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


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So I ran into an interesting problem while merging this into our server.  When the "Take Ownership" function is enacted, no message appears on the screen.  This seems normal, based on what the plot_take_ownership.sqf has.  However, upon restarting the server, I find all of the objects that were "Taken" have been deleted.  Now I've tried tracing down the issue, and am coming up empty.

 

The log is showing these things:

 

As for the hive logs, I get the 302 calls when the server starts up, but I don't have any record of the 308 for publishing the new information to the DB.

To me it seems like the PVDZE_obj_Delete is removing the object, and the script kind of stops there without calling for the new publish. The items it is deleting, at least on this test, are those which were place on the server pre-P4L, so they have no playerUID in the worldspace field.

I've added the server_publishFullObject into the server\compile\ directory, and added the path/define to the server_functions in the server.pbo

I've added in some diag text to the script to see where the script is going:

Any ideas at this point would be greatly appreciated!

 

 

Ok, there are a fair amount of itmes in your log files.  Seems like you are not running vanilla Epoch.  What mods do you have installed ?.

 

I cannot really comment on what Infinistar is doing as I don't use it.

 

Ok so now on to the more helpful stuff (hopefully).

 

Firstly, this line jumps out at me from the logs.

23:29:12 "infiSTAR.de - iproductVersion: 09092014IAHAT335 | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,112555] |

 

Are you running the latest version of AH and A2 OA as Arma2 OA v 112555 is prior to the latest stable release (which this mod was tested on).  I don't really expect that to be the issue but worth keeping in mind.

 

Some things to try....

 

Take ownership of some buildables.

Check the items in your DB to make sure the newly owned items have replaced the original items.

Make sure the damage is not set to 1 on any of the items.

 

If you have not done so already, whitelist the "PVDZE_fullobj_Publish" public variable in AH and Battleeye.

 

I am also not seeing the "Preparing to PUBLISH! " line in the logs.  Was that added after you grebbed the logs or before ?. 

 

It looks fromt he logs that you logged in at 23:50, presumably tried the "Take ownership" option and then logged out.

 

Unfortunately, with the current server side hive calls and sqf files, in order to update an object with something in its inventory you need to delete it from the DB, create it in the DB and then update the inventory in the DB (3 DB calls per item).  I cut this down to two in order to delete and then create with inventory (possible with the hive call but not with the server side sqf) with the publishFullObject.  If AH has a threshold for the number of objects deleted per XX minutes / seconds then you could put a pause in to each round of the loop to go under that limit.  You could probably change the addaction in fn_selfactions.sqf to call a wrapper sqf whos only purpose is to spawn the take ownership script which allows it to just run in the background.  You would need to pass the playerUID and plot pole object through IIRC.

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Thanks for taking a look!

Running Overpoch, so nothing fancy, on the prototypic versions (current). We're probably a step back, or two, on the AH install, though hard to say because of customizations to the AH where we diffmerge in the changes, so the version printing may be off.

You are correct in that I grabbed a chunk of log files from before I added in the extra text markers.

"DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"

"DayZ Epoch: MPframework inited"

BIKE: loading version 2.5.1 ...

"DEBUG: loadscreen guard started."

"DEBUG: loadscreen guard started."

CLICK ACTIONS: loading...

BIKE: waiting for login...

"Res3tting B!S effects..."

"[AGN] Starting Trader City Safezone Commander!"

Error in expression <;

_recompile = (count _this) > 0;

if (BIS_fnc_init && !_recompile) exitwith {t>

Error position: <BIS_fnc_init && !_recompile) exitwith {t>

Error Undefined variable in expression: bis_fnc_init

File ca\Modules\Functions\init.sqf, line 28

"PLAYER RESULT: true"

"PLOGIN: Login loop completed!"

"PLOGIN: Login loop completed!"

