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[Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership


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I'm very interested in installing P4L but I noticed you have it setup to replace alot of key files that I have several edits within for other scripts. Any chance of getting a tutorial out that shows step by step adding each piece of code your adding/changing within each file for us server owners that have several scripts already implemented? If you have this already, could you point me in the right direction? Would be greatly appreciated!

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  On 3/30/2015 at 11:58 PM, steamROLLER said:

Any chance of getting a tutorial out that shows step by step adding each piece of code your adding/changing within each file for us server owners that have several scripts already implemented?

 

server owners that have several scripts already implemented, should know how to do this already ...

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  On 10/27/2014 at 4:52 AM, RimBlock said:

Hi guys,

 

I wont be doing a step by step guid with all changes as there are rather a lot and they are all pretty simple.  The pack installs straight on vanilla Epoch with little difficulty and for installing on top of a modded server, by far the best way is to use diffmerge to compare the files and see what is different between them and act accordingly. 

 

Knowing how to use diffmod is also a great, some may say required, skill for running a well modded server.  Diffmerge is free and Raymix put up an great tutorial showing how to best use it including running through a couple of examples, of which A Plot for Life was one.  His guide can be found

 

If anyone wants to put together a step by step guide then I am happy to link to it from the first page.

 

Currently my very limited spare coding time is being spent on getting a new 5GHz test server running (water cooling is fun), getting the second part of Better Refueling coded and working on the new Arma 3 mod with Raymix wich should be rather nice but has a log way to go.

 

 

  On 3/30/2015 at 11:58 PM, steamROLLER said:

I'm very interested in installing P4L but I noticed you have it setup to replace alot of key files that I have several edits within for other scripts. Any chance of getting a tutorial out that shows step by step adding each piece of code your adding/changing within each file for us server owners that have several scripts already implemented? If you have this already, could you point me in the right direction? Would be greatly appreciated!

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Thanks ElDubya, exactly what I was looking for.

As for Halvhjearne, it has nothing to do with knowing how to do scripts but rather seeing the difference in code between two files as alot of my files have already been editted for other scripts. Per Rimblocks tutorial instructions it relayed for replacing existing files that I've already made several changes to for other existing scripts on my server.

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  On 3/31/2015 at 11:07 PM, steamROLLER said:

Thanks ElDubya, exactly what I was looking for.

As for Halvhjearne, it has nothing to do with knowing how to do scripts but rather seeing the difference in code between two files as alot of my files have already been editted for other scripts. Per Rimblocks tutorial instructions it relayed for replacing existing files that I've already made several changes to for other existing scripts on my server.

 

this is perhaps the stupidest reply i have heard in a while now.

 

first of all this obviusly has to do with scripting, comparing and merging scripts (idk what else that scripting could be?).

 

if you already custimized your files a lot, then this should be quite a simple task to do as you should by now already know how your own scripts works.

 

if you cant figure out whats diffrent to your own files cause they have already been modded then most likely you did not do the actual modding of the files, however as it is also mentioned before there are plenty of tools to merge or compare script out there, you can just grab one and try it out.

you can start up by comparing to the default files to see what diffrense there actually are and if you know what you are doing that should not be too hard either.

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  On 4/1/2015 at 1:41 AM, Halvhjearne said:

this is perhaps the stupidest reply i have heard in a while now.

 

first of all this obviusly has to do with scripting, comparing and merging scripts (idk what else that scripting could be?).

 

if you already custimized your files a lot, then this should be quite a simple task to do as you should by now already know how your own scripts works.

 

if you cant figure out whats diffrent to your own files cause they have already been modded then most likely you did not do the actual modding of the files, however as it is also mentioned before there are plenty of tools to merge or compare script out there, you can just grab one and try it out.

you can start up by comparing to the default files to see what diffrense there actually are and if you know what you are doing that should not be too hard either.

^^ this guy lol, you have anything else better to do than start drama? -- Yes, I've added my own changes. I was merely looking for some guidance on how I could compare his files with mine as I haven't needed to do so until now as this tutorial was made for fresh epoch servers and not current customized modded servers. I didn't need you smart ass comment of "server owners that have several scripts already implemented, should know how to do this already ..." , instead some support as ElDubya provided. Take care bud..

