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striker

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Posts posted by striker

  1. anybody getting not setup yet errors? when upgrading a garage door to a locked one

     

    Hey,

     

    Just a hint to where that is occuring in player_upgrade.sqf. Similar in player_buildingDowngrade:

    if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];};

    Can I see your server_monitor.sqf?

     

    striker

  2. hi guys , sorry for the bad english . In error log .

    16:46:40 Error in expression <n;
    
    _vecCnt = 0;
    {
    _set = _x;
    {
    _vecCnt = _vecCnt + (round (_x * 100))
    
    } count >
    16:46:40   Error position: <= _vecCnt + (round (_x * 100))
    
    } count >
    16:46:40   Error Type Number, expected Bool
    16:46:40 File z\addons\dayz_server\init\server_functions.sqf, line 625
    
    

    My server_function: http://pastebin.com/BpDqYYMv

     

    Help please

     

     

    Hey,

     

    That is a common error that I need to sort out, script should still work as expected.

     

    striker

  3. striker do i still need to add 

    Precise Base Building

    also i want to add door locks and plot management any thing i need to know

     

    thanks  

    a great script

    scott

     

    Hey,

     

    You don't have to, but it is HIGHLY recommended. If you have used it on the previous versions, you HAVE to install it or else it will cause errors.

     

    As far as door and plot management, you should be able to follow the guide given by them without any issue with vectors.  :)

     

    striker

  4.  

    hey guys just a quick question any ideas why after the installation vehicles and safes delete?!?! 

    part of my RPT: 

     

    13:52:44 "TIME SYNC: Local Time set to [2013,8,3,13,52]"
    13:52:59 B 1-1-C:1 (Skoda) REMOTE: Getting out while IsMoveOutInProgress
    13:52:59 "Deleting object Ural_INS with invalid ID at pos [6913.53,11382.2,-0.0955505]"
    13:52:59 "Deleting object Ural_INS with invalid ID at pos [6913.53,11382.2,-0.0955505]"
    13:52:59 Client: Local object 2:5273 not found
    13:52:59 Server: Object info 2:5273 not found during Changing Owner
    13:52:59 Server: Object 2:5273 not found (message 52)
    13:53:13 "infiSTAR.de Log: Devastator(76561197971532415) -    Entered SafeZone @063076"
    13:53:13 "Deleting object ArmoredSUV_PMC_DZE with invalid ID at pos [6918.88,11452.2,0.0426025]"
    13:53:38 "infiSTAR.de PVAH_WriteLog: B 1-1-D:1 (Devastator) REMOTE   Devastator Moving to CockNostril"

    is this to do with plotpole for life?? 

    and is there a version of build vectors that doesnt require the use of plotpole for life??? 

     
    donation coming your way if i can get this working ;D 

    p.s good chatting to you last night RedBreath :D

     

     

    Hey,

     

    Ill work on the none Plot For life one when I get home  :) Should only take a few minutes.

    Rimblock's P4L seems to have a lot of errors in it. Primarily in the compiles.sqf file. That was the issue for me.

    I'm probably going to just fork Raymix's github and only use his files. P4L is just way to messy to work with and I cannot provide support for it.

     

    striker

  5. Hey everyone,

     

    Thanks for your interest, ill be releasing some code tomorrow.  :lol:

     

    I have to get the Build Vectors update out first, then Ill be moving onto this project more.  :)

     

    @f3cuk, I seen your work from Sandbirds link in his post, and mixing the too scripts should be a really good mixture. Your script handles objects that can be spawned client side and my script to handle objects that need to be synced across all clients. So, in basic terms, mine will handle Vehicles, Storage, Doors, and the Dynamic Debris stuff, while yours handles Map Addons, and most Modular Building Objects. We can discuss more if you would like.

     

    striker

  6. Great, this worked just fine, I get the take ownership and the Vectors menu. So far so good.

    Thanks for the head-sup!

     

    Now when I press build, the build is immediately canceled.

    I am sorry for stealing time. Apparently no one else is having this issue(or everyone else is just way more capable).

     

    Best Regards,

    Huppabubba

     

    Hey,

     

    What is the cancel message you are getting, if any?

     

    Sorry if I don't respond for several hours, it's 1:46 AM here and I have school in the morning  :P

     

    striker

  7. Hello guys,

     

    I fixed the issue with objects not snapping at the correct angle on objects that were rotated just enough to throw the axis's off.

     

    THE UPDATE WILL BE TOMORROW, if not, shoot me  ;)

     

    The fix was simple, but was difficult because I neglected to look at the saved direction in the database.

     

    *HOTFIX FOR DEGREES BEING OFF AFTER RESTART ON OBJECT ROTATED MORE THAN 90 DEGREES

    server_monitor.sqf

     

    Find:

    if (DZE_GodModeBase) then {

    Put the following above it:

    _object setVariable["memDir",_dir,true];
    

    snap_build.sqf

     

    Find:

    _objectSnapGizmo setDir (getDir _nearbyObject);
    

    Replace with:

    _objectSnapGizmo setDir (_nearbyObject getVariable["memDir",0]);
    

    player_build.sqf or player_build_publish.sqf

     

    Find:

    _tmpbuilt setdir _dir; 

    Put the following after it:

    _tmpbuilt setVariable["memDir",_dir,true];
    

    player_upgrade.sqf and player_buildingDowngrade.sqf

     

    Find:

    _object setDir _dir; 

    Put the following after it:

    _object setVariable["memDir",_dir,true];
    

    player_lockVault.sqf and player_unlockVault.sqf

     

    Find:

    _holder setdir _dir; 

    Put the following after it:

    _holder setVariable["memDir",_dir,true]; 

    Yep, im a f**king moron, stone me to death, ill understand...

     

    Enjoy!

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