HellGamer115 Posted March 28, 2014 Report Share Posted March 28, 2014 without saying line this and line that can you tell us after what we need to add? because i have different things and added line. Link to comment Share on other sites More sharing options...
Asian Kid Posted April 4, 2014 Report Share Posted April 4, 2014 Anyone have this working on the latest epoch version? I have problems of base movement, also I have admin build/snapping. Link to comment Share on other sites More sharing options...
Sebu Posted April 7, 2014 Report Share Posted April 7, 2014 Hmmm, I'm not getting any errors in my RPT but still the bases are destructible. EDIT* Nvm, stupid me. Link to comment Share on other sites More sharing options...
RabidDiabetic Posted April 16, 2014 Report Share Posted April 16, 2014 Still can't get this to work in the latest Epoch version, tried everything on this thread. Anyone else? Link to comment Share on other sites More sharing options...
freakystyle Posted April 16, 2014 Report Share Posted April 16, 2014 It works i have Epoch 1.0.4.2a Link to comment Share on other sites More sharing options...
Mitscher Posted April 18, 2014 Report Share Posted April 18, 2014 Guys, Ive really red the whole Thread but I cant get this running on epoch 1.0.4.2. After I trying to do Part1, everyone who want to connect stuck on "Waiting for Server to start Authentication". I'm really new to this type of scripting.Would be nice If someone could tell me how to get this running. Greetings Link to comment Share on other sites More sharing options...
WarHammer(DayZ) Posted April 21, 2014 Report Share Posted April 21, 2014 Hey man, First off THANK YOU for supplying this script..... I added it to our Vilayer server line by line but now PLOT poles disappear after you place them..& we are UNABLE to build. Anythoughts ?? :wacko: Link to comment Share on other sites More sharing options...
Radec59437 Posted April 22, 2014 Report Share Posted April 22, 2014 what about just putting this in the init above events? DZE_GodModeBase = true; This works perfectly, however only for brick buildables it seems. Gonna dig to find if those classnames are defined somewhere. Link to comment Share on other sites More sharing options...
Friendly Posted April 24, 2014 Report Share Posted April 24, 2014 Can someone make a new tutorial including every step xD would keep a lot of questions answered! Link to comment Share on other sites More sharing options...
Bigjc2146 Posted April 24, 2014 Report Share Posted April 24, 2014 Why is it, when i add this, I get stuck on waitin to start authentication? Link to comment Share on other sites More sharing options...
cen Posted April 24, 2014 Report Share Posted April 24, 2014 The only thing you need to do is part 1 which is adding a few lines to server_monitor.sqf Link to comment Share on other sites More sharing options...
Bigjc2146 Posted April 24, 2014 Report Share Posted April 24, 2014 thats the part that causes the waiting for server to start authentication Link to comment Share on other sites More sharing options...
Lt_Jamie Posted April 26, 2014 Report Share Posted April 26, 2014 I cannot get this to work for Part 1 Step 1 I cannot find them 2 lines that the Indestructible sit between. Can someone guide me? Link to comment Share on other sites More sharing options...
ObamaCare Posted April 28, 2014 Report Share Posted April 28, 2014 I am also having trouble with the part relating to line 6. I'm running the linux port of the server if that's relevant. Link to comment Share on other sites More sharing options...
ZeroK00L Posted April 30, 2014 Report Share Posted April 30, 2014 I cannot get this to work for Part 1 Step 1 I cannot find them 2 lines that the Indestructible sit between. Can someone guide me? Looks like the server_monitor.sqf has changed, at least with Dayz.St it has not sure about others so Part 1 is no longer applicable for the Array. If you want Indestructible bases all you need to do is add... DZE_GodModeBase = true; into your init.sqf. Indestructible bases are now built into EPOCH. BUT, this is only after restart will they become indestructible. Link to comment Share on other sites More sharing options...
Pro_Speedy Posted May 3, 2014 Report Share Posted May 3, 2014 Looks like the server_monitor.sqf has changed, at least with Dayz.St it has not sure about others so Part 1 is no longer applicable for the Array. If you want Indestructible bases all you need to do is add... DZE_GodModeBase = true; into your init.sqf. Indestructible bases are now built into EPOCH. BUT, this is only after restart will they become indestructible. Would maintaining work with DZE_GodModeBase = True? And is it just Cinder? Link to comment Share on other sites More sharing options...
