OtterNas3 Posted January 13, 2014 Report Share Posted January 13, 2014 Files looks good to me, cant find anything what would block the indestructable part after up or downgrade. Could you upload your whole dayz_server.pbo and missionfile? Send me a PM if you dont want to make the download of it public. Link to comment Share on other sites More sharing options...
dayzgreywolf Posted January 15, 2014 Report Share Posted January 15, 2014 This is awesome, thanks everyone!! Link to comment Share on other sites More sharing options...
Aruta Posted January 22, 2014 Report Share Posted January 22, 2014 Hi guys! Was hoping someone could help with a problem we are having. Its seems locked cinder garage doors (CinderWallDoorway_DZ) are destructable on our server. We found a base rthat was missing a couple of these doors. Just the doors, the frame was still there. We didnt change anything in server_monitor.sqf that wasnt in the first post. _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" The older walls and stuff are still there, so I dont think its the cleanup script. I have no idea where to look next for this problem, any leads will be great! edit: well that was stupid, you guys already mentioned this a few posts back, I just needed to add CinderWallDoorSmallLocked_DZ to the list above. :) Link to comment Share on other sites More sharing options...
Lucavi Posted January 25, 2014 Report Share Posted January 25, 2014 Edit: Fixed. Read back and followed Axe Cops instructions. Link to comment Share on other sites More sharing options...
SupremeHorse Posted January 26, 2014 Report Share Posted January 26, 2014 [CPC] Indestructible Base Fix - PART2: On Object Creation Step 6) Around line 231 copy to look like this // Start Build _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; // ### [CPC] Indestructible Base Fix _tmpbuilt addEventHandler ["HandleDamage", {false}]; _tmpbuilt enableSimulation false; // ### [CPC] Indestructible Base Fix I'm using OtterNas3's player_build.sqf for maca's build snapping, so where would i put this? I tried the following on my test server but it didn't work. _object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; // ### [CPC] Indestructible Base Fix _tmpbuilt addEventHandler ["HandleDamage", {false}]; _tmpbuilt enableSimulation false; // ### [CPC] Indestructible Base Fix _object setDir _dir; _object attachTo [player,_offset]; Here is all the code for OtterNas3's player_build.sqf: /* DayZ Base Building Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected]. */ /* Build Snapping - Extended v1.3 Idea and first code: Maca Reworked: OtterNas3 01/11/2014 */ private ["_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_need","_objHupDiff","_needNear","_vehicle","_inVehicle","_previewCounter","_requireplot","_objHDiff","_isLandFireDZ","_isTankTrap"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _isWater = dayz_isSwimming; _cancel = false; _reason = ""; _canBuildOnPlot = false; _vehicle = vehicle player; _inVehicle = (_vehicle != player); DZE_Q = false; DZE_Z = false; DZE_Q_alt = false; DZE_Z_alt = false; DZE_Q_ctrl = false; DZE_Z_ctrl = false; DZE_5 = false; DZE_4 = false; DZE_6 = false; DZE_cancelBuilding = false; call gear_ui_init; closeDialog 1; if (_isWater) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"];}; if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];}; if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"];}; if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];}; _item = _this; // Need Near Requirements _abort = false; _distance = 3; _reason = ""; _needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby"); { _need = _x select 0; _distance = _x select 1; switch(_need) do{ case "fire": { _isNear = {inflamed _x} count (getPosATL player nearObjects _distance); if(_isNear == 0) then { _abort = true; _reason = "fire"; }; }; case "workshop": { _isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]); if(_isNear == 0) then { _abort = true; _reason = "workshop"; }; }; case "fueltank": { _isNear = count (nearestObjects [player, dayz_fuelsources, _distance]); if(_isNear == 0) then { _abort = true; _reason = "fuel tank"; }; }; }; } forEach _needNear; if(_abort) exitWith { cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"]; DZE_ActionInProgress = false; }; _classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create"); _classnametmp = _classname; _require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require"); _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); _ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview"); _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable"); }; _requireplot = DZE_requireplot; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then { _requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot"); }; _isAllowedUnderGround = 1; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then { _isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground"); }; _offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset"); if((count _offset) <= 0) then { _offset = [0,1.5,0]; }; _isPole = (_classname == "Plastic_Pole_EP1_DZ"); _isLandFireDZ = (_classname == "Land_Fire_DZ"); _distance = 30; _needText = localize "str_epoch_player_246"; if(_isPole) then { _distance = 60; }; // check for near plot _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; { if (alive _x) then { _findNearestPole set [(count _findNearestPole),_x]; }; } foreach _findNearestPoles; _IsNearPlot = count (_findNearestPole); // If item is plot pole and another one exists within 45m if(_isPole and _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; }; if(_IsNearPlot <= 0) then { // Allow building of plot if(_requireplot == 0 or _isLandFireDZ) then { _canBuildOnPlot = true; }; } else { // Since there are plots nearby we check for ownership and then for friend status // check nearby plots ownership and then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable["CharacterID","0"]; // diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID]; // check if friendly to owner if(dayz_characterID == _ownerID) then { //Keep ownership // owner can build anything within his plot except other plots if(!_isPole) then { _canBuildOnPlot = true; }; } else { // disallow building plot if(!_isPole) then { _friendlies = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(_ownerID in _friendlies) then { _canBuildOnPlot = true; }; }; }; }; // _message if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; }; _missing = ""; _hasrequireditem = true; { _hastoolweapon = _x in weapons player; if(!_hastoolweapon) exitWith { _hasrequireditem = false; _missing = getText (configFile >> "cfgWeapons" >> _x >> "displayName"); } } forEach _require; _hasbuilditem = _this in magazines player; if (!_hasbuilditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; }; if (!_hasrequireditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"]; }; if (_hasrequireditem) then { _location = [0,0,0]; _isOk = true; // get inital players position _location1 = getPosATL player; _dir = getDir player; _object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; _object setDir _dir; _object attachTo [player,_offset]; _position = getPosATL _object; cutText [(localize "str_epoch_player_45"), "PLAIN DOWN"]; _previewCounter = 60; player allowDamage false; SnappingOffset = _offset; SnappingDir = 0; SnappingSpotMarkers = []; SnappingEnabled = false; SnappedOffsetZ = 0; SnappingResetPos = false; if (isClass (missionConfigFile >> "SnapPoints" >> _classname)) then { s_building_snapping = player addAction ["<t color=""#0000ff"">Toggle Snapping</t>", "Scripts\snap_build\player_toggleSnapping.sqf",_classname, 3, true, false, "",""]; }; _snapper = [_object, _classname] spawn snap_object; _key_monitor = [] spawn player_buildControls ; while {_isOk} do { sleep 1; _location2 = getPosATL player; if(DZE_5) exitWith { _isOk = false; detach _object; _dir = getDir _object; _position = getPosATL _object; }; if(_location1 distance _location2 > 5) exitWith { _isOk = false; _cancel = true; _reason = "You've moved to far away from where you started building (within 5 meters)"; detach _object; }; [format["<t size='0.6'>Time left to build: %1</t>",(ceil(_previewCounter))],0,0.8,0.5,0,0,8] spawn BIS_fnc_dynamicText; if(_previewCounter <= 0) exitWith { _isOk = false; _cancel = true; _reason = "Ran out of time to find position"; detach _object; }; _previewCounter = _previewCounter - 1; if(((SnappingOffset select 2) > 5) or ((SnappingOffset select 2) < -5)) exitWith { _isOk = false; _cancel = true; _reason = "Cannot move up or down more than 5 meters"; detach _object; }; if (player getVariable["combattimeout", 0] >= time) exitWith { _isOk = false; _cancel = true; _reason = (localize "str_epoch_player_43"); detach _object; }; if (DZE_cancelBuilding) exitWith { _isOk = false; _cancel = true; _reason = "Cancelled building."; detach _object; }; }; terminate _snapper; terminate _key_monitor; player removeAction s_building_snapping; player allowDamage true; // No building on roads if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; }; // No building in trader zones if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; }; if(!placevault) then { _cancel = true; _reason = "Cannot build in a city."; }; if(!