RimBlock Posted January 15, 2015 Author Report Share Posted January 15, 2015 Ok, two releases in one day. v2.5 is now out. Changes. Added (with the kind permission of Mikeeeyy). Link to comment Share on other sites More sharing options...
nikas455 Posted January 15, 2015 Report Share Posted January 15, 2015 I have my own compile and veriable and server_monitor How do I combine them ? Link to comment Share on other sites More sharing options...
RimBlock Posted January 15, 2015 Author Report Share Posted January 15, 2015 Have a look on the first post for links on how to use diffmerge to combine. nikas455 1 Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted January 15, 2015 Report Share Posted January 15, 2015 Any word on combining these with fast build and snap build all into one pack ?? Link to comment Share on other sites More sharing options...
RimBlock Posted January 15, 2015 Author Report Share Posted January 15, 2015 Any word on combining these with fast build and snap build all into one pack ?? Snap build pro has been part of the release for a while now. Have no experience of fast build. What does it do ?. The problem is that I take responsibility for other peoples mods if I combine them. Precision Base Building is pretty simple and I am working with Raymix for Dominion so neither should be much of an issue. Both are also pretty stable. Link to comment Share on other sites More sharing options...
bustedparts Posted January 16, 2015 Report Share Posted January 16, 2015 I hate to be a bother , I am new to scripting. Is this the folder were the custom folder gets placed? C:\Program Files (x86)\Steam\steamapps\common\DayZ_Servers\Test_Server.1 Link to comment Share on other sites More sharing options...
RimBlock Posted January 16, 2015 Author Report Share Posted January 16, 2015 I hate to be a bother , I am new to scripting. Is this the folder were the custom folder gets placed? C:\Program Files (x86)\Steam\steamapps\common\DayZ_Servers\Test_Server.1 It goes in the same folder as the arma 2 server executable and the mpmissions folder are for the server side of things. The mission side of things go in mpmissions\[mapname]\custom. Link to comment Share on other sites More sharing options...
bustedparts Posted January 16, 2015 Report Share Posted January 16, 2015 OK I got the pp4l working , my antihack isnt working and a few other options I have installed are not working, I put [] execVM "\z\addons\dayz_server\init\AH.sqf"; back in the mission init. But when you log in it says it cant find the file. I also have a custom spawn for entering the server and that is broke as well. Link to comment Share on other sites More sharing options...
RimBlock Posted January 16, 2015 Author Report Share Posted January 16, 2015 Double post Link to comment Share on other sites More sharing options...
FragZ Posted January 16, 2015 Report Share Posted January 16, 2015 OK I got the pp4l working , my antihack isnt working and a few other options I have installed are not working, I put [] execVM "\z\addons\dayz_server\init\AH.sqf"; back in the mission init. But when you log in it says it cant find the file. I also have a custom spawn for entering the server and that is broke as well. I believe that the antihack needs to be called in the server_functions,sqf in the server.pbo... correct me if I am wrong Link to comment Share on other sites More sharing options...
Paradise Posted January 17, 2015 Report Share Posted January 17, 2015 Hey mate, we are having an issue of walls with doors (lockable) disappearing over restart. They are the only thing that goes. Everything else stays there. Link to comment Share on other sites More sharing options...
Paradise Posted January 17, 2015 Report Share Posted January 17, 2015 Error in expression <ace set [0, (_worldspace select 0) call KK_fnc_floatToString]; _worldspace set [> Error position: <KK_fnc_floatToString]; _worldspace set [> Error Undefined variable in expression: kk_fnc_floattostring File z\addons\dayz_server\compile\server_swapObject.sqf, line 51 Getting that in the RPT when things are placed. Have i missed something?? Link to comment Share on other sites More sharing options...
RimBlock Posted January 18, 2015 Author Report Share Posted January 18, 2015 Do you have this line in your server_functions.sqf call compile preprocessFileLineNumbers "custom\compile\KK_Functions.sqf"; Does KK_Functions.sqf exist in your server custom\compile directory (from your Arma server root dir not mpmissions\mapname) ?. What it is saying is that the alias for one of the KK functions is not setup correctly so it does not know what to run when the alias is called. Link to comment Share on other sites More sharing options...
