Guest Posted October 15, 2013 Report Share Posted October 15, 2013 btw: if you want your bases indestructable without restart you have to adjust player_build.sqf player_upgrade.sqf and player_buildingdowngrade.sqf (v.1.0.2.4) Link to comment Share on other sites More sharing options...
D3nty Posted October 15, 2013 Report Share Posted October 15, 2013 btw: if you want your bases indestructable without restart you have to adjust player_build.sqf player_upgrade.sqf and player_buildingdowngrade.sqf (v.1.0.2.4) Care to tell us how? :) Link to comment Share on other sites More sharing options...
Guest Posted October 15, 2013 Report Share Posted October 15, 2013 adjust the other files same like the player_build.sqf like this: at the top somewhere insert the _cpcimmune="" thingy and somewhere in player_upgrade and downgrade the "vehicle" wall/door/etc is deleted and a new vehicle is created (due to update/downgrade). after the new vehicle got created at the same eventhandlers as in the player_build.sqf but i think instead of _tmpbuilt its called _object there. Im not in the mood to look it up sorry xD - youll have to figure the rest out yourself. regards waTTe Link to comment Share on other sites More sharing options...
AGS Posted October 20, 2013 Report Share Posted October 20, 2013 Hey fellas how's it going, I was wondering if anyone had any issues with 1.0.2.4, My buildings are working great indestructible wise, but it seems some players walls etc. are still be getting deleted because of no maintance. All the best Thanks Link to comment Share on other sites More sharing options...
dagg929 Posted October 21, 2013 Report Share Posted October 21, 2013 Anyone know how to get this so the maintain option will still show? We're running part 1, indestructible at reboot but since we get no option to maintain, currently things are just disappearing. Anyone know a fix for this? Link to comment Share on other sites More sharing options...
neiljb Posted October 21, 2013 Report Share Posted October 21, 2013 Did you do the db/sql updates included with the latest version of epoch? Link to comment Share on other sites More sharing options...
Neomale Posted October 23, 2013 Report Share Posted October 23, 2013 Yeah since buildings need 10% damage to show the mantain option (1.0.2.4) you can't maintain your buildings using this script so everything despawns. Maybe the original author or someone else with scripting knowledge can get around this but for now I disabled the script. Link to comment Share on other sites More sharing options...
Guest Posted October 23, 2013 Report Share Posted October 23, 2013 you can disable the cleanup so that noone has to maintain things .... just set cleanup in hixeext.ini to -1 Link to comment Share on other sites More sharing options...
AGS Posted October 23, 2013 Report Share Posted October 23, 2013 setting Cleanup to -1 would fix the despawn issue correct? Link to comment Share on other sites More sharing options...
Guest Posted October 24, 2013 Report Share Posted October 24, 2013 yes it would Link to comment Share on other sites More sharing options...
Armifer Posted October 24, 2013 Report Share Posted October 24, 2013 Setting clean up to -1 is a terrible idea. It will mean ALL objects will never be cleaned up, including vehicles. Abandoned bases will litter the game world, eventually slowing down your server. Just edit fn self acitons and remove the .10 damage requirement to allow maintenance at any time :) Many servers already use a custom self actions file so fixing that only takes about 10 seconds. neiljb 1 Link to comment Share on other sites More sharing options...
Mav1976 Posted October 25, 2013 Report Share Posted October 25, 2013 Very, very nice, tank you a lot. Link to comment Share on other sites More sharing options...
neiljb Posted October 25, 2013 Report Share Posted October 25, 2013 Setting clean up to -1 is a terrible idea. It will mean ALL objects will never be cleaned up, including vehicles. Abandoned bases will litter the game world, eventually slowing down your server. Just edit fn self acitons and remove the .10 damage requirement to allow maintenance at any time :) Many servers already use a custom self actions file so fixing that only takes about 10 seconds. Thanks a lot for the info. :D Link to comment Share on other sites More sharing options...
cen Posted October 25, 2013 Report Share Posted October 25, 2013 This line I'm assuming? if((_cursorTarget isKindOf "ModularItems" or _cursorTarget isKindOf "DZE_Housebase") and (damage _cursorTarget >= 0.1)) then { Link to comment Share on other sites More sharing options...