_cancel) then { _classname = _classnametmp; _location = _position; if((_isAllowedUnderGround == 0) and ((_location select 2) < 0)) then { _location set [2,0]; }; cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"]; _limit = 3; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount"); }; _isOk = true; _proceed = false; _counter = 0; while {_isOk} do { [10,10] call dayz_HungerThirst; player playActionNow "Medic"; _dis=20; _sfx = "repair"; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; r_interrupt = false; _animState = animationState player; r_doLoop = true; _started = false; _finished = false; while {r_doLoop} do { _animState = animationState player; _isMedic = ["medic",_animState] call fnc_inString; if (_isMedic) then { _started = true; }; if (_started and !_isMedic) then { r_doLoop = false; _finished = true; }; if (r_interrupt or (player getVariable["combattimeout", 0] >= time)) then { r_doLoop = false; }; if (DZE_cancelBuilding) exitWith { r_doLoop = false; }; sleep 0.1; }; r_doLoop = false; if(!_finished) exitWith { _isOk = false; _proceed = false; }; if(_finished) then { _counter = _counter + 1; }; cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"]; if(_counter == _limit) exitWith { _isOk = false; _proceed = true; }; }; if (_proceed) then { _num_removed = ([player,_item] call BIS_fnc_invRemove); if(_num_removed == 1) then { cutText [format[localize "str_build_01",_text], "PLAIN DOWN"]; _object setVariable ["OEMPos",_location,true]; if(_lockable > 1) then { _combinationDisplay = ""; switch (_lockable) do { case 2: { // 2 lockbox _combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3]; if (_combination_1 == 100) then { _combination_1_Display = "Red"; }; if (_combination_1 == 101) then { _combination_1_Display = "Green"; }; if (_combination_1 == 102) then { _combination_1_Display = "Blue"; }; _combinationDisplay = format["%1%2%3",_combination_1_Display,_combination_2,_combination_3]; }; case 3: { // 3 combolock _combination_1 = floor(random 10); _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3]; _combinationDisplay = _combination; }; case 4: { // 4 safe _combination_1 = floor(random 10); _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination_4 = floor(random 10); _combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4]; _combinationDisplay = _combination; }; }; _object setVariable ["CharacterID",_combination,true]; PVDZE_obj_Publish = [_combination,_object,[_dir,_location],_classname]; publicVariableServer "PVDZE_obj_Publish"; cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5]; } else { _object setVariable ["CharacterID",dayz_characterID,true]; // fire? if(_object isKindOf "Land_Fire_DZ") then { _object spawn player_fireMonitor; } else { PVDZE_obj_Publish = [dayz_characterID,_object,[_dir,_location],_classname]; publicVariableServer "PVDZE_obj_Publish"; }; }; } else { deleteVehicle _object; cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"]; }; } else { r_interrupt = false; if (vehicle player == player) then { [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; }; deleteVehicle _object; cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"]; }; } else { deleteVehicle _object; cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"]; }; }; DZE_ActionInProgress = false; Link to comment Share on other sites More sharing options...
OtterNas3 Posted January 26, 2014 Report Share Posted January 26, 2014 _object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; // ### [CPC] Indestructible Base Fix _tmpbuilt addEventHandler ["HandleDamage", {false}]; _tmpbuilt enableSimulation false; // ### [CPC] Indestructible Base Fix _object setDir _dir; _object attachTo [player,_offset]; change the _tmpbuilt to _object so it looks like this: _object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; // ### [CPC] Indestructible Base Fix _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; // ### [CPC] Indestructible Base Fix _object setDir _dir; _object attachTo [player,_offset]; Link to comment Share on other sites More sharing options...
