DangerRuss Posted May 14, 2014 Report Share Posted May 14, 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 Well if your walls are shitting, you've got bigger problems! Link to comment Share on other sites More sharing options...
DangerRuss Posted May 14, 2014 Report Share Posted May 14, 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; } Im pretty sure its telling you exactly whats wrong. I think you're missing a ; somewhere Link to comment Share on other sites More sharing options...
Eddizzle909 Posted May 15, 2014 Report Share Posted May 15, 2014 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 Link to comment Share on other sites More sharing options...
Achmed Posted May 17, 2014 Report Share Posted May 17, 2014 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 Link to comment Share on other sites More sharing options...
William Posted May 22, 2014 Report Share Posted May 22, 2014 Are the instructions on the first page of this post up to date? Link to comment Share on other sites More sharing options...
Stranger Posted May 22, 2014 Report Share Posted May 22, 2014 Update on this would be cool. It does not work on 1.0.4.2 for me. Server does not start up. Link to comment Share on other sites More sharing options...
danny404 Posted May 23, 2014 Report Share Posted May 23, 2014 Same here... can't log on to server! Link to comment Share on other sites More sharing options...
cen Posted May 23, 2014 Report Share Posted May 23, 2014 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"); }; Link to comment Share on other sites More sharing options...
dajax Posted May 23, 2014 Report Share Posted May 23, 2014 I have had a slight shift in walls as well, little gaps? Anyone else have this issue? Link to comment Share on other sites More sharing options...
imnotamexican1 Posted June 2, 2014 Report Share Posted June 2, 2014 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 Link to comment Share on other sites More sharing options...
kingpapawawa Posted June 2, 2014 Report Share Posted June 2, 2014 This works for items built in-game. does not work for items that were built with the 3d editor. any ideas? Link to comment Share on other sites More sharing options...
imnotamexican1 Posted June 3, 2014 Report Share Posted June 3, 2014 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. Link to comment Share on other sites More sharing options...
Guest Posted June 4, 2014 Report Share Posted June 4, 2014 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? Link to comment Share on other sites More sharing options...
imnotamexican1 Posted June 5, 2014 Report Share Posted June 5, 2014 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 Link to comment Share on other sites More sharing options...
Stranger Posted June 11, 2014 Report Share Posted June 11, 2014 Is there any way to give some building stuffs more health so it is harder to break into it then? Link to comment Share on other sites More sharing options...
Chief501st Posted June 13, 2014 Report Share Posted June 13, 2014 Hello I have been trying to install this script on my server all day, I got the buildables to be indestructible on restart but its making all the buildables indestructible not the ones defined in the server_monitor. Anyone able to help? Here is my server_monitor http://pastebin.com/hLF1stfY Link to comment Share on other sites More sharing options...
DangerRuss Posted June 27, 2014 Report Share Posted June 27, 2014 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 Link to comment Share on other sites More sharing options...
Stranger Posted June 28, 2014 Report Share Posted June 28, 2014 This script has to be reworked. It was so awesome using it...now all Buildables are indestructable. That kinda suckx. It would be also nice if we are able to set up the damage to the Buildables. Please rework this! THX! Link to comment Share on other sites More sharing options...
Achmed Posted July 6, 2014 Report Share Posted July 6, 2014 I have a reworked version working with 1.0.5.1 where you set what items you want to be indestructible. Ill post a new topic for it as its a mix of this and the epoch base god mode. Link to comment Share on other sites More sharing options...
Pro_Speedy Posted July 6, 2014 Report Share Posted July 6, 2014 I have a reworked version working with 1.0.5.1 where you set what items you want to be indestructible. Ill post a new topic for it as its a mix of this and the epoch base god mode. This works for me and you can already set whats indestructible Link to comment Share on other sites More sharing options...
Stranger Posted July 6, 2014 Report Share Posted July 6, 2014 Where is the new topic? Link to comment Share on other sites More sharing options...
Achmed Posted July 6, 2014 Report Share Posted July 6, 2014 Stranger 1 Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted September 6, 2014 Report Share Posted September 6, 2014 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"; Link to comment Share on other sites More sharing options...
hopsi66 Posted October 1, 2014 Report Share Posted October 1, 2014 One building item i missed CinderWallDoorLocked_DZ Link to comment Share on other sites More sharing options...
nathan9117 Posted October 8, 2014 Report Share Posted October 8, 2014 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. Link to comment Share on other sites More sharing options...
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