Jossy Posted September 2, 2014 Report Share Posted September 2, 2014 On 9/2/2014 at 11:00 AM, JayOnSpeed said: Jossy , good news and great news!! The problem that i had with users not being able to change the lock codes because it just blinked? I though that looked like the behavior of something closing the dialog , no errors , no nothing. I looked into infistar and found a way to fix it. AHConfig.sqf in the server PBO inside the init folder. This is the ckc UI code: 118339, found it inside of one of the hpp files. /* ALLOWED Dialogs */ _ALLOWED_Dialogs = [-1,106,6900,6901,6902,6903,420420,41144,55510,118339]; So now it seems good, users can change the lock codes. If i find a way to fix the glitch i told you about earlyer ( when setting a new lock code it presents 000 but the actual code is there ) i'll let you know. Good to hear, I will add that note to the git, the glitch with the code displaying 000 is inevitable I think though I haven't looked too much into it since I was pretty much happy with all the things I fixed on the original script :P Link to comment Share on other sites More sharing options...
fullaholes Posted September 2, 2014 Report Share Posted September 2, 2014 On 9/2/2014 at 8:40 AM, P0k3r_OF_Sm0t said: Just hit ctrl+f while in notepad++, search for s_player_downgrade_build = -1; (it should be the 3rd instance) and place the code below that. Thanks a lot, works perfect ;-) Link to comment Share on other sites More sharing options...
jaspoe30 Posted September 3, 2014 Report Share Posted September 3, 2014 I have an interesting problem. The script is working great but I have 2 options to change the code in the action menu. One is the yellow and it's the one that works and then one is green and it doesn't do anything when clicked. Any idea what would be causing the green one and how I could get rid of it? Link to comment Share on other sites More sharing options...
JayOnSpeed Posted September 4, 2014 Report Share Posted September 4, 2014 Jossy, sorry for not telling this sooner , the ID i gave was just for the combo lock, the numpad has another ID so for infistar should be ok with /* ALLOWED Dialogs */ _ALLOWED_Dialogs = [-1,106,6900,6901,6902,6903,420420,41144,55510,118339,118338]; 118338 numpad dialog 118339 combo lock dialog Link to comment Share on other sites More sharing options...
JayOnSpeed Posted September 4, 2014 Report Share Posted September 4, 2014 On 9/3/2014 at 8:26 PM, jaspoe30 said: I have an interesting problem. The script is working great but I have 2 options to change the code in the action menu. One is the yellow and it's the one that works and then one is green and it doesn't do anything when clicked. Any idea what would be causing the green one and how I could get rid of it? Look into your self actions file, is the option always there or just when you look at something in particular? Its just in doors and vaults look for lines like the ones this script uses. This for doors. if((_isDestructable || _cursorTarget isKindOf "Land_DZE_WoodDoorLocked_Base" || _cursorTarget isKindOf "CinderWallDoorLocked_DZ_Base") && (DZE_Lock_Door == _ownerID)) then { This for vaults. if(typeOf(cursortarget) in _unlockedVault && _ownerID != "0" && (player distance _cursorTarget < 2)) then { Find the one thats not working ad delete the lines associated it the if statement. If its not this maybe its best if you post your fn_selfactions file here. Link to comment Share on other sites More sharing options...
P0k3r_OF_Sm0t Posted September 4, 2014 Report Share Posted September 4, 2014 Great script, players love it! Found a glitch though. I have build vectors and snap pro on my server and when you change the code on a garage door that is turned on its side (vertical), it reverts it back to a normal door (horizontal) Any idea how to solve this? Link to comment Share on other sites More sharing options...
Jossy Posted September 4, 2014 Report Share Posted September 4, 2014 On 9/4/2014 at 3:04 AM, P0k3r_OF_Sm0t said: Great script, players love it! Found a glitch though. I have build vectors and snap pro on my server and when you change the code on a garage door that is turned on its side (vertical), it reverts it back to a normal door (horizontal) Any idea how to solve this? https://github.com/SJossy/Combo-Key-Changer/blob/master/ckc/ckc_upddoor.sqf Link to comment Share on other sites More sharing options...
