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[Release] Base Building 1.2 by Daimyo21 With improvements 0.3 by kikyou2 + More building materials


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Hey :)

 

Just wondering how it's going, and if you have an ETA?

 

I noticed on the UKSS advert it has:

- daimyo's Base Building 1.2 & kikyou2's Improvements mods fully working with 1.0.1.5

 

Just wondered if you were close to a release? :D

 

 

Ok, so another update, ill post a list new list of changes  and in progress updates here.

 

-Fixed exploit with mountable  objects (m240 nest, MG nests, search lights, or any other mountable object you wish to add)

-Fixed exploit that allowed building anywhere

-Fixed ability to remove wrecks

-Updated code to latest epoch 1.0.1.5 with daymio's latest public code, kickyou2's  improvements, my own fixes and enhancements, and taytay's new menu. Improved killzone kids's and humbleUk's gate scripts, adding owner functionality to open without needing to enter code, and use a remote opening device if within X amount of meters from gate.

-Two tier gate system, meaning 2 different panels, for 2 different gate stages. One larger gate that acts as a main entrance, and the smaller concrete ones which act as doors. Panels for main gates operate at longer distance, and panels for doors operate at very short distances to allow closing/sectioning off of multiple areas in the base.

-Added Desert themed buildable objects

-Added a limit to max amount of each buildable object to prevent  mass spamming of objects bogging down the database.

-Adding nails as required material for some items, cement bag and bricks coming soon. (optional extra, requires some additional work to enable, otherwise it increases difficulty to add extra custom scripts, initial release will give instructions on how too)

-All buildable objects can be removed each with their own level of difficulty. Tool box and crowbar required for all, etool for some.

95% failure 70% chance to loose tool box for, 90 seconds to remove for hard to build objects

70% failure 50% chance to loose tool box for, 60 seconds to remove for medium to build objects

30% failure 30% chance to loose tool box for, 30 seconds to remove for easy to build objects

-claim 200meters of land around your base that no enemy base can build in

-Build in your base with friendlies

-Fixed exploit that allowed building in traders, cities, and inside buildings

-Reworking some menu features to be built into the epoch crafting/building in the game, by making the object into a kit, and right clicking it to build. This will be in the next big update after initial release

-Over 50 items to construct, that are balanced, nothing insane, and very high cost for complex buildings. This is intended to be an end game content, that gives something for players to work on.

-Removed edit code to prevent exploit and database issue, will re-add in the future when fixed.

-Plot poles cannot be removed, possibly will change model to allow them to be destroyed without glitching out via the epoch 1.0.1.5 bug (pole is gone, but is still listed in database preventing building for player)

-Refunds removed until they can be added in via the epoch way to prevent an exploit.

-Buildable objects for player storage and vehicle storage

-Removed loot and zed spawns from buildable objects (so objects dont spawn in the building that you can crash your tires into, or loot cycle your base, regular map objects of same type still spawn loot)

Might possibly add SQL for traders to include the kits for players who dont want to craft and just buy the materials, so it acts as a gold sink to balance economy.

 

If any suggestions, or anything you would like to see included, please post it here.

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Armifer's Dead Meat epoch server is still running though, maybe it's best looking there.

UKSS descended into a moanfest, some regulars and many new players wanting everything on a plate. In my view, there were two rogue admins in the servers last few weeks who made the playing experience awful. Bit chaotic amongst them, the players, the other admins and the owner who was arriving in at night from working plus running other game servers. He was getting fed up, fast. Unexpected maintenance from the dedibox host led to a big crash and the db was already on its arse and now featured players who had got so much free stuff, no wonder it got wiped. Player base died from this, plus those wanting a tough experience had mostly moved elsewhere when those weirdo admins began catering for all the chancers.

Was a great server for a few months, with so many hours of work put in by the owner and the longer term admins.

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It was a busy and well admin'd server when I was there but unfortunately was repeatedly targeted by hackers and dupers hence why they got more admins in. 

 

What I've found is there is always a small minority on servers who take up a large proportion of admins/owners time until they just can't be arsed with it anymore and find themselves paying for a server for other people and not using it themselves. Hence why my server is closed to the moaning masses. 

 

I believe I have one of their servers listed as fav but it is no longer run as UKSS. 

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What I've found is there is always a small minority on servers who take up a large proportion of admins/owners time until they just can't be arsed with it anymore and find themselves paying for a server for other people and not using it themselves. Hence why my server is closed to the moaning masses. 

Pays to be strict. People want absolutely everything done for them, remind them that DayZ is still an Alpha, Epoch is a mod of that and Arma isnt exactly a finished game. Let them deal with the easy to fix bugs, broken legs = carry morphine always. We only intervene in game breaking/major issues and it works well but even so still takes up a large amount of time and as you say, I don't really play much anymore on any DayZ server.

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Yeah pretty much the way I do it, only time I think I would break that is if it was something I did to the server that broke everything. Like yesterday when I had a script kick while testing heli lift over bash. Black hawk down with a 5 vehicle chain reaction. Wish I'd seen it in person.  :lol:

 

Looks like some of the biggest moaners are now playing on MGT so maybe I can get some peace and quiet.  :P

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Pays to be strict. People want absolutely everything done for them, remind them that DayZ is still an Alpha, Epoch is a mod of that and Arma isnt exactly a finished game. Let them deal with the easy to fix bugs, broken legs = carry morphine always. We only intervene in game breaking/major issues and it works well but even so still takes up a large amount of time and as you say, I don't really play much anymore on any DayZ server.

Totally agree - It's good to focus on the real glitches that are not recoverable from or avoidable by players in-game, otherwise you tend to get overrun with requests :S

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