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  On 4/1/2015 at 5:40 PM, steamROLLER said:

^^ this guy lol, you have anything else better to do than start drama? -- Yes, I've added my own changes. I was merely looking for some guidance on how I could compare his files with mine as I haven't needed to do so until now as this tutorial was made for fresh epoch servers and not current customized modded servers. I didn't need you smart ass comment of "server owners that have several scripts already implemented, should know how to do this already ..." , instead some support as ElDubya provided. Take care bud..

 

lol, butthurt much?

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  On 5/11/2014 at 7:35 AM, RimBlock said:

 

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
 

 

Hey RimBlock,

I've tried to install this for a friend by integrating it to what he already has, but the money stashed in things only stays until restarts and I have both original and added scroll options on plot poles with the Take Ownership thing perhaps coming up when it shouldn't; can you tell me if it's possible for me to fix it so I can use Zupa's Single Currency and your Plot4Life 2.5 together? or is there no way to do that due to conflicting methods and have I failed badly? XD

 

It's totally possible I fricked up merging things, but I am just wondering if P4L 2.5 and Dwarfer's ZSC 3.0 with Config Traders are supposed to be happy to merge or if it needs additional code tweaking.

 

Love your work man!

 

*edit* I don't get any client or server side errors at all btw >.<

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Hi,

 

A Plot for life does not save the ownership in the objects inventory field, it uses the Worldspace field in the DB.  I have not used any single currency mods so I am not aware of where the money is stored for that.

 

For loading the object records and getting the ownership info you need to check the server_monitor.sqf file.  A Plot for Life is a fairly simple mod but touches lots of files.  v2.5 should be simpler to integrate as it assumes if you install it then you do not want to turn it off (ie. no 'turned on or off' checks needed) but it does not use the player_build.sqf file at all but uses the modular build system instead.  If another mod changes the saving of objects back to using the player_build.sqf file then you will need to redirect the calls to player_build.sqf over the modular_build.sqf and the sub files it calls.  The subfiles when combined together more or less make up the player_build.sqf but they have just been chopped up for faster code execution (smaller files = faster execution if the code is the same) and for ease of changing one small part and not having to redistribute the entire player_build file.

 

They are the two things I would checkout first.

 

Regards

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  On 4/3/2015 at 6:07 AM, RimBlock said:

Hi,

 

A Plot for life does not save the ownership in the objects inventory field, it uses the Worldspace field in the DB.  I have not used any single currency mods so I am not aware of where the money is stored for that.

 

For loading the object records and getting the ownership info you need to check the server_monitor.sqf file.  A Plot for Life is a fairly simple mod but touches lots of files.  v2.5 should be simpler to integrate as it assumes if you install it then you do not want to turn it off (ie. no 'turned on or off' checks needed) but it does not use the player_build.sqf file at all but uses the modular build system instead.  If another mod changes the saving of objects back to using the player_build.sqf file then you will need to redirect the calls to player_build.sqf over the modular_build.sqf and the sub files it calls.  The subfiles when combined together more or less make up the player_build.sqf but they have just been chopped up for faster code execution (smaller files = faster execution if the code is the same) and for ease of changing one small part and not having to redistribute the entire player_build file.

 

They are the two things I would checkout first.

 

Regards

 

Thanks ever so much mate! I've revised the server_monitor thoroughly and currency is all happy :)

 

The Plot 4 Life code is also working I Think, but I've never actually seen it in action so I'm not 100% sure, like Show and Hide Radius options both stay available to the user scrolling on the plot and don't toggle based on what you last chose- can you confirm that's normal functionality?

 

Everything looks perfect except one little odd error has crept in where unlocking vehicles says (Null) used to unlock vehicle instead of the key name, and the log says:

Error in expression <xt [format["%1 used to unlock vehicle.",_key], "PLAIN"];
};

s_player_lockUnlock>
  Error position: <_key], "PLAIN"];
};

s_player_lockUnlock>
  Error Undefined variable in expression: _key
File z\addons\dayz_code\actions\unlock_veh.sqf, line 19

the one thread I can find regarding this issue and a fella said he found it was a fail on his part when installing P4L, which I have evidently made myself. I hope he will reply to me, but I would also like to ask you if you could perhaps identify how this could be, given your familiarity with your own code?

