Guest Posted February 9, 2014 Report Share Posted February 9, 2014 ive used: // ### [CPC] Indestructible Buildables Fix _cpcimmune =[ "CinderWallHalf_DZ", "CinderWall_DZ", "CinderWallDoorway_DZ", "MetalFloor_DZ", "CinderWallDoorSmallLocked_DZ", "CinderWallSmallDoorway_DZ", "CinderWallDoor_DZ" ]; // ### [CPC] Indestructible Buildables Fix but even wood and camo nets are indestructible, what could be the problem? Link to comment Share on other sites More sharing options...
HiiShinoo Posted February 10, 2014 Report Share Posted February 10, 2014 has anyone got this working on 1.0.4.1?? i am interested in only making cinder indestructible and metal in my server Link to comment Share on other sites More sharing options...
Richie Posted February 10, 2014 Report Share Posted February 10, 2014 has anyone got this working on 1.0.4.1?? i am interested in only making cinder indestructible and metal in my server Me :) I've made cinder and metal flooring destructible, wood can be destroyed. Link to comment Share on other sites More sharing options...
imnotamexican1 Posted February 10, 2014 Report Share Posted February 10, 2014 Would you mind sharing with us on how you came to do this? I'm really quiet stuck, and from the comments, there are others along with me. Cheers in advanced Link to comment Share on other sites More sharing options...
Richie Posted February 10, 2014 Report Share Posted February 10, 2014 Would you mind sharing with us on how you came to do this? I'm really quiet stuck, and from the comments, there are others along with me. Cheers in advanced I followed the example posted by wokkelwakker Then add/remove the items you want indestructible, anything not on the list can be destroyed. Link to comment Share on other sites More sharing options...
HiiShinoo Posted February 10, 2014 Report Share Posted February 10, 2014 isn't the Cinder garage door locked is missing from that list or is it me reading it wrong? I have noticed there is Land_DZE_GarageWoodDoorLocked for wood, but not equivalent for cinder? (as in the word Locked) does the mean the big cinder garage door is destructible? Link to comment Share on other sites More sharing options...
HiiShinoo Posted February 10, 2014 Report Share Posted February 10, 2014 I followed wokkelwakker instructions and it didnt work for me, i got the same error the guys that replied, stuck in debug/authentication . did you only follow his instructions, and did step 2 from the first page?? that's what i did..... :( Link to comment Share on other sites More sharing options...
Richie Posted February 10, 2014 Report Share Posted February 10, 2014 I followed Part 1 Link to comment Share on other sites More sharing options...
GSGBen Posted February 17, 2014 Report Share Posted February 17, 2014 Walls and whatnot are indestructible on my server, but the maintain option is showing up again. Link to comment Share on other sites More sharing options...
p0k3r82 Posted February 17, 2014 Report Share Posted February 17, 2014 This is not working with 1.0.4.2? Nobody can join the server everytime i try to install this. Link to comment Share on other sites More sharing options...
Richie Posted February 17, 2014 Report Share Posted February 17, 2014 This is not working with 1.0.4.2? Nobody can join the server everytime i try to install this. Works fine for me on 1.0.4.2, check your edits. Link to comment Share on other sites More sharing options...
