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Daimyo21 (DayZ)

Base Building DayZ 1.0 w/ Gates + MUCH MORE!

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I was in the process of setting up a proper release of my Base Building script/hook to DayZ community with a github/tutorial etc but with work/school and managing/developing for US023, this release kept being pushed until winter break.

Unfortunately others are releasing my code on their own without credit and making accusations that I Daimyo, am stealing others code within my code which is outrageous and helps justify the fact that they downloaded my code off my server WITHOUT PERMISSION.

It has come to my attention by Humbleuk that him and KillZone Kid were the original authors of the gates operation function (I personally modified the keypad access panel from Igneous01 but apparently they were in the process of doing that as well). Proper credits at the bottom have been given as they should!

Regardless, people shouldnt be justifying the release of other peoples code with false accusations. Message me next time in the US023 SERVER or on Tunngle or on Youtube instead of downloading files off the server and releasing here (tunngle).

Tunngle release with guy trying to justify his actions when blatantly acting like he was developing scripts on his own forums

Here is my official RUSHED release of Base Building DayZ 1.0:

Base Building DayZ 1.0 (I use Bliss, but can work with other server packages as well if tweaked)

v1.1 Changelog:

-player_build.sqf _dir variable works properly when factoring keypanel _uid/gate code.

-small minor fixes to code.

By: Daimyo

Contact me at Daimyo21mods@gmail.com

NEW VIDEO COMING SOON!

Finally after weeks of testing and tweaking, I am doing a rushed release of my work to the DayZ community. We will call it Base Building DayZ 1.0 and as I improve it I will release later version. It requires NO mods and simply overrides the building mechanics in DayZ with added custom scripts by me and others(see credits below). Can be used for other server packages but I will provide no support for those until I test myself. I was setting up a github but did not plan on this early release, so when I get time (no promises), I will try and set that up!

Also, I am including an optional anti-wall/anti-disconnect wall script for players using vehicles to get out into a wall, bypassing base defenses all together. Also other scripts are included (some are hooks, some are made/modified by me), see features below! I am also including operational gates by Mr Jay with keypad access scripted by me with some code and interface used from Igneous01’s Simple bomb script (credits at bottom)

These New Features/Mechanics include:


    • Building up to 30+ Arma 2 unique objects with 30+ unique recipe’s
    • Custom removal feature which gives a chance to fail and OR lose tool box depending on how difficult the object is to create.
    • Booby Traps! The booby trap I created is a simple improvised explosion device that a player can create and is set off within a 10 meter radius with a 1 to 1 ½ second delay and look like a small dirt pile. They trigger from vehicles too and carry over on restarts.
    • Current Recipe for Booby Trap: 1 Sand bag, 1 Scrap Metal, 1 Grenade
    • (Etool and Tool box required)
    • The only way to remove a Booby trap is by crawling up to it and disarming it.
    • You initially get a:
    • 50% chance of success without Entrenching tool or tool box
    • Entrenching tool increases this by 10%
    • Tool box increases your chance by 30%
    • Having both = 90% success rate
    • Recipe Book!: A simple action menu that allows you to see the various recipes to create each class name (They can be renamed manually from there default class names).
    • KeyPanel Access that opens gates: This is a simple hook that adds an action to info_stands object. Once built, a long code is given, (longer than what you can enter on keypad but still works). Once placed, this code is permanent until object is removed by server host. It opens nearby gates, also in the recipes.
    • Optional Features:
    • Anti-Wall scripts prevents players from exiting vehicle to get into a player made base and or “closing game” while driving vehicle straight into a wall from passenger to then logon glitch into base.
    • Take Item Fix: This is an anti-dupe script. When servers are under heavy load, you can pick up tires, scrap metal, etc mutilple times and have tons layered in your backpack. This fix opens players gear menu whenever player performs these animations to pick up only those objects, making it harder to grab those objects over and over.
    • Modified Chopwood function: This is simply a basic hook using original DayZ code that makes chopping wood play a repair noise and adds a delay, since part of the recipes in the base building script uses wood, and this makes it harder to acquire.
    • AntiHeli: We had hackers spawning Ka60’s and having unlimited rockets, this simply makes them exit their Ka60 or whatever vehicle you specify in the script.

Requirements: No mods required. Tested with 1.7.4.4 . (REMOVAL FUNCTION IS PARTIAL, CHECK INSTRUCTIONS FOR MORE ON THIS) Theoretically building features should work on any map as it overrides the DayZ building mechanics.

