hogscraper Posted October 26, 2014 Author Report Share Posted October 26, 2014 As I mentioned in my last post, you don't have the variables in your custom variables.sqf that you need. Have you verified that all of the changes you needed to make are still there for my mod? Just download the mod again, open my variables.sqf and insert everything in that file into your new one. Link to comment Share on other sites More sharing options...
Hux Posted October 26, 2014 Report Share Posted October 26, 2014 As I mentioned in my last post, you don't have the variables in your custom variables.sqf that you need. Just download the mod again, open my variables.sqf and insert everything in that file into your new one. Do you mean the "custom\Buildables\variables.sqf"? AAC works fine until I enable the custom variables.sqf I made for the clothing script. Do you think the custom variables used for clothing script is overriding the building variables? I mean I didn't remove anything from AAC. Its all there. Here's what I have in init.sqf: //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) call compile preprocessFileLineNumbers "custom\Buildables\variables.sqf"; //call compile preprocessFileLineNumbers "custom\variables.sqf"; progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "custom\Buildables\Crafting_Compiles.sqf"; call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs progressLoadingScreen 1.0; I commented out the custom variables so AAC would work but if I uncomment that line I get the AAC items disappearing. Where would I put the AAC variables in my new one? Link to comment Share on other sites More sharing options...
hogscraper Posted October 26, 2014 Author Report Share Posted October 26, 2014 You should never call a full file when epoch already has the call. When you make custom variables.sqf or compiles.sqf, you should always allow the standard one to be called, then call a custom one with ONLY the changes you need. Basically your server is loading all of the variables that are standard to epoch, then its loading all of my variables. THEN its overwriting everything that has already been called. Since I have dayz_allowedobjects redefined in my variables.sqf it overwrites the one in the original call, which is what I want it to do. Then, instead of just having the few variables you needed in a third variables.sqf call, you cut and pasted the entire variables.sqf file. So after all of my variables are defined, your custom clothing one overwrites everything I did. If its not exactly what is needed for the clothing mod, you need to delete it out of that third variables.sqf or cut the all_players stuff out of the third file, paste it into my variables.sqf and remove the third call you have in your init.sqf. Hux 1 Link to comment Share on other sites More sharing options...
Hux Posted October 27, 2014 Report Share Posted October 27, 2014 You should never call a full file when epoch already has the call. When you make custom variables.sqf or compiles.sqf, you should always allow the standard one to be called, then call a custom one with ONLY the changes you need. Basically your server is loading all of the variables that are standard to epoch, then its loading all of my variables. THEN its overwriting everything that has already been called. Since I have dayz_allowedobjects redefined in my variables.sqf it overwrites the one in the original call, which is what I want it to do. Then, instead of just having the few variables you needed in a third variables.sqf call, you cut and pasted the entire variables.sqf file. So after all of my variables are defined, your custom clothing one overwrites everything I did. If its not exactly what is needed for the clothing mod, you need to delete it out of that third variables.sqf or cut the all_players stuff out of the third file, paste it into my variables.sqf and remove the third call you have in your init.sqf. Ahh, that makes it much clearer. I removed all but the Allplayer variables in my custom variables.sqf and now everything works Really nice explanation ...thank you. Link to comment Share on other sites More sharing options...
Ree Posted November 8, 2014 Report Share Posted November 8, 2014 Hello, Players on our server requested your addon so we got everything working, I Changed the Gems to different items because we use Gems for other things. Amethyst > Kostey_photos Citrine > Kostey_map_case Emerald > Kostey_notebook Obsidian > Moscow_Bombing_File Ruby > Cobalt_File Sapphire > EvMoscow Topaz > EvKobalt and made all the necessary changes to to all the requiredmaterials[] ={"Kostey_notebook","bulk_PartGeneric"}; but when in game the required materials for the aka ("Kostey_notebook") "and Rest of the Changed Gem items" Show as missing any suggestions or if you know how to make those work that would be great help. =D Link to comment Share on other sites More sharing options...
hogscraper Posted November 9, 2014 Author Report Share Posted November 9, 2014 IF toolbelt items are considered weapons you may have to change the check for whether something is in inventory from items to weapons. You have also renamed all of the calls inside Extra_RC as well, right? Link to comment Share on other sites More sharing options...