"infiSTAR.de - randvar26 created (56.337)"

"infiSTAR.de - randvar1 started (56.337)"

"infiSTAR.de - randvar1 created randvar27a (56.547)"

"infiSTAR.de - randvar1 created randvar27 (56.547)"

"infiSTAR.de - 09092014IAHAT335 - Successfully Loaded on Client ID238 (56.547) | 1 Admins online"

Error in expression <yer_fuelauto2 = -1;

player removeAction s_givemoney_dialog;

s_givemoney_dialog =>

Error position: <s_givemoney_dialog;

s_givemoney_dialog =>

Error Undefined variable in expression: s_givemoney_dialog

File mpmissions\__CUR_MP.Chernarus\custom\fn_selfActions.sqf, line 1100

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 0] [DZE_Lock_Door: ] [_characterID: 0] [typeOfCursorTarget: DebugBoxPlayer_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

Error: Bone leftshoulder doesn't exist in some skeleton

Error: Bone rightshoulder doesn't exist in some skeleton

Error: Bone rightshoulder doesn't exist in some skeleton

Error: Bone leftshoulder doesn't exist in some skeleton

Error: Bone rightshoulder doesn't exist in some skeleton

Error: Bone leftshoulder doesn't exist in some skeleton

Error: Bone rightshoulder doesn't exist in some skeleton

Error: Bone leftshoulder doesn't exist in some skeleton

Error: Bone rightshoulder doesn't exist in some skeleton

Error: Bone leftshoulder doesn't exist in some skeleton

Error: Bone rightshoulder doesn't exist in some skeleton

Error: Bone leftshoulder doesn't exist in some skeleton

Error: Bone leftshoulder doesn't exist in some skeleton

Error: Bone rightshoulder doesn't exist in some skeleton

Error: Bone leftshoulder doesn't exist in some skeleton

Error: Bone rightshoulder doesn't exist in some skeleton

"DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"

"DayZ Epoch: MPframework inited"

Error in expression <;

_recompile = (count _this) > 0;

if (BIS_fnc_init && !_recompile) exitwith {t>

Error position: <BIS_fnc_init && !_recompile) exitwith {t>

Error Undefined variable in expression: bis_fnc_init

File ca\Modules\Functions\init.sqf, line 28

BIKE: loading version 2.5.1 ...

"DEBUG: loadscreen guard started."

"DEBUG: loadscreen guard started."

CLICK ACTIONS: loading...

BIKE: waiting for login...

"Res3tting B!S effects..."

"[AGN] Starting Trader City Safezone Commander!"

"PLAYER RESULT: true"

"PLOGIN: Login loop completed!"

"PLOGIN: Login loop completed!"

"infiSTAR.de - randvar26 created (4.048)"

"infiSTAR.de - randvar1 started (4.048)"

"infiSTAR.de - randvar1 created randvar27a (4.142)"

"infiSTAR.de - randvar1 created randvar27 (4.142)"

"infiSTAR.de - 09092014IAHAT335 - Successfully Loaded on Client ID238 (4.142) | 1 Admins online"

Error in expression <yer_fuelauto2 = -1;

player removeAction s_givemoney_dialog;

s_givemoney_dialog =>

Error position: <s_givemoney_dialog;

s_givemoney_dialog =>

Error Undefined variable in expression: s_givemoney_dialog

File mpmissions\__CUR_MP.Chernarus\custom\fn_selfActions.sqf, line 1100

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [_isModularDoor: false] [typeOfCursorTarget: CinderWall_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [DZE_Lock_Door: ] [_characterID: 1625] [typeOfCursorTarget: CinderWall_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [52a6e400# 1056826: cinder_wall_full.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [_isModularDoor: false] [typeOfCursorTarget: CinderWall_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [DZE_Lock_Door: ] [_characterID: 1625] [typeOfCursorTarget: CinderWall_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [52a6e400# 1056826: cinder_wall_full.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [_isModularDoor: false] [typeOfCursorTarget: CinderWall_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [DZE_Lock_Door: ] [_characterID: 1625] [typeOfCursorTarget: CinderWall_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [52a6e400# 1056826: cinder_wall_full.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [_isModularDoor: false] [typeOfCursorTarget: CinderWall_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [DZE_Lock_Door: ] [_characterID: 1625] [typeOfCursorTarget: CinderWall_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [52a6e400# 1056826: cinder_wall_full.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [_isModularDoor: false] [typeOfCursorTarget: CinderWall_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [DZE_Lock_Door: ] [_characterID: 1625] [typeOfCursorTarget: CinderWall_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [52a6e400# 1056826: cinder_wall_full.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [_isModularDoor: false] [typeOfCursorTarget: CinderWall_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [DZE_Lock_Door: ] [_characterID: 1625] [typeOfCursorTarget: CinderWall_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [52a6e400# 1056826: cinder_wall_full.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [_isModularDoor: false] [typeOfCursorTarget: CinderWall_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [DZE_Lock_Door: ] [_characterID: 1625] [typeOfCursorTarget: CinderWall_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [52a6e400# 1056826: cinder_wall_full.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: <null>] [DZE_Lock_Door: ] [_characterID: <null>] [typeOfCursorTarget: CinderWall_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

