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Found 18 results

  1. The editor just seems really clunky and impractical. Plus when using it, most of the buildings and trees are gone, so I can't build bases on top of premade buildings (which is the meat and bone of DayZ in my opinion). Anyone know how to practice building? One of my favourite things in games is base building. To be more specific, making shooting ports. Arrow slit like holes that make it impossible to kill you from a certain angle. They're really OP in games like Rust. The building system in Epoch is my absolute favourite, I'd play on empty servers just so I can dupe glitch in cinder blocks and shit and make epic bases (then never play on the server again). But I usually practice on sandbox servers in Rust, Is there anything similar in DayZ Epoch? I have no experience making my own servers, so that is out of the question.
  2. Thought Id share something one of our members made for our event days. Pics. To get this on your server follow these instructions. Extract your dayz_server.pbo and make a new folder inside it called buildings. Download and put this inside your new buildings folder LINK Now find server_functions.sqf inside your init folder and edit it. All the way at the bottom add the following: //Custom Map Additions [] execVM "\z\addons\dayz_server\buildings\NapfEventZone.sqf"; //Event Zone for Napf - By Harkness Re-pack pbo. Re-upload Play. The Area is situated on one of the smaller islands just off the west coast.
  3. Not sure if this has ever come up before but maintenance and maintaining bases currently is only aimed at a very specific set of Epoch players at the exclusion of players like myself. I play regularly on Epoch, 3-4 times a week after work for an hour or two a night (full time job and a family) Playing as a lone wolf sniper as well as not being able to play every day, pretty much excludes me completely from any form of meaningful base building as I simply cannot maintain any form of base as I cannot play often enough to do so. Has there been any discussion within the dev team about this? What about other forms of deterioration of building materials such as an 'age' value whereby say a wooden wall section 1 day old would require a satchel to destroy, whereas after 7 days, it would require only a grenade, something like that. Or just remove maintenance and degradation completely and give each building component a damage value, and add new base building components such as reinforced concrete (scrap metal and Cinder block) that has a huge damage value (almost indestructible, but can only be used for walls and not for floors/roofs) Right now, I am missing out on a significant part of Epoch simply because I have a full time job and family and cannot play the hours required to maintain base parts. That to me seems like a poor way of implementing that mechanic of the game that excludes a certain % of your player base from ever building anything that will last with any meaning. At least add in an alternative to the maintenance system so that server admins can choose between the two?
  4. Rai! Often i have people on my server asking me why they can't remove their plot pole. The case is that they lost so many crowbars and/or toolbox broken in the process that they start to think that there is something wrong. I feel like then. So i would like to ask you. This is normal? It's working as intended? Or it's any king of problem my server is having? Thankyou in advance!
  5. Some friends and I have recently opened a server and wish to add more bases to the map (Chernarus). -We do not need help installing the custom bases but we would like to know some popular ones. We are looking for a set of at least 3 added compounds preferably with loot spawns (series of bases or FoBs). If you can help us out that would be awesome. Thanks!!
  6. So as the title implies... Why is everyone going to indestructible bases. I thought the whole point of a post apocalyptic situation was to survive!? Raiding and looting someone else's base is part of that survival aspect. I've seen a few of the servers I really enjoy playing on go to indestructible bases. It saddens me. I understand that there are still plenty out there that have destructible bases.. but finding a decent one with good players is hard to find! What are you thoughts?!
