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RimBlock

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  1. Like
    RimBlock got a reaction from calamity in [Resource list] Windows based tools for admins and mod makers.   
    I thought it was probably a good idea to have a resource with a list of helpful tools for Epoch server admins and mod makers that are not just Epoch mods.  Hopefully it will help new server admins run decent servers and mod makers create content easier.
     
    Tools for server admin
     
    Robocopy - Like rsync for Windows.  COmmand line or with GUI, can sync folders / files locally or remotely.  Great for making a backup of files.
     
    Tools for mod makers (Generic)
     
    WinDiff - Compares two files and displays differences between them.  Windows GUI version of the UNIX diff command.  Part of the WinXP SP2 support tools free package from MS.
    Wingrep - Will search for a text string in files in various locations.  Great for finding references to variables or scripts from unpacked pbo files.  Windows GUI version of UNIX grep.
    DIffMerge - Compares locations, highlights differences in files and allows you to merge the differences.  HamBeast wrote a great tutorial on it
    WinMerge - Compares locations, highlights differences in files and allows you to merge the differences.
    UltraEdit / Ultra Compare - Paid for product with many great features.  SQF highlighting files are also available.
    Notepad++ - Advanced text editor with SQF highlighting download available.
    Sublime Text 2 - Advanced cross platform text editor.  Free to evaluate but paid license required for extended use.
     
    Tools for mod makers (ARMA II specific)
     
    UnPBO - Extract files from PBOs.
    Kegetys Tools - Contains
    CPBO -  Extract files from PBOs. unRap - convers config.bin to readable config.cpp PPAPlug - Experemental PPA graphic file format plugin for Photoshop. Bohemia Interactive Editing Tools Suite - Personal Edition 3 - Contains
    Oxygen 2- Personal Edition for Arma II - model editing and animation package Visitor 3 - Personal Edition for Arma II - terrain and map editing TexView 2 - texture convertor and viewer BinPBO - Personal Edition - packer Sound Tools - sound and lipsync utilities FSM Editor - tool to edit and compile fsms used in Arma 2 BinMake - conversion tool Tools Drive - main working directory for tools with mandatory data files FontToTga - utility to create fonts for Arma 2 Armaholic has a large selection here but I have tried to highlight above the tools that seem most popular or that I am using so can attest to their quality / usability.
     
    Source code repositories and version control.
    GitHub - Cloud based source code repository which is also currently used by A2 Epoch. Subversion - Source code repository software.  Usually self hosted but some vendors now offer cloud hosting. CloudForge (see Gr8Bois info )  
    Post up yours and I will add them to the first post.
     
    If we get a decent list then maybe it could be made a sticky.
  2. Like
    RimBlock reacted to Rob E in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Item 4:
     
    Change to
    fnc_usec_selfActions = compile preprocessFileLineNumbers "compile\ConvertpUID\fn_selfActions.sqf"; //Checks which actions for self   Is the Path supposed to be "custom\ConvertpUID\fn_selfActions.sqf";   ?
  3. Like
    RimBlock got a reaction from hambeast in A3 Epoch Testers   
    Having run a QA team for a while, I really do not want to be doing testing :D .  I will stick to mod writing for now but may jump in on any open beta.
     
    Maybe you could outline what would be expected from a tester and an overview of the QA process.
     
    Most do not realise the workflow involved in testing and it would be an interesting to some to understand the SDLC and methods you will be employing.
     
    Without that info, this is just likely to grow in to an ever bigger me-too thread.
  4. Like
    RimBlock got a reaction from Mr.Exodus in [WIP] - Better refueling (Accurate fuel capacity, multiple fuel sources, choose vehicle to refuel, GUI).   
    Ok, it is now listing all vehicles in range and the % remaining in the fuel tank of each vehicle and you can then select which ones you want to fill.  They are also colour coded...
    < 80% = Blue
    60% -> 79% = Yellow
    59 -> 20% = Orange
    < 20% = Red
     

     
    The fill code needs to be fully tested still but being able to select a vehicle out of those in range and actually knowing how full each vehicle is was something I really wanted for my own server.  Hopefully it will be useful for others too.
  5. Like
    RimBlock got a reaction from axeman in Idea to help prevent too much PvP   
    Better trader city design and with their own ai guards would take out the need for safezones.
     
    Sure someone could shoot you but then the AI would retaliate.
     
