Shoe
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On 26/01/2016 at 11:57 AM, BetterDeadThanZed said:
Trying to add this to a new server. Using single currency. The directions are straightforward so I don't think I've left anything out, but I get no Advanced Trading option when I look at my traders.
Here's the section in fn_selfactions.sqf:
// Static Menu { //diag_log format["DEBUG TRADER: %1", _x]; _buy = player addAction [format["Trade %1 %2 for %3 %4",(_x select 3),(_x select 5),(_x select 2),(_x select 6)], "\z\addons\dayz_code\actions\trade_items_wo_db.sqf",[(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4),(_x select 5),(_x select 6)], (_x select 7), true, true, "",""]; s_player_parts set [count s_player_parts,_buy]; } count (_traderMenu select 1); _buyV = player addAction ["<t color='#0059FF'>Advanced Trading</t>", "zupa\advancedTrading\init.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buyV]; // Database menu _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buy]; };
The custom compiles.sqf has the right path to the fn_selfactions.sqf. No errors listed in the logs. Infistar has the allowed dialog:
_ALLOWED_Dialogs = _ALLOWED_Dialogs + [81000,88890,20001,20002,20003,20004,20005,20006,55510,55511,55514,55515,55516,55517,55518,55519,555120,118338,118339,711197,711195,76761,571113]; // adding some others from community addons
Any suggestions?
I have the exact same issue, no advanced trading option when I look at the traders even though the instructions are very straight forward.
Any fix?
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3 hours ago, DaveA said:
I re-read it and it doesn't actually say that the person that built the plot pole actually put their name on the plot, so I was making sure that part was done as it isn't intuitive that the person that built it also has to be on the plot in order for it to work. However, since you are saying that the person is on there will need to look in another direction.
From the github instructions
STEP 8 This one is in your dayz_server.pbo (Modifying server_monitor.sqf)
8 A
Find_object setVariable ["ObjectID", _idKey, true];
After that, add
if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then { _object setVariable ["plotfriends", _intentory, true]; };
8 B
Findif (count _intentory > 0) then {
Replace that with
if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then { [/spoiler]
In 8b change intentory to inventory if you haven't done that. If that doesn't work we'll have to look a bit further. I gotta run to class so will check back later.
I did that as well. It flooded my RPT with errors when I changed it to "inventory" from "intentory"
I appreciate the help, we are going to try and install PlotManagement with PlotForLIfe tonight.
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6 hours ago, DaveA said:
You also need to add yourself to the plot
I already did that, as I mentioned in the first post.
Our names are on the plot-pole before we die and the names are there when we respawn but we can't build. We also can't build with our names added without tagging each other as friendly. -
Hi there,
We recently tried to install PlotManagement on our server, we had some issues so we decided to try installing on fresh PBOs for the mission and server files.
We got PlotManagement working fine, I can add people to the plot through the menu and the player names stay there after death. I have an issue though, even though the names stay in the plot-pole, after someone dies they can no longer build on the plot at all.
I checked the RPT several times and couldn't find a single error related to PlotManagement.
Any help would be appreciated, thanks!
PlotManagement after death.
in Scripting
Posted
Hi Dave,
It did work well installing plot for life, all my issues are fixed. I must have missed something somewhere o.O
I appreciate the help!