 

I really appreciate everything you do for the Epoch community mate- thank you such much :D

 

*edit* OK it's in that thread for the record hehe apparently I needed to change the line that adds the Unlock Vehicle scroll option from ownerID to characterID <3

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  On 5/11/2014 at 7:35 AM, RimBlock said:

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

Sorry to bother you once again RimBlock. I searched the thread for the info but I can only find a few people asking about it; Take Ownership is causing a BattlEye kick for publicvariable #3 when there are actually any objects to modify.

 

I've since made the change suggested a couple of pages back where I changed the _findNearestObjects = (position _plotpole) nearEntities line, though I don't know if the kick will be fixed by my having done that, or if it's even at all related.

 

Anyway, "PVDZE_fullobj_Publish" is being blocked by the BE publicvariables filter it seems- is adding that as an exception the correct thing to do, or should I be doing something else?

 

Thanks!!

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Np,

 

Yep add the PVDZE_fullobj_Publish in to the PV variables BE filters.  You can copy the entry that is used for PVDZE_obj_Publish.  The PVDZE_fullobj_Publish function just lets you update the info that would take two DB calls with the standard Epoch function in a single DB call.  Apart from that it is exactly the same :) .

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  On 4/3/2015 at 12:18 PM, RimBlock said:

Np,

 

Yep add the PVDZE_fullobj_Publish in to the PV variables BE filters.  You can copy the entry that is used for PVDZE_obj_Publish.  The PVDZE_fullobj_Publish function just lets you update the info that would take two DB calls with the standard Epoch function in a single DB call.  Apart from that it is exactly the same :) .

 

Thanks mate! Did that and it all seemed cool, but then I noticed when I tried to upgrade a Half Cinder Wall, it said Unable to upgrade, plot pole nearby (because clearly I haven't hassled you enough XD)

 

I took a stab and went looking for where player_upgrade.sqf is referenced to no avail, but then I noticed this error in the log I believe to be my culprit:

Error in expression < player_build_getConfig;

_classname = _itemConfig select 0; 
_classnametmp = _>
  Error position: <_itemConfig select 0; 
_classnametmp = _>
  Error Undefined variable in expression: _itemconfig
File mpmissions\__CUR_MP.chernarus\Custom\A_Plot_for_Life\Action\modular_build.sqf, line 43

I looked at the player_build_getConfig function to see if I can find any problem but all I noticed was that we had the require plot pole set to 0 in our init which again, may be totally unrelated idk.

Any tips, you lovely person? ^_^

 

*edit* In the tradition of offering solutions to ones own stupid problems, I'd just like to mention that I found I was using the default player_upgrade.sqf in my fn_selfActions.sqf so obviously P4L wouldn't work. I am a moron and u are a champion! Thanks again for all your scripts and efforts <3

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Looks like it could be an isue with player_build_getConfig or, more likely as it works most of the time, the actual object cfg file record.  The cfg files get all rolled up in to the config.bin.

 

You will need to work out what you are building when it happens and then look for the config entry on the Epoch Git to see what details are provided.  You can then see what items are being searched for in that .sqf file and see if the config has all the entries.

 

Unfortunately, modular_build is not written by myself and i have no control over the cfg file entries.

 

Cfg files can be found on the Epoch Git here.  Most of the Epoch items are in here.

 

Does the error actually break anything ?.

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  On 4/8/2015 at 7:14 AM, RimBlock said:

Looks like it could be an isue with player_build_getConfig or, more likely as it works most of the time, the actual object cfg file record.  The cfg files get all rolled up in to the config.bin.

 

You will need to work out what you are building when it happens and then look for the config entry on the Epoch Git to see what details are provided.  You can then see what items are being searched for in that .sqf file and see if the config has all the entries.

 

Unfortunately, modular_build is not written by myself and i have no control over the cfg file entries.

