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Found 70 results

  1. thegdog

    not setup yet

    when attempting to upgrade my doorways. im getting not setup yet error. no errors in rpt other then one thats been spamming it the entire time. i dont know if this error is causing the other issues im having that iv made other post about Error Type Any, expected String 0:36:42 File z\addons\dayz_server\compile\server_playerSync.sqf, line 41 0:36:55 Error in expression <ceFoot = 0;
  2. I had an idea about doing an elevator script to extend the base building a little or just for some fun with ArmA/Epoch! :D Here is a video of the current prototype: (and don't laugh I got stuck after I fell from the roof :P) Just recorded another video to show how to call an elevator, I've placed 4 stops around the house, looks kinda funny yeah :D If anyone is wondering, I use the preview version of the metal floor to display the stop points of the elevator.. some item has to be present so you can call the elevator there and the positions get saved to the database. This item can be changed in the config but the preview items have no collisions so you can just travel through it and it's easy to see where the elevator can stop. Everything is saved to the database without any need to modify the server files or database structure. It only updates the "CharacterID" field in the "object_data" table like safes or locked door also do in Epoch, I don't want to bore you with the technical details but I encoded the elevator and stop point ID's in an 8 digit long code, always starting with "6976" (that is ASCII code for "EL" :P), the next 3 digits are the elevator ID and the last the elevator stop ID. Meaning you can have up to 10 stops per elevator (0-9) for now. It looks like this (without the "-"), just in case you want to find an elevator in the database or whatever. ID 8 digits: EL-ID-STID = 6976-###-# e.g the ID's of an elevator with 2 additional stop points: 69760010 -> 69760011 -> 69760012 The elevator can be build similar to the in-place upgrade system from Epoch, so just look at a metal floor (item can also be changed in the config) and you will get an option "Upgrade to Elevator" and "Upgrade to Elevator Stop", the elevator stop can only be build if there is an elevator in range (max. range for the elevator to travel can be changed, default 25m), you have to select an elevator first (the select action will be available if you look at an elevator, also new built elevator are selected by default). Once you have built an elevator with at least 1 stop point you can just look at it and select "Activate Elevator: Next Stop" or "Activate Elevator: Previous Stop", it will then find and move to the next/previous stop. If there is no stop in range you get a message and nothing happens, the menu could be hidden if there is no next stop for the elevator but in the first version the actions are always shown. You can also call the elevator at any stop point, it will travel along the way, stopping at every stop point and wait there (default 5 sec. can be changed in the config). Installation and configuration Ok now to the installation and configuration of the elevator script. The script is only client side, so very easy to add to your mission file! You can get the current scripts here: https://github.com/vos/dayz/tree/master/elevator just download the whole folder and extract it to your mission file. To enable the script on your server add this line to your init.sqf at the end of the block "if (!isDedicated) then {" (so just above the next "};" should be fine): ["elevator"] execVM "elevator\elevator_init.sqf"; Assuming your have the elevator folder with the scripts in your mission root, the only parameter of the script "elevator" is the folder relative to your mission file, it's needed to load the other scripts from that folder. You can change it to "scripts\elevator" if your put the elevator-folder there for example. That is all you have to do to install the elevator script on your server, there are some config variables you can change, take a look at the file "elevator_init.sqf" where it says "global variables", you can change the values there, but I would suggest changing it in your init.sqf like the Epoch settings, e.g.: ELE_MaxRange = 100; // maximum range the elevator can travel / stop points can be built (in meter) ELE_Speed = 5; // speed of the elevator (meters per second) ELE_StopWaitTime = 0; // disable the wait time if you call the elevator ... ["elevator"] execVM "elevator\elevator_init.sqf"; Added building requirements and upgrade animation to build the elevator and elevator stops. Default requirements are: ELE_RequiredBuildTools = ["ItemToolbox", "ItemCrowbar"]; // required tools for building an elevator and elevator stop ELE_RequiredBuildItems = [["PartGeneric",4], "PartEngine", "ItemGenerator", "ItemJerrycan"]; // required items to build an elevator ELE_RequiredBuildStopItems = [["PartGeneric",4]]; // required items to build an elevator stop You will get the default messages from Epoch if you are missing the tools or items. There are no access restrictions yet! Any player can built or use an elevator with this version, so keep that in mind if you want to use it on a live server. I already have some ideas to use the default car keys to use an elevator, that should work.. unless your have some better ideas for access control? :) Just one more thing, as I use the "MetalFloor_Preview_DZ" for the elevator stop by default, if you want to keep it like that you have to add that class to your allowed objects in Epoch, otherwise Epoch will delete it right after you upgrade a metal floor to a stop point. To do that the class needs to be added to the file "dayz_code\init\variables.sqf", at line 466 there is a list "dayz_allowedObjects", just add "MetalFloor_Preview_DZ" to that list and copy the file to your mission folder as usual (the file is referenced in the init.sqf). if you don't want to do that just replace the stop class with this config variable: ELE_StopClass = "MetalFloor_Preview_DZ"; Replace the classname with whatever you like, I didn't test any other but the elevator will just travel there and you can call the elevator with looking at that object. Remember this is still work in progress, there might be bugs and maybe the elevator ID gets changed so already built elevators might not work after an update, but you can already play around with the script and tell me what you think, Ideas are welcome... :)
  3. Hello. I was wondering if there was a way for when players take down their own wall or door for the item to go back into their inventory instead of it being deleted.
  4. 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.
  5. Hi, I've an issue with plaicing new structures : "Building disallowed: limit 4" Partial content of my CfgEpochClient.hpp file : Any one have idea about this issue ? Best regard.
  6. Ghostman

