Pfeiff Posted May 23, 2016 Report Share Posted May 23, 2016 I tried this whole thing with snap building and vector and I have a problem with that: After I die I can still build but I can't upgrade anymore. Link to comment Share on other sites More sharing options...
Pro_Speedy Posted May 24, 2016 Report Share Posted May 24, 2016 6 hours ago, Pfeiff said: I tried this whole thing with snap building and vector and I have a problem with that: After I die I can still build but I can't upgrade anymore. sounds like a fn_selfaction problem to me Pfeiff 1 Link to comment Share on other sites More sharing options...
Pfeiff Posted May 24, 2016 Report Share Posted May 24, 2016 11 hours ago, Pro_Speedy said: sounds like a fn_selfaction problem to me Thx, I found the problem and solved it :D Link to comment Share on other sites More sharing options...
Pfeiff Posted May 24, 2016 Report Share Posted May 24, 2016 Now I have the problem that I don't get the option to remove sth except the plotpole Link to comment Share on other sites More sharing options...
Daddy Kropp Posted May 28, 2016 Report Share Posted May 28, 2016 On 5/24/2016 at 5:35 AM, Pfeiff said: Thx, I found the problem and solved it :D So I have that issue where people can build but not upgrade. Mind sharing what steps you took to fix that? Link to comment Share on other sites More sharing options...
Pfeiff Posted June 2, 2016 Report Share Posted June 2, 2016 On 28.5.2016 at 6:07 AM, Daddy Kropp said: So I have that issue where people can build but not upgrade. Mind sharing what steps you took to fix that? My problem was that I had more than one fn_selfActions.sqf so looked for the differences in the //upgrade category and changed every difference, so that it looked exactly like the selfAction.sqf from the plot for life folder Hope that could help you with your problem Link to comment Share on other sites More sharing options...
TheCobra Posted July 11, 2016 Report Share Posted July 11, 2016 I wanted to uninstall this, so i completely reset both dayz_server.pbo and my mission file, to the ones i had before i installed this. I also deleted the folders in the root server folder. My server is now stuck at "Waiting for server to start authentication" Anybody know how to fix this? Do i need to do more to uninstall it? Link to comment Share on other sites More sharing options...
juandayz Posted July 11, 2016 Report Share Posted July 11, 2016 41 minutes ago, TheCobra said: I wanted to uninstall this, so i completely reset both dayz_server.pbo and my mission file, to the ones i had before i installed this. I also deleted the folders in the root server folder. My server is now stuck at "Waiting for server to start authentication" Anybody know how to fix this? Do i need to do more to uninstall it? If u install it manually u can uninstall it getting back step by step, but if u copy and paste on a vanilla server, its not so easy. see in your arma2oaserver.RPT the errors. Link to comment Share on other sites More sharing options...
TheCobra Posted July 12, 2016 Report Share Posted July 12, 2016 4 hours ago, juandayz said: If u install it manually u can uninstall it getting back step by step, but if u copy and paste on a vanilla server, its not so easy. see in your arma2oaserver.RPT the errors. I did uninstall it by undoing everything i had done. The only thing that worked was wiping my entire database. It works now! juandayz 1 Link to comment Share on other sites More sharing options...
Tricks Posted July 22, 2016 Report Share Posted July 22, 2016 Hi community!! I have a small error and I cant seem to nip it in the butt. I am able to build items within my plot pole area. However upgrading them isn't allowed. I get the message, "plot pole nearby". Thanks any help would be great! Link to comment Share on other sites More sharing options...
Brockie Posted September 10, 2016 Report Share Posted September 10, 2016 On 29/07/2015 at 5:59 PM, SmokeyBR said: found an error on client RPT if player in combat mode and tries to build something this happens Spoiler Error in expression < player_build_getConfig; _classname = _itemConfig select 0; _classnametmp = _> Error position: <_itemConfig select 0; _classnametmp = _> Error Undefined variable in expression: _itemconfig File mpmissions\__CUR_MP.Chernarus\dayz_code\actions\modular_build.sqf, line 48 I had the same problem. The bug is in player_build_states.sqf. The script is checking the variable _isFine and expecting Boolean (true or false) but it's returning "Strings". @RimBlock - The way I saw the true error was to wrap the the "[] call player_build_states;" with a waitUntil control structure. This brought out the proper error in my RPT as to _isFine should be boolean and not strings. Please double check because I am admitedly using a modified version of P4L but I'm fairly certain this is a bug in your release. Correct me if I'm wrong. To fix it open player_build_states.sqf and change the _isFine variables to Boolean like this: Spoiler if(!DZE_ActionInProgress) exitWith {}; //disallow building if these conditions are not met private ["_isFine","_onLadder","_vehicle","_inVehicle"]; _isFine = true; //define variable to avoid RPT errors _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _vehicle = vehicle player; _inVehicle = (_vehicle != player); if (dayz_isSwimming) exitWith { //end script if player is swimming DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"]; _isFine = false; _isFine }; if (_inVehicle) exitWith { //end script if player is in vehicle DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"]; _isFine = false; _isFine }; if (_onLadder) exitWith { //end script if player is climbing on ladder DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"]; _isFine = false; _isFine }; if (player getVariable["combattimeout", 0] >= time) exitWith { //end script if player is