Renegade2k6 Posted December 26, 2013 Report Share Posted December 26, 2013 Anyone know how to bi pass the building stages so that its 1 every time? I know the code location but when I try to override, it sticks in a you are already building loop. //_tmpbuilt setPosATL _location; 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"); }; bFe 1 Link to comment Share on other sites More sharing options...
0 Renegade2k6 Posted December 26, 2013 Author Report Share Posted December 26, 2013 Solved it myself //_tmpbuilt setPosATL _location; cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"]; _limit = 1; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = 1; }; bFe 1 Link to comment Share on other sites More sharing options...
0 Sandbird Posted December 27, 2013 Report Share Posted December 27, 2013 yeah the limit is the key here :) Dont forget to do the same in the remove.sqf if you want them to remove stuff faster as well. Renegade2k6 1 Link to comment Share on other sites More sharing options...
0 WEB11 Posted December 28, 2013 Report Share Posted December 28, 2013 So this will make building faster? Link to comment Share on other sites More sharing options...
0 Sandbird Posted December 30, 2013 Report Share Posted December 30, 2013 yes Link to comment Share on other sites More sharing options...
0 WEB11 Posted December 31, 2013 Report Share Posted December 31, 2013 Cool. Where in the database does Epoch store the player's building objects? Link to comment Share on other sites More sharing options...
0 Sandbird Posted January 1, 2014 Report Share Posted January 1, 2014 table object_data Link to comment Share on other sites More sharing options...
0 WEB11 Posted January 6, 2014 Report Share Posted January 6, 2014 so this goes on player_build.sqf around line 400? replace this: _tmpbuilt setPosATL _location; 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"); }; with this? //_tmpbuilt setPosATL _location; cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"]; _limit = 1; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = 1; }; is that it? correct me if I'm wrong. Link to comment Share on other sites More sharing options...
0 Sandbird Posted January 6, 2014 Report Share Posted January 6, 2014 yes thats correct. You should do the same in player_remove.sqf (or remove.sqf)...for people disassembling things. Search for the word _limit to find where exactly Link to comment Share on other sites More sharing options...
0 WEB11 Posted January 6, 2014 Report Share Posted January 6, 2014 Got a weird glitch from this where the part I was building disappeared and only showed up after a server restart. I am also using the indestructible bases mod if it makes any difference. Any ideas? Link to comment Share on other sites More sharing options...
0 blacksheep25 Posted February 9, 2014 Report Share Posted February 9, 2014 Thanks guys! going to test some building on my local server now :D Link to comment Share on other sites More sharing options...
0 vbawol Posted February 10, 2014 Report Share Posted February 10, 2014 1.0.4.1 added this: https://github.com/vbawol/DayZ-Epoch/blob/master/Documents/CHANGE%20LOG%201.0.4.1.txt#L4 [ADDED] Static build construction count will force the constructioncount to number set by DZE_StaticConstructionCount = # in init.sqf. @Fank Also the remove error will be fixed for 1.0.4.2. Link to comment Share on other sites More sharing options...
0 Joeyy Posted February 10, 2014 Report Share Posted February 10, 2014 1.0.4.1 added this: https://github.com/vbawol/DayZ-Epoch/blob/master/Documents/CHANGE%20LOG%201.0.4.1.txt#L4 [ADDED] Static build construction count will force the constructioncount to number set by DZE_StaticConstructionCount = # in init.sqf. @Fank Also the remove error will be fixed for 1.0.4.2. How about deconstruction count? Will that be getting it's own variable in init.sqf too? Link to comment Share on other sites More sharing options...
0 seeker619 Posted February 25, 2014 Report Share Posted February 25, 2014 can you set this to 0 for instant build? Link to comment Share on other sites More sharing options...
0 Buck0 Posted February 25, 2014 Report Share Posted February 25, 2014 can you set this to 0 for instant build? the minimum value is 1 Link to comment Share on other sites More sharing options...
0 Joeyy Posted February 25, 2014 Report Share Posted February 25, 2014 can you set this to 0 for instant build? You can but you'll have to edit the player_Build.sqf file. Link to comment Share on other sites More sharing options...
0 seeker619 Posted February 26, 2014 Report Share Posted February 26, 2014 You can but you'll have to edit the player_Build.sqf file. edit what to what? Link to comment Share on other sites More sharing options...
0 Joeyy Posted February 26, 2014 Report Share Posted February 26, 2014 edit what to what? Link to comment Share on other sites More sharing options...
0 Guest Posted March 27, 2014 Report Share Posted March 27, 2014 Could someone help me with my problem? I only the admins to be able to build in one step. What should i use? An if statement? I have infistar Link to comment Share on other sites More sharing options...
0 NoxSicarius Posted April 5, 2014 Report Share Posted April 5, 2014 Could someone help me with my problem? I only the admins to be able to build in one step. What should i use? An if statement? I have infistar You can use this code: if((getPlayerUID player) in ["UID HERE","OTHER UID HERE"]) then { DZE_StaticConstructionCount = 1; }; Link to comment Share on other sites More sharing options...
0 Guest Posted April 7, 2014 Report Share Posted April 7, 2014 You can use this code: if((getPlayerUID player) in ["UID HERE","OTHER UID HERE"]) then { DZE_StaticConstructionCount = 1; }; Thanks :) Link to comment Share on other sites More sharing options...
