XSaintsXMonkeyX 0 Report post Posted May 20, 2013 Let me just say, I love SS Antihack. You guys did a phenomenal job with it. It makes things absurdly easy, as compared to before. I could go on, but that's not the point of this post. I have a heavily modified server with several different scripts active. I've just recently added "Base Building 1.2" for DayZ. Now the mod is fully functional, except for 1 aspect.. Admins, installed in the SS Antihack confg folders are the only one's who can run the code. >.< I understand that SurvivalServers doesn't offer support for customized servers, so I'm calling upon other administrators who may have hit this barrier. If any of you have Base Building 1.2, please share your experience and we'll hopefully find a way around this. I believe to have found the source of the error: [ SeverPBO >> init >> server_functions.sqf ] Snippet (end of file) : // BASE BUILDING 1.2 Build Array build_baseBuilding_arrays = { // ################################### BUILD LIST ARRAY SERVER SIDE ######################################## START /* Build list by Daimyo for SERVER side Add and remove recipes, Objects(classnames), requirments to build, and town restrictions + extras This method is used because we are referencing magazines from player inventory as buildables. Main array (_buildlist) consist of 34 arrays within. These arrays contains parameters for player_build.sqf From left to right, each array contains 3 elements, 1st: Recipe Array, 2nd: "Classname", 3rd: Requirements array. Check comments below for more info on parameters */ private["_isDestructable","_classname","_isSimulated","_disableSims","_objectSims","_objectSim","_requirements","_isStructure","_structure","_wallType","_removable","_buildlist","_build_townsrestrict"]; // Count is 34 // Info on Parameters (Copy and Paste to add more recipes and their requirments!): //[TankTrap, SandBags, Wires, Logs, Scrap Metal, Grenades], "Classname", [_attachCoords, _startPos, _modDir, _toolBox, _eTool, _medWait, _longWait, _inBuilding, _roadAllowed, _inTown, _removable, _isStructure, _isSimulated, _isDestructable]; _buildlist = [ [[0, 1, 0, 0, 1, 1], "Grave", [[0,2.5,.1],[0,2,0], 0, true, true, true, false, false, true, true, false, false, true, false]],//Booby Traps --1 [[2, 0, 0, 3, 1, 0], "Concrete_Wall_EP1", [[0,5,1.75],[0,2,0], 0, true, false, true, false, false, true, false, false, false, true, false]],//Gate Concrete Wall --2 [[1, 0, 1, 0, 1, 0], "Infostand_2_EP1", [[0,2.5,.6],[0,2,0], 0, true, false, true, false, false, false, false, false, false, false, false]],//Gate Panel w/ KeyPad --3 [[3, 3, 2, 2, 0, 0], "WarfareBDepot", [[0,18,2], [0,15,0], 90, true, true, false, true, false, false, false, false, true, true, false]],//WarfareBDepot --4 [[4, 1, 2, 2, 0, 0], "Base_WarfareBBarrier10xTall", [[0,10,1], [0,10,0], 0, true, true, false, true, false, false, false, false, false, true, false]],//Base_WarfareBBarrier10xTall --5 [[2, 1, 2, 1, 0, 0], "WarfareBCamp", [[0,12,1], [0,10,0], 0, true, true, false, true, false, false, false, false, true, true, false]],//WarfareBCamp --6 [[2, 1, 1, 1, 0, 0], "Base_WarfareBBarrier10x", [[0,10,.6], [0,10,0], 0, true, true, false, true, false, false, false, false, false, true, false]],//Base_WarfareBBarrier10x --7 [[2, 2, 0, 2, 0, 0], "Land_fortified_nest_big", [[0,12,1], [2,8,0], 180,true, true, false, true, false, false, false, false, true, true, false]],//Land_fortified_nest_big --8 [[2, 1, 2, 2, 0, 0], "Land_Fort_Watchtower", [[0,10,2.2],[0,8,0], 90, true, true, false, true, false, false, false, false, true, true, false]],//Land_Fort_Watchtower --9 [[4, 1, 1, 3, 0, 0], "Land_fort_rampart_EP1", [[0,7,.2], [0,8,0], 0, true, true, false, true, false, false, false, true, false, true, false]],//Land_fort_rampart_EP1 --10 [[2, 1, 1, 0, 0, 0], "Land_HBarrier_large", [[0,7,1], [0,4,0], 0, true, true, true, false, false, false, false, false, false, true, false]],//Land_HBarrier_large --11 [[2, 1, 0, 1, 0, 0], "Land_fortified_nest_small", [[0,7,1], [0,3,0], 90, true, true, true, false, false, false, false, false, true, true, false]],//Land_fortified_nest_small --12 [[0, 1, 1, 0, 0, 0], "Land_BagFenceRound", [[0,4,.5], [0,2,0], 180,true, true, false, false, false, false, false, true, false, true, false]],//Land_BagFenceRound --13 [[0, 1, 0, 0, 0, 0], "Land_fort_bagfence_long", [[0,4,.3], [0,2,0], 0, true, true, false, false, false, false, false, true, false, true, false]],//Land_fort_bagfence_long --14 [[6, 0, 0, 0, 2, 0], "Land_Misc_Cargo2E", [[0,7,2.6], [0,5,0], 90, true, false, false, true, false, false, false, false, false, true, false]],//Land_Misc_Cargo2E --15 [[5, 0, 0, 0, 1, 0], "Misc_Cargo1Bo_military", [[0,7,1.3], [0,5,0], 90, true, false, false, true, false, false, false, false, false, true, false]],//Misc_Cargo1Bo_military --16 [[3, 0, 0, 0, 1, 0], "Ins_WarfareBContructionSite", [[0,7,1.3], [0,5,0], 90, true, false, false, true, false, false, false, false, false, true, false]],//Ins_WarfareBContructionSite --17 [[1, 1, 0, 2, 1, 0], "Land_pumpa", [[0,3,.4], [0,3,0], 0, true, true, true, false, false, false, false, true, false, true, false]],//Land_pumpa --18 [[1, 0, 0, 0, 0, 0], "Land_CncBlock", [[0,3,.4], [0,2,0], 0, true, false, false, false, false, true, true, true, false, true, false]],//Land_CncBlock --19 [[4, 0, 0, 0, 0, 0], "Hhedgehog_concrete", [[0,5,.6], [0,4,0], 0, true, true, false, true, false, true, false, false, false, true, false]],//Hhedgehog_concrete --20 [[1, 0, 0, 0, 1, 0], "Misc_cargo_cont_small_EP1", [[0,5,1.3], [0,4,0], 90, true, false, false, false, false, false, false, true, false, true, false]],//Misc_cargo_cont_small_EP1 --21 [[1, 0, 0, 2, 0, 0], "Land_prebehlavka", [[0,6,.7], [0,3,0], 90, true, false, false, false, false, false, false, true, false, true, true]],//Land_prebehlavka(Ramp) --22 [[2, 0, 0, 0, 0, 0], "Fence_corrugated_plate", [[0,4,.6], [0,3,0], 0, true, false, false, false, false, false, false, true, false, true, true]],//Fence_corrugated_plate --23 [[2, 0, 1, 0, 0, 0], "ZavoraAnim", [[0,5,4.0], [0,5,0], 0, true, false, false, false, false, true, false, true, false, true, true]],//ZavoraAnim --24 [[0, 0, 7, 0, 1, 0], "Land_tent_east", [[0,8,1.7], [0,6,0], 0, true, false, false, true, false, false, false, false, true, true, true]],//Land_tent_east --25 [[0, 0, 6, 0, 1, 0], "Land_CamoNetB_EAST", [[0,10,2], [0,10,0], 0, true, false, false, true, false, false, false, true, true, true, true]],//Land_CamoNetB_EAST --26 [[0, 0, 5, 0, 1, 0], "Land_CamoNetB_NATO", [[0,10,2], [0,10,0], 0, true, false, false, true, false, false, false, true, true, true, true]],//Land_CamoNetB_NATO --27 [[0, 0, 4, 0, 1, 0], "Land_CamoNetVar_EAST", [[0,10,1.2],[0,7,0], 0, true, false, true, false, false, false, false, true, false, true, true]],//Land_CamoNetVar_EAST --28 [[0, 0, 3, 0, 1, 0], "Land_CamoNetVar_NATO", [[0,10,1.2],[0,7,0], 0, true, false, true, false, false, false, false, true, false, true, true]],//Land_CamoNetVar_NATO --29 [[0, 0, 2, 0, 1, 0], "Land_CamoNet_EAST", [[0,8,1.2], [0,7,0], 0, true, false, true, false, false, false, false, true, false, true, true]],//Land_CamoNet_EAST --30 [[0, 0, 1, 0, 1, 0], "Land_CamoNet_NATO", [[0,8,1.2], [0,7,0], 0, true, false, true, false, false, false, false, true, false, true, true]],//Land_CamoNet_NATO --31 [[0, 0, 2, 2, 0, 0], "Fence_Ind_long", [[0,5,.6], [-4,1.5,0], 0, true, false, true, false, false, false, false, true, false, true, true]], //Fence_Ind_long --32 [[0, 0, 2, 0, 0, 0], "Fort_RazorWire", [[0,5,.8], [0,4,0], 0, true, false, false, false, false, false, false, true, false, true, true]],//Fort_RazorWire --33 [[0, 0, 1, 0, 0, 0], "Fence_Ind", [[0,4,.7], [0,2,0], 0, true, false, false, false, false, false, true, true, false, true, true]] //Fence_Ind --34 *** Remember that the last element in array does not get comma *** ]; // Build allremovables array for remove action for "_i" from 0 to ((count _buildlist) - 1) do { _removable = (_buildlist select _i) select _i - _i + 1; if (_removable != "Grave") then { // Booby traps have disarm bomb allremovables set [count allremovables, _removable]; }; }; // Build classnames array for use later for "_i" from 0 to ((count _buildlist) - 1) do { _classname = (_buildlist select _i) select _i - _i + 1; allbuildables_class set [count allbuildables_class, _classname]; }; /* *** Remember that the last element in ANY array does not get comma *** Notice lines 47 and 62 */ // Towns to restrict from building in. (Type exact name as shown on map, NOT Case-Sensitive but spaces important) // ["Classname", range restriction]; // NOT REQUIRED SERVER SIDE, JUST ADDED IN IF YOU NEED TO USE IT _build_townsrestrict = [ ["Lyepestok", 1000], ["Sabina", 900], ["Branibor", 600], ["Bilfrad na moru", 400], ["Mitrovice", 350], ["Seven", 300], ["Blato", 300] ]; // Here we are filling the global arrays with this local list allbuildables = _buildlist; allbuild_notowns = _build_townsrestrict; // ################################### BUILD LIST ARRAY SERVER SIDE ######################################## END }; #include "\Antihack\SurvivalAntihack.sqf" #include "\Antihack\SurvivalAntihack.sqf" This seems to interfere non-admin compatibility with the mod. Quote Share this post Link to post Share on other sites More sharing options...