    Give the AI a vehicle the players cannot destroy or use and have them send out hunting parties if attacked.
     
    Make the AI deadly but not unkillable.
     
    Put them on a headless client for minimal impact.
     
    Have the trader cities with proper cover and multiple points of entry / exit. 
     
    Have a car park with guarded gate (someone posted up a bus as a gate script somewhere to give a Max Max type feel).
     
    Have a heli landing area with a sheltered corridoor to the trading area.
     
    Personally I like the idea of Starty having better walls, better parking facilities (there are plenty of good places near the trader city that can be adapted), and a stationary Shuka (ZSU_TK_EP1) on a slightly raised platform in the middle.  Possibly CAS available from the NE hero trader (apache hunting down the bandits FTW).
     
     
    For the backpack stealing, there is a script around to limit opening to only those tagged friendly but a method really needs to be developed for the removal of tagged frienlies or a open backpack request notification to the backpack owner that they then need to accept or have the backpack owner able to lock the backpack (right click the backpack from the gear menu).
     
    The thought of having trader cities without any protection seems unrealistic (yeah I know.. in a Zombie infested world).  The current setup is limited based on the awesome amount of work that the Epoch dev team had to contend with to get Epoch up and running and it works fine as a starting point.  Safe zones are really just a bandaid for the problem where a more realistic solution is really needed.  I would like to work on a better solution but it will have to go to the end of my todo list.  I am also happy to collaborate with others if someone else wants to take the lead on this. 
     
    RB
  6. Like
    RimBlock got a reaction from bFe in [Resource list] Windows based tools for admins and mod makers.   
    I thought it was probably a good idea to have a resource with a list of helpful tools for Epoch server admins and mod makers that are not just Epoch mods.  Hopefully it will help new server admins run decent servers and mod makers create content easier.
     
    Tools for server admin
     
    Robocopy - Like rsync for Windows.  COmmand line or with GUI, can sync folders / files locally or remotely.  Great for making a backup of files.
     
    Tools for mod makers (Generic)
     
    WinDiff - Compares two files and displays differences between them.  Windows GUI version of the UNIX diff command.  Part of the WinXP SP2 support tools free package from MS.
    Wingrep - Will search for a text string in files in various locations.  Great for finding references to variables or scripts from unpacked pbo files.  Windows GUI version of UNIX grep.
    DIffMerge - Compares locations, highlights differences in files and allows you to merge the differences.  HamBeast wrote a great tutorial on it
    WinMerge - Compares locations, highlights differences in files and allows you to merge the differences.
    UltraEdit / Ultra Compare - Paid for product with many great features.  SQF highlighting files are also available.
    Notepad++ - Advanced text editor with SQF highlighting download available.
    Sublime Text 2 - Advanced cross platform text editor.  Free to evaluate but paid license required for extended use.
     
    Tools for mod makers (ARMA II specific)
     
    UnPBO - Extract files from PBOs.
    Kegetys Tools - Contains
    CPBO -  Extract files from PBOs. unRap - convers config.bin to readable config.cpp PPAPlug - Experemental PPA graphic file format plugin for Photoshop. Bohemia Interactive Editing Tools Suite - Personal Edition 3 - Contains
    Oxygen 2- Personal Edition for Arma II - model editing and animation package Visitor 3 - Personal Edition for Arma II - terrain and map editing TexView 2 - texture convertor and viewer BinPBO - Personal Edition - packer Sound Tools - sound and lipsync utilities FSM Editor - tool to edit and compile fsms used in Arma 2 BinMake - conversion tool Tools Drive - main working directory for tools with mandatory data files FontToTga - utility to create fonts for Arma 2 Armaholic has a large selection here but I have tried to highlight above the tools that seem most popular or that I am using so can attest to their quality / usability.
     
    Source code repositories and version control.
    GitHub - Cloud based source code repository which is also currently used by A2 Epoch. Subversion - Source code repository software.  Usually self hosted but some vendors now offer cloud hosting. CloudForge (see Gr8Bois info )  
    Post up yours and I will add them to the first post.
     
    If we get a decent list then maybe it could be made a sticky.
  7. Like
    RimBlock got a reaction from psychosis in [Resource list] Windows based tools for admins and mod makers.   
    I thought it was probably a good idea to have a resource with a list of helpful tools for Epoch server admins and mod makers that are not just Epoch mods.  Hopefully it will help new server admins run decent servers and mod makers create content easier.
     
