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Found 5 results

  1. *Note - I just realised I posted this in server setup, reposting in general, I'll edit the original post. Sorry admins!* Hi everyone I co-run a server, we advertise as having indestructible bases so for obvious reasons I'm not going to name the server here. Basically we had an issue yesterday where a group of players managed to get under a base, satchel charge it, collapse the floor and raid it. After that we tested against some corrugated walls, and those were able to be taken down as well...basically bases seem to now be able to be completely destroyed! I've also tested it today with concrete walls and 8 satchels could destroy them, jammers go down in 5 satchels. Can anything have happened to make that change? Was there anything in the latest Epoch update to change settings back like that? Our tech admin who manages all the server side stuff says it looks like it's always been like that and only concrete walls are invulnerable (he doesn't know about the test I've just done) but I am absolutely sure that we tested it against walls when we started the server going and they couldn't be taken down. Any thoughts or advice anyone has on making all buildings and jammers completely indestructible would be greatly appreciated! Thanks!
  2. I started a new thread for this as the way it is done is different from ToejaM's () I take no credit for this, all I have done is take information from both ToejaM's and Epoch's indestructible scripts and pull it together to give the ability to select what items are indestructible. I have it set to make only Cinder walls, Metal floors, ladders, ramps & stairs indestructible however its easy to add more to the list. All items set in the array take no damage when created, upgraded, downgraded or after server restart. Files are now on github here https://github.com/mathewjknott/Dayz-Epoch-Indestructible-Items Installation instructions - (last updated 08/07/14 @ 18:30) PART A (setting up mission file file structure) Step 1) Unpack your dayz_code.pbo in @DayZ_Epoch\addons\ Step 2) Create a new folder in your missions files called "dayz_code" Create 3 new folders in the newly created "dayz_code" folder called "actions", "compile" & "init" Step 3) Copy variables.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\ Copy compiles.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\ Copy fn_selfActions.sqf from @DayZ_epoch\addons\dayz_code\compile\ to dayz_code\compile\ Copy player_build.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\ Copy player_upgrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\ Copy player_buildingDowngrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\ Step 4) Open mission files\init.sqf Replace "\z\addons\dayz_code\init\variables.sqf"; with "dayz_code\init\variables.sqf"; Replace "\z\addons\dayz_code\init\compiles.sqf"; with "dayz_code\init\compiles.sqf"; Step 5) Open mission files\dayz_code\compiles.sqf replace "\z\addons\dayz_code\compile\fn_selfActions.sqf"; with "dayz_code\compile\fn_selfActions.sqf"; replace "\z\addons\dayz_code\actions\player_build.sqf"; with "dayz_code\actions\player_build.sqf"; Step 6) Open mission files\day_code\compile\fn_selfActions.sqf replace "\z\addons\dayz_code\actions\player_upgrade.sqf" with "dayz_code\actions\player_upgrade.sqf" replace "\z\addons\dayz_code\actions\player_buildingDowngrade.sqf" with "dayz_code\actions\player_buildingDowngrade.sqf" PART B (mission file Edits for mod) Step 1) Open mission files\dayz_code\init\variables.sqf find dayz_allowedObjects add below //#########################INDESTRUCTIBLE ITEMS######################### indestructible = ["CinderWallHalf_DZ","CinderWall_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","MetalFloor_DZ","WoodLadder_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodRamp_DZ"]; //###################################################################### N.B - add/remove items to this list to have them indestructible. Step 2) open mission files\dayz_code\actions\player_build.sqf find // Start Build _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; N.B - _tmpbuilt may be _object if you are using snap building. add after //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _tmpbuilt) in indestructible) then { _tmpbuilt addEventHandler ["HandleDamage", {false}]; _tmpbuilt enableSimulation false; }; //###################################################################### N.B - If _tmpbuilt is _object, change all _tmpbuilt in above code to _object. Step 3) open mission files\dayz_code\actions\player_upgrade.sqf find // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### Step 4) open mission files\dayz_code\actions\player_buildingDowngrade.sqf find // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### PART C (Server file Edits for mod) Step 1) Open dayz_server\system\server_monitor.sqf find if (DZE_GodModeBase) then { _object addEventHandler ["HandleDamage", {false}]; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; replace with //#########################REMOVED FOR INDESTRUCTIBLE ITEMS######################### // if (DZE_GodModeBase) then { // _object addEventHandler ["HandleDamage", {false}]; // } else { // _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; // }; //################################################################################## Find _object setDamage _damage; add after //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; //###################################################################### For those of you that want to use "Plot for life (2.2.6)", "Snap build Pro(1.4)" and this script, i have created a set of files that for a vanilla server could just be uploaded. The mission files are for NAPF but it would not take much to use them on another map. Download from here
  3. 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?!
  4. 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. :-)
  5. 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
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