Ree Posted November 12, 2014 Report Share Posted November 12, 2014 yep sorry for the delay everything was changed after you said considered weapons it doned on me about the FakeMag and if they where classed differently so i changed the item list to one of these ItemBook1 ItemBook2 ItemBook3 ItemBook4 ItemKiloHemp ItemCopperBar ItemBronzeBar ItemAluminumBar ItemTinBar Becasue they are not used on the server aswell and they seem to be working. plus its kind of funny peoples reactions of when they use a romance novel to make there stuff Again thank you for the replay =) Link to comment Share on other sites More sharing options...
Sandbird Posted November 14, 2014 Report Share Posted November 14, 2014 I am using a heavily modified version of this and got stuck to a small problem. When the player builds an object and the object is huge, and he rotates it....he dies obviously, so am i trying to do : player allowdamage false; when the player is in build mode...and when he cancels or completes the build i set it back to true. But Infistar is blocking this. Did you come up with something similar to snap build, that uses the preview building....so players dont get killed when they are building huge objects ? Or has anyone figured out how to bypass infistar for this ? Link to comment Share on other sites More sharing options...
hogscraper Posted November 14, 2014 Author Report Share Posted November 14, 2014 For a lot of those really large objects I just ended up deleting them from the server I put this on. They weren't really practical but I wanted to keep them as an option for people. For really large objects you can edit MT_Defines.hpp and change some of the offsets. Sandbird 1 Link to comment Share on other sites More sharing options...
higgibaby Posted November 19, 2014 Report Share Posted November 19, 2014 sorry, solved. Link to comment Share on other sites More sharing options...
Ree Posted November 22, 2014 Report Share Posted November 22, 2014 i got everything working fine, PID are assigned to the object when made and F key unlocks it so player can move the only problem i seem to be to running into is ONLY the owner of the plot pole is the only one who can place down advanced alchemical crafting items any other players who are added by a friend or a player who is tagged as friend when they try and place a advanced alchemical crafting items it says there is no plot pole. I get no Errors Server or Client side so any suggestions would be great Link to comment Share on other sites More sharing options...
DamianL Posted November 23, 2014 Report Share Posted November 23, 2014 This is such a cool addon! Thank you very much for sharing this mate. I know that this is going to be really well liked on my server. Thanks ☺ hogscraper 1 Link to comment Share on other sites More sharing options...
hogscraper Posted November 23, 2014 Author Report Share Posted November 23, 2014 i got everything working fine, PID are assigned to the object when made and F key unlocks it so player can move the only problem i seem to be to running into is ONLY the owner of the plot pole is the only one who can place down advanced alchemical crafting items any other players who are added by a friend or a player who is tagged as friend when they try and place a advanced alchemical crafting items it says there is no plot pole. I get no Errors Server or Client side so any suggestions would be great I should have some time tomorrow and will look into the code. Will let you know. Link to comment Share on other sites More sharing options...
red_ned Posted December 7, 2014 Report Share Posted December 7, 2014 I have installed this on my test server- I am running plot4life and other mods and worked through all the fixes I could find. I finally managed to get the items to go into the database and they spawn fine and no other scripts are broke with the addtions to the scripts but I finally have got it down to only 2 bugs. 1. It doesn't actually require all items to be on the person just the correct gem to trigger the menu system - made sure I removed my admin powers to see if it was that. 2. It doesn't remove the gem once build is complete. Any ideas? cheers edit- think the other coder added me into the admin while I was testing so please ignore and thanks for a great mod Link to comment Share on other sites More sharing options...
hogscraper Posted December 8, 2014 Author Report Share Posted December 8, 2014 I should have some time tomorrow and will look into the code. Will let you know. I was not able to repro this issue. I had a couple friends get on my test server and they had no issues building when I tagged them as friendly. Not sure what the other plot management scripts might do to this one though. cheers edit- think the other coder added me into the admin while I was testing so please ignore and thanks for a great mod Glad you were able to get that sorted! Link to comment Share on other sites More sharing options...
ddmankiller Posted December 11, 2014 Report Share Posted December 11, 2014 People get kicked every time they try to preview the snowman by battleye. What would be the line I would have to add to public variables? Link to comment Share on other sites More sharing options...