Paradise Posted January 18, 2015 Report Share Posted January 18, 2015 Do you have this line in your server_functions.sqf call compile preprocessFileLineNumbers "custom\compile\KK_Functions.sqf"; Does KK_Functions.sqf exist in your server custom\compile directory (from your Arma server root dir not mpmissions\mapname) ?. What it is saying is that the alias for one of the KK functions is not setup correctly so it does not know what to run when the alias is called. Yep that is there, also noted this error. Both of these only since changing to 2.5 Error in expression <eCargoGlobal _object; _object setdir _dir; _object setposATL _pos; _object se> Error position: <_dir; _object setposATL _pos; _object se> Error Undefined variable in expression: _dir File z\addons\dayz_server\system\server_monitor.sqf, line 180 Link to comment Share on other sites More sharing options...
RimBlock Posted January 18, 2015 Author Report Share Posted January 18, 2015 So the second error is saying the _dir variable is not getting set correctly. It is likely to be either an error populating the variable or the data being read i s not in the expected format. Would be easier to point you in the right direction with your server log. Please do the following. Move your server log to somewhere else. Start your server (a new log will be created). Once the server is running, login. Build a new item. Upgrade an item. Logoff from the server. Copy the log to pastebin or something like that and share the link here. Link to comment Share on other sites More sharing options...
Paradise Posted January 18, 2015 Report Share Posted January 18, 2015 Issue is sorted, it was related to the first issue, the items in the database had locations any,any so spitting out those errors mickey from precise base build sorted the issue. Thanks for your efforts tho much appreciated Link to comment Share on other sites More sharing options...
RimBlock Posted January 18, 2015 Author Report Share Posted January 18, 2015 np :) . Link to comment Share on other sites More sharing options...
THEbookie Posted January 19, 2015 Report Share Posted January 19, 2015 np :) . Hey there I got your plot4life and vector working together but snap pro's toggle option don't seem to want to show. There's no errors in the RPT and I feel I've tried everything as Vector alone is a pain in the ass to get working. Could it be something to do with the position of the script calls in my compiles cuz that was one of the problems I had trying to get vector working Edit: Ok I've ruled out the compiles. After checking client rpt (forgot about that one) I had this little present inside. I get that they are Undefined variables but how do I go about fixing it without breaking vector? anyone know? Error in expression <yer_fuelauto2 = -1; player removeAction s_givemoney_dialog; s_givemoney_dialog => Error position: <s_givemoney_dialog; s_givemoney_dialog => Error Undefined variable in expression: s_givemoney_dialog File mpmissions\__CUR_MP.chernarus\Scripts\fn_selfActions.sqf, line 892 Error in expression <object,_classname,_objectHelper]] spawn snap_build; }; if !(DZE_buildItem in DZ> Error position: <snap_build; }; if !(DZE_buildItem in DZ> Error Undefined variable in expression: snap_build File mpmissions\__CUR_MP.chernarus\Scripts\Plot\player_build_create.sqf, line 32 Error in expression <Array = [_cancel,_reason,_position,_dir,_vector]; _passArray > Error position: <_vector]; _passArray > Error Undefined variable in expression: _vector File mpmissions\__CUR_MP.chernarus\Scripts\Plot\player_build_controls.sqf, line 224 Error in expression <text, _isPole, _lockable,_dir, _reason, _vector] call player_build_publish; }; }> Error position: <_vector] call player_build_publish; }; }> Error Undefined variable in expression: _vector File mpmissions\__CUR_MP.chernarus\Scripts\Plot\modular_build.sqf, line 91 Client: Network message 14a07 (update info 3749f208) is pending Client: Network message 14a08 (update info 3749f2b8) is pending Client: Network message 14a08 (update info 3749f368) is pending Client: Network message 14a09 (update info 3749f340) is pending Client: Network message 14a0a (update info 3749f3c0) is pending Client: Network message 14a0b (update info 3749f310) is pending Client: Network message 14a0c (update info 3749f260) is pending Client: Network message 14a0d (update info 3749f328) is pending Client: Network message 14a0e (update info 3749f3d8) is pending Client: Network message 14a0f (update info 3749f430) is pending Client: Network message 14a10 (update info 3749f418) is pending Error in expression <object,_classname,_objectHelper]] spawn snap_build; }; if !(DZE_buildItem in DZ> Error position: <snap_build; }; if !(DZE_buildItem in DZ> Error Undefined variable in expression: snap_build File mpmissions\__CUR_MP.chernarus\Scripts\Plot\player_build_create.sqf, line 32 Error in expression <object,_classname,_objectHelper]] spawn snap_build; }; if !(DZE_buildItem in DZ> Error position: <snap_build; }; Link to comment Share on other sites More sharing options...
