Hi there,
as I stated in my project thread I will now release the complete code of my working BaseBuilding 1.2 improvements. I can't say how far this will work on other mods, please backup your files and try it out, I can say that its fully working with DayZ Epoch Mod!
Features of this improvement:
-Objects are now tied to your PlayerUID which is generated by CD Key, you will not lose ownership if you die
-the Keycode which is given after you build something is now exact 4 digits long and is a random number which is reliable and will work after restart even if the object shift!
-as owner you're able to edit your Code anytime to an own 4 digits long code and this code is also reliable and will work after restart even if the object shift
-Admin: Remove Button works for everything (tied to PlayerUID)
-Admin: Can enter any Code and it will be valid (tied to PlayerUID)
So you will now have full control over the things you crafted. Please remember that this Improvements require that a working version of Basebuilding 1.2 is already installed.
How you install everything
For DayZ Epoch Users:
1. Download my complete package
2. Put files of dayz_1.world into your unpacked PBO file at \MPMissions\DayZ_Epoch_11.Chernarus and overwrite files (you need to unpbo the file with a programm like PboManager)
3. Put files of dayz_server into your \@DayZ_Epoch_Server\addons\dayz_server\server.pbo you need to unpack and repack this thing (use PboManager again for example)
4.Now you just have to add at the top of the description.ext (there maybe already other includes, there is the right place)
5. Have fun with the improvements!
For every other mod you have to merge (untested):
I will try to write down here every change I made that you can do it for your own. Follow it exactly and it might work, I don't promise anything! I also tried to comment everything that is understandable for you what I did there.
Extract your server.pbo and your mission.pbo. We will need both!
We start with server.pbo
/dayz_server/server_publishObject.sqf
Merge the first line with this line
Below this
Add this
Change this
to this
Below this
Add this
-------------------------------------------------------------------------------------------
/dayz_server/server_monitor.sqf
Instead of this
Add this
-------------------------------------------------------------------------------------------
Now we're ready to start with mission.pbo
You should be simply able to just download my missionpbo.rar and unpack it to your mission file. Overwrite everything it asks for(if it doesn't ask for overwriting you definetly done something wrong!).
Now you just have to add at the top of the description.ext (there maybe already other includes, there is the right place)
I included my Admin remove with the green button and my Admin Override for the purple "Enter Code.." and "Operate Gates" that every Code will work for Admins.
To get green remove button working for every buildable you have to edit ADMINPLAYERUID to the PlayerUID of your Admin at the player_remove.sqf
To get the Admin Override working for every buildable you have to edit ADMINPLAYERUID to the PlayerUID of your Admin at the codeCompare.sqf
Remember that after every "ADMINPLAYERUID" it has to be a comma, except the last one.
If you don't know how to get your PlayerUID:
Arma2 MainMenu>>Profile>>"PlayerName">>Edit, look in the bottom left hand corner for "Player ID" that is the number that needs to be added to the code
Have fun!
It have cost me many hours to get this working and I hope you'll all like it!
If you want to support me and my projects you can make donations, thanks for every single one!!

Don't be cruel its my first project
Greetings
kikyou2
as I stated in my project thread I will now release the complete code of my working BaseBuilding 1.2 improvements. I can't say how far this will work on other mods, please backup your files and try it out, I can say that its fully working with DayZ Epoch Mod!
Features of this improvement:
-Objects are now tied to your PlayerUID which is generated by CD Key, you will not lose ownership if you die
-the Keycode which is given after you build something is now exact 4 digits long and is a random number which is reliable and will work after restart even if the object shift!
-as owner you're able to edit your Code anytime to an own 4 digits long code and this code is also reliable and will work after restart even if the object shift
-Admin: Remove Button works for everything (tied to PlayerUID)
-Admin: Can enter any Code and it will be valid (tied to PlayerUID)
So you will now have full control over the things you crafted. Please remember that this Improvements require that a working version of Basebuilding 1.2 is already installed.
