Marcel Posted February 16, 2014 Report Share Posted February 16, 2014 I saw the code they added in, does anyone know how to remove them now with patch 1.0.4.2? Link to comment Share on other sites More sharing options...
Mr. Snatchit Posted February 16, 2014 Report Share Posted February 16, 2014 DZE_requireplot = 0; right under //Epoch Config Link to comment Share on other sites More sharing options...
Marcel Posted February 16, 2014 Author Report Share Posted February 16, 2014 In the mission init? Link to comment Share on other sites More sharing options...
Flosstradamus Posted February 17, 2014 Report Share Posted February 17, 2014 In the mission init? yup. It makes it so people don't need a plot pole to build but be warned it is still required for maintenance and it also makes it so no one can build around your base without being tagged as friendly first. Link to comment Share on other sites More sharing options...
Marcel Posted February 18, 2014 Author Report Share Posted February 18, 2014 yup. It makes it so people don't need a plot pole to build but be warned it is still required for maintenance and it also makes it so no one can build around your base without being tagged as friendly first. Ok. So I've tested it twice, and both times I cannot get past the initial loading screen. Here's my current epoch config in my init.sqf // DayZ Epoch config DZE_requireplot = 0 spawnShoremode = 1; // Default = 1 (on shore) spawnArea= 1500; // Default = 1500 MaxVehicleLimit = 300; // Default = 50 MaxDynamicDebris = 500; // Default = 100 dayz_MapArea = 14000; // Default = 10000 dayz_maxLocalZombies = 30; // Default = 30 dayz_paraSpawn = false; dayz_minpos = -1; dayz_maxpos = 16000; dayz_sellDistance_vehicle = 10; dayz_sellDistance_boat = 30; dayz_sellDistance_air = 40; dayz_maxAnimals = 5; // Default: 8 dayz_tameDogs = true; DynamicVehicleDamageLow = 0; // Default: 0 DynamicVehicleDamageHigh = 100; // Default: 100 DZE_BuildOnRoads = false; // Default: False EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]]; dayz_fullMoonNights = true; Link to comment Share on other sites More sharing options...
Richie Posted February 18, 2014 Report Share Posted February 18, 2014 Missing a semicolon :) try DZE_requireplot = 0; Link to comment Share on other sites More sharing options...
Marcel Posted February 18, 2014 Author Report Share Posted February 18, 2014 Oh god, the stupidity lol. Thank you Richy. Link to comment Share on other sites More sharing options...
General Lee Posted May 20, 2014 Report Share Posted May 20, 2014 does the indestructable base script work with this to get rid of the maintence? Link to comment Share on other sites More sharing options...
raymix Posted May 21, 2014 Report Share Posted May 21, 2014 does the indestructable base script work with this to get rid of the maintence? Look into your database for these events: setDamageOnAge - event damages epoch objects a little, its a static value. not incremental. What this does is activates ability to maintain using plotpole. Everytime you maintain, objects gets deleted and replaced with new ones that also gets new date and timestamp. removeObjectOld - removes any objet that is "x" days long (24 days by default), also affects base decay. If object was not maintained, it's date was never reset and once it hits 24 days, this event will delete that object. Get the idea? Link to comment Share on other sites More sharing options...
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