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PetuniaEpoch

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  1. Like
    PetuniaEpoch reacted to Torndeco in Ammo boxes vanishing with new epoch... ReammoBox cleanup?   
    if (vehicle _x getVariable ["Sarge",0] != 1) then {                         deleteVehicle _x;                         _deletedLoot = _deletedLoot + 1;                     }; Need to add variable to the crate i.e
     
    _crate1 setVariable ["Sarge",1,true];
     
    To remove the variable so crate despawns later during server cleanup
     
    _crate1 setVariable ["Sarge",nil];
  2. Like
    PetuniaEpoch reacted to rhadamanthus79 in multi custom load outs   
    ok this is a setup i made to have multiple custom load outs.
    things needed: pbo manager & notepad++ & loadout attachment
     
    i will try to explain this the best i can
     
     
    inside your dayz_server.pbo you are going to place AGloadout.sqf inside the init folder
     
    you are going to want to edit the server_functions.sqf inside the same location and add this line to the very bottom:   #include "AGloadout.sqf"
     
    inside the same pbo you are going to want to go to the compile folder. you are going to want to edit the server_playerLogin.sqf
     
    look for these lines:
     
    if (count _this > 2) then { dayz_players = dayz_players - [_this select 2]; };   right under these lines you are going to want to add this:   if (_playerID in AG_epoch_top) then { _inventory = [["NVGoggles","ItemEtool","ItemGps","M4A1_AIM_SD_camo","glock17_EP1","ItemKeyKit","ItemMatchbox"], ["17Rnd_9x19_glock17","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemGoldBar","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","ItemBloodbag","ItemAntibiotic","ItemSodaCoke","FoodCanBakedBeans","ItemBandage","ItemBandage","ItemMorphine","ItemTinBar","ItemTinBar","PartGeneric"]]; _backpack = ["DZ_British_ACU",[[],[]],[[],[]]]; }; if (_playerID in AG_epoch_mid) then { _inventory = [["NVGoggles","ItemEtool","ItemMap","bizon_silenced","ItemMatchbox"], ["64Rnd_9x19_SD_Bizon","64Rnd_9x19_SD_Bizon","64Rnd_9x19_SD_Bizon","ItemBloodbag","ItemSodaCoke","FoodCanBakedBeans","ItemBandage","ItemBandage"]]; _backpack = ["DZ_ALICE_Pack_EP1",[[],[]],[[],[]]]; }; if (_playerID in AG_epoch_low) then { _inventory = [["ItemEtool","glock17_EP1","ItemMatchbox","ItemMap"], ["17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemBloodbag","ItemSodaCoke","FoodCanBakedBeans","ItemBandage","ItemBandage"]]; _backpack = ["DZ_Patrol_Pack_EP1",[[],[]],[[],[]]]; }; if (_playerID in AG_epoch_admin) then { _inventory = [["ItemGPS","NVGoggles","ItemFlashlight","ItemWatch","ItemCompass","M9SD","M4A1_AIM_SD_camo","ItemMatchbox"], ["15Rnd_9x19_M9SD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemBloodbag","ItemPainkiller","ItemEpinephrine","ItemAntibiotic","ItemMorphine","ItemWaterbottle","FoodCanBakedBeans"]]; _backpack = ["DZ_LargeGunBag_EP1",[[],[]],[[],[]]]; }; there is an example of this in the loginExample.sqf   feel free to edit the loadouts as needed. just follow the format.   important under this you will see:   //Variables _inventory = []; _backpack = []; _survival = [0,0,0]; _isInfected = 0; _model = ""; you are going to want to comment out or delete these 2 lines:
    _inventory = []; _backpack = []; now put the following files in your operation arrowhead folder premiumadmin.sqf, premiumtop.sqf, premiummid.sqf, premiumlow.sqf
    dont forget to add some UID's in these files ( you want UID's -player ID's NOT GUID's
     
    Hope this helps you
     
    --ZILF form adrenaline-gaming.net
     
    loadout.zip
     
     
       
  3. Like
    PetuniaEpoch got a reaction from happysan in Fighting Against Epoch Base Building   
    How do you re-enbale the plot pole requirement?
  4. Like
    PetuniaEpoch reacted to ToejaM in [How To] [CPC] Indestructible Bases   
    Patch 1.0.3 Information
    I would just like to point out that my script is working entirely flawlessly however the line numbers are wrong in some cases in the tutorials below but they are easy enough to see where it goes instead by searching for the correct words. All the information you need is in this post.
     