0 Guest Posted April 8, 2014 Report Share Posted April 8, 2014 hey, me again :) Would it be possible to get this into infistar like: adminadd = adminadd + [" Instant build ",Instant build,"0","0","0","1",[0,0.8,1,1]]; ? But how would i activate it, combined with if ((getPlayerUID player) in ["UID HERE","OTHER UID HERE"]) then { DZE_StaticConstructionCount = 1; }; ? Cheers Exo Link to comment Share on other sites More sharing options...
0 Guest Posted April 15, 2014 Report Share Posted April 15, 2014 *bump* Please help :/ Link to comment Share on other sites More sharing options...
0 NoxSicarius Posted April 16, 2014 Report Share Posted April 16, 2014 hey, me again :) Would it be possible to get this into infistar like: adminadd = adminadd + [" Instant build ",Instant build,"0","0","0","1",[0,0.8,1,1]]; ? But how would i activate it, combined with if ((getPlayerUID player) in ["UID HERE","OTHER UID HERE"]) then { DZE_StaticConstructionCount = 1; }; ? Cheers Exo Very sorry about late reply. The site did not tell me there was a new post. Not sure why, but I am not getting updates for this forum. I personally never worked with infistar so I have no idea how to do it. If you are able to directly reference a .sqf file using infistar and you want this to be a toggle option you can create a .sqf file called FastBuild.sqf and paste this code into it: _admins = ["UID HERE", "OTHER UID HERE"]; if(isNil isOn) then {isOn = true;} else {isOn = !isOn}; if (((getPlayerUID player) in _admins) && isOn) then { DZE_StaticConstructionCount = 1; } else { DZE_StaticConstructionCount = 0; }; Then you can just call the file. If you are calling the file with an admin tool that already requires checking of the admin uid delete the parts with _admins and it will work all the same. I hope that helped some. I don't know what else to tell you considering I haven't seen any code for infistar. Link to comment Share on other sites More sharing options...
0 Guest Posted April 16, 2014 Report Share Posted April 16, 2014 Very sorry about late reply. The site did not tell me there was a new post. Not sure why, but I am not getting updates for this forum. I personally never worked with infistar so I have no idea how to do it. If you are able to directly reference a .sqf file using infistar and you want this to be a toggle option you can create a .sqf file called FastBuild.sqf and paste this code into it: _admins = ["UID HERE", "OTHER UID HERE"]; if(isNil isOn) then {isOn = true;} else {isOn = !isOn}; if (((getPlayerUID player) in _admins) && isOn) then { DZE_StaticConstructionCount = 1; } else { DZE_StaticConstructionCount = 0; }; Then you can just call the file. If you are calling the file with an admin tool that already requires checking of the admin uid delete the parts with _admins and it will work all the same. I hope that helped some. I don't know what else to tell you considering I haven't seen any code for infistar. Hmm ok I will try to work it out. Thanks :) If you want you can take a look at this infistar code... And give me a help :P Can you change thinks in the init sqf (DZE_StaticConstructionCount = 1;) in another sqf? And anoher question :P What does the " isNil isOn" do ? Cheers Exo Link to comment Share on other sites More sharing options...
0 NoxSicarius Posted April 16, 2014 Report Share Posted April 16, 2014 Hmm ok I will try to work it out. Thanks :) If you want you can take a look at this infistar code... And give me a help :P Can you change thinks in the init sqf (DZE_StaticConstructionCount = 1 ;) in another sqf? And anoher question :P What does the " isNil isOn" do ? Cheers Exo The construction can be used outside of the init (I do this with the Epoch Admin Tools). if(isNil isOn) then {isOn = true;} else {isOn = !isOn}; The above line can be read like so: If the variable named isOn has no value then set isOn equal to true. If isOn does have a value, negate it (i.e. true becomes false or false becomes true). It is a way of initializing a variable. Now that you have provided me with a link for code I can write it out for you: adminadd = adminadd + [" Fast Build Enable",fastBuildEnable,"0","0","0","1",[0,0.8,1,1]]; adminadd = adminadd + [" Fast Build Disable",fastBuildDisable,"0","0","0","1",[0,0.8,1,1]]; fastBuildEnable = { DZE_StaticConstructionCount = 1; cutText ["Fast Building Enabled", "PLAIN DOWN"]; _savelog = format["Fast Building Enabled"]; PVAH_WriteLogReq = [_savelog]; publicVariableServer "PVAH_WriteLogReq"; }; fastBuildDisable = { DZE_StaticConstructionCount = 0; cutText ["Fast Building Disabled", "PLAIN DOWN"]; _savelog = format["Fast Building Disabled"]; PVAH_WriteLogReq = [_savelog]; publicVariableServer "PVAH_WriteLogReq"; }; To my knowledge this will only work for the admin who calls it. For example if you enable fast building using this ONLY you will have fast build. The code can probably be reduced into a single option like I posted earlier, however I have not messed around with this coding style so I can't be sure it would work. This is the safest method to go with the little knowledge of the coding practices required for this admin tool. Link to comment Share on other sites More sharing options...
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Renegade2k6
Anyone know how to bi pass the building stages so that its 1 every time?
I know the code location but when I try to override, it sticks in a you are already building loop.
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