  7. so after a week or 2 of testing i would like to suggest a craftable helicopter pad, using white paint, as it can get a bit fustraiting trying to land in a base when you have a large group with 3-4 helicopters, and base lights using electronic parts, these lights will be able to be turned off via normal walking up to them OR a a main kill switch turning all lights off in the base in case of attacks,constructing these would use lumber and salvage metal, and another possibility is maybe a upgraded helipad using electronic parts could be like this http://prntscr.com/5ylfjf
  8. Hallo, Thnks for checking out this post :D So its a while i joined any Epoch server, Im just to bussy with some stuff, but i can remember playing on a pve server with lots of ai on ground and air, with a constant ai patrol where ever you are, and so i decided to build away from all the big cities, and started to build my base in a barn all the way up the the north-west side of the map, picture: http://gyazo.com/343...e4a4268b8064e2d but i still get lost of ai patrol's on my front door, but i builded the barn so there are no hole's that they can get trough, but i discovered they can walk trough my doors -_- and its close to a road, do you guys no any good spot's in chernarus to build my base at, and maybe a little bit more in the middel of the map, cuz i constantly die and then it takes ages to get back to my base, and do it all over again and again. i dont mind building in the middle of the woods, but i also need space to land my chopper's :D Do you guys also have some base idea's or tips, i saw this picture http://gyazo.com/539...3f35e766c66272e and i dont mind building like this, cuz this also looks really cool, but it would be better if its close to an open spot. like this: http://gyazo.com/7d9...ed436c12f9b798d-Although i dont even know where this is :P maybe you guys know? pleas let me know, or if you know where i can build my base :) Greets -Holland
  9. Now I don't like the idea of indestructible bases before we start :) but this building system means any holes in your base are going to be a nightmare to patch up sometimes impossible as I found out by being forced to remove a full 50ft stretch of wall with doors and floor panels to do it. With explosives being so cheap and the addition soon of vehicles with guns its going to be very easy to spoil hundreds of hours of work.... How about this... We are in the future, the Cultists are robots (reprogrammed) with special powers, we have working heli's, electronic door locks etc so its not out the question that the frequency jammer (FJ) could have additional features with appropriate upgrades. 1) When a player is offline his base will re-spawn any destroyed components (its a mugs game doing it when they are offline and unable to defend themselves) i) This will still allow the base raid but the player will only suffer a loss of stuff not nailed down or in lock box's 2) This will start from the next server restart (so if you log out to try and exploit this during an ongoing base attack it wont work) 3) If you are online and your FJ has been upgraded (with say the head/components off a dead cultist robot) you get a warning (after 2 minutes) to say you have a player in proximity of your base, but only if they have shot at or damaged your base in any way 4) Any players camping you or just trying doors will not get flagged 5) Players can further upgrade their walls/doors to be "hardened" with scrap or something appropriate (but make it expensive or time consuming to do so) 6) It should cost a lot to break into a base, either i) Vehicle ammo (when if/it comes in ) is priced expensively so its an incentive for players to sell it rather than use it ii) The price of explosives are vastly increased with the spawn chance reduced (I took a wall down with a single satchel charge that cost me about £3 at a trader lol) 7) If we are upgrading the FJ with the components off a dead cultist robots and using it as an amplifier how about letting the player remotely set off the same damage attack a cultist uses at the expense of the FJ getting downgraded (the proximity sensor element needing an upgrade with another dead cultist). i) This will also damage the player if they are in their own base This way is more fitting with the game and does not punish those who are unable to defend themselves Thought?
