TayTayTheKiller Posted June 13, 2013 Author Report Share Posted June 13, 2013 Your mission.sqm is exactly the same as mine...Couldnt be my daatabase? as the init.sqf reads: call compile preprocessFileLineNumbers "server_traders.sqf"; and: // Black Market - Olsha menu_GUE_Soldier_MG = [ [["Black Market Weapons",455],["Black Market Ammo",456],["Explosives",462],["Backpacks",463],["Clothing",464]], [], "neutral" ]; what does the 455 456 462 numbers mean? Could you send me your server_trader.sqf thats the only thing I can think of? The actual menus show ammo, backpacks etc but nothing to buy or sell. Check the first post Ive updated it. Try that see if it works?? I have no idea why this would be happening because the black market trader is there on my main server and on my test server. Edit. this may not have anything to do with it but. Did you ever update your database from 1.0.0.1 to 1.0.1 then to 1.0.1.1 every update i backed up the Character_data Object_data player_data player_login Tables I then deleted everything out and reinstalled via the epoch.sql and imported my backups Link to comment Share on other sites More sharing options...
Balldrick Posted June 14, 2013 Report Share Posted June 14, 2013 Hey TayTay One thing i have noticed with the building pack installed i cant break up ne wrecks that spawn on the roads ne more. Not sure if its because i'm using em on Lingor.. Basically merge your files with mine. Other than that its pretty sweet. loading them on Chern on my Test server to see if i get the same problems there. Kind Regards Balldrick Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 14, 2013 Author Report Share Posted June 14, 2013 Fixed updated First post link.. :) Balldrick 1 Link to comment Share on other sites More sharing options...
Bungle Posted June 14, 2013 Report Share Posted June 14, 2013 HI TayTay/Any Coders out there, Do you know if these: call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf"; //Initializes custom variables call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; //Compile custom compiles call compile preprocessFileLineNumbers "dayz_code\init\settings.sqf"; //Initialize custom clientside settings need to be called before the ProgressLoadScreen, or is it all for vanity? I have also noticed that they are additional to the local ones being ran on the client files side. I ususally remove the client ones with a // make a copy of current client ones and add my own call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles etc etc.. Overall Can we make them just unique to the mods being loading though them? And load them in at the end of the init.sqf so they can be grouped in my pack for new to programming/following guide server owners. Cheers and keep up the good work, because knowledge is power! B) Link to comment Share on other sites More sharing options...
Balldrick Posted June 14, 2013 Report Share Posted June 14, 2013 Fixed updated First post link.. :) https://www.dropbox.com/s/poisqyzsacflbv7/bb1.2wreckfix.rar Thank you TayTay !!! Link to comment Share on other sites More sharing options...
Absolution Posted June 14, 2013 Report Share Posted June 14, 2013 can i ask what proberly is a stupid question but what is the difference between basebuilding 1.2 and the basebuilding that now comes on epoch? Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 14, 2013 Author Report Share Posted June 14, 2013 can i ask what proberly is a stupid question but what is the difference between basebuilding 1.2 and the basebuilding that now comes on epoch? Base Building Full Features List: Ability to build 30+ Arma 2/OA Objects in DayZ and create your ultimate base with your friends Buildable Recipe Menu with pictures and Information Gate Panels with Keypad access to open and close gates Buildable Booby Traps that blow up in 10 meter proximity, crawl to avoid! Custom disarm bomb action, with chance to fail based on not having toolbox/entrench tool AntiWall feature that doesnt allow players to exit out of vehicles into player made bases. Custom buildable removal function with chance to lose toolbox Detailed parameters allowing server owners to dictate where things can be built, if they are invincible, etc etc. Integrated into DayZ code Server restart compatible Virtually compatible with any DayZ map. Server side Update object feature to allow active player bases to stay updated for cleanup script. BaseBuilding 1.2 Improvements 0.1 Features of this improvement: -Objects are now tied to your PlayerUID which is generated by CD Key, you will not lose ownership if you die -the Keycode which is given after you build something is now exact 4 digits long and is a random number which is reliable and will work after restart even if the object shift! -as owner you're able to edit your Code anytime to an own 4 digits long code and this code is also reliable and will work after restart even if the object shift -Admin: Remove Button works for everything (tied to PlayerUID) -Admin: Can enter any Code and it will be valid (tied to PlayerUID) Link to comment Share on other sites More sharing options...
Balldrick Posted June 14, 2013 Report Share Posted June 14, 2013 Thank you Tay it works awesomely :) The players on my server will love this !!! Link to comment Share on other sites More sharing options...
Bungle Posted June 14, 2013 Report Share Posted June 14, 2013 Now added to the Custom Pack for owners to add this and more easily to their servers. Soon to be released in full once all bugs are out. Thanks for everyone who contributed to get this to where it is currently. Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 15, 2013 Author Report Share Posted June 15, 2013 A fix is coming today guys kikyou2 has released a new version!! just merging the new epoch builds there has been some improvements aswell What is new in this version? -can't build in trader cities or remove things from there -30m Plots are required for all buildables (so you can now "claim" territory with that) -30m Plot is now tied to PlayerUID like all other buildables (instead of using CharacterID like in standard Epoch Mod -removed 2 Panel restriction in 300m cause it isn't needed anymore cause of the 30m Plots -abusing fixes for: start building out of road and walk onto that then build there though its restricted same with walk into trader city and some other restrictions (like 30m plot) (you get punished if you try to abuse something like that and will loose your materials ) -all old functions like Edit Code, 4 digit System, permanent Owner and reliable Codes are of course still in it -everything I forgot now to write Link to comment Share on other sites More sharing options...