Armifer Posted October 25, 2013 Report Share Posted October 25, 2013 This line I'm assuming? if((_cursorTarget isKindOf "ModularItems" or _cursorTarget isKindOf "DZE_Housebase") and (damage _cursorTarget >= 0.1)) then { Yes. Just gut the last bit of logic, but leave a note to remind you that you did this edit, for future patch merging with epoch. Just put ao the side a "//" and whatever text after it. Also since waTTe really didnt want to explain how to make it indestructible without restart, just copy and paste the code from the server monitor into the required files he listed. Then at the part where the object is created, put the bit about disabling simulation, so that this way it will immediately not take damage. With all those edits combined, you have indestructible walls, which can be maintained, and still cleaned up by the database. You can go a step further and give them a really long and hard dismantle process to keep game balance. This way it is possible to actually assault someones base and if your lucky remove a wall to get inside. Any failure rate can be written into it, and any number of attempts to make it really hard. Also admin override can be added to remove manually in game objects that are troll built or need removing. Lastly, you can edit your self actions to tell you who the owner of a plot pole or object is, by looking at it, or using an admin tool to mark it with playerIDs on the map, so you can just do a quick query in the database to remove old objects or troll built items. DOR 1 Link to comment Share on other sites More sharing options...
Ghosty Posted October 27, 2013 Report Share Posted October 27, 2013 Just a quick question, as an admin, how do I remove a wall of someone else? Link to comment Share on other sites More sharing options...
wokkelwakker Posted October 30, 2013 Report Share Posted October 30, 2013 Anyone got this working in 1.0.2.5? Seems i can destroy modular base elements again Link to comment Share on other sites More sharing options...
thade Posted October 30, 2013 Report Share Posted October 30, 2013 Hi there, I not getting the maintain option with this elite script , I am using the epoch 1.0.2.5 set damage=0.1 on object cleanup but it doesnt seem to be working. I have even set the damage on objects them manually. Is there something I have overlooked? I like the guys to be able to maintenance otherwise server will never delete objects. Thanks in advanced. Link to comment Share on other sites More sharing options...
Majeye Posted November 1, 2013 Report Share Posted November 1, 2013 Implemented this on my Epoch Tavi server. Liked the original post. Getting an error when I load into the server daying it can't find the fn_selfActions.sqf (in the fixes folder), and now its limiting all sorts of things on the server, such as; cannot use trader vendors, cannot gut animals/zombies, cannot place wood walls/concrete walls, cannot use fuel tanks to fuel vehicles, etc, etc. Link to comment Share on other sites More sharing options...
Majeye Posted November 2, 2013 Report Share Posted November 2, 2013 Implemented this on my Epoch Tavi server. Liked the original post. Getting an error when I load into the server daying it can't find the fn_selfActions.sqf (in the fixes folder), and now its limiting all sorts of things on the server, such as; cannot use trader vendors, cannot gut animals/zombies, cannot place wood walls/concrete walls, cannot use fuel tanks to fuel vehicles, etc, etc. Now I'm getting really really super slow load times up until the game crashes and says "too many virtual box requests" or something like that... Link to comment Share on other sites More sharing options...
Majeye Posted November 2, 2013 Report Share Posted November 2, 2013 Fixed all those errors.. I feel like I followed this guide exactly.. but now the server gets stuck at "waiting for host" when trying to load in... scratch that.. we're back to this: Link to comment Share on other sites More sharing options...
ToejaM Posted November 3, 2013 Author Report Share Posted November 3, 2013 Check your RPT for more specific errors, I dont think youve copied the guides exactly or you have conflicting mods there somewhere. Something as little as a misplaced , or ; can break the server Link to comment Share on other sites More sharing options...
yavik Posted November 9, 2013 Report Share Posted November 9, 2013 well i'm must say my stuff is dissapering to after a server reboot... anyone has this working for 1.0.2.5 ? Link to comment Share on other sites More sharing options...
ToejaM Posted November 10, 2013 Author Report Share Posted November 10, 2013 Edit your hiveext.ini set the cleanup to -1, nothing to do with this script. Link to comment Share on other sites More sharing options...
PredatorQS9 Posted November 10, 2013 Report Share Posted November 10, 2013 I tried this, but it didn't work for me. Can someone take a look and see if anything is wrong? http://www.mediafire.com/?2ro4h1xaha8e1e1 Link to comment Share on other sites More sharing options...
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