Error in expression <CursorTarget in DZE_LockableStorage) && _characterID != "0" && (player distance >

Error position: <_characterID != "0" && (player distance >

Error Undefined variable in expression: _characterid

File mpmissions\__CUR_MP.Chernarus\custom\fn_selfActions.sqf, line 626

Error in expression <(_isDog && _isAlive && (_hasRawMeat) && _characterID == "0" && player getVariabl>

Error position: <_characterID == "0" && player getVariabl>

Error Undefined variable in expression: _characterid

File mpmissions\__CUR_MP.Chernarus\custom\fn_selfActions.sqf, line 947

Error in expression <ddons\mf-tow\init.sqf';

if(_isTent && _ownerID == _playerUID) then {

if ((s_pl>

Error position: <_ownerID == _playerUID) then {

if ((s_pl>

Error Undefined variable in expression: _ownerid

File mpmissions\__CUR_MP.Chernarus\custom\fn_selfActions.sqf, line 859

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [_isModularDoor: false] [typeOfCursorTarget: WorkBench_DZ]"

"[_isDestructable:true ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [DZE_Lock_Door: ] [_characterID: 1625] [typeOfCursorTarget: WorkBench_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [_isModularDoor: false] [typeOfCursorTarget: MetalFloor_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 254708166] [DZE_Lock_Door: ] [_characterID: 1625] [typeOfCursorTarget: MetalFloor_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [34ca0800# 1056819: metal_floor.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [_isModularDoor: false] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: true ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [DZE_Lock_Door: ] [_characterID: 11326] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [34ca0800# 1056819: metal_floor.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: true ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [_isModularDoor: false] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: true ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [DZE_Lock_Door: ] [_characterID: 11326] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [34ca0800# 1056819: metal_floor.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: true ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [_isModularDoor: false] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: true ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [DZE_Lock_Door: ] [_characterID: 11326] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [34ca0800# 1056819: metal_floor.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: true ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [_isModularDoor: false] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: true ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [DZE_Lock_Door: ] [_characterID: 11326] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [34ca0800# 1056819: metal_floor.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: true ] [_isWreckBuilding: false ]"

Plot Take Ownership: Object in DZE_plotTakeOwnershipItems

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"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [_isModularDoor: false] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: true ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [DZE_Lock_Door: ] [_characterID: 11326] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [34ca0800# 1056819: metal_floor.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: true ] [_isWreckBuilding: false ]"

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"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [_isModularDoor: false] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: true ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [DZE_Lock_Door: ] [_characterID: 11326] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [34ca0800# 1056819: metal_floor.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: true ] [_isWreckBuilding: false ]"

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"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [_isModularDoor: false] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: true ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [DZE_Lock_Door: ] [_characterID: 11326] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [34ca0800# 1056819: metal_floor.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: true ] [_isWreckBuilding: false ]"

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"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [_isModularDoor: false] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: true ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [DZE_Lock_Door: ] [_characterID: 11326] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [34ca0800# 1056819: metal_floor.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: true ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [_isModularDoor: false] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: true ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [DZE_Lock_Door: ] [_characterID: 11326] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [34ca0800# 1056819: metal_floor.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: true ] [_isWreckBuilding: false ]"

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [_isModularDoor: false] [typeOfCursorTarget: MetalFloor_DZ]"

"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

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

"fn_actons: [PlayerUID: 76561197971991469] [_ownerID: 76561197971991469] [DZE_Lock_Door: ] [_characterID: 1625] [typeOfCursorTarget: MetalFloor_DZ]"

"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [34ca0800# 1056819: metal_floor.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"

"DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"

"DayZ Epoch: MPframework inited"

BIKE: loading version 2.5.1 ...

"DEBUG: loadscreen guard started."

"DEBUG: loadscreen guard started."

CLICK ACTIONS: loading...

BIKE: waiting for login...

"Res3tting B!S effects..."

"[AGN] Starting Trader City Safezone Commander!"

Error in expression <;

_recompile = (count _this) > 0;

if (BIS_fnc_init && !_recompile) exitwith {t>

Error position: <BIS_fnc_init && !_recompile) exitwith {t>

Error Undefined variable in expression: bis_fnc_init

File ca\Modules\Functions\init.sqf, line 28

"PLAYER RESULT: true"

"PLOGIN: Login loop completed!"