Bungle Posted June 17, 2013 Report Share Posted June 17, 2013 Awesome TayTay, Any chance once you have it working to send me the latest default so I can update the Custom Pack accordingly? Link to comment Share on other sites More sharing options...
Eegore Posted June 20, 2013 Report Share Posted June 20, 2013 Disregard the following, with the new plot pole system people are hosed... Mwa ha ha! Old Message: With the plot pole tied to player UID I have effectively cut off all the current bases for good. When it was per life they had a chance to expand. Only question is if they waste enough toolboxes to tear down the protective barrier can they destroy my plot poles and build again? Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 23, 2013 Author Report Share Posted June 23, 2013 Updated Cheers. Link to comment Share on other sites More sharing options...
Bungle Posted June 23, 2013 Report Share Posted June 23, 2013 Cheers Taylor!! I will look to add this back into the Custom pack for a 1.1 Build. Link to comment Share on other sites More sharing options...
lolw00t Posted June 23, 2013 Report Share Posted June 23, 2013 i have been thinking is there a way to tie the normal epoch building system to the player id without using Basebuilding ? Link to comment Share on other sites More sharing options...
Bungle Posted June 23, 2013 Report Share Posted June 23, 2013 That's a question for the developers right there. ^^ There have been pokes and prods about this in all shapes and forms from DO IT! to options given in the server files. I think they will find away, even bring in a snazzy menu like this script adds in. Hell Guys,, open source.. combine the two for a future release. Quote "Don't need to re-invent the wheel" If there was a way the pictures for the ingredients and craft results could be client side it would be awesome! This could then be expanded drastically to include new models and ingredients for food recipes, traps, housing as long once again as the materials and time is justified. The guy who is making this seems to be re-creating it for Epoch specifically so a message and team invite is what I would be looking at if possible/plausible. Quote again "More hands make light work" PetuniaEpoch 1 Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted June 25, 2013 Report Share Posted June 25, 2013 Oooo if you guys worked together on this, that would be even MORE awesome! Get Sarge on board for the AI, and it'd be even better :D hahaha (Am i being greedy now!?) :P That's a question for the developers right there. ^^ There have been pokes and prods about this in all shapes and forms from DO IT! to options given in the server files. I think they will find away, even bring in a snazzy menu like this script adds in. Hell Guys,, open source.. combine the two for a future release. Quote "Don't need to re-invent the wheel" If there was a way the pictures for the ingredients and craft results could be client side it would be awesome! This could then be expanded drastically to include new models and ingredients for food recipes, traps, housing as long once again as the materials and time is justified. The guy who is making this seems to be re-creating it for Epoch specifically so a message and team invite is what I would be looking at if possible/plausible. Quote again "More hands make light work" Link to comment Share on other sites More sharing options...
lolw00t Posted June 27, 2013 Report Share Posted June 27, 2013 Quote "Don't need to re-invent the wheel" u like that qute huh ;) Link to comment Share on other sites More sharing options...
Bungle Posted June 27, 2013 Report Share Posted June 27, 2013 I like the wheel in general :D .. however it has been upgraded over time.. Link to comment Share on other sites More sharing options...
Xenesis Posted July 1, 2013 Report Share Posted July 1, 2013 not working with 1.0.1.3 anymore :( need to wait for update Link to comment Share on other sites More sharing options...
Dobrowney Posted July 5, 2013 Report Share Posted July 5, 2013 They just need to add the system into epoch and stop beating around the bush here. It is cleary what everyone wants. happysan 1 Link to comment Share on other sites More sharing options...
Dobrowney Posted July 5, 2013 Report Share Posted July 5, 2013 What i do not get they are willing to use other mods to add content, but not willing to add the base building system that almost all epoch servers are now using. Link to comment Share on other sites More sharing options...
Xenesis Posted July 6, 2013 Report Share Posted July 6, 2013 ok i tried to get it working with 1.0.1.4 but as soon as everything looks fine... builded stuff icl. vaults, tents etc. are not saving to Database anymore :( edit: problem must be somewhere in my server.pbo changing that back to stock fixes the vaults and tents..... Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted July 6, 2013 Report Share Posted July 6, 2013 What i do not get they are willing to use other mods to add content, but not willing to add the base building system that almost all epoch servers are now using. I agree - Admins/Mods & Epoch Gods - Can we get some feedback on this? Most Epoch server admins want this... come on guys, make it so and make us smile :D happysan 1 Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted July 6, 2013 Report Share Posted July 6, 2013 Hey! I put up a vote re: base building 1.2 as a part of epoch in the future... wanna give it some love? :D - http://dayzepoch.com/forum/index.php?/topic/579-feedback-vote-base-building-12-as-part-of-epoch/ Link to comment Share on other sites More sharing options...
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