RedBreath Posted December 11, 2014 Report Share Posted December 11, 2014 Nice hogscraper 1 Link to comment Share on other sites More sharing options...
hogscraper Posted December 11, 2014 Author Report Share Posted December 11, 2014 People get kicked every time they try to preview the snowman by battleye. What would be the line I would have to add to public variables? If you open the scripts.log file in your battleye folder it will tell you what exception the person got kicked for. You can then use that to figure out what filter needs to be opened and what exception needs to be added. Link to comment Share on other sites More sharing options...
megaz Posted December 11, 2014 Report Share Posted December 11, 2014 People get kicked every time they try to preview the snowman by battleye. What would be the line I would have to add to public variables? Open BattlEye\createvehicle.txt file and add this to the line !"MAP_snowman" My File: 5 "SeaGull" 1 "" !"WeaponHolder" !"box" 5 "box" !="DebugBoxPlayer_DZ" !"MedBox" !="AmmoBoxSmall_556" !="AmmoBoxSmall_762" !="ItemMatchbox" !="ItemToolbox" !="CardBoardBox" !="FoodBox1" !="FoodBox2" !="FoodBox3" !="LockboxStorageLocked" !="LockboxStorage" !="WeaponHolder_ItemLockbox" !="MAP_Misc_PostBox" !="MAP_phone_box" !="MAP_Camo_box" !="MAP_phonebox" !="MAP_icebox" !="MAP_box_c" !="Land_Misc_ConcBox_EP1" 5 "BasicWeapons" 5 "SpecialWeapons" 5 "FunctionsManager" 5 "Logic" 5 "sideLogic" 5 "M_Vikhr_AT" 5 "M_Hellfire_AT" 5 "snowman" !"MAP_snowman" 5 "FAL_pond_" If you are using infastar then you may need to add a few more that say box ie: !="MAP_Misc_PostBox" !="MAP_phone_box" !="MAP_Camo_box" !="MAP_phonebox" !="MAP_icebox" !="MAP_box_c" !="Land_Misc_ConcBox_EP1" MegaZ hogscraper 1 Link to comment Share on other sites More sharing options...
Huess Posted December 13, 2014 Report Share Posted December 13, 2014 Hi, I keep getting this error ErrorMessage: File mpmissions\DayZ_Epoch_13.Tavi\custom\Buildables\extra_rc.hpp, line 56: .ExtraRc: Member already defined. Is there a fix to this? I already have a extra_rc.hpp file in my custom folder, and I have tryed to combine them, but same error happens. Link to comment Share on other sites More sharing options...
Onedisturbed Posted December 13, 2014 Report Share Posted December 13, 2014 Go into your description.ext and put the call for it before where it says briefing=0 but after where it says enableItemsDropping=0. That is how I got it to work for me, hope that helps! Link to comment Share on other sites More sharing options...
hogscraper Posted December 13, 2014 Author Report Share Posted December 13, 2014 Hi, I keep getting this error ErrorMessage: File mpmissions\DayZ_Epoch_13.Tavi\custom\Buildables\extra_rc.hpp, line 56: .ExtraRc: Member already defined. Is there a fix to this? I already have a extra_rc.hpp file in my custom folder, and I have tryed to combine them, but same error happens. Do you have any other mods that have ui elements? Its telling you that whatever is defined at line 56 has already been defined somewhere else so you need to delete that definition from my file. Link to comment Share on other sites More sharing options...
Huess Posted December 14, 2014 Report Share Posted December 14, 2014 I have snap pro, elevator mod, WAI, Repair, Rearm and refuel, and AGN safezone installed. Onedisturbed, what do you mean when you say put the call for it? Im kind of new to this, sorry. Link to comment Share on other sites More sharing options...
red_ned Posted December 15, 2014 Report Share Posted December 15, 2014 I was wondering if anyone using this mod has had any issues with some buildables becoming un upgradeable as I now have some people being unable to upgrade normal walls etc. It seems a little odd in the database as my player ids should be up around 6-7k but I am getting some new items with really low number (in 400s and 700s) and I think these are the un-upgradeable ones. Suggestions anyone? cheers Link to comment Share on other sites More sharing options...
Onedisturbed Posted December 19, 2014 Report Share Posted December 19, 2014 I have snap pro, elevator mod, WAI, Repair, Rearm and refuel, and AGN safezone installed. Onedisturbed, what do you mean when you say put the call for it? Im kind of new to this, sorry. These are the calls I have for the script. #include "custom\Buildables\extra_rc.hpp" #include "custom\Buildables\MT_Defines.hpp" Change the path as needed. If you do not have a custom defines.hpp from Zupa or whomever then be sure to add that as well. So it would be: #include "custom\Buildables\defines.hpp" Link to comment Share on other sites More sharing options...
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