    Tools for server admin
     
    Robocopy - Like rsync for Windows.  COmmand line or with GUI, can sync folders / files locally or remotely.  Great for making a backup of files.
     
    Tools for mod makers (Generic)
     
    WinDiff - Compares two files and displays differences between them.  Windows GUI version of the UNIX diff command.  Part of the WinXP SP2 support tools free package from MS.
    Wingrep - Will search for a text string in files in various locations.  Great for finding references to variables or scripts from unpacked pbo files.  Windows GUI version of UNIX grep.
    DIffMerge - Compares locations, highlights differences in files and allows you to merge the differences.  HamBeast wrote a great tutorial on it
    WinMerge - Compares locations, highlights differences in files and allows you to merge the differences.
    UltraEdit / Ultra Compare - Paid for product with many great features.  SQF highlighting files are also available.
    Notepad++ - Advanced text editor with SQF highlighting download available.
    Sublime Text 2 - Advanced cross platform text editor.  Free to evaluate but paid license required for extended use.
     
    Tools for mod makers (ARMA II specific)
     
    UnPBO - Extract files from PBOs.
    Kegetys Tools - Contains
    CPBO -  Extract files from PBOs. unRap - convers config.bin to readable config.cpp PPAPlug - Experemental PPA graphic file format plugin for Photoshop. Bohemia Interactive Editing Tools Suite - Personal Edition 3 - Contains
    Oxygen 2- Personal Edition for Arma II - model editing and animation package Visitor 3 - Personal Edition for Arma II - terrain and map editing TexView 2 - texture convertor and viewer BinPBO - Personal Edition - packer Sound Tools - sound and lipsync utilities FSM Editor - tool to edit and compile fsms used in Arma 2 BinMake - conversion tool Tools Drive - main working directory for tools with mandatory data files FontToTga - utility to create fonts for Arma 2 Armaholic has a large selection here but I have tried to highlight above the tools that seem most popular or that I am using so can attest to their quality / usability.
     
    Source code repositories and version control.
    GitHub - Cloud based source code repository which is also currently used by A2 Epoch. Subversion - Source code repository software.  Usually self hosted but some vendors now offer cloud hosting. CloudForge (see Gr8Bois info )  
    Post up yours and I will add them to the first post.
     
    If we get a decent list then maybe it could be made a sticky.
  8. Like
    RimBlock reacted to hambeast in [TUTORIAL] How to use Diffmerge to update custom scripts and overrides   
    We all know that feeling, you just got your server tweaked and optimized just how you like it and an Epoch update comes out!  OH NO! what do we do?  Wait for the mod authors to release their own patch?  Hell no!  We diffmerge!
     
    If you followed my guide on how to override mod files, you may be asking "what happens if the files we overrode changed on an update?"  well the answer depends if it was changed.  Here is how you can locate all the changes if there are any and make the changes needed to keep your server running.
     
    What you'll need: Diffmerge, A working copy of DayZEpoch Server, modifications
    Difficulty: Advanced
     
     
    Scenario 1: An epoch mod update came out and you being a good admin want to make sure there were no changes made to your reference file.
    For this guide, we will assume you modified the variables.sqf by using my tutorial
     
    Locate the files you have made changes to Locate the original file Diffmerge the two files and compare changes, merging where necessary Right click your original file and select "Diffmerge->Open With Diffmerge" Click "Browse" on the 2nd line referencing the "right" file.  Note diffmerge always goes from left to right.  Meaning the file you wish to change or update needs to be on the right hand side! Here's what the diffmerge window looks like, note the changes in red.  You can see where we added the new class reference.

     
    If we click the down arrow (Next Change) we can scroll all the way to the right and see where we added our new skin
     

     
     
    That's it.  Just take a look at all the changes and use your reasoning to determine if you need to make changes.
     
    If you are being studious, you may have noticed a few more changes near the bottom of the file represented by the red "-" on the left.  Ignore these, normally you would only see the top two changes.
  9. Like
    RimBlock got a reaction from Cherdenko in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
  10. Like
    RimBlock got a reaction from -Dutchy- in [WIP] - Better refueling (Accurate fuel capacity, multiple fuel sources, choose vehicle to refuel, GUI).   
    Epoch Better Refueling.
     