P0k3r_OF_Sm0t Posted September 4, 2014 Report Share Posted September 4, 2014 On 9/4/2014 at 4:03 AM, Jossy said: https://github.com/SJossy/Combo-Key-Changer/blob/master/ckc/ckc_upddoor.sqf Thanks for the quick reply but it doesn't work. Still makes the door go horizontal and now the door turns about 30 degrees or so as well instead of just going horizontal before the edit to upddoor.sqf. Link to comment Share on other sites More sharing options...
Jossy Posted September 4, 2014 Report Share Posted September 4, 2014 (edited) does it happen after restart or instantaneous? and was this facing north when you took the screenshot? anyway, try this https://github.com/SJossy/Combo-Key-Changer/commit/9b3253d88b7b0f9a17e54b91f0dc31e496d95241 Edited September 4, 2014 by Jossy Link to comment Share on other sites More sharing options...
cobramike Posted September 4, 2014 Report Share Posted September 4, 2014 Ok i now this problem. Do you have snap pro 1.4 Link to comment Share on other sites More sharing options...
P0k3r_OF_Sm0t Posted September 4, 2014 Report Share Posted September 4, 2014 On 9/4/2014 at 6:19 AM, Jossy said: does it happen after restart or instantaneous? and was this facing north when you took the screenshot? anyway, try this https://github.com/SJossy/Combo-Key-Changer/commit/9b3253d88b7b0f9a17e54b91f0dc31e496d95241 It happens as soon as you set the new code. The door that twisted is lined up east to west. On the link above, is that code supposed to replace everything in the file, or after a certain line? On 9/4/2014 at 8:35 AM, cobramike said: Ok i now this problem. Do you have snap pro 1.4 No, build vectors does not work correctly with snap 1.4 atm so waiting for that update before using 1.4.. Link to comment Share on other sites More sharing options...
Jossy Posted September 5, 2014 Report Share Posted September 5, 2014 (edited) On 9/4/2014 at 10:03 PM, P0k3r_OF_Sm0t said: It happens as soon as you set the new code. The door that twisted is lined up east to west. On the link above, is that code supposed to replace everything in the file, or after a certain line? No, build vectors does not work correctly with snap 1.4 atm so waiting for that update before using 1.4.. the link I gave you the green block is the new code the rest is the original code and the red is what got replaced, you can make the edits yourself which is the safer option if you have other mods, or use the whole file and when a door or wall goes easy to west that is north for it so default position with no direction change I had _object setVectorDirAndUp where it should of been _newobject set... download the new code and it should work Edited September 5, 2014 by Jossy Link to comment Share on other sites More sharing options...
CH!LL3R Posted September 5, 2014 Report Share Posted September 5, 2014 Hi there, Got the same problem with the VectorBuilding, but i´m a little bit confused about the fix Quote anyway, try this https://github.com/S...0dc31e496d95241 my file at the moment looks like this: Reveal hidden contents _object = dayz_selectedDoor; _newCombo = DZE_Lock_Door; _object setVariable ["CharacterID",_newCombo,true]; _actual = _object getVariable ["CharacterID", "0"]; cutText [format["Your new ComboKey: %1", _actual], "PLAIN DOWN"]; _classname = typeOf _object; _location = _object getVariable["OEMPos",(getposATL _object)]; _dir = getDir _object; // Create new object _newobject = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _newobject setDir _dir; // Set location _newobject setPosATL _location; PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location],_classname,_object,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _newobject; dayz_selectedDoor = _newobject; If I change this code to this one postet above: Reveal hidden contents private ["_vector","_object","_newCombo","_actual","_ownerPUID","_location","_classname","_newobject"]; _object = dayz_selectedDoor; _newCombo = DZE_Lock_Door; _object setVariable ["CharacterID",_newCombo,true]; _actual = _object getVariable ["CharacterID", "0"]; _ownerPUID = _object getVariable["OwnerPUID",""]; cutText [format["Your new ComboKey: %1", _actual], "PLAIN DOWN"]; _classname = typeOf _object; _location = _object getVariable["OEMPos",(getposATL _object)]; _vector = [(vectorDir _object), (vectorUp _object)]; // Create new object _newobject = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set location _newobject setPosATL _location; // Set orientation _newobject setVectorDirAndUp _vector; if (_ownerPUID != "") then { _newobject setVariable["OwnerPUID",_ownerPUID,true]; if ((_vector select 1) select 0 == 0 && (_vector select 1) select 1 == 0 && (_vector select 1) select 2 == 1) then { PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_ownerPUID],_classname,_object,player]; } else { PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_ownerPUID,_vector],_classname,_object,player]; }; } else { if ((_vector select 1) select 0 == 0 && (_vector select 1) select 1 == 0 && (_vector select 1) select 2 == 1) then { PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location],_classname,_object,player]; } else { PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_vector],_classname,_object,player]; }; }; publicVariableServer "PVDZE_obj_Swap"; player reveal _newobject; dayz_selectedDoor = _newobject; And then I make these Changes... Reveal hidden contents if (_ownerPUID != "") then { _newobject setVariable["OwnerPUID",_ownerPUID,true]; - PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_ownerPUID],_classname,_object,player]; + if ((_vector select 1) select 0 == 0 && (_vector select 1) select 1 == 0 && (_vector select 1) select 2 == 1) then { + PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_ownerPUID],_classname,_object,player]; + } else { + PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_ownerPUID,_vector],_classname,_object,player]; + }; } else { - PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location],_classname,_object,player]; + if ((_vector select 1) select 0 == 0 && (_vector select 1) select 1 == 0 && (_vector select 1) select 2 == 1) then { + PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location],_classname,_object,player]; + } else { + PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_vector],_classname,_object,player]; + }; }; publicVariableServer "PVDZE_obj_Swap"; (of course i didnt copy the "+" or the "-" into my file) So if I do all these changes, I can set a new code on the door and it works.... until there is a restart. After restart the door is gone... no door on the map, no door in DB.... it didnt safe the door So please can someone tell how to update my existing file to have the keychanger and buildvector on the server without any problems? Link to comment Share on other sites More sharing options...
Jossy Posted September 5, 2014 Report Share Posted September 5, 2014 On 9/5/2014 at 12:50 PM, CH!LL3R said: Hi there, Got the same problem with the VectorBuilding, but i´m a little bit confused about the fix my file at the moment looks like this: Reveal hidden contents _object = dayz_selectedDoor; _newCombo = DZE_Lock_Door; _object setVariable ["CharacterID",_newCombo,true]; _actual = _object getVariable ["CharacterID", "0"]; cutText [format["Your new ComboKey: %1", _actual], "PLAIN DOWN"]; _classname = typeOf _object; _location = _object getVariable["OEMPos",(getposATL _object)]; _dir = getDir _object; // Create new object _newobject = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _newobject setDir _dir; // Set location _newobject setPosATL _location; PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location],_classname,_object,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _newobject; dayz_selectedDoor = _newobject; If I change this code to this one postet above: Reveal hidden contents private ["_vector","_object","_newCombo","_actual","_ownerPUID","_location","_classname","_newobject"]; _object = dayz_selectedDoor; _newCombo = DZE_Lock_Door; _object setVariable ["CharacterID",_newCombo,true]; _actual = _object getVariable ["CharacterID", "0"]; _ownerPUID = _object getVariable["OwnerPUID",""]; cutText [format["Your new ComboKey: %1", _actual], "PLAIN DOWN"]; _classname = typeOf _object; _location = _object getVariable["OEMPos",(getposATL _object)]; _vector = [(vectorDir _object), (vectorUp _object)]; // Create new object _newobject = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set location _newobject setPosATL _location; // Set orientation _newobject setVectorDirAndUp _vector; if (_ownerPUID != "") then { _newobject setVariable["OwnerPUID",_ownerPUID,true]; if ((_vector select 1) select 0 == 0 && (_vector select 1) select 1 == 0 && (_vector select 1) select 2 == 1) then { PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_ownerPUID],_classname,_object,player]; } else { PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_ownerPUID,_vector],_classname,_object,player]; }; } else { if ((_vector select 1) select 0 == 0 && (_vector select 1) select 1 == 0 && (_vector select 1) select 2 == 1) then { PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location],_classname,_object,player]; } else { PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_vector],_classname,_object,player]; }; }; publicVariableServer "PVDZE_obj_Swap"; player reveal _newobject; dayz_selectedDoor = _newobject; And then I make these Changes... Reveal hidden contents if (_ownerPUID != "") then { _newobject setVariable["OwnerPUID",_ownerPUID,true]; - PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_ownerPUID],_classname,_object,player]; + if ((_vector select 1) select 0 == 0 && (_vector select 1) select 1 == 0 && (_vector select 1) select 2 == 1) then { + PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_ownerPUID],_classname,_object,player]; + } else { + PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_ownerPUID,_vector],_classname,_object,player]; + }; } else { - PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location],_classname,_object,player]; + if ((_vector select 1) select 0 == 0 && (_vector select 1) select 1 == 0 && (_vector select 1) select 2 == 1) then { + PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location],_classname,_object,player]; + } else { + PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_vector],_classname,_object,player]; + }; }; publicVariableServer "PVDZE_obj_Swap"; (of course i didnt copy the "+" or the "-" into my file) So if I do all these changes, I can set a new code on the door and it works.... until there is a restart. After restart the door is gone... no door on the map, no door in DB.... it didnt safe the door So please can someone tell how to update my existing file to have the keychanger and buildvector on the server without any problems? try removing all those changes and just use the line according to what mods you have which is probably PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_vector],_classname,_object,player]; I can't test the code because I don't have vector build installed.. Link to comment Share on other sites More sharing options...