  10. Hallo, Thnks for checking out this post :D So i joined a pve server with lots of ai on ground and air, with a constant ai patrol where ever you are, and so i decided to build away from all the big cities, and started to build my base in a barn all the way up the the north-west side of the map, picture: http://gyazo.com/34305e93af43d6a82e4a4268b8064e2d but i still get lost of ai patrol's on my front door, but i builded the barn so there are no hole's that they can get trough, but i discovered they can walk trough my doors -_- and its close to a road, do you guys no any good spot's in chernarus to build my base at, and maybe a little bit more in the middel of the map, cuz i constantly die and then it takes ages to get back to my base, and do it all over again and again. i dont mind building in the middle of the woods, but i also need space to land my chopper's :D Do you guys also have some base idea's or tips, i saw this picture http://gyazo.com/5391a17af1718c8a23f35e766c66272e and i dont mind building like this, cuz this also looks really cool, but it would be better if its close to an open spot. like this: http://gyazo.com/7d99dff2f7167ab01ed436c12f9b798d-Although i dont even know where this is :P maybe you guys know? pleas let me know, or if you know where i can build my base :) Greets -Holland
  11. released some of my work what ive done for overpoch i hope you guys will enjoy these little addons ive made and thankyou if you use them I WILL KEEP THIS THREAD UPDATED AS MUCH AS I CAN DAYZ OVERPOCH SMALL ABANDONED CAMP DEVILS CASTLE ! RELEASED https://www.youtube.com/watch?v=WcId5gtxlIE DAYZ OVERPOCH ADMIN BASE WOOD CABIN WITH GARAGE.ZAFE ZONE.VEHICLE GOD MODE V1.RELEASED https://www.youtube.com/watch?v=UxRYun9IUZg DAYZ OVERPOCH ADMIN BASE WOOD CABIN WITH GARAGE.ZAFE ZONE.VEHICLE GOD MODE V2.RELEASED https://www.youtube.com/watch?v=Ov5Ni4nPnV0 DAYZ OVERPOCH SMALL ABANDONED BANDIT CAMP V1 RELEASED https://www.youtube.com/watch?v=RrZ0tNn0tNY
  12. Hi All, Here are some of the custom map add-ons we have implemented on our servers. If you like these I will release the files just give us some feedback or join us on TS. Gibbo is our resident designer and as you can see he likes to get everything looking straight and even. Trader Upgrades to: KLEN STARY BASH NE-AF NW-AF HERO's BANDITS Added Fully lootable area town next to Stary. Added Donator/Regular Player Base Town with own Shops Fuel and Industrials. Ideal for Donations as you can Iron Dome protect it ! or just as an addon area. annihilation.org.uk TS3: 46.4.116.230 Thank you for looking. Hawkeye
  13. Would it be at all possible for epoch to implement underground base building / crafting?
  14. In the rolling changelog for v. 1.0.5, line 2 states: [ADDED] Latest version of Napf 1.0.1 by Momo Is there any concern that updating the map will re-position/alter/ruin/bug player-added persistent objects like bases and (to a lesser extent) purchased vehicles?
  15. Updated server to 1.0.5.1 and everything is going well except for one issue... There is a player on my server who has a fairly large base built on Skalisty Island. His base is 100% maintained and paid for on his plot pole. After every restart for the past 4-5 restarts, anywhere from 2-10 built walls/doors/floors just vanish. They are getting deleted from the database as well, so I know it's not an issue with it just not rendering. The items never reappear. Any thoughts on what might be causing it? I feel like it has something to do with being over our vehicle limit, so I purged all unlocked vehicles with empty inventory and took the server below the max vehicle limit, but parts of his base still disappeared after the next reboot. Now I don't know where to look next. It seems to only be happening to this one player whose base is nowhere near any other player's base. Where should I look next to try to resolve this issue? Cheers.
