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  1. K

    Base Building DayZ 1.2 Released

    Sounds that you didn't added them in the serverfiles and just in the missionfile. The array with the buildables is in both files and if you don't add it to the serverfiles at the end of the servermonitor.sqf its not in the array of allbuildables_class so it will be deleted like you didn't added...
  2. K

    [Release] BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner)

    I will try to get this working for reality/bliss. It seems that it works atm just for Lite (Epoch seems to be based on that). Will see if I can get it working for the other serverbuilds, too. But have many things to do, don't know when I have time to do this. Feel free to test yourself to...
  3. K

    [Release] BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner)

    I will test it myself, stay tuned ;) Setting up test server right now.
  4. K

    [Release] BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner)

    Thanks for the files ;) I see it wasn't a compatibility issue, I just forgot to mention one thing in my tutorial. Sorry for that, I had to relook every single file cause I needed muuuch tries and changes to get everything working. server_publishObject.sqf Change this _key =...
  5. K

    [Release] BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner)

    Which Serverbuild do you use? Can you provide me a clean server.pbo and mission.pbo + Database? Then I can try to fix this for the build
  6. K

    key lock/unlock vehicle

    Can't promise anything cause my time is actually limited, I'm developing and integrating much things at my Epoch Server at the moment But I will write you my Steam contact at a PM ;)
  7. K

    [Release] BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner)

    BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner) help and discussion is welcomed here... Do you mind to say on which mod you tested it? Would be interesting for me where its working, too ;) I developed that on my DayZ Epoch Server and didn't tested it for...
  8. K

    key lock/unlock vehicle

    Its reality/bliss Build. In your case its the instance_vehicle table instead of the object_table for me. Character_ID field is called for you owner_ID But its still the same. Its the field which needs to be used to write ownership to database.
  9. K

    key lock/unlock vehicle

    Then list me names of your tables in your databases then I'll know :)
  10. K

    [Resources] - DayZ Server Additions

    http://opendayz.net/threads/release-basebuilding-1-2-improvements-0-1-better-and-editable-keycode-permanent-owner.10485/ If you would be so kind to add it ;)
  11. K

    Base Building DayZ 1.2 Released

    Please just read the thread it stands all there ;) Just try it ou!
  12. K

    key lock/unlock vehicle

    Which Serverbuild do you use? Reality? http://opendayz.net/threads/release-basebuilding-1-2-improvements-0-1-better-and-editable-keycode-permanent-owner.10485/ The thing is now released, maybe you can follow me now better. I tried to comment it best I can :)
  13. K

    Base Building DayZ 1.2 Released

    BaseBuilding 1.2 Improvements is now ready for public release. I hope you'll like it! Features of this improvement: -Objects are now tied to your PlayerUID which is generated by CD Key, you will not lose ownership if you die -the Keycode which is given after you build something is now exact...
  14. K

    [Project] Basebuilding 1.2 change Code

    My project is now ready for first release. Have fun with it! http://opendayz.net/threads/release-basebuilding-1-2-improvements-0-1-better-and-editable-keycode-permanent-owner.10485/
  15. K

    [Release] BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner)

    Replace \mission\dayz_code\external\keypad\fnc_keyPad\enterCode.sqf with this //addaction sends [target, caller, ID, (arguments)] private ["_displayok","_lever"]; //_id = _this select 2; //_lever removeAction _id; _lever = cursortarget; //_dir = direction _lever; //_pos = getPosATL _lever...
  16. K

    [Release] BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner)

    Open \mission\dayz_code\compile\player_build.sqf Directly below this } forEach _location; _uid = _uid + str(round(_dir)); Add this // ------------------------------------------------------------------------kikyou2 Random Keycode...
  17. K

    [Release] BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner)

    If you have modified some of the files on your own I will write you what I changed from normal Basebuilding. (check all posts out) This shouldn't be needed for normal user! You did this already above! Create new file "defines2.hpp" class KeypadGateNew { idd = -1; movingEnable = false...
  18. K

    [Release] BaseBuilding 1.2 Improvements 0.1 (better and editable Keycode, permanent Owner)

    Hi there, as I stated in my project thread I will now release the complete code of my working BaseBuilding 1.2 improvements. I can't say how far this will work on other mods, please backup your files and try it out, I can say that its fully working with DayZ Epoch Mod! Features of this...
  19. K

    [Project] Basebuilding 1.2 change Code

    Everything works at the moment got to change the 5 digit code to 4 digit code length, cause the servermonitor just recieves rounded 3 digits after the comma. That would change code slightly on restart. So now it uses 4 digits and work like a charme The only thing is at the moment that the 1...
  20. K

    Base Building DayZ 1.2 Released

    You could simply add a compare of the playersUID with ones of an array of the Admin ones like in AdminTools etc at the fn_selfactions.sqf Then only the admins will have the scrollwheel menu. Maybe like that (untested) //Build Recipe Menu Action if((speed player <= 1) && hasBuildItem &&...
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