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[How To] [CPC] Indestructible Bases


ToejaM

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So on my server.. cinder walls and such were snapping fine and staying striaght but then i added indestructible bases() followed the instructions for part 1 only...my server_monitor.sqf ended up looking like this http://pastebin.com/LeA1S9Ei ... it worked but after server restarts i started noticing that people's walls started shiting forwards and backwards little by little... is there something i did wrong..? does anyone know how i can possibly fix it? any help would be greatly appreciated

Well if your walls are shitting, you've got bigger problems!

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How can I install on Vilayer, when I tried I could not connect and my console was spammed with this:


diag_log format["server_monitor.sqf exec>
13:25:26 Error position: <diag_log format["server_monitor.sqf exec>
13:25:26 Error Missing ;
13:25:26 File z\addons\dayz_server\system\server_monitor.sqf, line 19
13:25:26 Error in expression <ver_initCount = server_initCount + 1;
}

Im pretty sure its telling you exactly whats wrong. I think you're missing a ; somewhere

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yeah i didnt know how to fix the shifted walls so i just took out 

// ### [CPC] Indestructible Buildables Fix
_cpcimmune =[
"CinderWallHalf_DZ",
"CinderWall_DZ",
"CinderWallDoorway_DZ",
"Land_HBarrier1_DZ",
"Land_HBarrier3_DZ",
"Land_HBarrier5_DZ",
"Base_WarfareBBarrier10x",
"Base_WarfareBBarrier10xTall",
"FuelPump_DZ",
"StorageShed_DZ",
"MetalFloor_DZ",
"CinderWallDoorSmallLocked_DZ",
"CinderWallDoorLocked_DZ",
"CinderWallSmallDoorway_DZ",
"CinderWallDoor_DZ"
];
// ### [CPC] Indestructible Buildables Fix

and 

// ### [CPC] Indestructible Buildables Fix
                                        if (typeOf(_object) in _cpcimmune) then {
                                                _object addEventHandler ["HandleDamage", {false}];
                                                _object enableSimulation false;
                                        };
// ### [CPC] Indestructible Buildables Fix

from my server_monitor    btw  still open to ideas on how to fix this pls

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anyone know what to change in server_swapObject.sqf? have tried everything i can think of and just cant get it to work.

 

and before anyone says it, no i cant use DZE_BaseGodmode as want to have set items only not all items

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The only thing you guys need is part one, which are the changes to server_monitor.sqf.

dayz_hiveVersionNo = 	getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");
// ### [CPC] Indestructible Buildables Fix
_cpcimmune =[
"CinderWallHalf_DZ",
"CinderWall_DZ",
"CinderWallDoorway_DZ",
"MetalFloor_DZ",
"CinderWallDoorSmallLocked_DZ",
"CinderWallSmallDoorway_DZ",
"CinderWallDoor_DZ",
"CinderWallDoorLocked_DZ",
"CinderWallDoorSmall_DZ"
];
// ### [CPC] Indestructible Buildables Fix

_hiveLoaded = false;
//Create it
			_object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
			_object setVariable ["lastUpdate",time];
			_object setVariable ["ObjectID", _idKey, true];

			// ### [CPC] Indestructible Buildables Fix
			if (typeOf(_object) in _cpcimmune) then {
			_object addEventHandler ["HandleDamage", {false}];
			_object enableSimulation false;
			};
			_lockable = 0;
			if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {
				_lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable");
			};
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  • 2 weeks later...

I have had a slight shift in walls as well, little gaps?  Anyone else have this issue?

A few people are, I have it with floors, it's minor, but it happens to me even when I have the lines removed.

The database only registers the position to a certain degree, so after restart many things will shift, not just walls.

 

Update on this would be cool. It does not work on 1.0.4.2 for me. Server does not start up.

 

As for this, as I have posted before, you need to be careful where you are putting your lines, and use your RPT file to find out where something is missing.

You're welcome to have a look through my server_monitor.sqf and you can use, i really don't care

http://pastebin.com/zjVZrcdN

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This works for items built in-game. does not work for items that were built with the 3d editor.  any ideas?

I believe the script reads the entries from the database indestructible, not the mission files, because items made in the editor are saved as files in your server/mission files (.sqf).

That's from what I know.

 

Hope this helps.

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I got this:

_cpcimmune =[
"CinderWallHalf_DZ",
"CinderWall_DZ",
"CinderWallDoorway_DZ",
"MetalFloor_DZ",
"CinderWallDoorSmallLocked_DZ",
"CinderWallSmallDoorway_DZ",
"CinderWallDoor_DZ",
"CinderWallDoorLocked_DZ",
"CinderWallDoorSmall_DZ"
];

But now everything is indestructible.

I dont use DZE_BaseGodmode.

Any ideas?

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I got this:

_cpcimmune =[
"CinderWallHalf_DZ",
"CinderWall_DZ",
"CinderWallDoorway_DZ",
"MetalFloor_DZ",
"CinderWallDoorSmallLocked_DZ",
"CinderWallSmallDoorway_DZ",
"CinderWallDoor_DZ",
"CinderWallDoorLocked_DZ",
"CinderWallDoorSmall_DZ"
];

But now everything is indestructible.

I dont use DZE_BaseGodmode.

Any ideas?

To know what the issue is i'll need to see the whole Server_Monitor.SQF

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  • 2 weeks later...

I honestly gave up on this as it was way too much of an annoyance to deal with everyone who was unable to remove their own buildables and I couldn't get the "keep plot pole after death" thing to work so this was just non stop me deleting people's stuff for them. If someone ever found away to make them indestructible but still able to be removed by the owner of the plot pole... that would be sexy

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  • 1 month later...

were do I put this? as I don't have the text either end of the script?

 

2. // Disabled by default because it may cause crashes in latest Epoch due to unknown issues with new HiveEXT.dll
3. // []execVM "\z\addons\dayz_server\system\instaaction.sqf";
4.
5. dayz_versionNo =         getText(configFile >> "CfgMods" >> "DayZ" >> "version");
6. dayz_hiveVersionNo =     getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");
7.
8. waitUntil{initialized}; //means all the functions are now defined
9.
10. diag_log "HIVE: Starting";
 

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  • 4 weeks later...

Hi there nice work however I have a few questions I want my bases to be indestructible and I want the maintenance exploit to be fixed but I still however want players to be able to maintain the bases for example indestructible bases but they still start to decay so that they have a reason to fight missions and spend their hard earned in game cash. If you can point me in the right direction I would be grateful thanks.

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