Jump to content

Ghostrider-GRG

Member
  • Posts

    952
  • Joined

  • Last visited

  • Days Won

    56

Posts posted by Ghostrider-GRG

  1. @ nightmare, thanks for this contribution. It worked great on my test server and I will be adding it in place of the original R3F logistics on our servers.

     

    @pekass, @poweredbypot, and others asking about tow distances and the UAZ,

     

    Note that the attachTo function calculates positions relative to the center of the object to which you are attaching something. With that in mind, you can adjust the tow distances in the line below, which is found at line 34 in logistics\tow\attach.sqf. You can adjust the 1.3 to move the vehicle closer or further; you could make the distance proportional to the length of the towing vehicle, which is roughly (2xboundingBox _tug select 0 select 2), or towed vehicle, which would be 2x(boundingBox _object select 0 select 1).

     

    _object attachTo [ _tug, [0,(boundingBox _tug select 0 select 1) + (boundingBox _object select 0 select 1) + 1.3, (boundingBox _tug select 0 select 2) - (boundingBox _object select 0 select 2)] ];

     

    There is a nice discussion of attachTo and,  boundingBox, here:

     

    http://killzonekid.com/arma-scripting-tutorials-attachto-and-setvectordirandup/

    http://killzonekid.com/arma-scripting-tutorials-boundingbox-boundingboxreal-composetext-formattext-visibleposition-visiblepositionasl/

     

    The boundingBox for the UAZ has an error I believe, which would explain why it shoots up in the air. I fiddled with this myself for an afternoon, and found that any adjustment that fixed the issue with the UAZ would put every other vehicle way out of position. The suggestion above to have a re-adjustment of the Z coordinate for attachment for UAZ's would fix this.

     

    I hope this is helpful.

  2. I am not sure why the objects were deleted. We have had similar Hive errors from time to time. The Hive Errors tell you that objects with those ObjectIDs have corrupted data. You could make a backup, delete those objects or try to sort out where the error is in the various fields for them, and restart.

  3. 100% working on Lingor running the SnapBuildPro 1.4.1 / PP4L version.

     

    I would be sure you have made all changes needed. If the object is not rotated, it may be either that you are missing the relevant code in Server_monitor.sqf which orients the objects when streaming them from the hive, or that they are not published with the _vector variable for some reason.

  4. Each time I try to run Epoch_Launcher I get an error stating that "Epoch_Launcher" has already been installed from a different location. Any help in resolving this would be very much appreciated.

     

    The details provided by the program are below.

     

    PLATFORM VERSION INFO
        Windows             : 6.1.7601.65536 (Win32NT)
        Common Language Runtime     : 4.0.30319.18444
        System.Deployment.dll         : 4.0.30319.34244 built by: FX452RTMGDR
        clr.dll             : 4.0.30319.18444 built by: FX451RTMGDR
        dfdll.dll             : 4.0.30319.34244 built by: FX452RTMGDR
        dfshim.dll             : 4.0.41209.0 (Main.041209-0000)

    SOURCES
        Deployment url            : file:///C:/Users/Chris%20C/Downloads/Epoch_Launcher(1)/Epoch%20Launcher/Application%20Files/Epoch%20Launcher_0_0_1_12/Epoch%20Launcher.application

    IDENTITIES
        Deployment Identity        : Epoch Launcher.application, Version=0.0.1.12, Culture=neutral, PublicKeyToken=0000000000000000, processorArchitecture=msil

    APPLICATION SUMMARY
        * Installable application.

    ERROR SUMMARY
        Below is a summary of the errors, details of these errors are listed later in the log.
        * Activation of C:\Users\Chris C\Downloads\Epoch_Launcher(1)\Epoch Launcher\Application Files\Epoch Launcher_0_0_1_12\Epoch Launcher.application resulted in exception. Following failure messages were detected:
            + You cannot start application Epoch Launcher from this location because it is already installed from a different location.
            + You cannot start application Epoch Launcher from location file:///C:/Users/Chris%20C/Downloads/Epoch_Launcher(1)/Epoch%20Launcher/Application%20Files/Epoch%20Launcher_0_0_1_12/Epoch%20Launcher.application it is already installed from location file:///C:/Users/Chris%20C/Downloads/Epoch_Launcher(1)/Epoch%20Launcher/Epoch%20Launcher.application. You can start it from location file:///C:/Users/Chris%20C/Downloads/Epoch_Launcher(1)/Epoch%20Launcher/Epoch%20Launcher.application or you can uninstall it and reinstall it from location file:///C:/Users/Chris%20C/Downloads/Epoch_Launcher(1)/Epoch%20Launcher/Application%20Files/Epoch%20Launcher_0_0_1_12/Epoch%20Launcher.application. If you reinstall the application, be aware that you might lose any customizations that you made to the application.