    Refund materials

    Who can help me with script refund materials (default when deconstruct no parts found).
  7. Hi all, I host a couple of server and having lots of issue with players saying the doors and garage doors will not work. Is there a fix for this? Please can someone help me out here as players are dropping of my servers at the moment due to this problem. Thanks, Mark
  8. If you look in somewhere like: you can see: lootGroup = Church; I was just wondering if it's possible to alter this so that buildings pull loot from multiple tables? I've tried: lootGroup[] = {Church,Military,Supermarket}; But this stopped any loot from spawning in churches. (Maybe quotation marks are needed around names?) Anyone have any ideas? If not, what's the best way to alter the loot tables so that more guns and building supplies spawn? (Do the numbers/chance percentages still have to total 100?) Thanks.
  9. Hey folks, I recently started hosting an Epoch server and I found the southwest to be rather empty, so I decided to create a trader city just west of Kamenka as my first project. This is the first ever addition I've made in ArmA II, so be gentle please :) Screenshots http://imgur.com/a/SmP1h Required files https://github.com/MrThatch/Epoch/blob/master/trainyard.sqf Installation Instructions 1. Download and unpack your server.pbo if necessary 2. Create a folder called buildings to the root of it. 3. Now place the trainyard.sqf you fetched from the above link into that folder 4. Add the following line to the very bottom of server_functions.sqf in the init folder of your server.pbo execVM "\z\addons\dayz_server\buildings\trainyard.sqf"; //Trader City - The Trainyard 5. Now repack and upload your server.pbo where applicable I will not go into detail as how to add traders into your server, but here is a working tutorial made by ITr1ckst3rI at OpenDayZ http://opendayz.net/threads/tutorial-epoch-creating-a-new-trader.19593/ Trader Positions & Map Marker You can also fetch the locations of all the traders and the map marker from the beginning of the provided sqf file Traders: Weapons: [1276.1621, 2422.5857] | _this setDir -153.82375; Ammunition: [1269.5092, 2425.2314] | _this setDir -189.233; Food & Drink: [1241.8206, 2420.8257] | _this setDir -97.022392; Black Market: [1286.1881, 2376.4299] | _this setDir -37.361141; Building Supplies: [1224.7496, 2422.2263] | _this setDir -183.51724; Medical: [1263.4926, 2427.6199] | _this setDir -151.84038; Vehicles: [1204.2427, 2386.3708] | _this setDir 78.313698; Map marker: class ItemXX (XX being the next number on the list) { position[]={1245.8599,1.111,2404.9229}; name="tradercitytrainyard"; text="The Trainyard"; type="mil_circle"; colorName="ColorBlack"; }; Note: When adding the map marker into your mission.sqm file, do not forget to update the items=XX number class Markers { items=17; -> items=18; I hope you like it! And any feedback / criticism is more than welcome My other work:
  10. Hey folks, as I've stated before, I felt the southwest was rather empty and void of any loot. So to remedy this, I made some improvements to Kamenka. It's nothing too overpowering, just a firestation, some tents and whatever a functioning city requires. Screenshots http://imgur.com/a/MXLHV Required files https://github.com/MrThatch/Epoch/blob/master/kamenkaext.sqf Installation Instructions 1. Download and unpack your server.pbo if necessary 2. Create a folder called buildings in the root of it. 3. Now place the kamenkaext.sqf you fetched from the above link into that folder 4. Add the following line to the very bottom of server_functions.sqf in the init folder of your server.pbo execVM "\z\addons\dayz_server\buildings\kamenkaext.sqf"; //Kamenka Extended 5. Now repack and upload your server.pbo where applicable I hope you like it! And any feedback / criticism is more than welcome My other work: edit: One of the buildings was a little off (object 6037), I updated the sqf file on GitHub
  11. Hi, sorry for asking this but i need your help. i looked for solutions but couldn't find one. So here's the thing: Someone took the plot pole ownership of our base, now we have found anotherone and it could be from the one who took ours a few hours ago. We want revenge and so we are trying to take the plot pole ownership of his base but it is impossible to do. How do we get this ownership? (I dont know if someone asked it before) Thx, Sholk
  12. Since the new update I cannot find the settings to enable building in cities like kavala , pyrgos etc. Does anyone knows where the new settings are located ? Because I would like to enable it. Thank you.
  13. Guyver1