SupremeHorse Posted January 26, 2014 Report Share Posted January 26, 2014 Ahh of course. How silly of me to not notice that.. Thanks mate :) Link to comment Share on other sites More sharing options...
semak Posted January 27, 2014 Report Share Posted January 27, 2014 Hello everyone..I hope someone can help me with Indestructible Bases. What is our problem and what we could really use help with is that our Doors/Garage can be only destroyed but with one c4.. is there any chance to make or give more armor to them?lets say 3-4 c4 istead of 1.. Really need help with it its a bit bad when 1 c4 can demolish whole base. Reallly need your help.. private ["_nul","_result","_pos","_wsDone","_dir","_block","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_intentory","_hitPoints","_fuel","_damage","_date","_key","_outcome","_vehLimit","_hiveResponse","_objectCount","_codeCount","_objectArray","_hour","_minute","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0"]; 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", "WoodLargeWallWin_DZ", "WoodLargeWall_DZ", "WoodSmallWallWin_DZ", "WoodLadder_DZ", "WoodStairsSans_DZ", "WoodStairs_DZ", "WoodSmallWall_DZ", "WoodSmallWallThird_DZ", "CinderWallHalf_DZ", "CinderWall_DZ", "MetalFloor_DZ" ]; // ### [CPC] Indestructible Buildables Fix if ((count playableUnits == 0) and !isDedicated) then { isSinglePlayer = true; }; 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 = 500; }; if(isnil "MaxHeliCrashes") then { MaxHeliCrashes = 5; }; 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 }; }; _objectArray = []; if ((_hiveResponse select 0) == "ObjectStreamStart") then { _objectCount = _hiveResponse select 1; diag_log ("HIVE: Commence Object Streaming..."); for "_i" from 1 to _objectCount do { _hiveResponse = _key call server_hiveReadWriteLarge; _objectArray set [_i - 1, _hiveResponse]; //diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]); }; diag_log ("HIVE: got " + str(count _objectArray) + " objects"); }; // # START OF STREAMING # _countr = 0; _totalvehicles = 0; { //Parse Array _countr = _countr + 1; _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; if ((typeOf _object) in dayz_allowedObjects) then { _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]; }; _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 (count _intentory > 0) then { if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0), true]; _object setVariable ["MagazineCargo", (_intentory select 1), true]; _object setVariable ["BackpackCargo", (_intentory select 2), true]; } 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 _objectArray; // # END OF STREAMING # // preload server traders menu data into cache { // 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); Link to comment Share on other sites More sharing options...
rafaelsauro Posted January 27, 2014 Report Share Posted January 27, 2014 I have a problem, I did only part 1 for bases become indestructible only after the restart, only after I packed the dayz_server.pbo, the database server does not carry over, some kind soul can help me? Link to comment Share on other sites More sharing options...
ToejaM Posted January 29, 2014 Author Report Share Posted January 29, 2014 This isn't something I have time to support right now. If I get time I'll update the guide but I dont see it happening anytime soon. Link to comment Share on other sites More sharing options...
GGDayZ Posted January 29, 2014 Report Share Posted January 29, 2014 regarding 1.0.4, everything works fine for me. make sure you have the hotfix for the hive.dll and server monitor. Link to comment Share on other sites More sharing options...
GSGBen Posted January 30, 2014 Report Share Posted January 30, 2014 For part 1 in the 1.0.4 update. Where do I place the first section? The original two lines it went between are no longer there. Link to comment Share on other sites More sharing options...
wokkelwakker Posted January 30, 2014 Report Share Posted January 30, 2014 For part 1 in the 1.0.4 update. Where do I place the first section? The original two lines it went between are no longer there. Make it look like this (feel free to copy the whole list, i added more than only the standard building parts): 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"; GSGBen 1 Link to comment Share on other sites More sharing options...
GSGBen Posted January 30, 2014 Report Share Posted January 30, 2014 Thanks a bunch! Link to comment Share on other sites More sharing options...
Achmed Posted January 31, 2014 Report Share Posted January 31, 2014 Part 4b of the install is for axe cops maintain area script but now that it is a part of epoch there is no need to install the script. What is needed to be done to enable the maintain area to be indestructible or is it covered by 4a? cr_meth 1 Link to comment Share on other sites More sharing options...
wokkelwakker Posted February 1, 2014 Report Share Posted February 1, 2014 Part 4b of the install is for axe cops maintain area script but now that it is a part of epoch there is no need to install the script. What is needed to be done to enable the maintain area to be indestructible or is it covered by 4a? I'm wondering about this as well, seems that maintenance isn't working (or i did something wrong.) cr_meth 1 Link to comment Share on other sites More sharing options...
