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


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Hello survivors,

i installed P4L many times successfully without any problems.

Now i updated to the latest version and all seems ok, but after death iam not able to remove any previous built items or the plotpole itself.
My Char-ID was saved to the database, but it seems that i am not the owner.

Has anyone a clue what file can cause this or where i have to take a look at?

Thanks, Ryker

 

==========================================

Edit: Another wired issue, that on a fresh server - without any other scripts installed - P4L gives me a a warning about "server_monitor.sqf in line 105". I stuck at black auth-screen, hearing sound, but it doesent continue.

 

Edited by ryker
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Combined this script with 3.0 SC errors in the server not in the client only

Error in expression <ge='ZSC\gui\Money.paa'/>", [Money] call BIS_fnc_numberText];
_vitals ctrlCommit >
Error position: <BIS_fnc_numberText];
_vitals ctrlCommit >
Error Undefined variable in expression: bis_fnc_numbertext
File mpmissions\__CUR_MP.Sauerland\ZSC\compiles\playerHud.sqf, line 8

now nakryvaya safes don't even have that menu, also have cars and dealers

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{REMOVE} by OP.   The idea was to have the "changes" that the modders were doing in a separate file. example: variables.sqf, whatever changes would be zipped up as variables2.sqf and only contained those changes relative to the mod. Etc. so-forth with any other changes.

I'm just diff merging . . .  I don't know if the above suggestion would be more of ahassle or easier for someone "new" to applying mods to servers or not.

Edited by Just_R
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As did not try it was impossible to combine on the server with additions. Therefore has begun all with zero on the server with CS 3.0. Has united all works ID in a raft remains also constructions. Only I will not understand where was mistaken some times has checked up the raft radius does not work a line is same always I press and site borders do not vanish. Errors in RPT are not present. Thanks for addition very necessary thing.

Edited by Persei
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With a menu call has understood has removed
From fn_selfActions.sqf
If (_PlotsmarkersNear == 0) then {

};
Only now two menus that is inconvenient but nonlethal.

I will not understand what action should occur by a call how many I press that does not occur.

if (s_player_plot_take_ownership < 0) then {
            if (DZE_PlotOwnership) then {
                _isowner = [player, _cursorTarget] call FNC_check_owner;
                If (( _isowner select 0 )) then{
                    s_player_plot_take_ownership = player addAction ["Take plot items ownership", "Custom\A_Plot_for_Life\Action\plot_take_ownership.sqf", "", 1, false];
                };
            };
        };

Here which some errors I cannot find where they.

 
  Quote

Error in expression <_bank_dialog2 = -1;
player removeAction s_player_packOBJ;
s_player_packOBJ = -1;>
  Error position: <s_player_packOBJ;
s_player_packOBJ = -1;>
  Error Undefined variable in expression: s_player_packobj
File mpmissions\__CUR_MP.Sauerland\custom\compile\fn_selfActions.sqf, line 1017

  Quote

 

Error in expression <hen {
_losCheck = 0;
_cantSee = [_agent,_target] call dayz_losCheck;
};
>
  Error position: <_target] call dayz_losCheck;
};
>
  Error Undefined variable in expression: _target
Error in expression < = alive _agent;
_targetPos = getPosATL _target;



_agent moveTo _targetPos;
_a>
  Error position: <_target;



_agent moveTo _targetPos;
_a>
  Error Undefined variable in expression: _target
Error in expression < = alive _agent;
_targetPos = getPosATL _target;



_agent moveTo _targetPos;
_a>
  Error position: <_target;



_agent moveTo _targetPos;
_a>
  Error Undefined variable in expression: _target
Error in expression <hen {
_losCheck = 0;
_cantSee = [_agent,_target] call dayz_losCheck;
};
>
  Error position: <_target] call dayz_losCheck;
};
>
  Error Undefined variable in expression: _target
Error in expression < = alive _agent;
_targetPos =
 
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Just a curious question. I'm getting a test server within the next few days, I'll be installing P4L and many other scripts and moving everything to my main server. My question is, will there be any issues considering players already have bases on my main server. I just want to know if I'll have to wipe the bases from my main server to add this.

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  On 10/4/2015 at 2:54 AM, Pavillin said:

Just a curious question. I'm getting a test server within the next few days, I'll be installing P4L and many other scripts and moving everything to my main server. My question is, will there be any issues considering players already have bases on my main server. I just want to know if I'll have to wipe the bases from my main server to add this.

No you don't. Theres even an option to apply P4L to old bases with the "take plot ownership" option

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Hey guys. I'm  back again. Got a new server and I was trying to install Plot Management with P4L, but once again I'm having issues. I installed P4L first (after learning the hard way the last time), a few other scripts and now Plot Management. I followed the installation instructions word for word,dotted my eyes and  crossed my tees and yet it still doesn't work.

The entire thing works perfectly fine (all of my other scripts, including P4L), until I install Plot Management. Now, what I've noticed with Plot Management is that I don't get any upgrade options and I can't even see the plot pole necessarily (i.e. no maintain or show plot boundary, etc) so I have a feeling my issue is within my fn_selfActions.sqf. I'll post it here, if someone doesn't mind pointing out to me what I've done wrong. Thank you!