in combat DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"]; _isFine = false; _isFine }; _isFine //returns string to caller, default is "ok" if conditions were not met Also, however, while debugging this I also found some other nasty, and related, bugs... If you pass the player_build_states.sqf (ie. you aren't swimming or in a vehicle or on a ladder) it gives you the ghost preview of the object you are about to build. The problem is that once you have the ghost preview, you can mount a vehicle (or go swimming, or climb on a ladder) and the build doesn't get interupted. It will infact try to build the object and although it wont actually publish the object (it sort of gets frozen during the build) this is a problem if your server supports static weapons (like mine does) because it will not stop you from mounting an unpublished weapon (or vehicle). So for me this is not good. So I'm sure there's a better way to fix this but my solution so far is to modify the player_build_publish.sqf to essentially recheck the player's "state". Like so: (don't forget to ADD the extra variables to the private ["..."] (variables array). Spoiler private ["_passArray","_cancel","_position","_reason","_classnametmp","_classname","_tmpbuilt","_dir","_location","_text","_limit","_isOk","_proceed","_counter","_dis","_sfx","_started","_finished","_animState","_isMedic","_num_removed","_lockable","_combinationDisplay","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_playerUID","_OwnerUID","_toohigh","_isWater","_vehicle","_inVehicle","_onLadder"]; //defines _cancel = _this select 0; _position = _this select 1; _classnametmp = _this select 2; _isAllowedUnderGround = _this select 3; _text = _this select 4; _isPole = _this select 5; _lockable = _this select 6; _dir = _this select 7; _reason = _this select 8; _requireplot = _this select 9; _playerUID = [player] call FNC_GetPlayerUID; _passArray = []; _isOk = true; _proceed = false; _counter = 0; _location = [0,0,0]; _isWater = dayz_isSwimming; _vehicle = vehicle player; _inVehicle = (_vehicle != player); _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; if (_isWater) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"];}; if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];}; if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"];}; //No building on roads unless toggled if (!DZE_BuildOnRoads) then { if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; }; }; If anyone knows a better way to interupt the build when the player goes swimming, gets on a ladder, or jumps in a vehicle, please let me know! Lastly.. OP please try to condense this mod back into player_build.sqf because this is a bit of a mess as many have already commented. Also as an opinion I think safes, lockboxes, combos etc should not have been changed.. please change it back to normal or give people the option to keep it normal. Nonetheless great work. Keep it up =) Link to comment Share on other sites More sharing options...
Brockie Posted September 11, 2016 Report Share Posted September 11, 2016 I just found a typo in player_unlockVault.sqf line 34 has two semi-colons _ownerID = _obj getVariable["ownerPUID","0"];; Link to comment Share on other sites More sharing options...
cashaber Posted September 22, 2016 Report Share Posted September 22, 2016 hi looking for some one to install a plot for like v 2.5 for me Link to comment Share on other sites More sharing options...
Alexander9822 Posted October 28, 2016 Report Share Posted October 28, 2016 On 2015/03/03 at 3:34 PM, RimBlock said: They are all undefined variable errors. Find out in the original files where they should be defined and make sure their initial definitions have been merged. These ones are causing your issues with A Plot for Life Error Undefined variable in expression: dze_aplotforlife Error Undefined variable in expression: _playeruid Can you explain how to fix the problem in a bit more depth? Link to comment Share on other sites More sharing options...
EagerBeaver Posted November 2, 2016 Report Share Posted November 2, 2016 Hey :) I seem to have this mod working fine.. But when i restart my server my plot and the things i build are not getting saved to the database :\ Any suggestions ??? Nevermind got it working fine :) Great script and fairly easy :) Link to comment Share on other sites More sharing options...
EagerBeaver Posted November 9, 2016 Report Share Posted November 9, 2016 Hey guys :) Me again :P Umm how can i shorten the building time.. @ the moment it takes 3 actions to complete building something i would like it shortened to just 1 action.. ( NOT INSTANT BUILD ) Link to comment Share on other sites More sharing options...
juandayz Posted November 9, 2016 Report Share Posted November 9, 2016 33 minutes ago, EagerBeaver said: Hey guys :) Me again :P Umm how can i shorten the building time.. @ the moment it takes 3 actions to complete building something i would like it shortened to just 1 action.. ( NOT INSTANT BUILD ) open your init.sqf and add lines in blue: MaxVehicleLimit = 1; // Default = 50 MaxDynamicDebris = 50; // Default = 100 dayz_MapArea = 14000; // Default = 10000 dayz_maxLocalZombies = 3; // Default = 30 dayz_paraSpawn = false; dayz_minpos = -1; dayz_maxpos = 16000; DZE_SelfTransfuse = true; // default valueDZE_StaticConstructionCount = 1; DZE_PlayerZed = false; DZE_MissionLootTable = true; dayz_sellDistance_vehicle = 20; dayz_sellDistance_boat = 30; dayz_sellDistance_air = 40; EagerBeaver 1 Link to comment Share on other sites More sharing options...
morggin Posted February 25, 2017 Report Share Posted February 25, 2017 I know I'm necroing an entire subform with this post, but It appears A Plotpole for Life doesn't work on Linux servers due to the EXTDB requirements. (Linux uses writer.pl, not EXTDB). Link to comment Share on other sites More sharing options...