imnotamexican1 Posted February 17, 2014 Report Share Posted February 17, 2014 Ok, so I finally figured out what the problem was and came up with a solution. Go into your RPT, and it will give you errors of missing lines and calls. The reason is, if you follow the instructions on page 12 (Wokkel), the examples have a line between the main script, and the mod script, this is wrong. Make sure there are no spaces between your lines you add in. Works flawlessly on 1.0.4.2 Feel free to copy my Server_Monitor private ["_nul","_result","_pos","_wsDone","_dir","_block","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_intentory","_hitPoints","_fuel","_damage","_key","_vehLimit","_hiveResponse","_objectCount","_codeCount","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0","_bQty","_vQty","_BuildingQueue","_objectQueue"]; dayz_versionNo = getText(configFile >> "CfgMods" >> "DayZ" >> "version"); dayz_hiveVersionNo = getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion"); // ### [CPC] Indestructible Buildables Fix _cpcimmune =[ "WoodFloor_DZ", "WoodFloorHalf_DZ", "WoodFloorQuarter_DZ", "Land_DZE_LargeWoodDoorLocked", "WoodLargeWallDoor_DZ", "WoodLargeWallWin_DZ", "WoodLargeWall_DZ", "Land_DZE_WoodDoorLocked", "WoodSmallWallDoor_DZ", "WoodSmallWallWin_DZ", "Land_DZE_GarageWoodDoor", "Land_DZE_GarageWoodDoorLocked", "WoodLadder_DZ", "WoodStairsSans_DZ", "WoodStairs_DZ", "WoodSmallWall_DZ", "WoodSmallWallThird_DZ", "CinderWallHalf_DZ", "CinderWall_DZ", "CinderWallDoorway_DZ", "Land_DZE_LargeWoodDoor", "MetalFloor_DZ", "CinderWallDoorSmallLocked_DZ", "CinderWallSmallDoorway_DZ", "CinderWallDoor_DZ", "StickFence_DZ", "Sandbag1_DZ", "WoodShack_DZ", "Wooden_shed_DZ", "StorageShed_DZ", "BagFenceRound_DZ", "Fence_corrugated_DZ", "Land_HBarrier1_DZ", "Land_HBarrier3_DZ", "SandNest_DZ", "CanvasHut_DZ", "MetalGate_DZ", "OutHouse_DZ", "LightPole_DZ", "DeerStand_DZ", "MetalPanel_DZ", "Hedgehog_DZ", "ForestCamoNet_DZ", "DesertCamoNet_DZ", "ForestLargeCamoNet_DZ", "DesertLargeCamoNet_DZ" ]; // ### [CPC] Indestructible Buildables Fix waitUntil{initialized}; //means all the functions are now defined diag_log "HIVE: Starting"; waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player) // Custom Configs if(isnil "MaxVehicleLimit") then { MaxVehicleLimit = 50; }; if(isnil "MaxDynamicDebris") then { MaxDynamicDebris = 100; }; if(isnil "MaxAmmoBoxes") then { MaxAmmoBoxes = 3; }; if(isnil "MaxMineVeins") then { MaxMineVeins = 50; }; // Custon Configs End if (isServer and isNil "sm_done") then { serverVehicleCounter = []; _hiveResponse = []; for "_i" from 1 to 5 do { diag_log "HIVE: trying to get objects"; _key = format["CHILD:302:%1:", dayZ_instance]; _hiveResponse = _key call server_hiveReadWrite; if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then { diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse)); _hiveResponse = ["",0]; } else { diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" ); _i = 99; // break }; }; _BuildingQueue = []; _objectQueue = []; if ((_hiveResponse select 0) == "ObjectStreamStart") then { diag_log ("HIVE: Commence Object Streaming..."); _key = format["CHILD:302:%1:", dayZ_instance]; _objectCount = _hiveResponse select 1; _bQty = 0; _vQty = 0; for "_i" from 1 to _objectCount do { _hiveResponse = _key call server_hiveReadWriteLarge; //diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]); if ((_hiveResponse select 2) isKindOf "ModularItems") then { _BuildingQueue set [_bQty,_hiveResponse]; _bQty = _bQty + 1; } else { _objectQueue set [_vQty,_hiveResponse]; _vQty = _vQty + 1; }; }; diag_log ("HIVE: got " + str(_bQty) + " Epoch Objects and " + str(_vQty) + " Vehicles"); }; // # NOW SPAWN OBJECTS # _totalvehicles = 0; { _idKey = _x select 1; _type = _x select 2; _ownerID = _x select 3; _worldspace = _x select 4; _intentory = _x select 5; _hitPoints = _x select 6; _fuel = _x select 7; _damage = _x select 8; _dir = 0; _pos = [0,0,0]; _wsDone = false; if (count _worldspace >= 2) then { _dir = _worldspace select 0; if (count (_worldspace select 1) == 3) then { _pos = _worldspace select 1; _wsDone = true; } }; if (!