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Posts posted by Millasaurus
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BUMP for support please.
In your description.ext try putting:
#include "plotManagement\defines.hpp"
before
#include "plotManagement\plotManagement.hpp"
So it looks like this
#include "custom\snap_pro\snappoints.hpp" #include "dzgm\defines.hpp" class RscTitles { #include "dzgm\icons.hpp" }; #include "dzgm\groupManagement.hpp" #include "Paint\defines.hpp" #include "Paint\vehiclecolour.hpp" #include "spawn\class.hpp" #include "spawn\spawn.hpp" #include "plotManagement\defines.hpp" #include "plotManagement\plotManagement.hpp"
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That is the chance to fail. Read the code again
if ((random 10) >= (_chanceSafe/10)) exitWith {
When _chanceSafe/10 = 9.5, the code says for any random float from 9.5-10.0 it will fail. Meaning a float generated from 0-9.4 it will pass. Therefore it has a 94% pass rate. Should be the other way around.
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setVehicleAmmo is buggy, awol said something about it and that it wasn't good to use it.
Removing each magazine is safer.
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Hey Rimblock, do you have install instructions for servers that already run a lot of mods? I really want to use this but I don't want to replace many of the files completely as stated in the install instructions.
+1
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That would remove 1 mag
if (_object isKindOf "M240Nest_DZ") then { _object removeMagazinesTurret ["100Rnd_762x51_M240",[0]] _object removeMagazinesTurret ["100Rnd_762x51_M240",[0]] _object removeMagazinesTurret ["100Rnd_762x51_M240",[0]] _object removeMagazinesTurret ["100Rnd_762x51_M240",[0]] };
would remove 4 mags.
If that doesn't work I would try
_object removeMagazinesTurret ["100Rnd_762x51_M240",[-1]]
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The plot pole is already a requirement for building (DZE_requireplot = 1; is already in init.sqf).
So the ladder should not be constructed if the builder doesn't own the plot pole.
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I have snap build + vectors installed.
/*DayZ Base BuildingMade for DayZ Epoch please ask permission to use/edit/distrubute email [email protected].*/private ["_helperColor","_objectHelper","_objectHelperDir","_objectHelperPos","_canDo", "_pos", "_cnt","_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_need","_needNear","_vehicle","_inVehicle","_requireplot","_objHDiff","_isLandFireDZ","_isTankTrap","_vector","_buildOffset","_vUp"];if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; };DZE_ActionInProgress = true;//snap vars -- temporary fix for errors so variables.sqf can be skippedif (isNil "snapProVariables") then {if (isNil "DZE_snapExtraRange") then {DZE_snapExtraRange = 0;};if (isNil "DZE_checkNearbyRadius") then {DZE_checkNearbyRadius = 30;};s_player_toggleSnap = -1;s_player_toggleSnapSelect = -1;s_player_toggleSnapSelectPoint=[];snapActions = -1;snapGizmos = [];snapGizmosNearby = [];snapProVariables = true; // will skip this statement from now on.};if(isNil "vectorBuildVariables") then{s_player_toggleDegree = -1;s_player_toggleDegrees=[];degreeActions = -1;s_player_toggleVector = -1;s_player_toggleVectors=[];vectorActions = -1;vectorBuildVariables = true;};// snap vars// disallow building if too many objects are found within (30m by default) add DZE_checkNearbyRadius = 30; to your init.sqf to change_pos = [player] call FNC_GetPos;_cnt = count (_pos nearObjects ["All",DZE_checkNearbyRadius]);if (_cnt >= DZE_BuildingLimit) exitWith { //end script if too many objects nearbyDZE_ActionInProgress = false;cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;_isWater = dayz_isSwimming;_cancel = false;_reason = "";_canBuildOnPlot = false;_vehicle = vehicle player;_inVehicle = (_vehicle != player);helperDetach = false;_canDo = (!r_drag_sqf and !r_player_unconscious);DZE_Q = false;DZE_Z = false;DZE_Q_alt = false;DZE_Z_alt = false;DZE_Q_ctrl = false;DZE_Z_ctrl = false;DZE_5 = false;DZE_4 = false;DZE_6 = false;DZE_F = false;DZE_cancelBuilding = false;DZE_updateVec = false;DZE_memDir = 0;DZE_memForBack = 0;DZE_memLeftRight = 0;call gear_ui_init;closeDialog 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"];};if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];};_item = _this;// Need Near Requirements_abort = false;_reason = "";_needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby");{switch(_x) do{case "fire":{_distance = 3;_isNear = {inflamed _x} count (_pos nearObjects _distance);if(_isNear == 0) then {_abort = true;_reason = "fire";};};case "workshop":{_distance = 3;_isNear = count (nearestObjects [_pos, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);if(_isNear == 0) then {_abort = true;_reason = "workshop";};};case "fueltank":{_distance = 30;_isNear = count (nearestObjects [_pos, dayz_fuelsources, _distance]);if(_isNear == 0) then {_abort = true;_reason = "fuel tank";};};};} forEach _needNear;if(_abort) exitWith {cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"];DZE_ActionInProgress = false;};_classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");_classnametmp = _classname;_require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");_lockable = 0;if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then {_lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable");};_requireplot = DZE_requireplot;if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then {_requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot");};_isAllowedUnderGround = 1;if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {_isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");};_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");if((count _offset) <= 0) then {_offset = [0,1.5,0];};_isPole = (_classname == "Plastic_Pole_EP1_DZ");_isLandFireDZ = (_classname == "Land_Fire_DZ");_distance = DZE_PlotPole select 0;_needText = localize "str_epoch_player_246";if(_isPole) then {_distance = DZE_PlotPole select 1;};// check for near plot_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];_findNearestPole = [];{if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} count _findNearestPoles;_IsNearPlot = count (_findNearestPole);// If item is plot pole && another one exists within 45mif(_isPole && _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; };if(_IsNearPlot == 0) then {// Allow building of plotif(_requireplot == 0 || _isLandFireDZ) then {_canBuildOnPlot = true;};} else {// Since there are plots nearby we check for ownership && then for friend status// check nearby plots ownership && then for friend status_nearestPole = _findNearestPole select 0;// Find owner_ownerID = _nearestPole getVariable ["CharacterID","0"];// diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];// check if friendly to ownerif(dayz_characterID == _ownerID) then { //Keep ownership// owner can build anything within his plot except other plotsif(!_isPole) then {_canBuildOnPlot = true;};} else {// disallow building plotif(!_isPole) then {_friendlies = player getVariable ["friendlyTo",[]];// check if friendly to ownerif(_ownerID in _friendlies) then {_canBuildOnPlot = true;};};};};// _messageif(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; };_missing = "";_hasrequireditem = true;{_hastoolweapon = _x in weapons player;if(!_hastoolweapon) exitWith { _hasrequireditem = false; _missing = getText (configFile >> "cfgWeapons" >> _x >> "displayName"); };} count _require;_hasbuilditem = _this in magazines player;if (!_hasbuilditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; };if (!_hasrequireditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"]; };if (_hasrequireditem) then {_location = [0,0,0];_isOk = true;// get inital players position_location1 = [player] call FNC_GetPos;_dir = getDir player;// if ghost preview available use that insteadif (_ghost != "") then {_classname = _ghost;};_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];//Build gizmo_objectHelper = "Sign_sphere10cm_EP1" createVehicle _location;_helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)";_objectHelper setobjecttexture [0,_helperColor];_objectHelper attachTo [player,_offset];_object attachTo [_objectHelper,[0,0,0]];_position = [_objectHelper] call FNC_GetPos;_objHDiff = 0;if (isClass (missionConfigFile >> "SnapBuilding" >> _classname)) then {["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;};if !