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Millasaurus

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Posts posted by Millasaurus

  1.  

    Im now getting a new error everytime i join my server it crashes (below) and the reason its stunping me is because there is nothing in that line (Lines 1-30 below error)

    ErrorMessage: File mpmissions\DayZ_Epoch_11.Chernarus\Scripts\plotManagement\plotManagement.hpp, line 27: /PlotManagement/Controls.RscShortcutButton_7009: Undefined base class 'Zupa_RscButtonMenu'

     

    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.

  2. 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"
    
  3. 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]]
    
  4. I have snap build + vectors installed.

     

     

    /*
    DayZ Base Building
    Made 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 skipped
    if (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 nearby
      DZE_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 45m
    if(_isPole && _IsNearPlot > 0) exitWith {  DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; };
     
    if(_IsNearPlot == 0) then {
     
    // Allow building of plot
    if(_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 owner
    if(dayz_characterID == _ownerID) then {  //Keep ownership
    // owner can build anything within his plot except other plots
    if(!_isPole) then {
    _canBuildOnPlot = true;
    };
     
    } else {
    // disallow building plot
    if(!_isPole) then {
    _friendlies = player getVariable ["friendlyTo",[]];
    // check if friendly to owner
    if(_ownerID in _friendlies) then {
    _canBuildOnPlot = true;
    };
    };
    };
    };
     
    // _message
    if(!_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 instead
    if (_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 glitch
    helperDetach = 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 toggled
    if (!DZE_BuildOnRoads) then {
    if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; };
    };
     
    // No building in trader zones
    if(!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;
     

  5. 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?

  6.  

    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?

  7. 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)

  8. 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.

  9. 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. 

  10. 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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