How you install everything
For DayZ Epoch Users:
1. Download my complete package
2. Put files of dayz_1.world into your unpacked PBO file at \MPMissions\DayZ_Epoch_11.Chernarus and overwrite files (you need to unpbo the file with a programm like PboManager)
3. Put files of dayz_server into your \@DayZ_Epoch_Server\addons\dayz_server\server.pbo you need to unpack and repack this thing (use PboManager again for example)
4.Now you just have to add at the top of the description.ext (there maybe already other includes, there is the right place)
Code:
#include "defines2.hpp"
For every other mod you have to merge (untested):
I will try to write down here every change I made that you can do it for your own. Follow it exactly and it might work, I don't promise anything! I also tried to comment everything that is understandable for you what I did there.
Extract your server.pbo and your mission.pbo. We will need both!
We start with server.pbo
/dayz_server/server_publishObject.sqf
Merge the first line with this line
Code:
private ["_class","_uid","_charID","_object","_worldspace","_key","_code","_fuel"];
Below this
Code:
_class =_this select 3;
Add this
Code:
_fuel = _this select 4;
_code = _this select 5; //added to pick up the code which we passed from player_build.sqf
Change this
Code:
_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid];
to this
Code:
_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], _fuel,_uid];
Below this
Code:
_key call server_hiveWrite;
Add this
Code:
//_code = _fuel * 1000; //would be only necessary if we wouldn't pass the code from player_build.sqf
_object setVariable ["Code", _code,true]; //set the Code to the Object
_object setVariable ["ObjectUID", _uid,true]; //set ObjectUID to the Object
_object setVariable ["Classname", _class,true]; //set Classname to the Object
-------------------------------------------------------------------------------------------
/dayz_server/server_monitor.sqf
Instead of this
Code:
if ((_object isKindOf "Static") && !(_object isKindOf "TentStorage")) then {
_object setpos [(getposATL _object select 0),(getposATL _object select 1), 0];
};
//Set Variable
if (_object isKindOf "Infostand_2_EP1" && !(_object isKindOf "Infostand_1_EP1")) then {
_object setVariable ["ObjectUID", _worldspace call dayz_objectUID2, true];
_object enableSimulation false;
};
Add this
Code:
//the following is happening on every server restart
_code = _fuel * 1000; //it is necessary cause we get only the converted fuel variable from the database, so we got to calculate back to code format
_object setVariable ["Code", _code,true]; //set Code to the Object
_object setVariable ["Classname", _type,true]; //set Classname to the Object
_object setVariable ["ObjectID", _idKey,true]; //set ObjectID to the Object
_object setVariable ["ObjectUID", _worldspace call dayz_objectUID2, true]; //set ObjectUID to the Object
if ((_object isKindOf "Static") && !(_object isKindOf "TentStorage")) then {
_object setpos [(getposATL _object select 0),(getposATL _object select 1), 0];
};
//Set Variable
if (_object isKindOf "Infostand_2_EP1" && !(_object isKindOf "Infostand_1_EP1")) then {
_object setVariable ["Code", _code, true]; //changed to _code instead of _worldspace call dayz_objectUID2
};
-------------------------------------------------------------------------------------------
Now we're ready to start with mission.pbo
You should be simply able to just download my missionpbo.rar and unpack it to your mission file. Overwrite everything it asks for(if it doesn't ask for overwriting you definetly done something wrong!).
Now you just have to add at the top of the description.ext (there maybe already other includes, there is the right place)
Code:
#include "defines2.hpp"
I included my Admin remove with the green button and my Admin Override for the purple "Enter Code.." and "Operate Gates" that every Code will work for Admins.
To get green remove button working for every buildable you have to edit ADMINPLAYERUID to the PlayerUID of your Admin at the player_remove.sqf
To get the Admin Override working for every buildable you have to edit ADMINPLAYERUID to the PlayerUID of your Admin at the codeCompare.sqf
Remember that after every "ADMINPLAYERUID" it has to be a comma, except the last one.
If you don't know how to get your PlayerUID:
Arma2 MainMenu>>Profile>>"PlayerName">>Edit, look in the bottom left hand corner for "Player ID" that is the number that needs to be added to the code
Have fun!
It have cost me many hours to get this working and I hope you'll all like it!
If you want to support me and my projects you can make donations, thanks for every single one!!

Don't be cruel its my first project
Greetings
kikyou2