    Remove Maintenance on building

    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?
  14. Hello all bulding parts are shifting afther restart is this normal or a bug ? anyone have a idea how to fix this? thx
  15. velvetchaos

    Build script

    Hi all, I've been looking through the posts trying to find a build script like the one piggd uses on their servers. The one I'm talking about is a scroll menu when clicked, it opens up a build window with buildings, nav piers, etc. In the window, it tells you what mats are needed to build each thing ie; 6 wire fence, 4 cement, 4 cinder blocks, scrap metal etc. If the script mod is posted somewhere, I have yet to find it. So, if anyone knows what script I'm talking about and can point me to where it is posted (if it is available?) it would be appreciated. Thanks
  16. Since Epoch version 1.0.4 this script is included in the default Epoch client. So you don't need to install it yourself anymore! :) Hey guys, another script release from me. :P This time area based maintenance for player bases, you know it can be a pain to maintain every single building part in your base, fear no more with this "simple" script. ;) With the default options it works like this: players will get an option to "Maintain Area" if they look at a plot pole (item can be changed but plot poles make sense I guess), then the script will maintain all base building parts within a specified range (default 50m around the plot pole), the same way as you would maintain every single part by hand. Because of the amount of affected parts admins can define other requirements to actually maintain the whole area (like a briefcase for more then 100 building parts or whatever you like there is an example in the script with some requirements for different amounts of building parts). This is just my first release, I had other plans with making the maintain requirements based on the actual building parts in the area. e.g. every part gets a value (similar then it is now but with items you can stack easily like gold), so it would calculate the exact costs like 2 gold for each wooden wall, 5 gold for metal floors etc.. just an idea there might be other problems with that and it may not be easy to implement this with ArmA scripts as far as my knowledge goes at least. So for now the maintain cost is only dependent on the amount of items to maintain, no matter what parts you use. But there can be multiple items defined for each amount, maybe someone of you have a better way of doing this, that's one reason I publish it here for all to use and improve on it (hopefully). There is also a preview option ("Maintain Area Preview") to see how many building parts would be affected and what the exact costs for that would be. This option does nothing and it won't remove anything from your gear, it only displays an information text on the screen. If you use the real "Maintain Area" option the required items will be removed from your gear, if you don't own them you get a message with the missing parts like with the default maintain option. Ok here comes the installation steps, it is pretty easy, similar to including self bloodbag to your server. Step 1: Add this to your fn_selfActions.sqf file right after the line with "_canDo = ..." around line 16 (I assume you already have the file set up for other changes, if not there are many topics with how to do that): // ---------------------------------------Maintain Area Start------------------------------------ if (_canDo && (speed player <= 1) && (cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { if (s_player_maintain_area < 0) then { s_player_maintain_area = player addAction ["<t color=""#ffffff"">Maintain Area</t>", "scripts\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction ["<t color=""#ccffffff"">Maintain Area Preview</t>", "scripts\maintain_area.sqf", "preview", 5, false]; }; } else { player removeAction s_player_maintain_area; s_player_maintain_area = -1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = -1; }; // ---------------------------------------Maintain Area End------------------------------------ If you want change the item where your players can activate the "Maintain Area" option (default plot pole - "Plastic_Pole_EP1_DZ"). You can also change the color of the menu (default white - #ffffff) and the path where you want to safe the actual script (default "scripts\maintain_area.sqf" in your mission.pbo). Step 2: Here is the complete maintain area script: private ["_missing","_missingQty","_proceed","_itemIn","_countIn","_qty","_num_removed","_removed","_removed_total","_tobe_removed_total","_obj","_objectID","_objectUID","_classname","_location","_dir","_objectCharacterID","_object","_temp_removed_array","_textMissing","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_itemText","_option"]; if (TradeInprogress) exitWith { cutText ["Maintenance already in progress." , "PLAIN DOWN"]; }; TradeInprogress = true; player removeAction s_player_maintain_area; s_player_maintain_area = 1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = 1; _target = cursorTarget; // Plastic_Pole_EP1_DZ _objectClasses = ["ModularItems", "DZE_Housebase"]; _range = 50; // set the max range for the maintain area _objects = nearestObjects [_target, _objectClasses, _range]; // TODO dynamic requirements based on used building parts? _count = count _objects; _requirements = []; switch true do { case (_count <= 10): {_requirements = [["ItemGoldBar10oz",1]]}; case (_count <= 50): {_requirements = [["ItemGoldBar10oz",4],["ItemGoldBar",2]]}; // 42 gold case (_count <= 100): {_requirements = [["ItemBriefcase100oz",1]]}; case (_count <= 200): {_requirements = [["ItemBriefcase100oz",2]]}; case (_count <= 300): {_requirements = [["ItemBriefcase100oz",3]]}; case (_count <= 400): {_requirements = [["ItemBriefcase100oz",4]]}; case (_count > 400): {_requirements = [["ItemBriefcase100oz",5]]}; }; _option = _this select 3; switch _option do { case "maintain": { _missing = ""; _missingQty = 0; _proceed = true; { _itemIn = _x select 0; _countIn = _x select 1; _qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player; if (_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; }; } forEach _requirements; if (_proceed) then { player playActionNow "Medic"; [player,_range,true,(getPosATL player)] spawn player_alertZombies; _temp_removed_array = []; _removed_total = 0; _tobe_removed_total = 0; { _removed = 0; _itemIn = _x select 0; _countIn = _x select 1; _tobe_removed_total = _tobe_removed_total + _countIn; { if ((_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then { _num_removed = ([player,_x] call BIS_fnc_invRemove); _removed = _removed + _num_removed; _removed_total = _removed_total + _num_removed; if (_num_removed >= 1) then { _temp_removed_array set [count _temp_removed_array,_x]; }; }; } forEach magazines player; } forEach _requirements; // all required items removed from player gear if (_tobe_removed_total == _removed_total) then { { _obj = _x; // Find objectID _objectID = _obj getVariable ["ObjectID","0"]; // Find objectUID _objectUID = _obj getVariable ["ObjectUID","0"]; if (_objectID == "0" && _objectUID == "0") exitWith { cutText ["At least one building part is not setup yet.", "PLAIN DOWN"];}; // Get classname _classname = typeOf _obj; // Get position _location = _obj getVariable["OEMPos",(getposATL _obj)]; // Get direction _dir = getDir _obj; // Find CharacterID _objectCharacterID = _obj getVariable ["CharacterID","0"]; // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _object setDir _dir; // 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; cutText [format["You have maintained %1 building parts.", _count], "PLAIN DOWN", 5]; // uncomment the next 2 lines if you want logging of area maintenance to the server report file (Arma2OAserver.RPT) //maintainArea_log = [player, _target, _count]; //publicVariableServer "maintainArea_log"; } else { {player addMagazine _x;} forEach _temp_removed_array; cutText [format["Missing Parts after first check Item: %1 / %2",_removed_total,_tobe_removed_total], "PLAIN DOWN"]; }; } else { _textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName"); cutText [format["Missing %1 more of %2", _missingQty, _textMissing], "PLAIN DOWN"]; }; }; case "preview": { _cost = ""; { _itemIn = _x select 0; _countIn = _x select 1; _itemText = getText(configFile >> "CfgMagazines" >> _itemIn >> "displayName"); if (_cost != "") then { _cost = _cost + " and "; }; _cost = _cost + (str(_countIn) + " of " + _itemText); } forEach _requirements; cutText [format["%1 building parts in range, maintenance would cost %2.", _count, _cost], "PLAIN DOWN"]; }; }; TradeInprogress = false; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; Save it as "scripts\maintain_area.sqf" in your mission.pbo or whatever you have defined in the menu before. Step 3 (optional): change the default options in the script: _range (line 13): sets the maximum range for the maintain area around the plot pole (default 50m). _requirements (line 18+): defines the required items for the amount of affected base building parts, there are some examples just take a look it should be easy to extend/modify. Step 4 (optional): logging of area maintenance to the server report file (Arma2OAserver.RPT): Since