Sorry if this has been answered already but when i try and construct items out of wood piles (base building) My guy go's down to do the animation and nothing happens, only things these dont apply to are sandbags and wire fences, i can only construct those two things, any ideas?
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Not sure but I think the constructing system is broken. |
What we should do is try to implement an advanced building script into the mod. Exodon is a good one that one of the Epoch servers I play on uses.
I have no idea what I'm doing. Trust me, I'm a dentist.
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The problem is that R3F Logistics is commonly disputed as the best basebuilding mod!
Cheers, BossMann
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Above how did you end up having over 2000 posts
Cheers, BossMann
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In reply to this post by BossMann
The problem is that R3F is coding in freaking French and it's not updated for 1.7.7.1 xD other basebuilding mods, on the other hand, are working with 1.7.7.1.
I have no idea what I'm doing. Trust me, I'm a dentist.
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Administrator
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In reply to this post by Barry
There are 2 different set of building scripts. The one that came with BreakingPoint is hard becuase there are no recipes what so ever (afaik). But I'll try to get the recipes for the building-thingy that does work for sure. I think you build the same things anyways. |
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In reply to this post by A Hobo Panda
It's intended for ArmA, there will most likely never be an update for DayZ. It's either not working with one of the new functions/scripts in 1.7.7.1, or one of the later beta patches. But they made changes to the vehicle inventory (in 1.7.7.1), wich is the only broken feature I've found in R3F used on 1.7.7.1. I've not tried to fix it yet, as I haven't even fixed the 1.7.7.1 code itself. |
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In reply to this post by BossMann
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This post was updated on .
In reply to this post by Ray
Everything that you can build should pop up in a separate list after you select build recipes. I get a list of building options that you can look at and a guide of what the codes are at the top of the list. I put everything in my main inventory in my backpack and only have the building material needed to build what I want and just go to any of the materials in your inventory and select the first item available and a quick sample view of what you were trying to build appears on screen. Then your guy makes the retarded animations for building for a few seconds or longer for bigger items then the building object appears in game. You can move most stuff you build like sandbags where you want after you build them for fine tuning. EDIT: just a quick copy and paste of the building recipes. Sand=S,Tank=T,Wire=W,Wood=L,Scrap=M,Gren=G "Booby Trap: 1S,1M,1G", "Gate Concrete Wall: 2T,3L,1M", "Gate Panel w/ Coded KeyPad(open/close gate) < 100m from gate DO NOT USE ON OBJECT AI: 1T,1W,1M", "WarfareBDepot: 3S,3T,2W,2L", "Base_WarfareBBarrier10xTall: 1S,4T,2W,2L", "WarfareBCamp: 1S,2T,2W,1L", "Base_WarfareBBarrier10x: 1S,2T,1W,1L", "Land_fortified_nest_big: 2S,2T,2L", "Land_Fort_Watchtower: 1S,2T,2W,2L", "Land_fort_rampart_EP1: 1S,4T,1W,3L", "Land_HBarrier_large: 1S,2T,1W", "Land_fortified_nest_small: 1S,2T,1L", "Land_BagFenceRound: 1S,1W", "Land_fort_bagfence_long: 1S", "Land_Misc_Cargo2E: 6T,2M", "Misc_Cargo1Bo_military: 5T,1M", "Ins_WarfareBContructionSite: 3T,1M", "Land_pumpa: 1S,1T,2L,1M", "Land_CncBlock: 1T", "Hhedgehog_concrete: 4T", "Misc_cargo_cont_small_EP1: 1T,1M", "Land_prebehlavka(Ramp): 1T,2L", "Fence_corrugated_plate: 2T", "ZavoraAnim: 2T,1W", "Land_tent_east: 7W,1M", "Land_CamoNetB_EAST: 6W,1M", "Land_CamoNetB_NATO: 5W,1M", "Land_CamoNetVar_EAST: 4W,1M", "Land_CamoNetVar_NATO: 3W,1M", "Land_CamoNet_EAST: 2W,1M", "Land_CamoNet_NATO: 1W,1M", "Fence_Ind_long: 2W, 2L", "Fort_RazorWire: 2W", "Fence_Ind: 1W |
@Above
Would you mind if I un PBO the Breaking Point file and add MGB_KillHouses to the map? This will be solely for personal use and I will feel much better doing this with your permission. Also if I do add the Killhouses, do I need to add anything to the init field or do I just leave it blank? The reason I would like to add the content is to use them as stash houses since nothing spawns in them like in NAPF version of DaiZy. Please take no offense to this request; you’ve done an outstanding job with this map and the request is simply to enhance my personal enjoyment of the mod. |
Administrator
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Not at all! One thing, though. Save a template of what you add, because you "will have to" add it once I've updated this. Since it will have an updated map! :) |
Hey Above since their is an update i just wanted to share some tested modules that works good with BP.
1.The most interesting mod was the AIM module which you can arrest , and trasnsport AI and put them down and stuff like this, The big advantage is as long as they are detained they want spawn and i love it since yo can conquer the map ( if you want them to spawn again kill them). i liked it especially when you have like 30 pow to just take the NE airfeild and Klen. 2.The Car radio works perfectly( didnt try to add more music to playlist tho) 3.RUBE weather System (Very intense weather + laptop for forcast, and you can transport it with R3F+jornals)---huge update but not my choice 4.USS Nimitz , Well i convinced my self the carrier was there when the zombie Apo started :) 5.B.A.M scripted ship to attach many choopers (without executing anything) and driving around it is lovely in lingor.... 6. hoss or horses with 3 different colores (funky but i like them more than motorcycles + u can filp them and they can be geared) But these modules can be far related to dayz and can ruin the game in its survival aspect and i totally understand, so as i said i just wanted to share :) |
Well, if its not in the original it will be in my one!
Cheers, BossMann
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In reply to this post by Sb8i
Well, firstly, let's address the issues that these can cause. 1. It would work decently, but there's always the possibility of the triggers breaking altogether. 2. Can't see issues here, but I don't really think there'd be a radio station still broadcasting. 3. There is a good reason it hasn't been used yet. RUBE uses a ridiculous amount of CPU cycles that would cause scripts to lag like shit and, depending on your hardware, cause large FPS drops and AI stupidity. 4. Can't really see the point of having it. 5. Still pretty pointless. 6. Hoss? You lost me there.
DaiZy Single-player Developer (AI Units)
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@Niceonegunit
Well, iam seriously not gonna debate which one of these are pointless or anything, especially one it comes to dayz ( it is not the perfect game when it comes to realistics). But i see your point, the main thing is most of these modules where debated in here in the forum before, it was still a concern whether they will work or not klike the RUBE system and the car radio for sure ( well there are no radio station but their is K7 or CD unless they got infected too) and if iam not mistaken to some people it was a concer to have aircraft carrier in BP. So, i gave them a try.. and so u don´t get too lost Hoss is the Horse but the mod uses the Nick hoss ingame. Cheers |
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I'll check those out. :) |
In reply to this post by Above
@Above, Ok cool I really appreciate it. I do have the template saved already :) now the init field for kill houses do I leave it blank or do I have to add a command?? |
In reply to this post by Sb8i
@SB8I, In regards to the car radio, I know how to add the module to the map but would I be able to add custom music? I would like to add emergency Broadcast announcements along with the Green Mountain Radio Transmission. |
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In reply to this post by Blaze
No worries! :D Sorry, I completely forgot to respond to that. You leave it blank. |
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