DayZ
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RA Base Building
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Type: Mod
File Size
Posted
Updated
568.992 MB
Mar 5, 2024 @ 10:54am
Mar 2 @ 7:19pm
28 Change Notes ( view )

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RA Base Building

Description
Join the discord!
https://discord.gg/ZguvNk2JxH

This mod revolutionizes DayZ Base Building. It includes several fan favorite base building parts like Ladder Hatches, Garage Doors, Compounds, all in 3 different tiers with balanced and functional raid mechanics. It also features a Territory and Upkeep system to let you balance your servers better without needing a bad gameplay mechanic like Base item restrictions. If you weren't excited by that alone, this mod also includes it's own CodeLock, C4, and No Build Zones that has all been heavily tested on the Rearmed servers all with performance and simplicity in mind.

To start building, you will need to obtain a paper. With paper in hand it allows you to craft a blueprint.

Once you obtain a blueprint, putting it in your hands and raising them will open the building radial menu. From there you can place any base object as your heart desires within your power. You cannot clip these objects into anything other than plants and rocks preventing weird and unbalanced behavior.

Most blueprints cost a log to place, from there it costs planks to upgrade to wood, metal plates to upgrade to metal, and cinder blocks to concrete.

CodeLocks are up to server owners to decide how they are obtained.

Once you got your base sorted, its time to secure with a territory to prevent it from decaying and prevent unwanted individuals from griefing. To make one it's the same exact recipe as a Flag Pole.

This mod includes Build Anywhere for the time being as the hologram code in this game sucks and is hard to mod.

Main Class Names:

RA_Blueprint (to build)
RA_C4 (to raid)
RA_ClawHammer (to upgrade faster than vanilla tools)
RA_CodeLock (to lock ur base obviously)
TerritoryHQ (to secure your territory)
RA_Cinderblock (to upgrade to T3)

How to add No Build Zone in init.c
class CustomMission: MissionServer { override void RegisterNoBuildZones(array<ref NoBuildZoneData> no_build_zones) { super.RegisterNoBuildZones(no_build_zones); no_build_zones.Insert(new NoBuildZoneData("8940.89 0.0 13949.5", 900, "You cannot build this here!")); no_build_zones.Insert(new NoBuildZoneData("8930.89 0.0 1549.5", 900, "You cannot build this here either!")); } }


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144 Comments
KeyLovesYou May 20 @ 4:30am 
So...its rust build? hehe
GunnCat Apr 1 @ 12:05pm 
Can this mod be used with Expansion?
GHOST Mar 23 @ 5:35pm 
with the territory hq does it cover any storage in the area i am not getting any flags on the building or any storage and i do have nails in the hq
EMPANADAS Bv Mar 15 @ 10:27pm 
any community servers usign this one??
Bigdaddy87 Mar 9 @ 3:31pm 
CodeLock/scripts/4_world/actions\interact\actionpacktent.c(7): Ambiguous function call 'IsCodeLocked', candidates:
IsCodeLocked()
IsCodeLocked(PlayerIdentity)
what did i do wrong?
Fartonice Mar 4 @ 9:23pm 
trader item list or a item list i can make 1 ?
One Shot Mar 4 @ 1:55pm 
ls it possible with this mod to add a feature to disable the normal crafting of territory flag kit, Just so players cant craft the wrong territory system.
One Shot Feb 25 @ 12:32pm 
Cant compile World Script module.
Rfwc_CarpBoat/script/4_world/rfcw_carboat.c
BseBuildingHologram <<<< unkown type

Now I know that is referrign somethign to do with Red falcon water craft but I only got this start up error after RA_basebuilding updated
Pipsters Feb 22 @ 12:38pm 
Howdy Love the mod but i have 2 questions First one is like others have said a admin config menu would be awesome and the second is the codelocks don't work on other things like Rag base items lockable things is there any chance this could be fixed as i can't run the codelock mod with yours?
Bustin Cider Feb 20 @ 11:41pm 
no help no support not work well with expansion no json file no info at all ,kick of my server sadly,hq is lot fun but not worth all the headaches.