P0k3r_OF_Sm0t Posted September 5, 2014 Report Share Posted September 5, 2014 Thanks Jossy, I'll try it tonight after I get home from work and let you know what happens. Link to comment Share on other sites More sharing options...
CH!LL3R Posted September 5, 2014 Report Share Posted September 5, 2014 Okay, so now i tried it this way.... take the original file: ckc_upddoor.sqf Reveal hidden contents _object = dayz_selectedDoor; _newCombo = DZE_Lock_Door; _object setVariable ["CharacterID",_newCombo,true]; _actual = _object getVariable ["CharacterID", "0"]; cutText [format["Your new ComboKey: %1", _actual], "PLAIN DOWN"]; _classname = typeOf _object; _location = _object getVariable["OEMPos",(getposATL _object)]; _dir = getDir _object; // Create new object _newobject = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _newobject setDir _dir; // Set location _newobject setPosATL _location; PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location],_classname,_object,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _newobject; dayz_selectedDoor = _newobject; And make these changes: Reveal hidden contents _object = dayz_selectedDoor; _newCombo = DZE_Lock_Door; _object setVariable ["CharacterID",_newCombo,true]; _actual = _object getVariable ["CharacterID", "0"]; cutText [format["Your new ComboKey: %1", _actual], "PLAIN DOWN"]; _classname = typeOf _object; _location = _object getVariable["OEMPos",(getposATL _object)]; _dir = getDir _object; // Create new object _newobject = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _newobject setDir _dir; // Set location _newobject setPosATL _location; PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_vector],_classname,_object,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _newobject; dayz_selectedDoor = _newobject; But still if you change doorcode, the door didnt have the vector any more... Did Isomething wrong, or is the code/fix not right? Link to comment Share on other sites More sharing options...
Jossy Posted September 5, 2014 Report Share Posted September 5, 2014 On 9/5/2014 at 1:32 PM, CH!LL3R said: Okay, so now i tried it this way.... take the original file: ckc_upddoor.sqf Reveal hidden contents _object = dayz_selectedDoor; _newCombo = DZE_Lock_Door; _object setVariable ["CharacterID",_newCombo,true]; _actual = _object getVariable ["CharacterID", "0"]; cutText [format["Your new ComboKey: %1", _actual], "PLAIN DOWN"]; _classname = typeOf _object; _location = _object getVariable["OEMPos",(getposATL _object)]; _dir = getDir _object; // Create new object _newobject = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _newobject setDir _dir; // Set location _newobject setPosATL _location; PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location],_classname,_object,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _newobject; dayz_selectedDoor = _newobject; And make these changes: Reveal hidden contents _object = dayz_selectedDoor; _newCombo = DZE_Lock_Door; _object setVariable ["CharacterID",_newCombo,true]; _actual = _object getVariable ["CharacterID", "0"]; cutText [format["Your new ComboKey: %1", _actual], "PLAIN DOWN"]; _classname = typeOf _object; _location = _object getVariable["OEMPos",(getposATL _object)]; _dir = getDir _object; // Create new object _newobject = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _newobject setDir _dir; // Set location _newobject setPosATL _location; PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_vector],_classname,_object,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _newobject; dayz_selectedDoor = _newobject; But still if you change doorcode, the door didnt have the vector any more... Did Isomething wrong, or is the code/fix not right? You still need vector change code, since it doesn't seem to be obvious for you here is the code you should try private ["_vector","_object","_newCombo","_actual","_ownerPUID","_location","_classname","_newobject"]; _object = dayz_selectedDoor; _newCombo = DZE_Lock_Door; _object setVariable ["CharacterID",_newCombo,true]; _actual = _object getVariable ["CharacterID", "0"]; _ownerPUID = _object getVariable["OwnerPUID",""]; cutText [format["Your new ComboKey: %1", _actual], "PLAIN DOWN"]; _classname = typeOf _object; _location = _object getVariable["OEMPos",(getposATL _object)]; _vector = [(vectorDir _object), (vectorUp _object)]; // Create new object _newobject = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set location _newobject setPosATL _location; // Set orientation _newobject setVectorDirAndUp _vector; PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_vector],_classname,_object,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _newobject; dayz_selectedDoor = _newobject; Link to comment Share on other sites More sharing options...
