Silence4All
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Posts posted by Silence4All
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I have snap build pro on the server, & pressing "F" allows the player to walk around the part. To snap them you need to use the scroll wheel & turn snap "ON" for each piece being set.
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yes from fn_selfActions.sqf
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Has anyone been able to remove the standard maintain plot and maintain area functions that are in red. I have the originals still showing up after I installed it
I removed the BOLD area from these 2 lines & it stopped them from showing in the scroll wheel menu.
s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "custom\maintain_area.sqf", "maintain", 5, false];
s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "custom\maintain_area.sqf", "preview", 5, false];
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Usually when i have got errors like that, there are code errors at or above the line # referenced in the error.
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Step 5A covers this.
_adminList = ["0152"]; // Add admins here if you admins to able to manage all plotpoles.
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So here is what I've tested. I placed my plot again, and built some parts. Those parts I can remove, my friend who was added, could not remove that part and I couldn't remove the parts he built.
Then I died.
Went back, my name still on the plot-pole. And now I can't remove my own parts.
Any one have any advice on this?
I have been having the same issue since installing. The only thing i can come up with, is that the modular parts are not being assigned the playerUID (or OwnerUID) & is keeping the characterID. Thats why we can remove them with the original "if(_isModularDoor) then {" until death, and why the new code don't work at all to remove.
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I'll try what silence4all said and get back to you. The pulling of the plotpole and replacing it has always been an issue I think I've seen that issue since before this script. Edit: what I say below mite also fix this...
As for the owner not being able to pull what the friendly builds I wouldn't know. But with p4l there's a scroll wheel option that lets the owner take control of all items on the plopole, there for taking control of friendlys builds and being able to remove them. If you installed this I'm sure you'd fix a lot of the things you've mentioned
Was wondering if you have had a chance to test yet? Also, is there anyone NOT running P4L, able to remove modular buildings with PlotManagement installed?
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//Allow owners to delete modulars if(_isModular && (dayz_characterID == _ownerID)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor && (dayz_characterID == _ownerID)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; };
Ok, so changing it back to this in my fn_selfactions has not entirely worked. Here is the scenario :
I placed a plotpole down. Anything I build I am able to remove, as I am the plotpole owner. No drama there.
I add another player to my plotpole. He is able to build as well, but anything he builds is only able to be removed by him, not me. As plotpole owner I should be able to remove everything within that plot radius.
Also, a player placed a pole down about 3 days ago and built some stuff on it. Then he pulled the plotpole up the next day to move it slightly and rebuilt it. Now he doesn't get the option to remove what he initially built BUT he can remove stuff he has built since putting the pole down the second time.
This is totally weird. We need Zupa :)
This also worked for me.....until i died. Then no remove option on built items. I removed & replaced the pole, & any NEW item built can be removed. Until I die. Anything build before I died cannot be removed.
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I had this pop up when installing a mod (forget which 1). Deleting the " };" from line 107 stopped the error for me. Im not a scripter but it's worth a shot.
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Having the same issue as Rhyn. Everything else works perfect. Would love to know a fix for this. Not using P4L.
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I run precise base building and haven't had this issue at all. Should fix this problem :)
Thread:
+1 had the same issue & this fixed it.
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Loving the 2.1.4 so far. Has been on the server all day & my rpt looks great except the bunny ranch mission isnt spawning.
Here is the cut from my rpt
17:15:00 "RUNNING EVENT: Bunny_Ranch on [2014,11,11,16,15]"
17:15:00 "WAI: Mission Bunny Ranch Started At [5173.04,5330.81]"
17:15:00 Error in expression <= time;
_unarmed = false;
if(_aitype == "Hero") then {
_unitGroup = createGro>
17:15:00 Error position: <== "Hero") then {
_unitGroup = createGro>
17:15:00 Error ==: Type Bool, expected Number,String,Object,Side,Group,Text,Config entry,Display (dialog),Control,Team member,Task,Location
17:15:00 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 42
17:15:00 Error in expression <.5], [], 0, "CAN_COLLIDE"];
[_box] call Bunny_Safe;
diag_log format["WAI: Missi>
17:15:00 Error position: <Bunny_Safe;
diag_log format["WAI: Missi>
17:15:00 Error Undefined variable in expression: bunny_safe
17:15:00 File z\addons\dayz_server\modules\Bunny_Ranch.sqf, line 14Would love to see this mission running. How can I fix it?
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I have a server thru Vilayer & this worked great & was easy to do. Only problem I have is that the weapons & medical dealers in Klen have blank inventory. All the others are perfect & load fast. Any idea on how to fix this? I know im missing some small detail.
[Release] 2.1 Plot Management - UPDATED Object Counter
in A2: Epoch Mods (1.0.5.1)
Posted
I have no idea how the single currency works as I do not use it, but the maintain costs are set in the maintain_area.sqf for me. I would say, make sure your maintain_area.sqf is being called correctly in your fn_selfActions.sqf and/or your compiles.sqf.