RimBlock Posted January 19, 2015 Author Report Share Posted January 19, 2015 Ok, so you have 3 undefined variables. s_givemoney_dialog: No idea. snap_build: This is a variable which holds the snap_build code that is run when building. Check your compiles to make sure it is defined. My mod does not change this from the original release version from Raymix. _vector: Presumably used for Vector build. No idea. Link to comment Share on other sites More sharing options...
sampson42002 Posted January 19, 2015 Report Share Posted January 19, 2015 I am having problems with this. I keep getting the waiting on host. I already have a custom folder and snap build pro. I moved the plot for life folder into my mpmission/DayZ_Epoch_11.Chernarus/custom folder. I then used diffmerge to merge your compiles into mine, since I have already done work in mine. I edit the init.sqf like you said. This whole part goes into the description.ext correct? I put all of that in the description.ext. #include "custom\snap_pro\snappoints.hpp" *** Turn on options *** Turn on A plot for Life (check ownership against SteamID). DZE_APlotforLife = true; Turn on Take Plot Ownership (take ownership of all items on a plot except locked items). This can be used to realign old bases to the A Plot of Life ownership system or for raiding and taking over bases. DZE_PlotOwnership = true; Turn on Snap Build Pro and the modular player build framework. DZE_modularBuild = true; This line confuses me as well Create a custom folder in the server root directory (the one you have the @mod files in) and copy the contents of the Server folder in to it (you can merge them in to the dayz_server.pbo but need to change the references). The custom/plot for life also has to go into the server.pbo, the one you have to open with pbo manager? Thanks for the help. Link to comment Share on other sites More sharing options...
raymix Posted January 19, 2015 Report Share Posted January 19, 2015 I already have a custom folder and snap build pro. you don't need SBP if you are installing Plot for life, a newer version called modular build is already integrated with P4L Link to comment Share on other sites More sharing options...
sampson42002 Posted January 19, 2015 Report Share Posted January 19, 2015 Ok good to know that. Still cant figure out what i'm doing wrong to get the waiting for host after the install. Link to comment Share on other sites More sharing options...
DimitriPokki Posted January 19, 2015 Report Share Posted January 19, 2015 compatabile on SC 3.0 ? Link to comment Share on other sites More sharing options...
RimBlock Posted January 20, 2015 Author Report Share Posted January 20, 2015 Should not use anything that SC uses. This mod does not touch maintenance function either so should be safe but it is not specifically written to work with SC so you will have to try and fix any issues that come up (if any). Link to comment Share on other sites More sharing options...
hamthejam Posted January 20, 2015 Report Share Posted January 20, 2015 Hi Guys, Quick question, I'm trying to setup this mod but I encountered a small problem, in the instructions there is a line saying: (In my init.sqf file) Search for: call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; Replace with: call compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\init\compiles.sqf"; Here's my problem, I can't find the first line, instead I found : call compile preprocessFileLineNumbers "custom\compiles.sqf"; probably because I added a few mods like admin tools etc. So what should I do now? replace this line anyway? Add it under this one? Any help would be greatly appreciated! Link to comment Share on other sites More sharing options...