_wsDone) then { if (count _worldspace >= 1) then { _dir = _worldspace select 0; }; _pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos; if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; }; diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos)); }; if (_damage < 1) then { //diag_log format["OBJ: %1 - %2", _idKey,_type]; //Create it _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; _object setVariable ["lastUpdate",time]; _object setVariable ["ObjectID", _idKey, true]; _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable"); }; // fix for leading zero issues on safe codes after restart if (_lockable == 4) then { _codeCount = (count (toArray _ownerID)); if(_codeCount == 3) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 2) then { _ownerID = format["00%1", _ownerID]; }; if(_codeCount == 1) then { _ownerID = format["000%1", _ownerID]; }; }; if (_lockable == 3) then { _codeCount = (count (toArray _ownerID)); if(_codeCount == 2) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 1) then { _ownerID = format["00%1", _ownerID]; }; }; _object setVariable ["CharacterID", _ownerID, true]; clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; // _object setVehicleAmmo DZE_vehicleAmmo; _object setdir _dir; _object setposATL _pos; _object setDamage _damage; // ### [CPC] Indestructible Buildables Fix if (typeOf(_object) in _cpcimmune) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; // ### [CPC] Indestructible Buildables Fix if ((typeOf _object) in dayz_allowedObjects) then { if (DZE_GodModeBase) then { _object addEventHandler ["HandleDamage", {false}]; _object setDamage 0; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; // Test disabling simulation server side on buildables only. _object enableSimulation false; // used for inplace upgrades and lock/unlock of safe _object setVariable ["OEMPos", _pos, true]; }; if (count _intentory > 0) then { if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0)]; _object setVariable ["MagazineCargo", (_intentory select 1)]; _object setVariable ["BackpackCargo", (_intentory select 2)]; } else { //Add weapons _objWpnTypes = (_intentory select 0) select 0; _objWpnQty = (_intentory select 0) select 1; _countr = 0; { if(_x in (DZE_REPLACE_WEAPONS select 0)) then { _x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x); }; _isOK = isClass(configFile >> "CfgWeapons" >> _x); if (_isOK) then { _block = getNumber(configFile >> "CfgWeapons" >> _x >> "stopThis") == 1; if (!_block) then { _object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)]; }; }; _countr = _countr + 1; } forEach _objWpnTypes; //Add Magazines _objWpnTypes = (_intentory select 1) select 0; _objWpnQty = (_intentory select 1) select 1; _countr = 0; { if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow if (_x == "ItemTent") then { _x = "ItemTentOld" }; _isOK = isClass(configFile >> "CfgMagazines" >> _x); if (_isOK) then { _block = getNumber(configFile >> "CfgMagazines" >> _x >> "stopThis") == 1; if (!_block) then { _object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)]; }; }; _countr = _countr + 1; } forEach _objWpnTypes; //Add Backpacks _objWpnTypes = (_intentory select 2) select 0; _objWpnQty = (_intentory select 2) select 1; _countr = 0; { _isOK = isClass(configFile >> "CfgVehicles" >> _x); if (_isOK) then { _block = getNumber(configFile >> "CfgVehicles" >> _x >> "stopThis") == 1; if (!_block) then { _object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)]; }; }; _countr = _countr + 1; } forEach _objWpnTypes; }; }; if (_object isKindOf "AllVehicles") then { { _selection = _x select 0; _dam = _x select 1; if (_selection in dayZ_explosiveParts and _dam > 0.8) then {_dam = 0.8}; [_object,_selection,_dam] call object_setFixServer; } forEach _hitpoints; _object setFuel _fuel; if (!