CH!LL3R Posted September 5, 2014 Report Share Posted September 5, 2014 If I use this code, I can change the doorcode without loosing the vector-thing, but after restart theres no door anymore.... (tried both... only change doorcode without setting the door with vvector and with vector..both times after restart the door is gone...) Link to comment Share on other sites More sharing options...
Guest Posted September 13, 2014 Report Share Posted September 13, 2014 _object = dayz_selectedDoor; _newCombo = DZE_Lock_Door; _object setVariable ["CharacterID",_newCombo,true]; _actual = _object getVariable ["CharacterID", "0"]; _ownerID = _object getVariable["ownerPUID","0"]; cutText [format["Your new ComboKey: %1", _actual], "PLAIN DOWN"]; _classname = typeOf _object; _location = _object getVariable["OEMPos",(getposATL _object)]; _dir = getDir _object; _vector = [(vectorDir _object),(vectorUp _object)]; // Create new object _newobject = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _newobject setDir _dir; //Set Vector _newobject setVectorDirAndUp _vector; // Set location _newobject setPosATL _location; PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_ownerID,_vector],_classname,_object,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _newobject; dayz_selectedDoor = _newobject;If you're using Plot For Life (IMPORTANT fix for everyone else, for that matter - CKC breaks P4L and Door Management etc bigtime). Or if not:_object = dayz_selectedDoor; _newCombo = DZE_Lock_Door; _object setVariable ["CharacterID",_newCombo,true]; _actual = _object getVariable ["CharacterID", "0"]; cutText [format["Your new ComboKey: %1", _actual], "PLAIN DOWN"]; _classname = typeOf _object; _location = _object getVariable["OEMPos",(getposATL _object)]; _dir = getDir _object; _vector = [(vectorDir _object),(vectorUp _object)]; // Create new object _newobject = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _newobject setDir _dir; //Set Vector _newobject setVectorDirAndUp _vector; // Set location _newobject setPosATL _location; PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_vector],_classname,_object,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _newobject; dayz_selectedDoor = _newobject; Link to comment Share on other sites More sharing options...
Barra81 Posted September 14, 2014 Author Report Share Posted September 14, 2014 On 9/13/2014 at 3:37 PM, mdc said: _object = dayz_selectedDoor; _newCombo = DZE_Lock_Door; _object setVariable ["CharacterID",_newCombo,true]; _actual = _object getVariable ["CharacterID", "0"]; _ownerID = _object getVariable["ownerPUID","0"]; cutText [format["Your new ComboKey: %1", _actual], "PLAIN DOWN"]; _classname = typeOf _object; _location = _object getVariable["OEMPos",(getposATL _object)]; _dir = getDir _object; _vector = [(vectorDir _object),(vectorUp _object)]; // Create new object _newobject = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _newobject setDir _dir; //Set Vector _newobject setVectorDirAndUp _vector; // Set location _newobject setPosATL _location; PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_ownerID,_vector],_classname,_object,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _newobject; dayz_selectedDoor = _newobject; If you're using Plot For Life (IMPORTANT fix for everyone else, for that matter - CKC breaks P4L and Door Management etc bigtime). Or if not:_object = dayz_selectedDoor; _newCombo = DZE_Lock_Door; _object setVariable ["CharacterID",_newCombo,true]; _actual = _object getVariable ["CharacterID", "0"]; cutText [format["Your new ComboKey: %1", _actual], "PLAIN DOWN"]; _classname = typeOf _object; _location = _object getVariable["OEMPos",(getposATL _object)]; _dir = getDir _object; _vector = [(vectorDir _object),(vectorUp _object)]; // Create new object _newobject = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _newobject setDir _dir; //Set Vector _newobject setVectorDirAndUp _vector; // Set location _newobject setPosATL _location; PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_vector],_classname,_object,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _newobject; dayz_selectedDoor = _newobject; Thx for your effort :) Im not familiar with plot4life but, does the "server_swapObject.sqf" know about what to do with the _vector variable (pos in array 2.2) in this line: Quote PVDZE_obj_Swap = [_actual,_newobject,[_dir,_location,_vector],_classname,_object,player]; cause the not modified "server_swapObject.sqf" only reads the following positions in the array: _charID = _this select 0; _object = _this select 1; _worldspace = _this select 2; _class = _this select 3; _obj = _this select 4; _activatingplayer = _this select 5; _activatingplayerUID = (getPlayerUID _activatingplayer); and then it will go to the "server_monitor.sqf" the _worldspace variable containing the _vector (pos in _worldspace array 2) would be at my "server_monitor.sqf" _ownerPUID = _worldspace select 2; Without changes the game dont realise that _vector contains position data. Or am I wrong? Link to comment Share on other sites More sharing options...