    At present I do not have time to write the tutorial on pulling the maintain_area.sqf from the DayZ code files, however you will need to do this as Axe Cop's script is now part of Epoch as standard.
     
    When I get time I will add this if someone hasn't done it already, its very quick and easy to do but I want to make sure I write it as perfectly as possible to avoid confusion. Its as simple as finding it in the file structure, placing it in your mission folder and then changing the path inside the self actions file.
     
    If you do not pull the maintain_area.sqf from the code and add my fix to it, when you maintain your base using the area function on the plot pole it will make your base vulnerable to attack until the restart.
     
    [CPC] Indestructible Bases - PART1: On Server Restart
     
    What it does:
     
    Anything you define inside the _cpcimmune tag will respawn on server restart entirely indestructible and will also not be able to be knocked down. You can add anything you like to the list. the list currently only comprises of the new modular base buildables.
     
    How to:
     
    Step 1)
     
    Unpack your dayz_server.pbo
     
    Step 2)
     
    Find \system\server_monitor.sqf add copy this at around line 6
    _script = getText(missionConfigFile >> "onPauseScript"); // ### [CPC] Indestructible Buildables Fix _cpcimmune =[ "WoodFloor_DZ", "WoodFloorHalf_DZ", "WoodFloorQuarter_DZ", "Land_DZE_LargeWoodDoorLocked", "WoodLargeWallDoor_DZ", "WoodLargeWallWin_DZ", "WoodLargeWall_DZ", "Land_DZE_WoodDoorLocked", "WoodSmallWallDoor_DZ", "WoodSmallWallWin_DZ", "Land_DZE_GarageWoodDoor", "Land_DZE_GarageWoodDoorLocked", "WoodLadder_DZ", "WoodStairsSans_DZ", "WoodStairs_DZ", "WoodSmallWall_DZ", "WoodSmallWallThird_DZ", "CinderWallHalf_DZ", "CinderWall_DZ", "CinderWallDoorway_DZ", "Land_DZE_LargeWoodDoor", "MetalFloor_DZ", "CinderWallDoorSmallLocked_DZ", "CinderWallSmallDoorway_DZ", "CinderWallDoor_DZ" ]; // ### [CPC] Indestructible Buildables Fix if ((count playableUnits == 0) and !isDedicated) then { Step 3)
     
    Scroll down to around line 180 and copy this
    _object setdir _dir; _object setpos _pos; _object setDamage _damage; // ### [CPC] Indestructible Buildables Fix if (typeOf(_object) in _cpcimmune) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; // ### [CPC] Indestructible Buildables Fix Step 4)
     
    Repack your dayz_server.pbo
     
    Notes:
     
    You're done, its as simple as that. This has been tested on my server for well over a few weeks and is entirely stable. We don't have buildables destructible until a server restart to allow players to remove them by force themselves if neccesary to reduce admin intervention.
     
    If you wish to contribute and add your a tutorial for spawning items indestructible without need for a server restart then send me a PM and I'll update this post.
     
    [CPC] Indestructible Base Fix - PART2: On Object Creation
     
    What it does
     
    This is how to make your base objects spawn immediately indestructible without the need for a restart - Credit to Snowmobil for the player_build.sqf coding.
     
    If you already have a custom compiles.sqf you can skip the first 3 steps
     
    Create a custom compiles.sqf in your mission file.
    Creating a custom compiles.sqf
     
    Step 1)
    Unpack your dayz_code.pbo in Dayz_Epoch\addons\
     
    Step 2)
    Pull out the compiles.sqf from dayz_code\init\ and place into your root mission folder (where mission.sqm is)
     
    Step 3)
     
    Edit your init.sqf inside your mission file around line 58 to look like this
    call compile preprocessFileLineNumbers "compiles.sqf"; //Compile regular functions Step 4)
     
    If not already done due to step 1, unpack your dayz_code.pbo in DayZ_Epoch\addons\
     
    Step 5)
     
    Find your player_build.sqf in your dayz_code\actions\
     
    Step 6)
     
    Around line 231 copy to look like this
    // Start Build _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; // ### [CPC] Indestructible Base Fix _tmpbuilt addEventHandler ["HandleDamage", {false}]; _tmpbuilt enableSimulation false; // ### [CPC] Indestructible Base Fix Save the file in its current location if not already made a copy elsewhere.
     