((typeOf _object) in dayz_allowedObjects)) then { //_object setvelocity [0,0,1]; _object call fnc_veh_ResetEH; if(_ownerID != "0" and !(_object isKindOf "Bicycle")) then { _object setvehiclelock "locked"; }; _totalvehicles = _totalvehicles + 1; // total each vehicle serverVehicleCounter set [count serverVehicleCounter,_type]; }; }; //Monitor the object PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object]; }; } forEach (_BuildingQueue + _objectQueue); // # END SPAWN OBJECTS # // preload server traders menu data into cache if !(DZE_ConfigTrader) then { { // get tids _traderData = call compile format["menu_%1;",_x]; if(!isNil "_traderData") then { { _traderid = _x select 1; _retrader = []; _key = format["CHILD:399:%1:",_traderid]; _data = "HiveEXT" callExtension _key; //diag_log "HIVE: Request sent"; //Process result _result = call compile format ["%1",_data]; _status = _result select 0; if (_status == "ObjectStreamStart") then { _val = _result select 1; //Stream Objects //diag_log ("HIVE: Commence Menu Streaming..."); call compile format["ServerTcache_%1 = [];",_traderid]; for "_i" from 1 to _val do { _data = "HiveEXT" callExtension _key; _result = call compile format ["%1",_data]; call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result]; _retrader set [count _retrader,_result]; }; //diag_log ("HIVE: Streamed " + str(_val) + " objects"); }; } forEach (_traderData select 0); }; } forEach serverTraders; }; // spawn_vehicles _vehLimit = MaxVehicleLimit - _totalvehicles; if(_vehLimit > 0) then { diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit)); for "_x" from 1 to _vehLimit do { [] spawn spawn_vehicles; }; } else { diag_log "HIVE: Vehicle Spawn limit reached!"; }; // spawn_roadblocks diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris)); for "_x" from 1 to MaxDynamicDebris do { [] spawn spawn_roadblocks; }; // spawn_ammosupply at server start 1% of roadblocks diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes)); for "_x" from 1 to MaxAmmoBoxes do { [] spawn spawn_ammosupply; }; // call spawning mining veins diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins)); for "_x" from 1 to MaxMineVeins do { [] spawn spawn_mineveins; }; if(isnil "dayz_MapArea") then { dayz_MapArea = 10000; }; if(isnil "HeliCrashArea") then { HeliCrashArea = dayz_MapArea / 2; }; if(isnil "OldHeliCrash") then { OldHeliCrash = false; }; allowConnection = true; // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire] if(OldHeliCrash) then { _nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite; }; if (isDedicated) then { // Epoch Events _id = [] spawn server_spawnEvents; // server cleanup [] spawn { private ["_id"]; sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart waitUntil {!isNil "server_spawnCleanAnimals"}; _id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm"; }; // spawn debug box _debugMarkerPosition = getMarkerPos "respawn_west"; _debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1]; _vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"]; _vehicle_0 setPos _debugMarkerPosition; _vehicle_0 setVariable ["ObjectID","1",true]; // max number of spawn markers if(isnil "spawnMarkerCount") then { spawnMarkerCount = 10; }; actualSpawnMarkerCount = 0; // count valid spawn marker positions for "_i" from 0 to spawnMarkerCount do { if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then { actualSpawnMarkerCount = actualSpawnMarkerCount + 1; } else { // exit since we did not find any further markers _i = spawnMarkerCount + 99; }; }; diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount]; }; sm_done = true; publicVariable "sm_done"; }; Link to comment Share on other sites More sharing options...