 

Cfg files can be found on the Epoch Git here.  Most of the Epoch items are in here.

 

Does the error actually break anything ?.

 

Sorry, I made things a little unclear by editing that post. That error I quoted was there at the time I was trying to work out what turned out to be my using the default dayz_code's player_upgrade.sqf, but I don't believe the error was actually related to that. Nothing seems to be broken by the error at any rate, I Think.

I will check it out again real quick and see if I can determine exactly what I'm doing that causes the error- it's not during building though.

 

Ugh.. Can't actually check it at the moment as the server kicks me with a generic You have been kicked off the game.. sigh..

 

Well I'm sure I didn't do any building in my last game where the error was still present, the only thing I did building-wise was do a Maintenance Preview I believe.

 

*edit2* OK, managed to get my game working again and that error is nowhere to be found when I use the scroll options on the plot pole. No idea where it came from >.<

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I have run into an issue installing 2.5. I can build anything, however, after i upgrade it, it appears to work, but when I attempt to upgrade a second time the following text pops up: "Not setup yet...". On server reset, the item placed is gone. Any item I place that is not upgraded is still there after reset. However, if I use the Admin "Save Object", then I can continue to upgrade a second time. If I Admin "Save Object" again, it will stay in the database after reset. I suspect it has to do with the update object file, but am not sure. Below are the suspect files:

 

modular_build.sqf

  Reveal hidden contents

 

player_build_publish.sqf

  Reveal hidden contents

 

player_upgrade.sqf

  Reveal hidden contents

 

I also have the following addons installed: Plot Management, Door Management, ZSC 3.0 Single Currency, Elevators, Evac Helicopters

 

2.5 was installed after ZSC, Elevators and Evac Helis forcing me to do code merges of some of the related files. Plot/Door Management was installed after.

ZCS appears to be working as intended

Plot/Door Management appears to be working as intented

Elevators have the same issue as above (when upgraded, it is not updating the database and will disappear on server reset), you can however use the elevator until server reset occurs (this was working before).

Evac Helis do not save the evac marker in the database (this was working before).

 

I suspect whatever is the cause of the building upgrade issue is also the source of the rest. Please advise.

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Ultima_weapon - you are missing some Parts from the Door Management.

In my player Upgrade it looks somewhat like this:

 

PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,_vector,_playerUID],_classname,_obj,player];
			publicVariableServer "PVDZE_obj_Swap";

			player reveal _object;
			
			_friendUID = getPlayerUID player;
			_friendName = name  player;
			_friends = [[_friendUID,_friendName]] ; 


			_object setVariable ["doorfriends", _friends, true];
			PVDZE_veh_Update = [_object,"gear"];
			publicVariableServer "PVDZE_veh_Update";
			PVDZE_veh_Update call server_updateObject;
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Yes, sorry. You don't have vector build installed, so just change the Line to this:

PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,_playerUID],_classname,_obj,player];
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Now I am getting: "Error Undefined variable in expression: server_updateobject"

 

Edit:

 

This is what my server_updateobject.sqf looks like.

 

  Reveal hidden contents

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That can't be right. How does your dayz_server.pbo\init\server_functions.sqf look like?

PS: Instead of hunting errors, did you try to simply revert and do the tutorial again?

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my server_functions.sqf

  Reveal hidden contents

 

PS. Only reason I haven't just started over is that i have added so many addons (and spent a few months doing it) that doing so would likely break several other addons :(

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I would suggest clearing your log file (creating a new one), starting your server and doing whatever you are doing to get any errors and then shutting down the server.  Take that log file and then either post it here (in spoiler tages as I see you have been doing for the other files ou posted :) ) or put it on pastebin and link to it.

 

The errors are unlikely to be a single error in the log file that is causing all these issues.  We really need a full view of the issues the server is complaining about.

 

Would be good to do that with both the server and the client log files.

 

I suspect that there will be multiple errors in both (just going on previous experience ;) ).

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After reverting the above modified files back to the originals found in the GitHub file for this addon (basicly returning to what i had in the first place before all the errors) here are the reports.

 

ArmA2OA.RPT

  Reveal hidden contents

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