    Step 7)
    In your mission folder create a folder called "fixes" and place the player_build.sqf in there.
     
    Step 8)
     
    Edit your compiles.sqf around line 95
    player_build = compile preprocessFileLineNumbers "fixes\player_build.sqf"; Notes:
    You're now done. You don't need to repack your dayz_code folder as the fix overwrites the original file due to where its called from, you also don't need to save the player_buid.sqf in the folder you copied it from, you can copy it elsewhere if you wish to keep an original version incase you need to revert for what ever reason.
     
    This does not need the buildable array that the first part of this tutorial needs, however you will need the first part that edits the server side files for a restart to keep these buildables indestructible.
     
    Locations of files are optional, the compiles.sqf does not have to be in the root folder if you wish to have it in your fixes folder just amend the file path. This also means you do not need to name the folder where player_build.sqf goes to "fixes" it can be called anything you like, I just happen to use "fixes" for my custom files.
     
    If you use this fix or think its a good idea, please hit the like button on this post. It doesn't do anything for me but shows interest in having indestructible bases. Thanks.
     
    [CPC] Indestructible Base Fix - PART3: Prevent Maintenance Exploit
     
     
    Currently you can "maintain" an object and it becomes destructible. This stops players from "maintaining" your buildables and then destroying them, as the server swaps them out to destructible types. There are several ways to implement this fix. If someone wishes to modify the server_dayzswap file so that the swapped buildables are also indestructible I will update this post. This however is suitable for my servers needs and helps players to register their base.   If you have a custom fn_selfActions file you can skip to step 3.   Step 1)   Unpack your dayz_code.pbo in your @DayZ_Epoch client folder   Step 2)   Put the \addons\dayz_code\compile\fn_selfActions.sqf inside your fixes folder.   Step 3)   Modify your fn_selfActions.sqf this around line 501 and save   if (s_player_maint_build < 0) then { s_player_lastTarget set [1,_cursorTarget]; // ### [CPC] Maintenance Fix s_player_maint_build = player addAction [format["Maintain %1",_text], "fixes\cpcmaintfix.sqf",_cursorTarget, -2, false, true, "",""]; // ### [CPC] Maintenance Fix }; } else { Step 4)
     
    Create a new .sqf file, either by copying an existing one or renaming the file extension of a newly created .txt document. Name this file cpcmaintfix.sqf, place this in your fixes folder and put this code inside the newly created .sqf
    cutText [format["Maintenance is disabled on this server as it is not required. Please see our website on how to ensure your base is not deleted."], "PLAIN DOWN"]; Optionally customize the message to what you like, we run a base registration system so that we can delete old bases due to there being no viable cleanup system thanks to indestructible buildables and believing that maintenance as it stands, its too much work for base owners.
    Step 5)
    Modify your compiles.sqf (see above on this post on how to create one, you should have already done it by now if you're this far though) around line 17
    fnc_usec_selfActions = compile preprocessFileLineNumbers "fixes\fn_selfActions.sqf"; //Checks which actions for self Notes:
     
    None
     
    [CPC] Indestructible Base Fix - PART4: Swap Objects Fix
     
    When you maintain an object either through Axe Cop's areal maintenance script or by doing it individually on each object, it swaps out the object for a new one. You don't see a change but it does happen. This spawns it in using server_swapObject.sqf which does not have the indestructible code inside. You don't have to do this as a restart will make your objects indestructible again however, if you maintain many objects they will be vulnerable to normal attacks until a restart, so it is advised that you do this.
     
    Part 4a: Normal DayZ Epoch maintenance system
     
    Step 1)
     
    Decompile dayz_server.pbo
     
    Step 2)
     
    Goto: @DayZ_Epoch_Server\addons\dayz_server\compile\ and find server_swapObject.sqf
     
    Step 3)
     
    Around line 44 change this:
    _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; // Test disabling simulation server side on buildables only. _object enableSimulation false; to this:
    _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; // Test disabling simulation server side on buildables only. _object enableSimulation false; // ### CPC Swap Object Fix _object addEventHandler ["HandleDamage", {false}]; // ### CPC Swap Object Fix Step 4)
     
    Recompile your dayz_server.pbo and you're now done.
     
