McToots Posted November 13, 2015 Report Share Posted November 13, 2015 Anyone got a mod that does what title says? DZE_BuildingLimit depends on humanity, think Origins level1/2/3 hero/bandit but with Epoch base building and restricted to maximum of X, Y and Z components per level. Link to comment Share on other sites More sharing options...
finplayer21 Posted November 16, 2015 Report Share Posted November 16, 2015 Here's something i made, idk if it works, cba to test, but please give it a go:waitUntil {getPlayerUID player != ""}; _hero = 5000; _bandit = -2500; _UIDBuildingList = ["0","0"]; //Make sure the UIDs are in an array format _heroBuildLimit = 250; _banditBuildLimit = 100; _normalBuildLimit = 175; _UIDBuildingLimit = 1000; if (getPlayerUID player in _UIDBuildingList) exitWith { DZE_BuildingLimit = _UIDBuildingLimit; }; if ((player getVariable "humanity") > _hero) then { DZE_BuildingLimit = _heroBuildLimit; }; if ((player getVariable "humanity") < _hero) then { DZE_BuildingLimit = _normalBuildLimit; }; if ((player getVariable "humanity") < _bandit) then { DZE_BuildingLimit = _banditBuildLimit; }; Linux 1 Link to comment Share on other sites More sharing options...
McToots Posted November 17, 2015 Author Report Share Posted November 17, 2015 Thank you. And that obvious question: do I shove that into init.sqf or where? Link to comment Share on other sites More sharing options...
finplayer21 Posted November 17, 2015 Report Share Posted November 17, 2015 You can put it into init.sqf or make a new file and then add an execVM in init.sqf to that file - how ever you wanna do. Link to comment Share on other sites More sharing options...
McToots Posted November 17, 2015 Author Report Share Posted November 17, 2015 Popped it at end of "if (!isDedicated) then {" section and could not build anywhere. Got that usual "too many object in 30m" error. Link to comment Share on other sites More sharing options...
finplayer21 Posted November 17, 2015 Report Share Posted November 17, 2015 Can you please enable script error checking on your client (DayZLauncher -> Settings -> Show Script Errors) and let me know what error it gives you; should show up as soon as you're in game. Link to comment Share on other sites More sharing options...
McToots Posted November 18, 2015 Author Report Share Posted November 18, 2015 Can do but it'll have to wait until tomorrow or friday, I'll PM you when I know more. Link to comment Share on other sites More sharing options...
hansi Posted November 19, 2015 Report Share Posted November 19, 2015 Try thisIn init.sqf add thisDZE_BuildingLimit_Hero = 300;andDZE_BuildingLimit_Bandit = 300;afterDZE_BuildingLimit = 150; In player_build.sqf change this 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","_needNear","_vehicle","_inVehicle","_requireplot","_objHDiff","_isLandFireDZ","_isTankTrap"]; to private ["_humanity","_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","_needNear","_vehicle","_inVehicle","_requireplot","_objHDiff","_isLandFireDZ","_isTankTrap"]; behind this line add_humanity = (player getVariable["humanity",0]); search forif((count ((getPosATL player) nearObjects ["All",30])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];}; and change this to if((count ((getPosATL player) nearObjects ["All",30])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};if (_humanity <= -4999) then { if((count ((getPosATL player) nearObjects ["All",30])) >= DZE_BuildingLimit_Bandit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};};if (_humanity >= 4999) then { if((count ((getPosATL player) nearObjects ["All",30])) >= DZE_BuildingLimit_Hero) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};}; It´s not tested! Link to comment Share on other sites More sharing options...
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