(_item in DZE_noRotate) then{["","","",["Init","Init",0]] spawn build_vectors;};while {_isOk} do {_zheightchanged = false;_zheightdirection = "";_rotate = false;if (DZE_Q) then {DZE_Q = false;_zheightdirection = "up";_zheightchanged = true;};if (DZE_Z) then {DZE_Z = false;_zheightdirection = "down";_zheightchanged = true;};if (DZE_Q_alt) then {DZE_Q_alt = false;_zheightdirection = "up_alt";_zheightchanged = true;};if (DZE_Z_alt) then {DZE_Z_alt = false;_zheightdirection = "down_alt";_zheightchanged = true;};if (DZE_Q_ctrl) then {DZE_Q_ctrl = false;_zheightdirection = "up_ctrl";_zheightchanged = true;};if (DZE_Z_ctrl) then {DZE_Z_ctrl = false;_zheightdirection = "down_ctrl";_zheightchanged = true;};if (DZE_4) then {_rotate = true;DZE_4 = false;if(DZE_dirWithDegrees) then{DZE_memDir = DZE_memDir - DZE_curDegree;}else{DZE_memDir = DZE_memDir - 45;};};if (DZE_6) then {_rotate = true;DZE_6 = false;if(DZE_dirWithDegrees) then{DZE_memDir = DZE_memDir + DZE_curDegree;}else{DZE_memDir = DZE_memDir + 45;};};if(DZE_updateVec) then{[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;DZE_updateVec = false;};if (DZE_F and _canDo) then {if (helperDetach) then {_objectHelper attachTo [player];DZE_memDir = DZE_memDir-(getDir player);helperDetach = false;[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;} else {_objectHelperPos = getPosATL _objectHelper;detach _objectHelper;DZE_memDir = getDir _objectHelper;[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;_objectHelper setPosATL _objectHelperPos;_objectHelper setVelocity [0,0,0]; //fix sliding glitchhelperDetach = true;};DZE_F = false;};if(_rotate) then {[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;};if(_zheightchanged) then {if (!helperDetach) then {detach _objectHelper;_objectHelperDir = getDir _objectHelper;};_position = [_objectHelper] call FNC_GetPos;if(_zheightdirection == "up") then {_position set [2,((_position select 2)+0.1)];_objHDiff = _objHDiff + 0.1;};if(_zheightdirection == "down") then {_position set [2,((_position select 2)-0.1)];_objHDiff = _objHDiff - 0.1;};if(_zheightdirection == "up_alt") then {_position set [2,((_position select 2)+1)];_objHDiff = _objHDiff + 1;};if(_zheightdirection == "down_alt") then {_position set [2,((_position select 2)-1)];_objHDiff = _objHDiff - 1;};if(_zheightdirection == "up_ctrl") then {_position set [2,((_position select 2)+0.01)];_objHDiff = _objHDiff + 0.01;};if(_zheightdirection == "down_ctrl") then {_position set [2,((_position select 2)-0.01)];_objHDiff = _objHDiff - 0.01;};if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {_position set [2,0];};if (surfaceIsWater _position) then {_objectHelper setPosASL _position;} else {_objectHelper setPosATL _position;};if (!helperDetach) then {_objectHelper attachTo [player];};[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;};sleep 0.5;_location2 = [player] call FNC_GetPos;_objectHelperPos = [_objectHelper] call FNC_GetPos;if(DZE_5) exitWith {_isOk = false;_position = [_object] call FNC_GetPos;detach _object;_dir = getDir _object;_vector = [(vectorDir _object),(vectorUp _object)];deleteVehicle _object;detach _objectHelper;deleteVehicle _objectHelper;};if(_location1 distance _location2 > 10) exitWith {_isOk = false;_cancel = true;_reason = "You've moved to far away from where you started building (within 10 meters)";detach _object;deleteVehicle _object;detach _objectHelper;deleteVehicle _objectHelper;};if(_location1 distance _objectHelperPos > 10) exitWith {_isOk = false;_cancel = true;_reason = "Object is placed to far away from where you started building (within 10 meters)";detach _object;deleteVehicle _object;detach _objectHelper;deleteVehicle _objectHelper;};if(abs(_objHDiff) > 10) exitWith {_isOk = false;_cancel = true;_reason = "Cannot move up or down more than 10 meters";detach _object;deleteVehicle _object;detach _objectHelper;deleteVehicle _objectHelper;};if (player getVariable["combattimeout", 0] >= time) exitWith {_isOk = false;_cancel = true;_reason = (localize "str_epoch_player_43");detach _object;deleteVehicle _object;detach _objectHelper;deleteVehicle _objectHelper;};if (DZE_cancelBuilding) exitWith {_isOk = false;_cancel = true;_reason = "Cancelled building.";detach _object;deleteVehicle _object;detach _objectHelper;deleteVehicle _objectHelper;};};//No building on roads unless toggledif (!DZE_BuildOnRoads) then {if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; };};// No building in trader zonesif(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; };if(!