    Notes:
     
    None
     
    Part 4b: Axe Cop's Maintain Area Script
     
    Step 1)
     
    In your mission file, or where ever you have stored the script, open the file
     
    e.g mine: D:\Gameservers\testserver\MPMissions\DayZ_Epoch_11.Chernarus\fixes\maintain_area.sqf
     
    If neccesary you might need to unpack your mission.pbo
     
    Step 2)
     
    Go to around line 104
    // Set location _object setPosATL _location; PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,_objectID,_objectUID]; publicVariableServer "PVDZE_obj_Swap"; player reveal _object; } forEach _objects; and change to this
    // Set location _object setPosATL _location; // ### CPC Swap Object Fix _object enableSimulation false; _object addEventHandler ["HandleDamage", {false}]; // ### CPC Swap Object Fix PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,_objectID,_objectUID]; publicVariableServer "PVDZE_obj_Swap"; player reveal _object; } forEach _objects; Step 3)
     
    Save your file and if necessary, repack your mission.pbo and you're done.
     
    Notes:
     
    None
  5. Like
    PetuniaEpoch got a reaction from Tactical Ex in SOMEONE TRY THIS   
    B6 - Surely it would be better to fix all issues with your server pack before trying new stuff anyway?
     
    You've already posted that you don't have time to maintain it due to IRL stuff, yet you seem to be looking for more stuff to add ? - I'm confused :P
  6. Like
    PetuniaEpoch reacted to Armifer in Exploiting Modular Bases   
    Tactical, My server is PvP based, and base building is the #1 reason people play there. The base building is geared toward PvP for large groups which creates clan wars.
     
    Toejam, the plot pole being used as a clean up system is a brilliant idea. But until the mod is patched to fix the issues, here are some suggestions of mine to fix most of these issues.
     
    Add the epoch modular house and construction objects to use the protection for anti-disconnect and anti-wall exploiting. Next, make it so that plot poles are required again to build anything, which prevents troll building, and prevents the random build up of abandoned objects cluttering your database, slowing down your load, and lowering your server load FPS. Also put a limit on all objects any player can build withing X distance of each other basically making a cap, so that nothing can get too large and forces them to think strategically when building, but not limiting them too much. All of these help prevent performance issues, and troll building. For example, you dont get any giant great wall of cherno surrounding entire towns, believe it or not, a thing I have seen trolls do on some servers.
     
    Doing the above has helped quiet a bit, however there is no fix that I can think of for the upgrading in place of objects that do not belong to someone. Most skilled base builders just start with cinder block walls or use the base building objects to surround their house preventing players from knocking down their 1st floor of walls.
     
    Contact me if you need any help with editing the code for these kind of changes. If there is enough interest I'll write up some edits and post them.
  7. Like
    PetuniaEpoch reacted to ToejaM in Exploiting Modular Bases   
    Problem 1)
     
    Getting in a vehicle, driving up to the side of a wall and hopping out puts you inside the base. Very common old Arma/DayZ issue - BB1.2 mod has an anti wall system.
     
    Problem 2)
     
    Running or driving at a wall and disconnecting can see you relog inside a base. BB1.2 mod has an anti disconnect system.
     
    Problem 3)
     
    People are able to upgrade walls/structures that they do not own. As this is instant, it means for example the wood wall that you can upgrade with glass and easily see into a base without confirmation needed. I'm sure there will be other ways to exploit it, like upgrading half cinder walls to change the dynamic of a base, some people might use them as firing points but others will just upgrade them mid combat. You might think this is rare but if this is an option and has no downsides to it, people will abuse it.
     
    Problem 4)
     
    From what I can see, many walls don't have a deconstruct option. Meaning people can place walls infront of bases and without admin intervention, the owner cannot remove this wall without force.
     