    COMPONENT STORE TRANSACTION FAILURE SUMMARY
        No transaction error was detected.

    WARNINGS
        * The manifest for this application does not have a signature. Signature validation will be ignored.

    OPERATION PROGRESS STATUS
        * [10/21/2014 6:08:28 AM] : Activation of C:\Users\Chris C\Downloads\Epoch_Launcher(1)\Epoch Launcher\Application Files\Epoch Launcher_0_0_1_12\Epoch Launcher.application has started.
        * [10/21/2014 6:08:28 AM] : Processing of deployment manifest has successfully completed.

    ERROR DETAILS
        Following errors were detected during this operation.
        * [10/21/2014 6:08:28 AM] System.Deployment.Application.DeploymentException (DeploymentUriDifferent)
            - You cannot start application Epoch Launcher from this location because it is already installed from a different location.
            - Source: System.Deployment
            - Stack trace:
                at System.Deployment.Application.ApplicationActivator.CheckDeploymentProviderValidity(ActivationDescription actDesc, SubscriptionState subState)
                at System.Deployment.Application.ApplicationActivator.PerformDeploymentActivation(Uri activationUri, Boolean isShortcut, String textualSubId, String deploymentProviderUrlFromExtension, BrowserSettings browserSettings, String& errorPageUrl)
                at System.Deployment.Application.ApplicationActivator.ActivateDeploymentWorker(Object state)
            --- Inner Exception ---
            System.Deployment.Application.DeploymentException (DeploymentUriDifferent)
            - You cannot start application Epoch Launcher from location file:///C:/Users/Chris%20C/Downloads/Epoch_Launcher(1)/Epoch%20Launcher/Application%20Files/Epoch%20Launcher_0_0_1_12/Epoch%20Launcher.application it is already installed from location file:///C:/Users/Chris%20C/Downloads/Epoch_Launcher(1)/Epoch%20Launcher/Epoch%20Launcher.application. You can start it from location file:///C:/Users/Chris%20C/Downloads/Epoch_Launcher(1)/Epoch%20Launcher/Epoch%20Launcher.application or you can uninstall it and reinstall it from location file:///C:/Users/Chris%20C/Downloads/Epoch_Launcher(1)/Epoch%20Launcher/Application%20Files/Epoch%20Launcher_0_0_1_12/Epoch%20Launcher.application. If you reinstall the application, be aware that you might lose any customizations that you made to the application.
            - Source:
            - Stack trace:


    COMPONENT STORE TRANSACTION DETAILS
        No transaction information is available.

  5. It looks as if there is an error in your database. You might try just rolling it back an hour. However, the hive error is for one of your trades, I believe for tid 493. Have you tried searching your traders_data table using 493 as the TID ?  That should help you narrow down the problematic entry.

  6. I have to say I am stumped as to what would cause some objects to be saved but others to be lost. My thinking was that either the objects were not being saved to the database for some reason, or that they were not retrieved and rendered properly.

     

    The objects are published to the database at the end of your player_build.sqf in code that should look like this:

    // code for objects with a lock, like locable doors

                        PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,_vector,_playerUID],_classname];
                        publicVariableServer "PVDZE_obj_Publish";

     

    // code for other objects

                            PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector,_playerUID],_classname];
                            publicVariableServer "PVDZE_obj_Publish";

     

    Much of the server_monitor.sqf code pertains to streaming the list of objects stored in the database to the server so that the objects can be rendered. I am not that familiar with how this happens beyond the fact that it must.

     

    I would tripple check that all changes to code are correct to start, then see whether the types of objects that are causing problems are actually being saved in the database and retrieved. I hope this is helpful.

  7. I am using the build vectors with snap build pro, admin build and plot 4 life combined version of this and have been having reports of cinder and wood walls disappearing upon server restart? Any ideas on where I should be looking for code errors, or what I need to paste here so that someone can work out what is going on?

     

    Thanks.

    It sounds like the objects are not being properly stored to the database (check the code where objects are published at end of your player_build.sqf), or are not being retrieved correctly from the database (server_monitor.sqf, to which vector building adds one large chunk of new code).

    .

  8. Edit: Actually messed up the ExtraRc, i get the option too now, and same thing what he said.

    Anyone know how to fix this?