the script runs on the client (player computer who starts the maintenance) it can be desirable to log additional info in the server report file to keep track what player did the maintenance at what time and position on the map and how many building parts were affected, to do this the script has to send that info to the server. This can be done with the "publicVariableServer" command, just uncomment (remove the leading //) the 2 lines in the script where it says so for logging (line 110+111). For the server to receive that variable and log the info you have to add an public variable event handler with "addPublicVariableEventHandler", this can be done at any place in the mission.pbo, but usually all event handlers are handled in the file "dayz_code\init\publicEH.sqf", copy that file to your mission.pbo and change the reference to it in the init.sqf if you haven't already and add the following to the "Server only" block (after the line with "PVDZE_plr_DeathB" is fine): "maintainArea_log" addPublicVariableEventHandler { _val = _this select 1; _player = _val select 0; _playerName = name _player; _playerID = getPlayerUID _player; _target = _val select 1; _position = position _target; _count = _val select 2; diag_log format["MAINTAIN_AREA: Player %1 (%2) has maintained %3 building parts at position %4", _playerName, _playerID, _count, _position]; }; This will log a line like this every time a player runs the maintenance script: 14:33:01 "MAINTAIN_AREA: Player Axe Cop (12345678) has maintained 245 building parts at position [4937,9421.44,-0.796936]" If you are lazy your can add the event handler to your init.sqf after the line "_serverMonitor = ... " without changing the file publicEH.sqf :P That's it, should be easy enough to get the script working on your server. ;) One major problem with the whole maintenance thing in Epoch (not this script) is the fact, that you can't visually see if your base needs to be maintained or when it was last maintained, I hope that will be fixed with the next Epoch updates because I don't see any way of even accessing the last maintain date form the script itself. What Epoch does is just set a small damage value to every part to indicate that it needs to be maintained soon, but you can't see that damage in game (yet). For now my script just maintains every single part within range, no matter when it was last maintained. I could change it so it only affects damaged parts like Epoch does when maintenance is needed (just to decrease the maintenance cost for players). Also keep in mind the maintain process replaces the objects rather then just removing the damage and resetting the date, don't ask me why but I guess there is a reason for it so I did it the same way in my script. At last sorry for the long text, as always if you have any questions or ideas to make this script better please tell me or improve the script. :) Edit: logging of area maintenance (see step 4)
  17. This little tutorial I've placed here as the question was asked by 'phone_guy' here: This tweak will allow you to add the ability to right-click on an object and build something, with EPOCH's up/down placement system and save it to the database. I'm certainly NOT an SQF genius (AT ALL!) so feel free to advise changes! CREDITS: Right-click system by Maca! Epoch base building script tweaks by Me! Of course MASSIVE creds to the EPOCH guys for the base building method in the first place :D Assumptions: 1) You have added the right-click options mod by Maca134 (kudos to Maca for this wicked mod!) (here: http://epochmod.com/forum/index.php?/topic/4834-add-right-click-options-to-items/) 2) You know a little bit about SQF Instructions: 1) Place the following code in a file called 'buildwell.sqf' 2) Using Maca's system, call this file by a right-click option (e.g. on a waterbottle, etc) 3) For other objects, change the variable I've commented above/below 4) If you change the object built, check near the end of the file and change the congratulations message accordingly! Note: I've pulled a bit of code out of the one I use on my server as I had a few extra's in there too... IF anyone gets an error with this let me know and I'll throw this version up on my test server to see what's wrong! It 'should' work perfectly though :D Note 2: SOMETIMES an item may suddenly jump up in the air after being placed! It sets back to the correct position after a restart. Not sure why it does this, but as it's only sometimes AND it corrects itself after reboot, I don't mind too much! (Seems to happen LESS if you place the item a few inches lower in the ground!) Here's the file:
  18. gszeus