Installation for server owners (follow all instructions):

Download:

REDIRECTS TO YOUTUBE CHANNEL, LINK IS IN DESCRIPTION

Follow instructions in the Word Document or Text Readme or PDF

I do not mind if people reference or use code of mine or change functions all together (its a great way to learn SQF). Please just give credit where credit is due if you do so!

KNOWN ISSUE:

Removing objects does not remove from Database:

Since I am always changing my server files and or mission files to correct this problem on my own, I am leaving you my server files from my Namalsk server THAT ONLY DEAL WITH CREATING/REMOVAL of objects to reference off of how I add/remove objects properly. This is different from the latest 1.7.4.4 as I was getting errors so I reverted back to some older code and modified that.

In server_functions.sqf under the function that creates a UNIQUE ID from objects position

“dayz_objectUID2 = {“

I remove the _p3 position to make the UID smaller (this also prevented an error where a negative Z position in getposATL would corrupt the UID number in the DB but this is corrected in 1.7.4.4).

I recommend reading the instructions on how to deal with this as I left two player_remove.sqf's in the tweaks folder that were modified to work (without testing) with 1.7.4.4 original DayZ code that removes tank traps, wire fence, and sandbag in Original DayZ

SCRIPTS/HOOKS SPECIFICALLY BY DAIMYO (some use modified DayZ Code):

player_addActions.sqf

player_bomb.sqf

player_build.sqf

player_chopWood.sqf

player_disarmBomb.sqf

player_recipeBook.sqf

player_remove.sqf

initWall.sqf

antiWall.sqf

anti_discWall.sqf

antiHeli.sqf

take_itemFix.sqf

Since I was practically forced to release this in fear of others modifying and eventually claiming my work as their own(not saying they did yet), I will not have the time to provide proper support until at least a week or so. Please message me at daimyo21mods@gmail.com for any specific questions. I apologize for this and I'll try my best to answer any problems/concerns on the forums as well as my email. Thank you

CREDITS:

Simple bomb script by Igneous01

http://www.armaholic...ge.php?id=15033

Operational Gates by Humbleuk and Killzone Kid

DayZ Code from “Rocket” Dean Hall and DayZ community team

Code conversion algorithm for keypanel access by Xeno

Killzone Kid and Ashfor for all their work/inspiration and any code utilized in this release.

And of course Ayan4m1 Bliss Server Package, though sometimes frustrating to work in custom code with, they still are a great group of guys that do great work.

Entire DayZ community that help with coding and custom hooks/scripts/server support

If I missed anyone please message me!

Edited by Daimyo21
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Fantastic work mate, really impressive :)

Have you thought about, either contacting Bliss or the Community Development Team, and make this an official part of DayZ or Bliss?

It seems like its server software, but would it be possible to put it into DayZ mod it self?

Or have Bliss adopt this as an optional feature :)

But good job anyway mate, it looks awsome.

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Nice Work, its good to see another in-game construction out there, now mine (the 1st In-game construction system) isnt so lonely :)... maybe we could make something together sometime :D

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Nice Work, its good to see another in-game construction out there, now mine (the 1st In-game construction system) isnt so lonely :)... maybe we could make something together sometime :D

Thanks Stapo, Yea I was working on this in October and knew others were floating around, just never really saw them (I know a couple others who were working on different ways of implementing). I just wanted mine to be easy, basic, and require no mods. Ill contact you on your website when I get some time and see if theres anything I can contribute. Id really like to see a official construction system in DayZ with gates and everything.

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Hey Daimyo, thanks for making a truly awesome gaming experience! I have met a lot of really cool people in there and have put about 100 hours into the server recently and have enjoyed all of it (perhaps not the bloodsuckers and EVR every time :)).

I have a question about decay and cleanup. I have been showering the forums and have not been able to find more information about this. What is the rules on object decay? For example, the Hesco barriers and gates i put up, will they just disappear one day soon when I log in? Or is it a refresh system much like was used in Ultima Online? Same question for tents, should we plan to take them down and re-pitch every few weeks?

Thanks!

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Hello, and thx a lot for this great building mod, great job. But, what I want to use from it, is just that gates with password thing and I am not really sure how to use it. Can somebody explain how can I implement this on a server please? Thanks in advance

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