    I realize looking at my post that I left out one step. You need to download a custom ui_selectSlot.sqf (for which I credit maca) which I have added to the drop box.

    Add this file to whatever folder you keep custom scripts in.

    Once you have done that, you need to add the following to your custom compiles.sqf, or create one and call it from your init.sqf. There are quite a few posts around on how to do this, but if you get stuck i'm happy to try to help.

     

    // Maca's Right Click Script

    // Used to actuate all of the custom buildables, build bike, and suicide scripts

    player_selectSlot =  compile preprocessFileLineNumbers "YOUR_PATH\ui_selectSlot.sqf";

  9. have installed this mod several times and back dated the server every time for clean installs and get the same problem every install. When you press the space bar to build it , it cancels instead cant figure it out any help would be much appreciated.  

    Sounds like an error in your player_build.sqf or a missing definition of a variable somewhere that is used in player_build.sqf. I have had the exact same issue and only was able to solve it by starting with a default player_build.sqf from the SnapBuildPro mode then adding in the additional changes I was running selectively using DiffMerg. I suggest you start by making sure you are only compiling the player_build.sqf that comes with the mod.

  10.  

    Testing the following.

     

    Instead of doing anything in remove.sqf ( RESTORED IT TO DEFAULt).

     

    I use the following in fn_selfactions.sqf

     

    P4L only.

    ///Allow owners to delete modulars
        if(_isModular) then {
                if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
    				_findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0];
    				_IsNearPlot = count (_findNearestPoles);
    				_fuid  = [];
    				_allowed = [];
    				if(_IsNearPlot > 0)then{
    					_thePlot = _findNearestPoles select 0;
    					_owner =  _thePlot getVariable ["ownerPUID","010"];
    					_friends = _thePlot getVariable ["plotfriends", []];
    					{
    					  _friendUID = _x select 0;
    					  _fuid  =  _fuid  + [_friendUID];
    					} forEach _friends;
    					_allowed = [_owner];    
    					_allowed = [_owner] +  _fuid;	
    					if ( _playerUID in _allowed) then {  // && _ownerID in _allowed // If u want that the object also belongs to someone on the plotpole.
    						_player_deleteBuild = true;
    					};					
    				}else{
    					if(_ownerID == _playerUID)then{
    						_player_deleteBuild = true;
    					};
    				};						                  
                };
        };
    //Allow owners to delete modular doors without locks
        if(_isModularDoor) then {
                if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {			
    				_findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0];
    				_IsNearPlot = count (_findNearestPoles);
    				_fuid  = [];
    				_allowed = [];
    				if(_IsNearPlot > 0)then{
    					_thePlot = _findNearestPoles select 0;
    					_owner =  _thePlot getVariable ["ownerPUID","010"];
    					_friends = _thePlot getVariable ["plotfriends", []];
    					{
    					  _friendUID = _x select 0;
    					  _fuid  =  _fuid  + [_friendUID];
    					} forEach _friends;
    					_allowed = [_owner];    
    					_allowed = [_owner] +  _fuid;	
    					if ( _playerUID in _allowed) then { // && _ownerID in _allowed // If u want that the object also belongs to someone on the plotpole.
    						_player_deleteBuild = true;
    					};					
    				}else{
    					if(_ownerID == _playerUID)then{
    						_player_deleteBuild = true;
    					};
    				};								
                };      
        };
    

    HI Zupa,

     

    Great script and our players are loving it. I wondered if you had any luck with the new approach to the Remove functions.

     

    Thanks,

    Ghost

  11.  In server_monitor.sqf & server_updateObject.sqf

    Original.

    if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then {
    _object setVariable ["plotfriends", _intentory, true];
    };
    

    Fix:

    if ((typeOf _object) == "Plastic_Pole_EP1_DZ") then {
    _object setVariable ["plotfriends", _intentory, true];
    };
    

    small bugfix, shouldn make much difference but thats how it should be done.

    Just noticed that this change did not make it into the readme for those with PP4L.

    Thanks for a really helpful addon.

  12. Raymix, I would like to thank you for an awsome script and let you know about what appears to be a minor issue with upgrading cinder walls on piers over water. On Cherno east of electro there is a pier at 110:126. When you build walls toward the center you can upgrade them normally. When you build right along the edge by the water furthers from the road, you build the half-wall just fine, but when upgrading the upgraded wall overlaps with the half-wall so you get no gain in height.

     

    Best,

    Ghost

×
×
  • Create New...