"PLOGIN: Login loop completed!"

"infiSTAR.de - randvar26 created (58.544)"

"infiSTAR.de - randvar1 started (58.544)"

"infiSTAR.de - randvar1 created randvar27a (58.742)"

"infiSTAR.de - randvar1 created randvar27 (58.742)"

"infiSTAR.de - 09092014IAHAT335 - Successfully Loaded on Client ID238 (58.879) | 1 Admins online"

Error in expression <yer_fuelauto2 = -1;

player removeAction s_givemoney_dialog;

s_givemoney_dialog =>

Error position: <s_givemoney_dialog;

s_givemoney_dialog =>

Error Undefined variable in expression: s_givemoney_dialog

File mpmissions\__CUR_MP.Chernarus\custom\fn_selfActions.sqf, line 1100

What is interesting is that the system is deleting the object from the DB just fine, however, it never actually publishes the new "owned" object. Looking at the Hive Log I never see a Method: 308 for publishing the new object. Am I correct that this is the call I should be looking for?

To work around the issue with Infistar, I just modified the existing code to have a limit above what our largest buildable limit is, but I appreciate the advice on adding a system in to properly work through the AH problem.

As a side note, I am running Zupa's SCC with the Soul Variant 1 Hiveext.dll. I don't believe it should matter in this case, but I figured I'd through that out there. We're running a wide host of Epoch mods:

Snap Pro & P4L (clearly)

Zupa SCC

Config based Trader

JAEM

Extra Buildables

Enhanced Spawn Select

Mining

BTC Logistic Lift

DZGM (Group Mgt)

Mf-Tow

Service Points

Craftable Bike/Moto/Mozzie

CEN Custom HUD

AGN SafeZone, Suicide, Vehicle Key Changer

With this many mods, I have quite the deviance from a standard install as listed in the directories, so it is very likely I misplaced/mismerged something that would be activating the DB calls.

Edit: I've checked the DB. The original items are indeed removed and there are no new objects placed into the DB.

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Also check the event handlers are correctly configured so the PV call actually gets picked up server side.

308 is the correct call iirc.

Put some debug lines in the publish full objects Sqf file to confirm it is actually being given fired.

Just out for dinner. Will have a look when home but still think likely that battle eye / ah is blocking get the new PV call.

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I will have a quick browse a bit later but it is usually like trying to spot a needle in a 1000 line haystack.  Any .prt errors on server or client ?.  You can try using windiff or diffmerge to highlight the differences between your copy and the vanilla Epoch copy which may help.  Both are in the post "Tools..." linked in my sig below.

 

Spoiler tags are (spoiler) (/spoiler) -- replace () for []

 

I have zero errors in my RPT logs.  I have had this issue, specifically with traders before.  I know it had something to do with the self actions, but for the life of me I cannot remember.  Also, the file I posted is a merge between your plot for life, and single coin currency (which worked fine before I added in the other things).

 

I'll check out the file versus vanilla epoch / plot for life files and report back.  Thanks.

 

EDIT:  FIXED

 

I was missing a }; after a change I made to the path for maintain_area.  SIGH!

 

When I was using Notepad ++ compare with the files, it didn't pick up on the brace missing; Diffmerge did.  Thanks a ton for the time, Rimblock!

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Np, enjoy the mod.

I have done something to stop the snap and drop fuction from working... 

snapp appears but nothing happens when I press f

 this only has to do with player_build.sqf correct ??  if not where should I look ??

I diffmerged  yours with mine and all I see different is 

your line 176

 

_friendlies = player getVariable ["friendlyTo",[]];
// check if friendly to owner
if(_ownerID in _friendlies) then {
_canBuildOnPlot = true;
};
};
};
};

my line 176

_friendlies = _nearestPole getVariable ["plotfriends",[]];
_fuid  = [];
{
      _friendUID = _x select 0;
      _fuid  =  _fuid  + [_friendUID];
}  forEach _friendlies;
_builder  = getPlayerUID player;
// check if friendly to owner
if(_builder in _fuid) then {
_canBuildOnPlot = true;
};  
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You guys seriously need to merge this into a single management tool, everytime one of the mods is updated every server admin has to go through and merge the changes with the other mods they have. I'd think most admins have Snap Pro, Build Vectors, Plot Management and possibly may use CPC Indestructible bases, Elevator mod and / or the Door Management mod. Don't suppose you guys could start a combined project on Github?