_cancel) then {_classname = _classnametmp;// Start Build_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];_tmpbuilt setdir _dir;_tmpbuilt setVariable["memDir",_dir,true];// Get position based on object_location = _position;if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then {_location set [2,0];};_tmpbuilt setVectorDirAndUp _vector;_buildOffset = [0,0,0];_vUp = _vector select 1;switch (_classname) do {case "MetalFloor_DZ": { _buildOffset = [(_vUp select 0) * .148, (_vUp select 1) * .148,0]; };};_location = [(_location select 0) - (_buildOffset select 0),(_location select 1) - (_buildOffset select 1),(_location select 2) - (_buildOffset select 2)];if (surfaceIsWater _location) then {_tmpbuilt setPosASL _location;_location = ASLtoATL _location; //Database uses ATL} else {_tmpbuilt setPosATL _location;};cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];_limit = 3;if (DZE_StaticConstructionCount > 0) then {_limit = DZE_StaticConstructionCount;}else {if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {_limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");};};_isOk = true;_proceed = false;_counter = 0;while {_isOk} do {[10,10] call dayz_HungerThirst;player playActionNow "Medic";_dis=20;_sfx = "repair";[player,_sfx,0,false,_dis] call dayz_zombieSpeak;[player,_dis,true,(getPosATL player)] spawn player_alertZombies;r_interrupt = false;r_doLoop = true;_started = false;_finished = false;while {r_doLoop} do {_animState = animationState player;_isMedic = ["medic",_animState] call fnc_inString;if (_isMedic) then {_started = true;};if (_started && !_isMedic) then {r_doLoop = false;_finished = true;};if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then {r_doLoop = false;};if (DZE_cancelBuilding) exitWith {r_doLoop = false;};sleep 0.1;};r_doLoop = false;if(!_finished) exitWith {_isOk = false;_proceed = false;};if(_finished) then {_counter = _counter + 1;};cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"];if(_counter == _limit) exitWith {_isOk = false;_proceed = true;};};if (_proceed) then {_num_removed = ([player,_item] call BIS_fnc_invRemove);if(_num_removed == 1) then {cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];if (_isPole) then {[] spawn player_plotPreview;};_tmpbuilt setVariable ["OEMPos",_location,true];if(_lockable > 1) then {_combinationDisplay = "";switch (_lockable) do {case 2: { // 2 lockbox_combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue_combination_2 = floor(random 10);_combination_3 = floor(random 10);_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];dayz_combination = _combination;if (_combination_1 == 100) then {_combination_1_Display = "Red";};if (_combination_1 == 101) then {_combination_1_Display = "Green";};if (_combination_1 == 102) then {_combination_1_Display = "Blue";};_combinationDisplay = format["%1%2%3",_combination_1_Display,_combination_2,_combination_3];};case 3: { // 3 combolock_combination_1 = floor(random 10);_combination_2 = floor(random 10);_combination_3 = floor(random 10);_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];dayz_combination = _combination;_combinationDisplay = _combination;};case 4: { // 4 safe_combination_1 = floor(random 10);_combination_2 = floor(random 10);_combination_3 = floor(random 10);_combination_4 = floor(random 10);_combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4];dayz_combination = _combination;_combinationDisplay = _combination;};};_tmpbuilt setVariable ["CharacterID",_combination,true];PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,_vector],_classname];publicVariableServer "PVDZE_obj_Publish";cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5];} else {_tmpbuilt setVariable ["CharacterID",dayz_characterID,true];// fire?if(_tmpbuilt isKindOf "Land_Fire_DZ") then {_tmpbuilt spawn player_fireMonitor;} else {PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector],_classname];publicVariableServer "PVDZE_obj_Publish";};};} else {deleteVehicle _tmpbuilt;cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];};} else {r_interrupt = false;if (vehicle player == player) then {[objNull, player, rSwitchMove,""] call RE;player playActionNow "stop";};deleteVehicle _tmpbuilt;cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];};} else {cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"];};};DZE_ActionInProgress = false; 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I've been noticing a lot of players gaining access to bases by placing a ladder even though the owner has a plot pole somewhere and the raider isn't tagged friendly/can't remove the pole.
