[FM] Monkee

Building on roads

7 posts in this topic

Hi guys,

I've searched the forums for build on roads and it only turned up a result for disabling it. I would like to know how to enable building on roads. 

I am using Taunus as my map and there are some cobbled areas which would make great bases. However when i try and place a workbench i get the message that i cannot build on roads. Is there an easy way to enable this?

Thanks in advance

Monkee

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as a server owner myself i would say not to build on roads but thats me for my server,

reason, as if you have roaming ai vehicles, they use the roads and they would get stuck and be stupid ai for not driving out of the area.

you can build good bases which you just build over the road.

This is your call for your server

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Hello Monkee,

"... I would like to know how to enable building on roads..."

You (basically) can build ANYWHERE in Exile!  Generally speaking, some server owners have restrictions of building in certain areas.  As a server owner, you can build where ever you so desire.

 

Based on what you stated, you are NOT a server owner and that message is generated by the server admin via some script.  You will need to consult with owner concerning this.

 

There is no 'switch' to turn off or on building on a road in Exile by default.

 

:)

 

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On 22.4.2017 at 5:45 AM, Z80CPU said:

You (basically) can build ANYWHERE in Exile!  Generally speaking, some server owners have restrictions of building in certain areas.

 

On 22.4.2017 at 5:45 AM, Z80CPU said:

that message is generated by the server admin via some script

This is only partially true, that message is generated by exile vanilla. That restriction only apply to fireplace kits and workbenchkits, those are not allowed to build on roads, everything else is possible.

 


	switch (_canBuildHereResult) do
	{
		case 1:
		{
			throw "You are not in your territory.";
		};
		case 11:
		{
			throw "You are too close to a concrete mixer.";
		};
		case 10:
		{
			throw "Building is blocked here.";
		};
		case 2:
		{
			throw "You are inside enemy territory.";
		};
		case 8:
		{
			throw "You are in a contaminated zone.";
		};
		case 3:
		{
			throw "This cannot be placed on roads.";
		};
		case 5:
		{
			throw "You are too close to a spawn zone.";
		};
		case 4:
		{
			throw "You are too close to traders.";
		};
		case 6:
		{
			throw "Maximum number of objects reached.";
		};
		case 7:
		{
			throw "This snap location is already being used.";
		};
	};
	_

 

Edited by WURSTKETTE

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create a file
ExileClient_object_item_construct.sqf
Spoiler

/**
 * 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["_itemClassName","_cantBuildNear"];
_itemClassName = _this select 0;
if( isClass(configFile >> "CfgMagazines" >> _itemClassName >> "Interactions" >> "Constructing") ) then
{
	if (findDisplay 602 != displayNull) then
	{
		(findDisplay 602) closeDisplay 2; 
	};
	try 
	{
		if !((vehicle player) isEqualTo player) then { throw "ConstructionVehicleWarning"; };
		if ((getPosATL player) call ExileClient_util_world_isTraderZoneNearby) then { throw "ConstructionTraderZoneWarning"; };
		if ((getPosATL player) call ExileClient_util_world_isSpawnZoneNearby) then { throw "ConstructionSpawnZoneWarning"; };

		//Stops Building In Towns
		_cnt = count nearestLocations [getPosATL player, ["NameVillage","NameCity","NameCityCapital"], 400];
		if (_cnt > 0 ) then { throw "ConstructionAbortedInformation"; };		
		
		/* PREVENT BUILDING NEAR CERTAIN TYPES OF BUILDING */
		_cantBuildNear = [
			"Land_Dome_Big_F",
			"Land_Dome_Small_F",
			"Land_Barracks_ruins_F",
			"Land_i_Barracks_V1_F",
			"Land_i_Barracks_V1_dam_F",
			"Land_i_Barracks_V2_F",
			"Land_i_Barracks_V2_dam_F",
			"Land_u_Barracks_V2_F",
			"Land_Hospital_main_F",
			"Land_Hospital_side1_F",
			"Land_Hospital_side2_F",
			"Land_MilOffices_V1_F",
			"Land_TentHangar_V1_F",
			"Land_Hangar_F",
			"Land_Airport_Tower_F",
			"Land_Cargo_House_V1_F",
			"Land_Cargo_House_V3_F",
			"Land_Cargo_HQ_V1_F",
			"Land_Cargo_HQ_V2_F",
			"Land_Cargo_HQ_V3_F",
			"Land_Cargo_Patrol_V1_F",
			"Land_Cargo_Patrol_V2_F",
			"Land_Cargo_Tower_V1_F",
			"Land_Cargo_Tower_V1_No1_F",
			"Land_Cargo_Tower_V1_No2_F",
			"Land_Cargo_Tower_V1_No3_F",
			"Land_Cargo_Tower_V1_No4_F",
			"Land_Cargo_Tower_V1_No5_F",
			"Land_Cargo_Tower_V1_No6_F",
			"Land_Cargo_Tower_V1_No7_F",
			"Land_Cargo_Tower_V2_F",
			"Land_Cargo_Tower_V3_F",
			"Land_Radar_F"
		];
		_cantBuildDist = 100;
		if ({typeOf _x in _cantBuildNear} count nearestObjects[player, _cantBuildNear, _cantBuildDist] > 0) then { throw "ConstructionAbortedInformation"; };
		
		/* PREVENT BUILDING NEAR KEY MILITARY AND INDUSTRIAL LOCATIONS */
//		if ((player distance [23802.7, 16133.9, 0]) < 1500) then { throw "ConstructionAbortedInformation"; };
		if ((player distance [3073.84,13177.1,0]) < 250) then { throw "ConstructionAbortedInformation"; };
		if ((player distance [12813.08, 16672.213, 0]) < 500) then { throw "ConstructionAbortedInformation"; };
		if ((player distance [20941.604, 19236.865, 0]) < 150) then { throw "ConstructionAbortedInformation"; };
		if ((player distance [6178.40, 16245.77, 0]) < 250) then { throw "ConstructionAbortedInformation"; };
		if ((player distance [14347.18, 18940.27, 0]) < 200) then { throw "ConstructionAbortedInformation"; };
		if ((player distance [18310.604, 15548.075, 0]) < 150) then { throw "ConstructionAbortedInformation"; };
		if ((player distance [16083.555, 16992.264, 0]) < 200) then { throw "ConstructionAbortedInformation"; };
		if ((player distance [17432.287, 13148.771, 0]) < 150) then { throw "ConstructionAbortedInformation"; };
		if ((player distance [23581.842, 21099.982, 0]) < 200) then { throw "ConstructionAbortedInformation"; };
		
		/* PREVENT BUILDING ON ROADS */
		if (isOnRoad getPosATL player) then { throw "ConstructionAbortedInformation"; }; 		

		if(_itemClassName isEqualTo "Exile_Item_Flag") then { throw "FLAG"; };
		[_itemClassName] call ExileClient_construction_beginNewObject;
	}
	catch 
	{
		if(_exception isEqualTo "FLAG")then
		{
			call ExileClient_gui_setupTerritoryDialog_show;
		}
		else
		{
			if(_exception isEqualTo "ConstructionAbortedInformation")then{
				[_exception,"Building Permit Denied"] call ExileClient_gui_notification_event_addNotification;
			}else{
				[_exception] call ExileClient_gui_notification_event_addNotification;
			};
		};	
	};
};
true

 

should be able to edit this override to suite your needs and allow building on roads, around other objects or in towns, cities.

Edited by tinboye
  • Like 1

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