dnk_paul Posted August 27, 2015 Report Share Posted August 27, 2015 (edited) Hi,As detailed in my thread in the install help forum (http://epochmod.com/forum/index.php?/topic/37280-0320-restricted-build-areas/) it looks like the 'Restricted Build Areas' isn't working correctly.I have set 'Build near military' to 1 (to allow building near military), and have commented out all of the restricted zones in the Altis.hpp file, but you're still unable to build in any of the build zones (I have tried the bit military base north of the central spawn point, and at Kavala Castle). Here are my files:Altis.hpp: class Altis { blockedArea[] = { //[POS],radius /* { { 16085, 16997, 0 }, 250 }, //South Telos { { 12844, 16714, 0 }, 120 }, //Soldner Base { { 3085, 13184, 0 }, 300 }, //Kavalar Carstel { { 13493, 12013, 0 }, 450 }, //Makrynisi (Island) { { 17439, 13165, 0 }, 165 }, //Pyrgorsk Military { { 20084, 6728, 0 }, 55 }, //West of Selakano */ { { 25303, 21807, 0 }, 100 } //Sofia }; Rocks[] = { "sharpstone_03_lc.p3d", "sharpstone_02_lc.p3d", "sharpstone_01_lc.p3d", "sharpstone_02.p3d", "sharpstone_03.p3d", "sharprock_monolith.p3d", "sharprock_apart.p3d", "sharpstones_erosion.p3d", "bluntstone_01_lc.p3d", "bluntstone_02_lc.p3d", "bluntstone_03_lc.p3d", "bluntstones_erosion.p3d", "bluntstone_01.p3d", "bluntstone_03.p3d", "sharprock_spike.p3d", "sharprock_wallh.p3d", "w_sharpstone_03.p3d", "w_sharpstone_02.p3d", "w_sharpstone_01.p3d", "bluntrock_apart.p3d", "bluntstone_02.p3d", "bluntrock_monolith.p3d", "bluntrock_wallh.p3d", "sharprock_wallv.p3d", "stonesharp_medium.p3d", "stone_medium_f.p3d", "stonesharp_big.p3d", "stonesharp_small.p3d", "small_stone_02_f.p3d", "stone_small_f.p3d", "stone_big_f.p3d", "bluntrock_spike.p3d" }; ATM[] = { "atm_01_f.p3d", "phonebooth_01_f.p3d", "atm_02_f.p3d", "phonebooth_02_f.p3d" }; Water[] = { "barrelwater_f.p3d", "water_source_f.p3d", "waterbarrel_f.p3d", "canisterplastic_f.p3d", "watertank_f.p3d" }; Trash[] = { "sack_f.p3d", "garbagebags_f.p3d", "pallets_f.p3d", "junkpile_f.p3d", "garbagepallet_f.p3d", "garbagewashingmachine_f.p3d", "basket_f.p3d", "sacks_goods_f.p3d", "crateswooden_f.p3d", "cratesplastic_f.p3d", "garbagebin_01_f.p3d", "barrelsand_f.p3d", "garbagecontainer_closed_f.p3d", "cratesshabby_f.p3d", "bucket_f.p3d", "garbagebarrel_01_f.p3d", "tyres_f.p3d", "cargobox_v1_f.p3d", "metalbarrel_f.p3d", "sacks_heap_f.p3d", "woodenbox_f.p3d", "grave_v1_f.p3d", "grave_v2_f.p3d", "calvary_02_v2_f.p3d", "fishinggear_02_f.p3d", "fishinggear_01_f.p3d", "humanskull_f.p3d", "calvary_02_v1_f.p3d", "rack_f.p3d", "wreck_uaz_f.p3d", "humanskeleton_f.p3d", "shelvesmetal_f.p3d", "kiosk_blueking_ruins_f.p3d", "cargo20_white_f.p3d", "cargo20_yellow_f.p3d", "cargo20_military_green_f.p3d", "cargo40_blue_f.p3d", "cargo40_grey_f.p3d", "cargo40_light_green_f.p3d", "cargo40_light_blue_f.p3d", "cargo40_orange_f.p3d", "cargo20_orange_f.p3d", "cargo20_brick_red_f.p3d" }; Trees[] = { "t_ficusb1s_f.p3d", "t_oleae1s_f.p3d", "t_ficusb2s_f.p3d", "t_broussonetiap1s_f.p3d", "t_pinuss2s_f.p3d", "t_pinuss2s_b_f.p3d", "t_pinuss1s_f.p3d", "t_oleae2s_f.p3d", "i_house_big_01_v2_f.p3d", "i_house_big_02_v1_f.p3d", "i_addon_02_v1_f.p3d", "t_fraxinusav2s_f.p3d", "t_pinusp3s_f.p3d", "t_poplar2f_dead_f.p3d", "t_populusn3s_f.p3d", "t_phoenixc1s_f.p3d" }; Bushes[] = { "b_ficusc2d_f.p3d", "b_ficusc1s_f.p3d", "b_neriumo2d_f.p3d", "b_arundod2s_f.p3d", "b_arundod3s_f.p3d", "b_ficusc2s_f.p3d" }; Cinder[] = { "cinderblocks_f.p3d" }; Wrecks[] = { "wall_tin_4_2.p3d", "mil_wiredfence_f.p3d", "cages_f.p3d", "wreck_car_f.p3d", "pipes_small_f.p3d", "pipe_fence_4m_f.p3d", "spp_tower_f.p3d", "wreck_ural_f.p3d", "wreck_car3_f.p3d", "ironpipes_f.p3d", "pipes_large_f.p3d", "coil_f.p3d", "wreck_offroad_f.p3d", "wreck_offroad2_f.p3d", "crabcages_f.p3d", "metalbarrel_empty_f.p3d", "net_fenced_8m_f.p3d", "net_fence_8m_f.p3d", "wavepowerplantbroken_f.p3d", "wreck_truck_dropside_f.p3d", "wavepowerplant_f.p3d", "wreck_traw_f.p3d", "wreck_slammer_f.p3d", "maroula_f.p3d", "indfnc_9_f.p3d", "indfnc_3_f.p3d", "indfnc_3_d_f.p3d", "wreck_car2_f.p3d", "net_fence_4m_f.p3d", "wreck_truck_f.p3d", "wreck_hunter_f.p3d", "wreck_slammer_hull_f.p3d" }; }; description.ext: #include "cfgPricing.hpp" #include "trader\Halv_defines.hpp" #include "addons\halv_spawn\spawndialog.hpp" #include "trader\tradedialog.hpp" #include "trader\HSPricing.hpp" author = "Epoch Mod Team"; class Header { gameType = Sandbox; minPlayers = 1; maxPlayers = 100; }; respawn = "BASE"; respawnDelay = 600; respawnDialog = 0; onLoadMission= "Epoch"; OnLoadIntro = "Welcome to Epoch Mod"; loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa"; OnLoadIntroTime = False; OnLoadMissionTime = False; onLoadName = "Epoch Mod"; disabledAI = true; scriptedPlayer = 1; disableChannels[]={1,2,5,6}; enableItemsDropping = 0; briefing = 0; debriefing = 0; enableDebugConsole = 0; joinUnassigned = 0; respawnOnStart = 0; forceRotorLibSimulation = 0; corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 1200; corpseRemovalMaxTime = 3600; wreckManagerMode = 1; wreckLimit = 2; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 360; class CfgRemoteExecCommands {}; class CfgEpochClient { epochVersion = "0.3.2.0"; sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired buildingNearbyMilitary = 1; //1 to allow building nearby // buildingNearbyMilitaryRange = 0; //Define radius of blocked area buildingRequireJammer = 0; // 1 = to allow building without a jammer buildingCountLimit = 250; // how many objects can be built within range of a jammer buildingJammerRange = 125; // jammer range in meters EPOCH_news[] = {"Word is that Sappers have a new boss.","Dogs will often lure them monsters away.","My dog was blown up. I miss him.."}; #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\Altis.hpp" }; class CfgEpochSapper { detonateDistMax = 8; //Random distance between 3m and this number at which sapper detonates. Min value = 4 groanTrig = 16; //Percentage chance of a groan. Min value = 4 sRange = 300; //Distance from target over which sapper will dispose. Range within which sapper code will be aware of targets. Distance up to which sapper will attempt to find a spot to hide in. Min Value = 150. smellDist = 24; //Distance up to which sapper can smell. Used to decide if sapper can see target when deciding to charge and influences target selection. Is influenced by wind direction. Min Value = 8. }; class CfgEpochUAV { UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8. UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400. UAVHeight = 50; //Set height when roaming, slight randomness is applied to this value. UAV will choose own height when locked onto target. Min Value = 42 / Max Value = 280. UAV can still spot targets from height ! }; class CfgEpochAirDrop { AirDropFreq = 1200; //AirDropChance, to decide if Air drop occurs, will only be checked once per AirDropFreq time period, for each player. Min value = 120. AirDropChance = 10; //Percentage chance of air drop, for current player. Checked every AirDropFreq and upon antagonists spawn trigger. -1 To disable. }; class CfgEpochCloak { cRange = 300; //Distance, from target, at which Cloak will dispose. Cloak is also aware of players within this range. (Min: 60 / Max: 600) cAggression = 75; //Percentage chance of attack, currently a psychological attack (Cultist spooky voice). (Min: 1 / Max: 100) attackFrequency = 120; //One attack only per this period. (Min: 120) attackDistance = 38; // Distance, from target, up to which Cloak will attack. Lower for less vocals. (Min: 16) targetChangeFrequency = 42; //Cloak will only attempt to change target once per this period. Make Higher to stick to first target player. (Min: 42) teleportChance = 66; //Chance for cloak to teleport. (Min: 1) hoverFrequency = 1280; //Cloak has new hover attack. When player is above cloak, and at a distance, cloak will float to player and teleport attack. Only perform one of these moves per this period. (Min: 240) }; class RscTitles { #include "addons\Status_Bar\statusBar.hpp" }; Paul Edited August 27, 2015 by dnk_paul Missed the closure codes; can't spell this time Link to comment Share on other sites More sharing options...