at the infostand, and that i cant remove anything by code. I just couldnt make it work that i get the scroll option for those two. Built stuff saves perfectly no errors at all but this one thing gives me headache.
Trying for 3 days now to get it working. My first guess was fn_self_actions.sqf or the enter_code.sqf but those two files match the ones of daimyo21.

so if anyone had the same error and fixed it plz tell me how

Did you definitely put the fn_selfActions additions in the correct places?
This section of code
Code:
//##### BASE BUILDING 1.2 Custom Actions (CROSSHAIR HAS A TARGET) #####
// ##### START #####
    // Operate Gates
    if ((dayz_myCursorTarget != cursorTarget) && (cursorTarget isKindOf "Infostand_2_EP1") && keyValid) then {
        _lever = cursorTarget;
        {dayz_myCursorTarget removeAction _x} forEach s_player_gateActions;s_player_gateActions = [];
        dayz_myCursorTarget = _lever;
        _gates = nearestObjects [_lever, ["Concrete_Wall_EP1"], 100];
        if (count _gates > 0) then {
            _handle = dayz_myCursorTarget addAction ["Operate Gate", "dayz_code\external\keypad\fnc_keyPad\operate_gates.sqf", _lever, 1, false, true, "", ""];
            s_player_gateActions set [count s_player_gateActions,_handle];
        };
    };
 
    // Remove Object Custom removal test
    if((typeOf(cursortarget) in allremovables) && _hasToolbox && _canDo && !remProc && !procBuild && !removeObject) then {
        if (s_player_deleteBuild < 0) then {
            s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "dayz_code\actions\player_remove.sqf",cursorTarget, 1, true, true, "", ""];
        };
    } else {
        player removeAction s_player_deleteBuild;
        s_player_deleteBuild = -1;
    };
   
 
    // Enter Code to Operate Gates Action
    if((speed player <= 1) && !keyValid && (typeOf(cursortarget) == "Infostand_2_EP1") && cursorTarget distance player < 5 && _canDo) then {
        if (s_player_enterCode < 0) then {
            s_player_enterCode = player addaction [("<t color=""#4DFF0D"">" + ("Enter Key Code to Operate Gate") +"</t>"),"dayz_code\external\keypad\fnc_keyPad\enterCode.sqf","",5,false,true,"",""];
        };
    } else {
        player removeAction s_player_enterCode;
        s_player_enterCode = -1;
    };
   
    // Enter Code to remove object
    if((speed player <= 1) && !removeObject && (typeOf(cursortarget) in allbuildables_class) && cursorTarget distance player < 5 && _canDo) then {
            if (s_player_codeObject < 0) then {
                s_player_codeObject = player addaction [("<t color=""#8E11F5"">" + ("Enter Code of Object to remove") +"</t>"),"dayz_code\external\keypad\fnc_keyPad\enterCode.sqf","",5,false,true,"",""];
            };
    } else {
        player removeAction s_player_codeObject;
        s_player_codeObject = -1;
    };
 
   
    // Remove Object from code
    if((typeOf(cursortarget) in allbuildables_class) && _canDo && removeObject && !procBuild && !remProc) then {
        _validObject = cursortarget getVariable ["validObject",false];
        if (_validObject) then {
            if (s_player_codeRemove < 0) then {
                s_player_codeRemove = player addaction [("<t color=""#8E11F5"">" + ("Base Owners Remove Object") +"</t>"),"dayz_code\actions\player_remove.sqf","",5,false,true,"",""];
            };
        } else {
            player removeAction s_player_codeRemove;
            s_player_codeRemove = -1;
        };
    } else {
        player removeAction s_player_codeRemove;
        s_player_codeRemove = -1;
    };
    // Disarm Booby Trap Action
    if(_hasToolbox && _canDo && !remProc && !procBuild && (cursortarget iskindof "Grave" && cursortarget distance player < 2.5 && !(cursortarget iskindof "Body" || cursortarget iskindof "GraveCross1" || cursortarget iskindof "GraveCross2" || cursortarget iskindof "GraveCrossHelmet" || cursortarget iskindof "Land_Church_tomb_1" || cursortarget iskindof "Land_Church_tomb_2" || cursortarget iskindof "Land_Church_tomb_3" || cursortarget iskindof "Mass_grave"))) then {
        if (s_player_disarmBomb < 0) then {
            s_player_disarmBomb = player addaction [("<t color=""#F01313"">" + ("Disarm Bomb") +"</t>"),"dayz_code\actions\player_disarmBomb.sqf","",1,true,true,"", ""];
        };
    } else {
        player removeAction s_player_disarmBomb;
        s_player_disarmBomb = -1;
    };
   
//##### BASE BUILDING 1.2 Custom Actions (CROSSHAIR HAS A TARGET) #####
// ##### END #####

Should be directly after
Code:
    //diag_log ("OWNERID = " + _ownerID + " CHARID = " + dayz_characterID + " " + str(_ownerID == dayz_characterID));
 
The fact you could apply it means you didn't have it in there I'm guessing? Makes me wonder if you're missing other things from it too. Can you post your fn_selfactions.sqf so I can take a look at it please.
 
Goodguy rosska85 knows what hes doing guys. now everything works like a charm thank you m8 for fixing my fn_selfactions.sqm. Thank you good sir
 
Goodguy rosska85 knows what hes doing guys. now everything works like a charm thank you m8 for fixing my fn_selfactions.sqm. Thank you good sir


For your problem building camo nets, I had the same issue. What you need to do is open your createvehicle.txt and find
Code:
5 "B_"
Add the filters so it looks like this
Code:
5 "B_" !"Land_CamoNetB_EAST" !"Land_CamoNetB_NATO"

Now you should be fine, so long as you added the other building things to createvehicle.txt already?
 
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