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1.0.2 Buildings


haku

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Yeah, The issue seems to come from Female skins , bandit jane , bandit annie , u can remove the skins from the safe/car/whatever (In database) , restart and it should not dissapear anymore..

Also my newest problem is , Could someone maybe know the new Actions for the GaragedoorLocked and DoorLocked so the anti-hack will not block the menu anymore for players ?

Anything or any ideeas would be great. Thank you.

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Hello, I've the same question like Haku - is there any chance to make this wooden parts indestructable? they can still be thin like paper for me, its ok - its only wood anyway, but player need looooooot of time to spend in forrest and to buy scrap metal, and 3 times more time to build small parts, then the big one :|

 

So I want to give him back for all of this time spend in forrest and basebuilding, something good - like indestructable base.

 

Maybe it could be patch with option for admins to set them destructable/indetructable?

 

==== EDIT ===

 

Didn't notice that there is 1.0.2.1 update, on wiki there is still only 2 positon of brick walls. Any chance to get any help of setting those one indestructable? Or we still can consider about wooden one, but then i dont see sense of this, when there is chance to make brick wall + metal doors or sth like this.

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I think the dev plan at the moment is to have the wooden building as a tier 1 building with concrete and then I would imagine steel, or perhaps rebar reinforced concrete next. With the last tier being very difficult to destroy. 

 

The issue at the moment is gathering wood is very time consuming, looking at the mat requirements and the current process for making lumber then ply, then small sections, then big sections. 

 

I was going to add ply to the traders, but they beat me to it adding it to the loot table. The other issue is of course, with the wood structures being weak no one will build them as they won't offer any benefits at all. 

 

Concrete doesn't fair to well against 50 cal rounds by the way, even the AK's 7.62x39 will destroy several inches of concrete. There is a reason why they are used in "anti-material" roles and usually used to wreck engines. 

 

If you're worried about the cars being easy to buy and find, just edit their values!!!
dynamic_spawns.sqf in your mission file, and traders_data in your mission file.

 

 

What I do anyway but then you are altering a core mechanic to make another mechanic viable. Not a good solution. The system needs to be balanced. If the wood structures are easy to take down, they need to be easy to put up in terms of effort. 

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Last time I checked plywood wasn't bulletproof. :)

The wooden walls were designed to offer a basic means of housing. If this bothers you, wait untill they release the stone/brick walls. I'm sure they can take a lot more abuse before breaking down.

My new favorite thread contributor, second to King-Sir.

I find it a little strange that everyone's first solution to a problem is "make it invulnerable"...as if that's not opening a much nastier can of worms.

I referred to this topic in greater detail in another thread.

As it stands, the system seems to be working rather well as gathered from players experiencing this patch "out of the box" so to speak.

Server operators are quite capable of balancing the weapons and vehicles they make available to their player-base.  Just food for thought.

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Also my newest problem is , Could someone maybe know the new Actions for the GaragedoorLocked and DoorLocked so the anti-hack will not block the menu anymore for players ?

Anything or any ideeas would be great. Thank you.

 

Yes of yourse:

 

In your init.sqf add:

[] execVM "uninstallthatgoddamnwannabeantihackthateveryoneabuses.sqf";
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I find it a little strange that everyone's first solution to a problem is "make it invulnerable"...as if that's not opening a much nastier can of worms.

 

I find it strange that a developer doesn't quite grasp how their game works, and how people play it. Your points on invulnerable buildings on the other thread were invalid. 

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I find it strange that a developer doesn't quite grasp how their game works, and how people play it. Your points on invulnerable buildings on the other thread were invalid. 

I find it strange that a server administrator cannot sniff around in the code for about half an hour in order to find a solution to making their buildings indestructible on their server.

Think of DayZ Epoch as a base for server owners.

They only supply the essential mods that make DayZ Epoch unique.

They will not support any servers that decide to go on their own accord and customize the gameplay experience.

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Yes of yourse:

 

In your init.sqf add:

[] execVM "uninstallthatgoddamnwannabeantihackthateveryoneabuses.sqf";

Lame, If you're not helping or trying please shut up , but yea , another +1 post.

Still no one answers and no one cares about giving the actions to whitelist them, but w/e

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I find it strange that a server administrator cannot sniff around in the code for about half an hour in order to find a solution to making their buildings indestructible on their server.

 

 

That's easy to explain, I've usually broken my server and am trying to fix it. What you said is pretty much what I think about Epoch, however, I also believe Epoch as a whole would be better if it embraced some of the most common addons the more popular servers use and made said items configurable so people could choose to use them or not. One of the reasons the number of servers have shot up it because of the addon rich experience. 

 

I am sorry Haku I don't know how to help resolve your problem. 

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