Axe Cop Posted February 17, 2014 Report Share Posted February 17, 2014 @imnotamexican1: what do you mean there is a line? it doesn't matter if you put 1000 empty lines in the script I don't see any error in the instructions? :o if you mean there are spaces in the item names., that won't work obviously ^^ Link to comment Share on other sites More sharing options...
imnotamexican1 Posted February 17, 2014 Report Share Posted February 17, 2014 When I had it the way the instructions told me to do it, It didn't work. All I did was get rid of the lines between dayz_hiveVersionNo = getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion"); // ### [CPC] Indestructible Buildables Fix and "ForestLargeCamoNet_DZ", "DesertLargeCamoNet_DZ" ]; // ### [CPC] Indestructible Buildables Fix waitUntil{initialized}; //means all the functions are now defined And it worked straight away Link to comment Share on other sites More sharing options...
p0k3r82 Posted February 17, 2014 Report Share Posted February 17, 2014 @iamnotamexican1: Thanks a lot! Never thought that this could be the Problem. Link to comment Share on other sites More sharing options...
p0k3r82 Posted February 17, 2014 Report Share Posted February 17, 2014 @iamnotamexican1: Thanks a lot! Never thought that this could be the Problem. Link to comment Share on other sites More sharing options...
GSGBen Posted February 17, 2014 Report Share Posted February 17, 2014 I've got my indestructible objects working fine, but I'm still getting the maintain exploit. I've gone through the steps to fix it but it still shows up. Anybody else getting this issue? Link to comment Share on other sites More sharing options...
Falcon911 Posted February 19, 2014 Report Share Posted February 19, 2014 Be sure you re-check your file. The new patch 1.0.4.2a/ 1.0.5 affects this mod. Link to comment Share on other sites More sharing options...
FUBAR22 Posted February 20, 2014 Report Share Posted February 20, 2014 Guys...I am totally lost with all these posts.... In Epoch 1.0.4.2 there is a setting in variables.sqf if (isNil "DZE_GodModeBase") then { DZE_GodModeBase = true; } Is there anything else needed? Why all this about init.sqf and server_monitor.sqf. Don't you just set this true or false in variables.sqf? Was the exploit issue solved in 1.0.4.2 or do you have to use the CPC script (steps 1 and 3) to resolve this? If that is true, do we go back into variables.sqf and set this back to false? thanks, Link to comment Share on other sites More sharing options...
GSGBen Posted February 20, 2014 Report Share Posted February 20, 2014 Guys...I am totally lost with all these posts.... In Epoch 1.0.4.2 there is a setting in variables.sqf if (isNil "DZE_GodModeBase") then { DZE_GodModeBase = true; } Is there anything else needed? Why all this about init.sqf and server_monitor.sqf. Don't you just set this true or false in variables.sqf? Was the exploit issue solved in 1.0.4.2 or do you have to use the CPC script (steps 1 and 3) to resolve this? If that is true, do we go back into variables.sqf and set this back to false? thanks, This is an older method that was created before that was implemented. I personally still prefer this method, because I have more control over what I want protected. MGT 1 Link to comment Share on other sites More sharing options...
Stranger Posted March 4, 2014 Report Share Posted March 4, 2014 Can someone please redo the script and edit the first page so it works with the new version 1.0.4.2 - would be awesome. The reason is - too much posts... Link to comment Share on other sites More sharing options...
redcloud78 Posted March 7, 2014 Report Share Posted March 7, 2014 what about just putting this in the init above events? DZE_GodModeBase = true; Link to comment Share on other sites More sharing options...
r3dh3dwarrior Posted March 9, 2014 Report Share Posted March 9, 2014 Hey guys ive been trying to get this to work on my server but im not sure what to install and where to place it. Ive scrolled through the posts but i don't want to scroll through 13 pages of info to find updated install instructions placed across the various pages could someone give me a condensed install guide? Link to comment Share on other sites More sharing options...
Guest Posted March 11, 2014 Report Share Posted March 11, 2014 Is this toast in 1.0.4.2a? Link to comment Share on other sites More sharing options...
HellGamer115 Posted March 23, 2014 Report Share Posted March 23, 2014 how do i make it so that, buildable still get damaged over time so people have to maintain them? so they wont get removed from database Link to comment Share on other sites More sharing options...
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