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You guys seriously need to merge this into a single management tool, everytime one of the mods is updated every server admin has to go through and merge the changes with the other mods they have. I'd think most admins have Snap Pro, Build Vectors, Plot Management and possibly may use CPC Indestructible bases, Elevator mod and / or the Door Management mod. Don't suppose you guys could start a combined project on Github?

 

Believe you suggested that and PoweredbyPot responded  I expect you would have to wait until the mods are all added to the next Dayz Epoch release (whenever that may be) if the mod makers wish them to be added.

 

calamity

 

Try taking a look at you dayz_spaceInterrupt.sqf .  Raymix is better placed to be able to advise you on this though.

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Believe you suggested that and PoweredbyPot responded  I expect you would have to wait until the mods are all added to the next Dayz Epoch release (whenever that may be) if the mod makers wish them to be added.

 

calamity

 

Try taking a look at you dayz_spaceInterrupt.sqf .  Raymix is better placed to be able to advise you on this though.

I did suggest it and he did reply, basically dismissing it, sounds to me like there wasn't much effort made.....

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@RimBlock

I managed to find my issue. I was not previously using a custom PublicEH, so I had forgot to change that in the init.sqf to include the new custom one being used, which of course was controlling sending the variable to the server. Once that was fixed, everything working very nice.

Thanks for the hard work you've put in, the results are quite nice!

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@ havoc302

 

He said that efforts had been made (by myself) but just about no-one approached responded when the subject of collaboration was raised (to the point of not even replying).  Raymix was a notable exception and so we have been working together to make it easier for people installing both of our mods.

 

I have also instigated a suggesting a unified way of handling the worldspace field for different mods, which no one replied to for a month.  

 

It seems to me that, as I have been trying to get people to collaborate, coming to this thread where collaboration is happening and 'suggesting' that people should collaborate more is a bit counter productive.  Saying ' sounds to me like there wasn't much effort made' to the person who has made the effort is borderline offensive.  

 

Surely the suggestion should be made to the mod makers who have not shown any interest in collaborating rather than telling one of the only two guys who is collaborating that he should be making more effort.

 

Please remember we do this in our own spare time and provide these mods for free and then support them as best as we can.  Most mods take many hours to put together , test and debug.  Some people do not want to share the 'kudos' for creating a popular mod or loose full control of it which is why it is generally better to have them absorbed in to the core Epoch build although some mod makers would rather not have that done either.

 

If you feel that not enough effort is being made to get people collaborating then I would suggest you lead by example.  You can then supply all the effort needed getting all the mod makers you mentioned to put all their code in to a single mod.  Let me know when all the other mod makers sign up for it. 

 

I am going back to writing, testing and debugging my next mod whilst supporting this one, trying to manage 3 kids and an aircon servicing guy who is currently working on our aircon units.

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@ havoc302

 

He said that efforts had been made (by myself) but just about no-one approached responded when the subject of collaboration was raised (to the point of not even replying).  Raymix was a notable exception and so we have been working together to make it easier for people installing both of our mods.

 

I have also instigated a suggesting a unified way of handling the worldspace field for different mods, which no one replied to for a month.  

 

It seems to me that, as I have been trying to get people to collaborate, coming to this thread where collaboration is happening and 'suggesting' that people should collaborate more is a bit counter productive.  Saying ' sounds to me like there wasn't much effort made' to the person who has made the effort is borderline offensive.  

 

Surely the suggestion should be made to the mod makers who have not shown any interest in collaborating rather than telling one of the only two guys who is collaborating that he should be making more effort.

 

Please remember we do this in our own spare time and provide these mods for free and then support them as best as we can.  Most mods take many hours to put together , test and debug.  Some people do not want to share the 'kudos' for creating a popular mod or loose full control of it which is why it is generally better to have them absorbed in to the core Epoch build although some mod makers would rather not have that done either.

 

If you feel that not enough effort is being made to get people collaborating then I would suggest you lead by example.  You can then supply all the effort needed getting all the mod makers you mentioned to put all their code in to a single mod.  Let me know when all the other mod makers sign up for it. 

 

I am going back to writing, testing and debugging my next mod whilst supporting this one, trying to manage 3 kids and an aircon servicing guy who is currently working on our aircon units.