    For problem 1 and 2 I only mention BB1.2 as they have preventions in place that Epoch could easily adapt and use.
  8. Like
    PetuniaEpoch reacted to UKSS in [Release] Base Building 1.2 by Daimyo21 With improvements 0.3 by kikyou2 + More building materials   
    Feel free to mod and do whatever with this.. for 1.0.2.1
    http://rapidgator.net/file/799e9a6666966a0209bdded27da5246c/BB1.0.2.rar.html
     
    None of Armifer new fixes tho...  Ripped from UKSS quick dirty port to 1.0.2.1

  9. Like
    PetuniaEpoch reacted to ToejaM in [Release] Base Building 1.2 by Daimyo21 With improvements 0.3 by kikyou2 + More building materials   
    Pays to be strict. People want absolutely everything done for them, remind them that DayZ is still an Alpha, Epoch is a mod of that and Arma isnt exactly a finished game. Let them deal with the easy to fix bugs, broken legs = carry morphine always. We only intervene in game breaking/major issues and it works well but even so still takes up a large amount of time and as you say, I don't really play much anymore on any DayZ server.
  10. Like
    PetuniaEpoch reacted to Rayden in Can't get DayZ Epoch (1.0.2) to run on VPS   
    Make sure you remove the "-mod=@DayZ" part from your client as well, otherwise it's gonna be expecting the regular DayZ files from the server, which it won't load. Launch your game only with "-mod=@dayz_epoch" behind it.
  11. Like
    PetuniaEpoch reacted to Jalisar63 in Safe needs Plotpole + No Keycode?   
    Ever think about making the patches to work WITH the known scripts that players use, rather than forcing the server owners to turn off the scripts that players want? 
     
    Can't Place a safe (no code given) Cant place a tent (says it places but vanishes) Cant drive 500m without being ported back (only effecting certain players) STILL cant fill trucks with more than 150 items and raw meat and DMR make them vanish. 
    We have BB.1.2 merged with Epoch.. Working perfectly until this patch, and now, rather than keep the merge, to make the game playable to players we have to do what is in my opinion "break" a working system.
    Epoch is by far the best MOD for DayZ... But as I look at the code, it almost appears like each patch is coded more and more to force other scripts to be broken/blocked/removed, along with any anti hack tools that a server uses.  Forcing out other scripts is a non-issue if the MOD makes provisions, but to tell the server owners "well you need to unmod your server and turn off your anti-hacks" is just asking for more problems.  
     
    The idea of taking out the need of a plot pole to build is not a very solid idea IMHO.. You will have players who join a server for a single weekend start building and leave their mess behind on the server when they do not return.  Tho as It stands now, My server is modded so we need plot poles to place anything and all storage venues are broken once placed.  I am left with 3 options.. Make a deeper merge than should be needed to make this work, or Kill the actual Base building script that players are asking for, or kill the Epoch Building, which has so many features that I personally prefer.  It's early in the new update to I'm not nearly as bothered about any of it as this message seems.. I am merely voiceing the concerns of the players at this point.  That is why we do all  of this.. for the players.
     
    Once the holiday has passed, if no fix has been made, then we will start working on our own fixes. We run 2 Epoch servers and a server just for testing so its not all that bad and well worth the effort to be able to keep playing the Epoch mod over any of the others. 
  12. Like
    PetuniaEpoch reacted to Kind-Sir in Traders - A couple not working - ideas?   
    I assume you're running on Chernarus due to Bash.
    Maca's menus should not be the problem.

    Take a look into the database and see if the trader id is assigned to any weapons/vehicles.

    The default trader ids for the black market trader are as follow:

    [["Black Market Ammo",527],["Black Market Weapons",526],["Explosives",529]]And the default trader ids for the building materials guy at Bash are as follow:
    [["Building Supplies",508],["Toolbelt Items",510],["Vehicle Parts",509]]Check those in your traders_data table in your database.
  13. Like
    PetuniaEpoch reacted to vbawol in 1.0.2 Numpad controls not working with custom debug monitor?   
    If you are using that version of dayz_spaceInterrupt then several other things are likely broken. You need to merge your custom changes with our most recent files otherwise you are loosing functionality.
     
    Support for issues with custom changes need to be hashed out by the community as I simply cannot support every single custom change and still develop the mod. I will move this into the scripting help thread so you can get some input on your issue from others that may have already fixed it.
  14. Like
    PetuniaEpoch reacted to MGT in Take a look   
    This, the solution is to strip back to vanilla Epoch with no mods, then add them one at a time and test for bugs, then when you're satisfied that there are no errors, add the next mod.
    You will never get all those mods working on your pack the way you've added them, everytime you fix one thing you will break two more.
    But you will probably ignore this like always and keep trying to polish that turd.
  15. Like
    PetuniaEpoch got a reaction from Achmed in SOMEONE TRY THIS   
    B6 - Surely it would be better to fix all issues with your server pack before trying new stuff anyway?
     
