Lol never heard of that being possible. If its really inside the Epoch Mod it will may be an issue inside the fn_selfactions.sqf cause that script is normally responsible to add scrollwheel options. But nether seen a function like this in it either ?!
Thanks, this was made cause I implemented...
Hi there check this post out please
http://opendayz.net/threads/release-basebuilding-1-2-improvements-0-1-better-and-editable-keycode-permanent-owner.10485/page-9#post-53332
I haven't had the time to update the first post yet ;)
As discussed on this thread the most people say that it doesn't work for them on reality or other serverbuild than Epoch Build. I'm too busy to test it myself but I trust em if they say it does not work on other builds.
As also already said in this thread I will try to port and change the...
Thats nothing which is caused by my additions, its caused by the arma engine.
The only thing you can do is build on good and flat terrain and turn the simulation off for every buildable. For the normal basebuilding mod this would cause that the code would stop working, but though my system...
Here is a german tutorial to do it manually, if you can't speak german then I would consider to ask someone to translate you or use a translator tool cause unfortunately I haven't the time at the moment to translate it :)
https://wiki.nitrado.net/index.php/Wasserzeichen_mit_dem_Servernamen_in_DayZ
Buildable 1 -> materials needed = 1 Wire
Buildable 2 -> materials needed = 1 Wire
This will not work. Everytime you will try to build Buildable 2 it will build Buildable 1.
Every recipe must be different.
This package is a clean DayZ Epoch 1.0.1.1 Version with integrated the 1.2 Basebuilding + my Basebuilding Improvements 0.3
You can just use this server.pbo and mission.pbo and if you want to add more go for it ;)
[="tay200k, post: 53399, member: 2071"]found a n issue when i got to remove...
Sorry I was ill for serveral days and very busy.
I uploaded you a fresh DayZ Epoch 1.0.1.1 version with my Basebuilding Improvements 0.3 already included.
What is new in this version?
-can't build in trader cities or remove things from there
-30m Plots are required for all buildables (so you...
Hi there!
I'm finally proud to present you our whitelisted Server #1.
As you can see we run the DayZEpoch Mod and me and my team is working really hard to get you the best gaming experience! The server is not new but newly started so have fun and take your advantage ;)
IP...
I will later do a complete implementation on clean Epoch 1.0.1.1 ServerFiles
Also I will maybe rework the entire 4 digit thing for non Epoch Users that it will use not any of the old fields and do some custom CHILD:999 queries.
That was what I wanted to do first but Epoch Hive doesn't have a...
The problem here should be a Antihack Tool which not includes Admins..
The problem should be inside fn_selfactions.sqf cause that file is responsible to show the blue Build Recipe Button if you have one buildable in your inventory.
Then try this, also untested.
Open your fn_selfactions.sqf
search for
_ownerID = _cursorTarget getVariable ["characterID","0"];
below that add this if you use my 4 digit system
_code = _cursorTarget getVariable ["Code","0"];
and if you use normal Basebuilding System try
_code =...
Should be easy to fix. Didn't try this but should work in my mind
Inside codeCompare.sqf change it like this:
Above
// compare arrays to see if code matches
if (typeOf(_panel) == "Infostand_2_EP1") then {
Add
if (keyCode == 0) then {cutText ["Removing buildables which are placed serverside...
For the private section it doesn't matters in which order they are placed. Its just to prevent that they get problems with other scripts.
As I said I will have a look on reality files if I have time to do so. At the moment I'm really busy with my own server ;)
There is no problem with...
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