No idea why the file ends like that but I don't get any errors from it. I know it wasn't like that when I put it in (that's what she said).. I wonder if it's a Vilayer thing.

  Reveal hidden contents

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If a problem in display of borders. Whether a problem that he does not want to define that there are borders I has solved removal of a line

If (_PlotsmarkersNear == 0 ) then{           

 If (_PlotsmarkersNear > 0 ) then{

There will be two lines but it is not critical.

Prompt that should occur by pressing  Take plot items ownership?

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I got plot 4 life installed, but I do have a question regarding it. I installed it to a clean server with nothing else on it. I just replaced my files with the one provided, though I did change the paths so it works in my server pbo. Now in my mission file I didn't have a custom compiles or variables.sqf, I used the ones from DayZ code. Plot for life however included both of those files. My question is when I go to install other scripts that require me to make changes to my compiles/variables.sqf would I edit the ones plot 4 life gave me or should I create a new one?

I'm a little stuck because if I have to use those ones they'll be considered my 'custom' variable and compiles.sqf and I would like to move them to their own folder for easier access if I have to use them.

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  On 6/18/2015 at 10:17 PM, SchwEde said:

compare and merge them :)

 

this should help

http://sourceforge.net/projects/npp-compare/

I agree and disagree.  You can't always just merge from one file to the next.  One section of code will take priority over the other. fn_selfactions is prime example.  What people should be doing is only releasing the changes they did.  This way all we have to do is diff-merge the custom whatever.sqf with whatever updates is needed.

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Whenever I try to place an object after I put up a plot pole I get the "This X needs a plot pole within 50 meters" or something.
This is from my client.rpt

  Reveal hidden contents

if(_isTent && _ownerID == _playerUID) then {
if ((s_player_sleep <>
  Error position: <_playerUID) then {
if ((s_player_sleep <>
  Error Undefined variable in expression: _playeruid
File mpmissions\__CUR_MP.namalsk\custom\exec\fn_selfActions.sqf, line 782
Error in expression <y = false;

_playerUID = [_player] call FNC_GetPlayerUID;
_ObjectOwner = _object>
  Error position: <FNC_GetPlayerUID;
_ObjectOwner = _object>
  Error Undefined variable in expression: fnc_getplayeruid
File mpmissions\__CUR_MP.namalsk\custom\A_Plot_for_Life\Compile\fn_check_owner.sqf, line 10
Error in expression <Life) then {
_playerUID = [player] call FNC_GetPlayerUID;
}else{
_playerUID = da>
  Error position: <FNC_GetPlayerUID;
}else{
_playerUID = da>
  Error Undefined variable in expression: fnc_getplayeruid
File mpmissions\__CUR_MP.namalsk\custom\exec\fn_selfActions.sqf, line 164
Error in expression <uild = true;
};
};

 

if(_isModular && (_playerUID == _ownerID)) then {
if(_hasT>
  Error position: <_playerUID == _ownerID)) then {
if(_hasT>
  Error Undefined variable in expression: _playeruid
File mpmissions\__CUR_MP.namalsk\custom\exec\fn_selfActions.sqf, line 265
Error in expression <

Any suggestion on what's wrong? I've gone over it a few times now and I can't find any problems. The paths are correct also.

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  • 3 weeks later...

I think i followed the exact instructions from your manual. Clean epoch server install with ONLY this mod and I only get:

Maintain option

Preview Maintain option

show plot boundary

 

I cant take ownership and snap building is also not working. Are there any additional steps that weren't in the instruction?

init.sqf changes

call compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\init\variables.sqf";				//Initilize the Variables (IMPORTANT: Must happen very early)
call compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\init\publicEH.sqf";				//Initilize the publicVariable event handlers
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";	//Functions used by CLIENT for medical
call compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\init\compiles.sqf";			//Compile regular functions
_serverMonitor = [] execVM "custom\system\server_monitor.sqf";

 

I added this line to description.ext

#include "custom\snap_pro\snappoints.hpp"

Up to this everything seems to be working since i do get the option to show the plot boundary and i dont get any errors.

I put these settings in variables.sqf, didnt work. Also if i put them in init.sqf it also doesnt seem to give me the options to takeownership and snap building doesnt work.

DZE_APlotforLife = true;
DZE_PlotOwnership = true;
DZE_modularBuild = true;

DZE_PlotOwnership = true;

 

Any help would be appreciated. (and i copied all the files to the appropriate locations)

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  • 2 weeks later...
  • 2 weeks later...

So i got this mod working great :) 

I have 1 question though and its probably a easy solution.. How would i be able to change the plot size from the default 30m to say 50m ? 

And what would i need to change to make the cones show the new plot size that i will be setting ?

Thanx :) 

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  • 2 weeks later...
  On 11/24/2015 at 7:27 PM, EagerBeaver said:

So i got this mod working great :) 

I have 1 question though and its probably a easy solution.. How would i be able to change the plot size from the default 30m to say 50m ? 

And what would i need to change to make the cones show the new plot size that i will be setting ?

Thanx :) 

Expand  

By setting 

DZE_PlotPole = [x,y];

in your init.sqf. The cones will automatically show the chosen settings ingame

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