    GIThub: Better Refueling.
    Dropbox: Better Refueling.
     
    Overall status: This is now a work in progress. 
    Current Phase being worked on: Phase 1 & 2 [Fuel truck Beta released].
     
    Overview
    This is a  mod aimed at improving the fuel pump / fuel truck setup in Epoch. 
     
    Current release.
    Realistic fuel capacity for air and sea vehicles (an AH6 is faster to fill than a Blackhawk for example). Faster flood fill for large vehicles from the fuel truck. Refueling 'cycles' depend on capacity from the fuel truck. Choose which vehicle in range to refuel from the fuel truck. Fully configurable via variables.  You can change Flood fill vehicle list (default is realistic vehicles) Vehicle capacities (default is actual vehicles fuel capacities) Fuel Truck fueling litres / cycle (default would be realistic if one cycle = 1 minute - which it does not) Flood fill litres / cycle (default would be realistic if one cycle = 1 minute - which it does not) Fuel truck refuel range. This project is being done in my own spare time and will be provided to all, free of charge.  Peoples entitlement level is directly relational to the cost :D.
     
    I am very happy to have others join me in creating this mod. I firmly believe in pooling resources from the community to make a better end product. If you wish to join me then let me know here or PM me. All contributors will be listed here and in the readme file that will come with the mod download.  Contributors can, of course, remain anonymous if they prefer.
     
    Planned features by phase
    (current status in []);
     



     
    Install Instructions
     



     
    Other contributors to this project.
     



     
    Comments, suggestions, desirables all welcome. 
     
    RB
  11. Like
    RimBlock got a reaction from SmokeyBR in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
  12. Like
    RimBlock got a reaction from SGCDayZ in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Ok, I think I have found the issue.
     
    In custom\ConvertpUID\convertpuid.sqf
     
    Find
    _number_string = getPlayerUID _player;  Change to
    _number_string = getPlayerUID _playertemp ;   The bug was resulting in the players UID always being sent back.  Good some of the time but if you wanted the UID of your target (e.g. for tagging) it would send the wrong UID back.
     
    Not able to test as the person I am testing with is now asleep but that is likely to be the source of the issue.
     
    Will verify when home tomorrow.
     
    RB
  13. Like
    RimBlock got a reaction from Rythron in [Howto/Release] Tie PlayerUID To All Buildable Objects / Keep plot pole after death [No SQL Triggers] UPDATE 16/04/2014   
    Have put up a new updated release () based on the same solution concept but with a complete code rewrite (hence the new release).
     
    I have also provided a solution for items already built before installing the release so players do not loose their ownership of their current bases.
     
    Well deserved kudos to WGC GeekGarage given along with link backs to this thread.
     
    RB
  14. Like
    RimBlock reacted to BetterDeadThanZed in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Error in your compiles.sqf instructions:
     
    fnc_usec_damageActions = compile preprocessFileLineNumbers "custom\fn_damageActions.sqf";
     
    Should be
     
    fnc_usec_damageActions = compile preprocessFileLineNumbers "custom\ConvertpUID\fn_damageActions.sqf";
     
    I'm setting up a new server and am installing this now. 
  15. Like
    RimBlock reacted to SGCDayZ in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Are the change to meant to be the same ? And I should also add that I have Epoch yet I had _object not _tmpbuilt
    (I have snap build installed)
     
     
     
     Shouldn't it be change to _callerID ? Or is the ID dropped on purpose ? ??
     
    Any help greatly appreciated.
     
    SGCDayZ Server Management
    Jonas
     
    EDIT:
     
    Also when you say edit fn_selfAction.sqf I'm presuimg you meant fn_selfActions.sqf
     
    Also when you say find :
    s_player_downgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_REMLOCK",_text], "\z\addons\dayz_code\actions\player_upgrade.sqf",_cursorTarget, -2, false, true, "",""];
     
    I'm presuming that the file path is meant to say player_downgrade.sqf not upgrade since this is the downgrade action not the upgrade ;P
  16. Like
    RimBlock got a reaction from nachtmasse in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
  17. Like
    RimBlock got a reaction from ispan55 in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
  18. Like
    RimBlock got a reaction from Ghostrider-GRG in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
  19. Like
    RimBlock got a reaction from Cinjun in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
  20. Like
    RimBlock got a reaction from Brockie in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
  21. Like
    RimBlock got a reaction from Kolle in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
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