    Wall & floor snapping issues

    I was on an Overpoch mod server for quite some time and noticed a strange happening. When I started building a tower I noticed that when I went up one floor, the snapping of floors to the next level would only autosnap to the wall below, even though there was a floor to snap too. To rectify this issue I had to allow the ghost wall to finish building then move it and resnap it to the floor, or build the walls somewhere else then move them into place after. It isnt a big issue, but thought someone may be interested. I also noticed that when a wall or a building as such has its walls upgraded to seal them, when you place a floor above it, the floor sinks down into the wall a little thus being uneven. So if you upgrade one wall and on the opposite side you do not, then you place the floor above. It will place and the floor will move down slightly on the side with the upgraded wall which would then give you a tilted floor. This can also be solved by NOT upgrading any walls until you have ur ceiling / floors in place first, or the opposite would be to upgrade all the walls before you place the floor to make sure it sinks everywhere evenly. The Server is using Epoch 0.3.0.1 and is a Chenarus Map. I have not noticed this on full Epoch servers but will look into it and report back. Zeus
  19. Server: Bud's de Hulk Epoch 3.0.2. build 3 (yah i got 3) lol bug is repeatable on each kind of building hi guys, I can't have the control/page up or down or control home/end to work for fine tuning positions. is it broken ?
  20. The below code is my original post. Yes weather clear day as the example is screwed and will break the epoch stuff as mentioned. THE FIX is for you to make WIND CLEAR DAY WORKING SETTINGS: {75.5,0,{0,0,0},0,{1,1}}; Unfortunately we don't get to use Static Weather. This will break many of the important parts of Epoch, including but not limited to: Debug console not showing up on screen for client Epoch based loot not working Building system breaks in full, no building no upgrading. Other things found to break. Zupa HD SCRIPT not reporting values properly. Until a fix is prvoided, please turn your weather to default or your players will be up in arms To check your weather settings, open up your @epochhive folder. Open epochconfig.hpp with your favorite text editor and check your weather settings. they should be this: {}; Not this: {72,0,{1,0.1,2},0,{5,5}}; Good Luck!!!!!
  21. specterm

    Complaint

    Why is the building in A3 Epoch so bad? Energy to build requires countless hours sitting in cars. Parts do not snap together correctly. Nothing like Arma2 Epoch. Poorly done. My 2 cents
  22. Hey , enjoying your mod lots. I dont know what else you guys may have planned for building in the long term but I thought I would request these things anyhow. 1). Would it possible to implement a large roof hanger door? Maybe a 2 x 3 wooden/metal floor sized opening that needs a **** ton of mats to build? Something that would fit a hummingbird/mosi maybe even the orca. 2). Solar panels that recharge energy like the windmills? 3). Security camera on lamposts or something that you could place around your base and have a feed aslong as you are within your Jammer radius? 4). Radio controlled velociraptor robot guards with lightsaber claws. 5). Traps, like the bear trap or some other home alone type device :) Cheers
  23. While exploring Altis, I came across a base in the early stages. But I found something which interested me. This is something I want to build but not sure how it was done. I can build a floor and stairs seperate but no option to combine them. How was this done?
  24. GunsRocket

    My base was destroyed! How?

    My base building was destroyed today, I mean 2 walls disappear... I had 5 cars inside my base and a lot of items (loot)... Frequency Jammer was maintained so this is not the problem.. I´ve lost everything and don´t know how.... No Server Restart problem neither, because we made this abse 4 days ago... PLZ HELP! Tell me what happened plz! Thanks...
  25. Bushwick

    can you destroy lockboxes?

    Can anyone confirm this 100 % either way? Thanks.
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