    You've already posted that you don't have time to maintain it due to IRL stuff, yet you seem to be looking for more stuff to add ? - I'm confused :P
  16. Like
    PetuniaEpoch reacted to happysan in 1.0.1.5 with Base Building Mod PBOs Anyone? Pretty PLEASE :P   
    Have you tried this:
     
    https://github.com/exodon87/RtR-BB-EX-ModPack
     

  17. Like
    PetuniaEpoch reacted to maca134 in [Release] Epoch Modified & BaseBuilding 1.2 + Useful Plugins   
    Hey
    I have updated the safezone script, there is a bug that can cause indefinite unconscious timer.
    http://dayzepoch.com/forum/index.php?/topic/1002-fixed-safezones/
  18. Like
    PetuniaEpoch reacted to i13thstar in Sarge AI vs. DayZAI - Best for server performance?   
    Tried both, I really liked how Sarge AI worked but it created alot of strain server side, I setup the dayzAI without the heli patrol and seems to be working well, also it gives the players more of a challenge, with Sarge I could run straight upto an AI bash him over the head and take his M16.
     
    to sum it up both Mods are pretty good in there own way, you should go on other servers see which one you prefer.
  19. Like
    PetuniaEpoch reacted to fr1nk in Sarge AI vs. DayZAI - Best for server performance?   
    To add to this....the full version has a large number of static spawns defined in basically every town on the map. Might want to comment those out since it's often a non-stop spawn of AI in bigger towns like Cherno/Elektro. 
  20. Like
    PetuniaEpoch reacted to Merle Dixon in Suggestion:New Zombies   
    Hello all ! well now i play epoch for almost 1 and half month ,i love the mod but i found a weakness...after some time you play ,the zombies become more of a nuisance than a real threat to be honest..is it possible we can have in the next patch or patches please a new breed of them?I would love the bloodsuckers from Namalsk to be migrated and increase the terror at woods or general roaming and the infected dogs as well..any chance we can get new breeds of zombies  or hordes of zombies roaming roads or cities?cities dont have zombies but would be very scary that you would have to fight your way thru a horde or use your vehicle to fall in a swarm or running at night just to see behind you the red eyes of the bloodsucker....
    can you tell me what you think?i would love to!
     
  21. Like
    PetuniaEpoch reacted to exodon in Basebuilding 1.2 Plot pole and wreck fix   
    i'm working on a "Ready to Run" mission and server file package for chernarus, cause i run my own server on takistan (like u can see in my signature ^^ ) actually i only need to set up some battleye filters and i have to add a little thing to the base building code wich i need to test, but when this works, it will be released very very soon.... i dont want to give an exact eta but it will be released before the weekend ;) and for those who want to have only the base building, well my "Pack" wont be a huge one... and it will be easy to disable the mods i've added... but i wont release a standalone cause the tutorial i would have to write would be too complicated... cause i also had to create a lot of "overrides" for the epoch building system...
     
     
    ***Update: i think i release it today already (inbetween the next 12 hours from now)... only when i find more bugs  / exploits it will be later then today... ^^ but i already have checked nearly everything... (had some creative players on my server helping me finding bugs and exploits...)
     
     
    ***Update #2: Damn... i need some sleep... sorry guys but u have to wait one more day... i discovered a small bug wich i already fixed (i hope so, cause not tested yet) but i'm too tired to test it today... i'm gonna test it as soon as i wake up and when it is working i will release it...
     
     
    ***Update #3: i couldnt sleep without havent this fixed xD ok got it now... looks like it is working correctly... if u want to check out how much i have changed, then please join my server... i already uploaded the mission and server file with the newest bugfixes to let the players on my server test it... and when i wake up i'll take a look to the log's if the latest fixes have created some new bugs and if theres nothing wich look suspicios i'm gonna run the last test's with some clanmates... when these test's be sucessful then it will be finally released... hopefully before midday hours...
     
    last few words for today:
    if _bugsCount = 0 then { sleep 28800; // 28800 seconds = 480 minutes = 8 hours }; ***Update #4: hey hey.... ok so far it is working like it should... non exploitable and it writes all to database and also removes correctly... only two little bugs are still there:
     
    1.
    camo nettings and 3 other objects arent removeable cause those cant be targeted at the correct point to activate the remove action in the scroll menu... (working on a fix...)
     
