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Area maintenance question


BetterDeadThanZed

Question

Will the area maintenance option only show up on a plot pole owned by you?

 

Will the area maintenance allow you to maintain ALL objects within the plot poles range, even if you are not the "owner" of those items?

 

I ask because I had a player that noticed some buildables at his base were missing. These items were placed by another player. The player that found the items missing says he checked the plot pole that same day and it said nothing needed to be maintained.

 

I have the SQL event to damage items with 0.11 damage after 21 days and cleanup occurs at 30 days.

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Another question about maintenance. Are only the items listed here required to be maintained? http://dayzepoch.com/wiki/index.php?title=Modular_Building_System

 

I thought there were other items, such as a generator, that needed to be maintained.

 

"BuiltItems"

if you add this to:

_objectClasses = ["ModularItems", "DZE_Housebase","BuiltItems"] + DZE_ExtraMaintain;

Then sandbags and metal walls etc will be maintained aswell

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Will the area maintenance option only show up on a plot pole owned by you?

 

Will the area maintenance allow you to maintain ALL objects within the plot poles range, even if you are not the "owner" of those items?

 

I ask because I had a player that noticed some buildables at his base were missing. These items were placed by another player. The player that found the items missing says he checked the plot pole that same day and it said nothing needed to be maintained.

 

I have the SQL event to damage items with 0.11 damage after 21 days and cleanup occurs at 30 days.

 

No one knows? I've got players telling me they had stuff to maintain a few days ago, didn't maintain, now they have nothing to maintain. Does replacing your plot pole reset the damage to the items?

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Anyone can use whatever you defined in your custom fn_selfActions.sqf

Around line 211:

if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "WorkBench_DZ")) then {
		 if (s_player_maintain_area < 0) then {
		  	s_player_maintain_area = player addAction ["<t color=""#ffffff"">Maintain Area</t>", "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false];
		 	s_player_maintain_area_preview = player addAction ["<t color=""#ccffffff"">Maintain Area Preview</t>", "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false];
		 [...]

A WorkBench in my case (plot pole in vanilla Epoch) to pay for maintenance.

I think in patch 1.0.3.1 they changed Area Maintenance so it only counts and maintain items that NEED maintenance, that means that if you've set the SQL routine to damage every 21 days, players won't be able to do maintenance before 21 days have passed; or rather, they will be able to (Area Maintenance will still eat their gold) but it won't actually maintain the buildings.

 

That is why your players' items have disappeared I'm afraid, some people don't fully understand how the system works and blame it on the server at the first issue.

 

I was also thinking that you could drag back maintain_area.sqf into the missionfile and customize the prices again, because honestly the stock prices that Epoch devs put in make little sense to me.

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I think in patch 1.0.3.1 they changed Area Maintenance so it only counts and maintain items that NEED maintenance, that means that if you've set the SQL routine to damage every 21 days, players won't be able to do maintenance before 21 days have passed; or rather, they will be able to (Area Maintenance will still eat their gold) but it won't actually maintain the buildings.

 

That is why your players' items have disappeared I'm afraid, some people don't fully understand how the system works and blame it on the server at the first issue.

 

I was also thinking that you could drag back maintain_area.sqf into the missionfile and customize the prices again, because honestly the stock prices that Epoch devs put in make little sense to me.

 

I understand they can't maintain until 21 days have passed, but you're saying you don't think that maintenance is working?

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It is working, but only during that timespan of 9 days after buildings have been damaged over 10%.

 

This is why I initially had the SQL event set to hand out damage after only 7 days, it gives people more time to maintain in case they'll be offline at a later date.

 

The whole system is kinda wonky to be honest; if you set it to damage after 20 days, players have a way of knowing "You have 10 days left to do maintenance", yet at the same time, most players don't understand that, and they use AM before the time is due which has no effect on updating the buildings..

 

So tl;dr the best way of doing it would be setting a short damage interval to give players more choice on when to do maintenance, it will show the option way prematurely, but as long as players understand that they have up to 30 days before cleanup comes, it shouldn't be an issue.

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I understand how it's SUPPOSED to work. I have a MySQL event set to set damage to 0.11 after 21 days. I have the setting in the hiveext.ini set to remove the items after 30 days. 

 

The reason I inquired, as I said, was because I had a player checking his plot pole daily. It told him nothing needed to be maintained, meaning no damage had been set yet, because it was less than 21 days. Suddenly the next day some items were gone. He hadn't reached the 21 day mark for damage, let alone the 30 day mark for removal.

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Did it wipe actual buildables? 

Like walls, floors or doors etc.?

 

If it was something else, like sanbags or wirecat, the solution might be what sperwer has posted.

 

It was some H barriers. I thought sperwer was suggesting I add that so people would have to maintain those items, but without it, they wouldn't need to?

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From my understanding of it, maintenance only takes care of Epoch buildables; while the hiveext.ini cleans up ALL objects that have empty inventory.

So yes, I think you'll need to modify the script yourself to include those items.

 

Word of advice though, I have never tested this myself, and according to the the maintenance logic, when you "maintain" something it actually gets replaced; I've read somewhere that adding "BuiltItems" in the maintenance script will cause Lockboxes, Safes etc. to be "maintained" too, no idea what effect this little "quick replacement" will have on those, so make sure you test it before going live with it :P

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