XSaintsXMonkeyX 0 Report post Posted May 20, 2013 Keep in mind, base building 1.2 isn't compatible with SS Antihack. If you're experienced with coding, I encourage you to find a way around the issue listed above. I would really enjoy having both active, while letting non-admins use the mod as well. Quote Share this post Link to post Share on other sites More sharing options...
Admin 0 Report post Posted May 21, 2013 We are hiding the source of the antihack which is located in the Antihack directory so the code does not get leaked. As for the base building mod troubles, we can look into that (SS Antihack + base building mod) if the mod is popular enough (and it seems so). Please create a support ticket referencing this thread so I can have the developer take a look. Quote Share this post Link to post Share on other sites More sharing options...
XSaintsXMonkeyX 0 Report post Posted May 21, 2013 Awesome, thank you very much. Quote Share this post Link to post Share on other sites More sharing options...
Teskat 0 Report post Posted May 28, 2013 Hi XSaintsXMonkeyX second back I whas in your server ,whear you managed Base builder 1.2 work. I need your Help ... ----------------------------------------------------------- Basically i doun`t see a scroll option to Base Building Recipes ... and mein recipe screen But if I take out my gear ,and put back lets say items for one of recipes , whis right klick i can build item... Any ideas ? Im breaking my head long time Quote Share this post Link to post Share on other sites More sharing options...
XSaintsXMonkeyX 0 Report post Posted May 31, 2013 I would need to take a look your files. If you feel comfortable enough, throw them up here and I'll see if I can spot anything wrong. Quote Share this post Link to post Share on other sites More sharing options...
Teskat 0 Report post Posted June 1, 2013 I would need to take a look your files. If you feel comfortable enough, throw them up here and I'll see if I can spot anything wrong. Hi mate , thanks for offering help ... in the end it was a anti hack folt base builder after removing it , is working fine ... but of course i crashed in other problem , when someone place tent - in about 4 seconds it disappear did You had this problem on your server ? P.S just let me know , then i will know whear to start look for problem . TNX Quote Share this post Link to post Share on other sites More sharing options...
pilpest 0 Report post Posted June 4, 2013 This is a code you commented out, and a few other things you messed with when changing it. I recommend using a backed up one. Quote Share this post Link to post Share on other sites More sharing options...
Teskat 0 Report post Posted June 4, 2013 This is a code you commented out, and a few other things you messed with when changing it. I recommend using a backed up one. yeah ... i understand that ... just i wanted to know , does all servers haw non`working tent , or just Me ... anyway i'll try fight this problem , with trying to add tent in builder Quote Share this post Link to post Share on other sites More sharing options...
XSaintsXMonkeyX 0 Report post Posted June 4, 2013 My tents are working just fine. I'd recommend using your fix for what you found above, with the code in general, and redoing the script install. I had to do a fresh install of this mod about 5 times before I could finally get it right. >.< Quote Share this post Link to post Share on other sites More sharing options...
HopHead 0 Report post Posted June 6, 2013 Any change or news with this? If I comment out the SS include will that allow the mod to work(but i will lose the admin tools)? Quote Share this post Link to post Share on other sites More sharing options...
XSaintsXMonkeyX 0 Report post Posted June 6, 2013 If you contact the tech team, and already have Base Building installed, they'll fix it for you. Until they get back to you, you can just remove that line, and it should work fine. Quote Share this post Link to post Share on other sites More sharing options...
HopHead 0 Report post Posted June 11, 2013 I had some trouble with the proper script 5 createVehicle !"_detonate = "grenade" createVehicle _pos; This is what i put in on my line 22. I took out the /'s and it worked is this what you did? Quote Share this post Link to post Share on other sites More sharing options...
XSaintsXMonkeyX 0 Report post Posted June 11, 2013 Adding this exception to your scripts, is part of the main tutorial. 5 createVehicle !"_detonate = "grenade" createVehicle _pos; Yes, I did that.. This doesn't affect the area, that interferes with SS anti hack. Quote Share this post Link to post Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.