Screamer

Indestructible Bases

15 posts in this topic

Hello,
After few tests we notice that upgraded wood walls are fully indestructible (100 shots by KUMA :)

Unfortunately Wood floor have no upgrade option and can be easy destroy by few explosions.

Any idea how to set allowDamage false; for all building elements on server side?

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I think this one setup objects :)  its inside config.bin

class Exile_Construction_WoodWallHalf_Reinforced_Static: Exile_Construction_Abstract_Static {
        scope = 2;
        model = "\exile_client\model\Exile_Construction_WoodWallHalf_Reinforced.p3d";
        displayName = "1/2 Wood Wall Reinforced";
        armor = 30000;                     <- settings for indestructible
        destrType = "DestructNo";           <- settings for indestructible
    };

 

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I would like more info on this as well, I have tried several things to make buildings parts destructible without any success. 

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anything new about that? would like to make woodfloors indestructable or atleast stronger

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I added a line to the "ExileServer_object_construction_database_load.sqf" base part are only indestructible on server restart when the server loads all construction objects

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Not sure if this is still helpful to anyone, but I just saw this thread and figured I would share what I use on my server.

 

The following script modification forces all player-built constructions to take no damage after the server has restarted.

Newly built objects can still be destroyed up until the server restarts. Once the server reloads the objects, they will remain indestructible unless moved, in which case this process repeats.

 

Working as of Exile Version 0.9.4.1

 

Step 1:

Open up the following path in your @ExileServer folder. Either use a .pbo editor or extract the folder completely.

@ExileServer\addons\exile_server\code

 

Step 2:

Open the file

ExileServer_object_construction_database_load.sqf

 in a text editor of your choice.

 

Step 3:

In between these two lines of code...

_constructionObject setVariable ["ExileIsPersistent",true];

and

_pinCode = _data select 15;

 

insert the following line of code:

_constructionObject allowDamage false;

Alternatively you can just cut out the whole chunk of code and paste the modified version...

 /**
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
private["_constructionID","_data","_position","_vectorDirection","_vectorUp","_constructionObject","_pinCode"];
_constructionID = _this;
_data = format ["loadConstruction:%1", _constructionID] call ExileServer_system_database_query_selectSingle;
_position = [_data select 5, _data select 6, _data select 7];
_vectorDirection = [_data select 8, _data select 9, _data select 10];
_vectorUp = [_data select 11, _data select 12, _data select 13];
_constructionObject = createVehicle [(_data select 1), _position, [], 0, "CAN_COLLIDE"];
_constructionObject setPosATL _position;
_constructionObject setVectorDirAndUp [_vectorDirection, _vectorUp];
_constructionObject setVariable ["ExileDatabaseID", _data select 0];
_constructionObject setVariable ["ExileOwnerUID", (_data select 2)];
_constructionObject setVariable ["ExileIsPersistent",true];
_constructionObject allowDamage false;
_pinCode = _data select 15;
if !(_pinCode isEqualTo "000000") then
{
    _constructionObject setVariable ["ExileAccessCode",_pinCode];
    _constructionObject setVariable ["ExileIsLocked",(_data select 14),true];
};
_constructionObject addMPEventHandler ["MPKilled", { if !(isServer) exitWith {}; (_this select 0) call ExileServer_object_construction_event_onMpKilled; }];
if (getNumber(configFile >> "CfgVehicles" >> (_data select 1) >> "exileRequiresSimulation") isEqualTo 1) then
{
    _constructionObject enableSimulationGlobal true;
    _constructionObject call ExileServer_system_simulationMonitor_addVehicle;
}
else 
{
    _constructionObject enableSimulationGlobal false;
};
_constructionObject

 

Step 5;

Save the file, repack your .pbo and call it a day.
 

 

Edited by [O4CE] Johnjohns

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