Richie Posted February 1, 2014 Report Share Posted February 1, 2014 I'm wondering about this as well, seems that maintenance isn't working (or i did something wrong.) Are you using 1.0.4b ? the hot fix was meant to address this issue, i've applied the fix but not tested yet. cr_meth 1 Link to comment Share on other sites More sharing options...
wokkelwakker Posted February 1, 2014 Report Share Posted February 1, 2014 Are you using 1.0.4b ? the hot fix was meant to address this issue, i've applied the fix but not tested yet. I did, i actually said that maintenance isn't working, but i meant the decay i think. I did set it on x amount of days in the hive settings file (also without the ; in front of it). It just keeps saying that there are 0 building parts in the area cr_meth 1 Link to comment Share on other sites More sharing options...
Achmed Posted February 2, 2014 Report Share Posted February 2, 2014 I'm having the same problem with the decay. I'm probably miles off but is it possible that by making the parts indestructible that this also prevents the decay from happening? Would there be anyway to make a simple sqf file that can be run from the init.sqf that basically reads the damage for all indestructible parts in the database and if it's at 0 it changes it to 0.5 cr_meth 1 Link to comment Share on other sites More sharing options...
imnotamexican1 Posted February 3, 2014 Report Share Posted February 3, 2014 So i've tried this now on 2 versions, couldn't get it working on 1.0.3.1, now i've tried 1.0.4b, and sometimes i load into the game but get stuck at debug, other times i cant load into the game and get stuck on requesting authentication. All i want to have is Part 1, where after restart, built items are indestructible, everything else I don't care for. My Server_Monitor.sqf looks like this, aprivate ["_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; if ((typeOf _object) in dayz_allowedObjects) then { _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]; }; _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 (count _intentory > 0) then { if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0), true]; _object setVariable ["MagazineCargo", (_intentory select 1), true]; _object setVariable ["BackpackCargo", (_intentory select 2), true]; } 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 { // 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"; }; I can't figure out what i've done wrong, i've read the whole thread, tried everything and still have problems. Is there anything i'm missing or done wrong? Link to comment Share on other sites More sharing options...
Achmed Posted February 3, 2014 Report Share Posted February 3, 2014 The txt you past in includes the lines before it so you have duplicated lines unfortunately. If you go back and check the first post, anything before or after the // ### [CPC] Indestructible Buildables Fix should not be included Link to comment Share on other sites More sharing options...
Achmed Posted February 3, 2014 Report Share Posted February 3, 2014 Sorry I'm on my mobile and it's hard to read but looks like it may not be what i said. Worth a check though Link to comment Share on other sites More sharing options...
freakystyle Posted February 3, 2014 Report Share Posted February 3, 2014 I have this problem also (Debug Zone). Did any one fix it? Link to comment Share on other sites More sharing options...
Gungy Posted February 4, 2014 Report Share Posted February 4, 2014 (edited) I'm pretty much a noob to this scripting lark. I've managed to get several good ones working on 1.0.4 like lift and tow, snap, refuel and repair and wicked ai and DZai to mention a few. my last one is this one but i'm totally confused. most of you are talking about adding text to files not within my pbo's and there is even some peeps contradicting posts. so could somebody give me a complete run down of how to get this working for a fresh install of epoch with a for dummies tone please. p.s. Do the buildings still require maintaining and destroy themselves if they are not? Edited February 4, 2014 by Gungy Link to comment Share on other sites More sharing options...
Flosstradamus Posted February 8, 2014 Report Share Posted February 8, 2014 I'm getting a debug spawn... I've installed it 4 times now and I can't figure out the problem. also getting this in RPT "ERROR: Cannot Sync Character Link to comment Share on other sites More sharing options...
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