Thanks man, I do greatly appreciate your work trust me, as you can imagine it's just very painful as an administrator having to constantly sit there pouring over notepad++ with the compare tool working out what I need to change between various mods, gives me many headaches :P

 

Didn't mean to say that I didn't think you'd made enough effort, I meant on all sides. Would be very nice to get it all merged, I might see what I can do to get them all together and at least release a combined one.

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Thanks man, I do greatly appreciate your work trust me, as you can imagine it's just very painful as an administrator having to constantly sit there pouring over notepad++ with the compare tool working out what I need to change between various mods, gives me many headaches :P

 

Didn't mean to say that I didn't think you'd made enough effort, I meant on all sides. Would be very nice to get it all merged, I might see what I can do to get them all together and at least release a combined one.

 

Believe me, as a mod maker it is painful for us working out install instructions to convert from vanilla to modded version :) .  I understand your intentions and agree with them but also have lots of mod ideas to explore and limited time. 

 

Good luck  ;)

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Believe you suggested that and PoweredbyPot responded  I expect you would have to wait until the mods are all added to the next Dayz Epoch release (whenever that may be) if the mod makers wish them to be added.

 

calamity

 

Try taking a look at you dayz_spaceInterrupt.sqf .  Raymix is better placed to be able to advise you on this though.

thankz for that. not sure why I added more to mine (dont remember what script said to add this..

 

this is what the bottom of my dayz_spaceInterrupt.sqf  looks like

// F key
if ((_dikCode == 0x21 && (!_alt && !_ctrl)) || (_dikCode in actionKeys "User6")) then {
DZE_F = true;
};
// num 1 or 3 above qwerty
if (_dikCode == 0x02) then {
AAC_1 = true;
};
if (_dikCode == 0x04) then {
AAC_3 = true;
};
_handled

edit I found why I added that....

 

 

Thank you to stiflersM0M and emwilsh for the heads up on Snap Pro. Thank you also to Stranger for pointing out a couple typos that might have hemmed some of you up. If you are using Snap Pro system you can integrate my system with that one by opening my Crafting_Compiles.sqf and deleting the dayz_spaceinterrupt function from the bottom of that file. This function starts on line 256. Delete everything from line 256 to the end of the file. Then navigate to custom\Snap_Pro\dayz_spacensterrupt.sqf and open that file.


You will need to add 


GlobalPreviewVariable = 1;


into the empty space on line 3.


And near the very bottom, you need to add


// num 1 or 3 above qwerty
if (_dikCode == 0x02) then {
AAC_1 = true;
};
if (_dikCode == 0x04) then {
AAC_3 = true;
};


just BEFORE\ABOVE the line


_handled


I disabled the functionality of the 2 button for now as what I wanted it to do isn't working. Adding those two things to Raymix's dayz_spaceinterrupt.sqf will stop the conflicts between the two systems.

 

edit...

working great now. I need to follow instructions better.....

Delete everything from line 256 to the end of the file

 

Now if I can just get 

Admin Fast Build + Upgrade working also
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So I ran into an interesting problem while merging this into our server.  When the "Take Ownership" function is enacted, no message appears on the screen.  This seems normal, based on what the plot_take_ownership.sqf has.  However, upon restarting the server, I find all of the objects that were "Taken" have been deleted.  Now I've tried tracing down the issue, and am coming up empty.......

 

 

I appear the be having the same problem here. I have disabled BE and removed infistar to try and track things down but still no luck.....

 

I am getting prety much the identical logs as the previous post and the same symptoms.. Take Ownership gets as far as the delete_object section and nothing more so the items are removed from the DB and not republished

 

This is a fresh vanilla install of 1.0.5.1 and this is the only mod installed..

 

Any Help will be greatly appreciated.

 

Cheers

 

M

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EDIT:  Wiped my test server and started over.  Confirmed tagging friendly to another player allows them to build.  Not sure what caused my issue last go around but too many changes to try to troubleshoot.  Easier to start over.  If anyone was looking into it please disregard. 

 

EDIT 2:  And forgot to say Thank you for the great mod :)

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EDIT:  Wiped my test server and started over.  Confirmed tagging friendly to another player allows them to build.  Not sure what caused my issue last go around but too many changes to try to troubleshoot.  Easier to start over.  If anyone was looking into it please disregard. 