DangerRuss Posted May 4, 2014 Report Share Posted May 4, 2014 Im just trying to install the very first part (indestructible on restarts), and I must be inserting the code in the incorrect places. Server is getting stuck on authenticating. Here's 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"]; // []execVM "\z\addons\dayz_server\system\instaaction.sqf"; dayz_versionNo = getText(configFile >> "CfgMods" >> "DayZ" >> "version"); dayz_hiveVersionNo = getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion"); _script = getText(missionConfigFile >> "onPauseScript"); // ### [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" ]; // ### [CPC] Indestructible Buildables Fix if ((count playableUnits == 0) and !isDedicated) then { 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" ); srvInstaId = _hiveResponse select 2; _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 setpos _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}]; } 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 { _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 { _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 { _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; }; [] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf"; 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"; }; Where'd I go wrong? After reading this entire thread, Ive come to the conclusion that this is something with the newest version of epoch... Gonna try adding DZE_GodModeBase = true; to my init.sqf Link to comment Share on other sites More sharing options...
dajax Posted May 9, 2014 Report Share Posted May 9, 2014 Can someone tell me which step stops the item from becoming destructible once its upgraded? Link to comment Share on other sites More sharing options...
ObamaCare Posted May 9, 2014 Report Share Posted May 9, 2014 Can someone tell me which step stops the item from becoming destructible once its upgraded? Literally one line of code now. DZE_GodModeBase = true; Add that to your mission file's init.sqf where the other variables are defined, else it is off (false) by default in Epoch 1.0.4.2 Link to comment Share on other sites More sharing options...
dajax Posted May 10, 2014 Report Share Posted May 10, 2014 Alas that didn't work for me... that only kept them from being destroyed after the server restarted... I have to make a custom player_upgrade.sqf in order ti disable the damagehandler. If anyone needs my code just ask me... Link to comment Share on other sites More sharing options...
Eddizzle909 Posted May 10, 2014 Report Share Posted May 10, 2014 does it need this bit LINE 6 _script = getText(missionConfigFile >> "onPauseScript"); Line 36 if ((count playableUnits == 0) and !isDedicated) then { or i just need this part // ### [CPC] Indestructible Buildables Fix _cpcimmune =[ "WoodFloor_DZ", "WoodFloorHalf_DZ", "WoodFloorQuarter_DZ", "Land_DZE_LargeWoodDoorLocked", yada yada... so on and so forth....al the way to the bottom of the list... // ### [CPC] Indestructible Buildables Fix http://pastebin.com/LeA1S9Ei thats what i got so far Link to comment Share on other sites More sharing options...
MrFlopsy Posted May 11, 2014 Report Share Posted May 11, 2014 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; } Link to comment Share on other sites More sharing options...
dajax Posted May 12, 2014 Report Share Posted May 12, 2014 does it need this bit LINE 6 _script = getText(missionConfigFile >> "onPauseScript"); Line 36 if ((count playableUnits == 0) and !isDedicated) then { or i just need this part // ### [CPC] Indestructible Buildables Fix _cpcimmune =[ "WoodFloor_DZ", "WoodFloorHalf_DZ", "WoodFloorQuarter_DZ", "Land_DZE_LargeWoodDoorLocked", yada yada... so on and so forth....al the way to the bottom of the list... // ### [CPC] Indestructible Buildables Fix http://pastebin.com/LeA1S9Ei thats what i got so far If you are using latest Epoch, you can turn on DZE_BaseGodmode or whatever it is... That will deal with the first step, and maintenance issues... but I had issues with when players upgrade cinder half to fulls they could be destroyed.. Link to comment Share on other sites More sharing options...
Eddizzle909 Posted May 12, 2014 Report Share Posted May 12, 2014 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 Link to comment Share on other sites More sharing options...
Eddizzle909 Posted May 12, 2014 Report Share Posted May 12, 2014 ok thanks mr. dajax but i got a new problem Link to comment Share on other sites More sharing options...
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