Jossy Posted September 14, 2014 Report Share Posted September 14, 2014 On 9/14/2014 at 3:41 PM, Barra81 said: Thx for your effort :) Im not familiar with plot4life but, does the "server_swapObject.sqf" know about what to do with the _vector variable (pos in array 2.2) in this line: it doesn't need to do anything with it, select 2 is the worldspace which is an array already, so you are just adding another variable to it, and it writes it to the db the same as it would normally but with added vectors Barra81 1 Link to comment Share on other sites More sharing options...
Barra81 Posted September 14, 2014 Author Report Share Posted September 14, 2014 hmmm my "server_Monitor.sqf" with a lil bit older plot4life version reads : _ownerPUID = _worldspace select 2; this position would already be used by the _ownerPUID(set by plot4life for every player buildables) and would be overwritten with the _vector coordinates from the server_swapObject order, that must mess it up?! Link to comment Share on other sites More sharing options...
WarHammer(DayZ) Posted September 14, 2014 Report Share Posted September 14, 2014 Jossy Is this link still a valid version for NO PP4L https://github.com/SJossy/Combo-Key-Changer I was lookign for the version that can be used WITHOUT plot pole for life.. Thank you in advance (edit) after downloading the zip and looking at the files, I see there are two Install direction versions, a & b in the readme. So it seems an all inclusive package am I correct ? Link to comment Share on other sites More sharing options...
P0k3r_OF_Sm0t Posted September 14, 2014 Report Share Posted September 14, 2014 Ok have an update here. Jossy, tried all the fixes you posted, always the wall with changed code would change position. Until Stryker released the latest version on Build Vectors for Snap pro 1.4. Now the walls don't turn when the key is changed but they do disappear on server restart. Any ideas? They are fine until the code is changed. I can restart several times and wall will always be there until code is changed. Then very next restart wall is gone. Any suggestions? Link to comment Share on other sites More sharing options...
Jossy Posted September 15, 2014 Report Share Posted September 15, 2014 On 9/14/2014 at 4:40 PM, WarHammer(DayZ) said: Jossy Is this link still a valid version for NO PP4L https://github.com/SJossy/Combo-Key-Changer I was lookign for the version that can be used WITHOUT plot pole for life.. Thank you in advance (edit) after downloading the zip and looking at the files, I see there are two Install direction versions, a & b in the readme. So it seems an all inclusive package am I correct ? I don't know, I tried accommodating for both versions but I only had it working on my own server with P4L, I am no longer playing dayz and really have no interest in assisting those that can't debug a server properly. All I can tell you is that it worked flawlessly on my server with P4L if you want to attempt installing it do so at your own risk On 9/14/2014 at 7:22 PM, P0k3r_OF_Sm0t said: Ok have an update here. Jossy, tried all the fixes you posted, always the wall with changed code would change position. Until Stryker released the latest version on Build Vectors for Snap pro 1.4. Now the walls don't turn when the key is changed but they do disappear on server restart. Any ideas? They are fine until the code is changed. I can restart several times and wall will always be there until code is changed. Then very next restart wall is gone. Any suggestions? I don't know? Link to comment Share on other sites More sharing options...
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