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I don't know what version of DayZ the Overwatch 0.2.4 uses, but if you're running with a Reality hive then you'll need to apply the 'tent fix' as it actually affects all deployable items. Either the link in my sig will work, or maybe this one here if it's running an older version of DayZ still.
_object_killed = {
_object setDamage 1;
call _object_damage;
};
_object setVariable ["characterID",dayz_characterID,true];
PVDZ_obj_Publish = [dayz_characterID,_object,[_dir,_location],_classname];
publicVariableServer "PVDZ_obj_Publish";
} else {cutText ["You need the EXACT amount of whatever you are trying to build without extras.", "PLAIN DOWN"];call _funcExitScript;};
Hi I haven't posted here in a while. Just wondered if some one could explain how the key panel for opening a base is supposed to work? What does it open? Does it need linking with something? Can you set a password?
Also players who have built something can at first remove it straight away and get refunded for the buildable beind deconstructed. But I think after they die or a server restart not entirely sure it forgets they built it and makes them "attempt" to deconstruct it as if they didn't even build it.
Any one who has any idea what I'm on about help would be awesome! x)
CREATE EVENT `updateDeployableOwners` ON SCHEDULE EVERY 6 HOUR STARTS '2013-09-02 05:56:00' ON COMPLETION NOT PRESERVE ENABLE COMMENT 'Update deployable owner if they died' DO UPDATE instance_deployable d LEFT JOIN (
SELECT DISTINCT d.owner_id, s.unique_id
FROM instance_deployable d
LEFT JOIN survivor s ON s.id = d.owner_id
WHERE s.is_dead =1
) AS dead ON dead.owner_id = d.owner_id
LEFT JOIN survivor live ON live.unique_id = dead.unique_id
SET d.owner_id = live.id WHERE live.is_dead =0
If you had to change that variable, you should probably use the 1.8 fix in my sig. It has all the updated public variables. I wasn't sure if Overwatch used 1.8 yet or not.
Key panels open 'gates', the gates are the concrete walls. Those thin grey ones that are like the second or third item in the build list. They will toggle all of them within a 300m radius I believe it is. You can't change the code, without Kikyou's improvements, though that's going to change soon.
The removal script currently checks the 'owner_id' of the deployable item, against the 'character_ID' of the player trying to remove it. Sadly, once you die, you get a new character_ID. It's not a great work around, but what you can do is put an SQL script in place to update the deployable items of dead players before each server restart.
Code:CREATE EVENT `updateDeployableOwners` ON SCHEDULE EVERY 6 HOUR STARTS '2013-09-02 05:56:00' ON COMPLETION NOT PRESERVE ENABLE COMMENT 'Update deployable owner if they died' DO UPDATE instance_deployable d LEFT JOIN ( SELECT DISTINCT d.owner_id, s.unique_id FROM instance_deployable d LEFT JOIN survivor s ON s.id = d.owner_id WHERE s.is_dead =1 ) AS dead ON dead.owner_id = d.owner_id LEFT JOIN survivor live ON live.unique_id = dead.unique_id SET d.owner_id = live.id WHERE live.is_dead =0
Adjust the times in that to suit your restart schedule and then run it as an SQL Query.
This too will soon become a thing of the past. Watch this space haha.
How does the key panel work then? Are you saying if I built one by some one elses base it would just open all their gates? Or if I build a key panel will it only open gates that I've built?
Sorry here's the text from my setvariable log...
06.11.2013 16:07:05: $toney (86.174.164.93:2304) ffce107bcb0122a3f4b732ea2858fc41 - #0 "inmotion" = 1 17:159 Infostand_2_EP1
disableserialization;
player removeAction s_player_deleteBuild;
s_player_deleteBuild = -1;
player removeAction s_player_deleteCamoNet;
s_player_deleteCamoNet = -1;