  16. I'm running 1.0.4, I have CPC Indestructible Bases script, which I modified a bit so that locked doors are excluded. I modified the array in dayz_server -> system\server_monitor.sqf to reflect the changes I wished to make, so that when server starts, any walls or floors that are in the database will be indestructible, except of course for the locked doors, which I commented out. / ### [CPC] Indestructible Buildables Fix _cpcimmune =[ "WoodFloor_DZ", "WoodFloorHalf_DZ", "WoodFloorQuarter_DZ", "WoodLargeWallDoor_DZ", "WoodLargeWallWin_DZ", "WoodLargeWall_DZ", "WoodSmallWallDoor_DZ", "WoodSmallWallWin_DZ", "Land_DZE_WoodDoor", //"Land_DZE_WoodDoorLocked", "Land_DZE_LargeWoodDoor", //"Land_DZE_LargeWoodDoorLocked", "Land_DZE_GarageWoodDoor", //"Land_DZE_GarageWoodDoorLocked", "WoodLadder_DZ", "WoodStairsSans_DZ", "WoodStairs_DZ", "WoodSmallWall_DZ", "WoodSmallWallThird_DZ", "CinderWallHalf_DZ", "CinderWall_DZ", "CinderWallDoorway_DZ", "CinderWallDoor_DZ", "Land_DZE_LargeWoodDoor", "MetalFloor_DZ", //"CinderWallDoorSmallLocked_DZ", //"CinderWallDoorLocked_DZ", "CinderWallSmallDoorway_DZ", "CinderWallDoor_DZ" ]; // ### [CPC] Indestructible Buildables Fix Just to be thorough, it also has this bit of code a little further down // ### [CPC] Indestructible Buildables Fix if (typeOf(_object) in _cpcimmune) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; // ### [CPC] Indestructible Buildables Fix This works great as long as no one messes with your building until a restart. CPC already had a fix for that too, I took player_build.sqf from the dayz_code and modified it with the necessary fix, plus another fix, of course, for excluding locked doors. _object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; _object setDir _dir; _object attachTo [player,_offset]; // ### [XXX] Destructible Locked Doors Fix _lockdoor = [ "Land_DZE_LargeWoodDoorLocked", "Land_DZE_WoodDoorLocked", "Land_DZE_GarageWoodDoorLocked", "CinderWallDoorSmallLocked_DZ", "CinderWallDoorLocked_DZ" ]; if (typeOf(_object) in _lockdoor) then { _object addEventHandler ["HandleDamage", {true}]; _object enableSimulation true; }; if (!(typeOf(_object) in _lockdoor)) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; This all works fine and dandy, except when *upgrading* your structure. I first noticed it when I could shoot a half concrete wall all day with a rocket launcher, but as soon as I upgraded it, it became vulnerable to destruction. The same goes for all upgradable structures, namely from open-doorways to doored-doorways if you get my drift. After playing around with player_build.sqf for a bit, I realized that this file is not used at all when upgrading a structure. Now I am at a loss, because I have no idea what to do next! What I really need to know right now is, where can I get or access the script that is called when a player upgrades an existing structure? Thanks in advance. EDIT: I figured it out on my own. I had to get this player_upgrade.sqf file from vbawol's repository. I edited it a little bit to reflect the changes I was wanting to make: // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _object setDir _dir; // Set location _object setPosATL _location; // ### [XXX] Handle Custom Destructibles if (!(_classname in DZE_DoorsLocked)) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; cutText [format["This %1 is now indestructible. Swapping it for the old %2",_classname,_oldclassname], "PLAIN DOWN", 10]; }; // ### [/XXX] Saved it in my custom folder, then in fn_selfActions file I called it to execute instead of the generic one from dayz_code (which wasnt even in my dayz_code, weird) and it works great! All builds are indestructible except for locked doors. :-)
  17. Hey guys My second post :rolleyes:. I am a total noob to coding/scripting so bare with me :) I know the basics of navigating the files and making changes. Ok so i am a admin on two dayz epoch server's, both with indestructible bases enabled. I really want to keep the plot pole a core part of the base by still making it neccisary to maintain the base every 3/4 weeks. "If not then the base will decay" Obviously with the indestructible bases enabled, plot poles do not work as their is no damage to the walls, and neither does the plot pole see the walls unless it is interacted with.. "hit item with crowbar" I have tried to put a script inplace to damage placed objects by 0.01, thus allowing the plot pole to maintain the items. But from what i can see this script is not working and the plot pole does not see the walls. I also found that some walls we at heath values lower than 100 yet they do not take damage and the plot pole does not see them. Any help would be greatly appreciated Cheers George
  18. Hi, Our server will be running the full release of 1.0.1 when available. Can't wait! But I'm curious, can built bases using the in-game crafting be easily destroyed by others, and if so do they respawn after a server restart? Thanks
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