 

EDIT 2:  And forgot to say Thank you for the great mod :)

 

Good to hear it is working for you.  Thanks for letting us know you resolved the issue.

 

Friendly tagging is not my favorate thing in Epoch and its client to client communication can take a bit to get your head around.

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I appear the be having the same problem here. I have disabled BE and removed infistar to try and track things down but still no luck.....

 

I am getting prety much the identical logs as the previous post and the same symptoms.. Take Ownership gets as far as the delete_object section and nothing more so the items are removed from the DB and not republished

 

This is a fresh vanilla install of 1.0.5.1 and this is the only mod installed..

 

Any Help will be greatly appreciated.

 

Cheers

 

M

 

Please read through my responses to OSUapoc, let me know which ones you have tried and their results and we should be able to help you narrow down where the problem lies.

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Yeah, I just got banned from my own server for taking ownership of my own base, lol!

 

I tried increasing the limit in infiSTAR, since it think that you're base nuking by deleting so many items at once.  I have mine set to 500, and got banned for taking ownership of 65 or so items.  I'll e-mail infiSTAR about it.

 

 

EDIT:  Seems I forgot to put the limit back to 500 after I installed the new AH.  I'll reply here when the next restart hits and I can up the limit.  If it works, I'll post my solution here.

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So something I found out today after more testing and not sure if it is a feature or I got a bug.  After installing a few more mods on the test server my friend and I were making sure tagging friendly still works.  Still does just fine but we started putting out safes and lock boxes messing around.  Noticed any safes or lockboxes I put down never required a code to open.  Same with him.  If I went to his I did need a code.  I restarted the server just to make sure not a bug / glitch but still could open my safes and lockboxes without a code.  His still required it.  So my question is does PP4L make this change to the way safes and lockboxes work?  If so that is a really nice feature but if not then dang it I did something wrong.

 

I see additional features mentions something along those lines but does not specifically say the above so trying to confirm.

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Yeah, I just got banned from my own server for taking ownership of my own base, lol!

 

I tried increasing the limit in infiSTAR, since it think that you're base nuking by deleting so many items at once.  I have mine set to 500, and got banned for taking ownership of 65 or so items.  I'll e-mail infiSTAR about it.

 

 

EDIT:  Seems I forgot to put the limit back to 500 after I installed the new AH.  I'll reply here when the next restart hits and I can up the limit.  If it works, I'll post my solution here.

 

Thanks for taking the time to look at the mod and solutions for people using infinistar.  Unfortunately the standard Epoch hiveext.dll does not allow updates that would allow me to just add ownership to the objects so I have to delete and recreate.

 

 

So something I found out today after more testing and not sure if it is a feature or I got a bug.  After installing a few more mods on the test server my friend and I were making sure tagging friendly still works.  Still does just fine but we started putting out safes and lock boxes messing around.  Noticed any safes or lockboxes I put down never required a code to open.  Same with him.  If I went to his I did need a code.  I restarted the server just to make sure not a bug / glitch but still could open my safes and lockboxes without a code.  His still required it.  So my question is does PP4L make this change to the way safes and lockboxes work?  If so that is a really nice feature but if not then dang it I did something wrong.

 

I see additional features mentions something along those lines but does not specifically say the above so trying to confirm.

 

Yes.... and no.

 

The code that manages you being able to unlock locked items you own without needing the code has been in Epoch since 1.0.4.2 (possibly earlier but this is the version I started with).  The problem was that locked items had no ownership information stored as the cahracterID field was used for the locks code.

 

Moving the ownership info away from the characterID field now means the ownership of the locked item can be checked and the lock code is also stored :).  This results in the feature you are now seeing. 

 

There were some posts about it earlier in the thread and it is noted that some people would rather their players use door codes so they are forced to remember them (less admin resets).  The ideal solution (within the current framework) would be to have auto unlocking for the owner but allow them to manually change the lock code with an option in the action menu. 

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I recommand a change on line 114 of your compiles from

DZE_snap_build_file = 		"Custom\Snap_Pro\snap_build.sqf"; // Set as a global variable as it is also referenced in snapbuild.sqf

To

if(isNil "DZE_snap_build_file")then{
   DZE_snap_build_file = 		"Custom\Snap_Pro\snap_build.sqf"; // Set as a global variable as it is also referenced in snapbuild.sqf
};

since u use it as an DZE variable which are mainly configurable for users ( meant to be?)

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