Basically the ladder somehow gets around the plot pole requirement.
I've searched around but nobody seems to have mentioned anything.
Any insights on a fix?
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I don't think it makes a difference, but I'm sure DefaultBackpackWeapon = ""; was changed to DefaultBackpackItems = []; in an update.
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Latest infistar update has a new createunit re check.
This check requires that you modify your AI missions.You will have to add a variable to each created Unit._unit setVariable['oxveIB','mission'];I'm presuming that the above line should go in both spawn_group and spawn_static, but where?Anyone?
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Latest infistar update has a new createunit re check.
This check requires that you modify your AI missions.You will have to add a variable to each created Unit._unit setVariable['oxveIB','mission'];I'm presuming that the above line should go in both spawn_group and spawn_static, but where? -
We still define both steamport and steamqueryport in our installations, however you sound like you're having issues with opening ports. I would double check your router/firewall and make sure the ports are actually open.
You don't need to define those ports for arma 3 anymore:
note: STEAM ports in Arma 3 build 1.22.125469 or newer are hardcoded as now linked to game-port of the server instance (+1 query +2 report to master)
(from https://community.bistudio.com/wiki/server.cfg#Additional_details)
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Dont you have to sell items to the traders to start the in game "economy" off?
Yes, the items you sell to the trader are then available to buy.
Once everyone starts selling things, the traders will have more and more items to buy.
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10 Barracks? WTF? A bit excessive ain't it?
<snip>
If you don't like it then don't download it, or edit it to your liking for your server.
There's really no need to criticise it like that, especially when the OP has put in time and effort and is offering it to the community.
If you think your suggestions are a great idea, get editing from scratch and post it yourself.
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I'm using the maintain version of this without P4L.
Players are finding that the no. of objects counter moves around a lot when they're not even building anything, this can be especially annoying when they're close to the limit.
Is there a fix?
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Zupa's probably busy, just be patient, he'll release it when he has the time.
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I can't see the the path of player_upgrade.sqf, and player_buildingDowngrade.sqf in my compiles.sqf
What should i do ?
They're in fn_selfActions.sqf, just search for them with Ctrl+F
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FIXED: It was J3T's remove ammo script that was doing it. Once I removed that my restarts were back to normal.
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not really, that's a preprocessor to call and load fnc into RAM to access later if required. ExecVM loads from HDD, but only once.
Although preprocessLineNumbers is used alot because it has ability to show faulty lines in a file when error pops up.
you can check this with PBOManager, make sure property is not pboprefix, if it is, just change it to prefix
When I said needs, I wasn't meaning it's a necessity. It's useful for map additions.
Also, my prefix gets changed to pboprefix as the former doesn't work for me.
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When calling to the pbo from server_functions, it needs to be:
call compile preProcessFileLineNumbers "\z\addons\dayz_server\addons\ai.sqf";
etc.
Other than that your placement etc. is correct.
Hope this helps!
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List the mods you have installed.
Zupa's Single Currency
DZGM (Group Management)
Build Snap Pro 1.4.1
WAI
infiSTAR AH
Action Menu
ckc Change Codes
EVD Deploy Vehicles
Service Points
Maca's Safezones
Take Clothes
Tow & Lift
J3T's Remove Ammo
Some Map Additions
Might've missed another 1 or 2 little things but I think that's the bulk of it.
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Stock files + the same database doesn't give the slow restarts. Must mean it's something else that i've added, still can't figure out what though.
[Release] 2.1 Plot Management - UPDATED Object Counter
in A2: Epoch Mods (1.0.5.1)
Posted
This could mean that you don't have the class Zupa_RscButtonMenu in your defines.hpp. Check the file provided with plot management and compare it to your own defines.hpp
Either that or, in your description.ext, you have:
#include "Scripts\plotManagement\plotManagement.hpp"
above
#include "Scripts\plotManagement\defines.hpp".
It needs to be the other way around.