    2.
    Epochs "Tag as Friendly" system wont let you build together near one plot pole... this is cause i have changed all objects wich be written to database from characterID to playerUID to prevent objects to be deleted cause a player has died... (playerUID is tied to your cd-key... characterID changes to a new one after a death) i only need to figure out where and when the script calls the file "z\addons\dayz_code/actions/player_tagFriendly.sqf" as soon as i find this i can add the override wich i already created to make it work again :P
    only thing i need to now is the following ( "i_dont_know" will be the thing i need to know, cause i cant find it anywhere... already searched whole epoch github files...)
    i_dont_know = compile preprocessFileLineNumbers "z\addons\dayz_code/actions/player_tagFriendly.sqf" anybody who know where to find that line? ^^ already checked everything where i normaly have found the line when i had to add an override like i have to do here too... hmm :-/ did same with the pitch tent and other functions...
     
     
     
    ok so far... these two bugs aren't critical and i could release an updated version later...
     
    so do u want a release of this working version with the two bugs?
     
    or
     
    should i first try fixing it and release it later somewhen without these two little bugs...?
  22. Like
    PetuniaEpoch got a reaction from computermancer in AI guards for bases...   
    Hey,
     
    So there is a lot of discussion about bases being perma or not...
     
    The argument for perma bases (which I am for, by the way!), is that it's not fair that someone can spend weeks building a base, only to have it removed in one evening when they are not online. 
     
    The argument against perma bases seem to be that its more realistic, I see the point here too - IRL, people WOULD be able to raid & destroy your bases, although not as easily as when someone leaves the game IRL for work/sleep etc!
     
    That's the point here then, right? In Real Life, you'd ALWAYS have someone at the base - hell, you'd likely sleep there and have someone posted on guard to wake everyone to defend it if needed, right? Trouble is, we can't do that on DayZ, as we ALL need sleep, some go to school/college/work etc...
     
    So how about being able to 'buy' from the traders (hire?) a small group of AI guards (a set number, like 1 sniper, 2 gunner, 1 scout and a medic?) that are only friendly to your GUID or PlayerUID (database)?
     
    Obviously this would mean trouble for your clan mates, but then again, there could be a warning with 60 seconds to enter the right PIN code for the guard. The AI guards, when purchased, would appear at your base (plot pole? - so you'd have to have a placed pole to be able to purchase).
     
    This way, players bases are guarded while they sleep or work IRL, but they are not perma, as if bandits are good, they will be able to wipe out all the guards then destroy/raid the base.
     
    Prob quite a bit of coding, but I'd love to see this, and I'd even be happier using Epochs non-perma base building if I knew it was guarded so that one lonely sad geek couldn't wander up with a few tools and take it all apart unhindered!!!
  23. Like
    PetuniaEpoch got a reaction from Nox in How to stop auto remove base building   
    I think on some setups this is missing be default (Vilayer I think I read)... In which case, be SURE it's not already there, and if it isn't, then try copy/pasting the one above :)
     
    If you want to disable it completely, change it to -1
  24. Like
    PetuniaEpoch reacted to Achmed in How to stop auto remove base building   
    Yes. At the end should be fine
  25. Like
    PetuniaEpoch reacted to TayTayTheKiller in [Release] Base Building 1.2 by Daimyo21 With improvements 0.3 by kikyou2 + More building materials   
    Here is my clean server/mission pbo's with base building 1.2 with kikyou2's 0.3 improvements for epoch 1.0.1.4 Chernarus.
     
    Also Have more Materials to build with now so now possible to add more stuff to build.
    I have added 10ozGoldBar Goldbar 10ozSilverBar Pole Plywood and Burlap

     
    There is a few issues
    1.Cant remove plot poles (I feel this is better for base building mod anyway as it will stop the retards building in silly places)
    2.Cant remove wrecks (this breaks the remove object option for some reason and worst of all the admin override function) 
     
     
    All credits to  Daimyo21 & kikyou2 for there amazing work (best mod ever!!)
     
     
     
    Edit updating.
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