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[Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)


striker

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I can get the vectors working but after a restart they flop back to the normal positions. I've got P4L, Snap 1.4, indestructible building and tried multiple different ways to fix it and tried both the adminbuild version and without.

 

I saw other people with this problem but didn't see anyone of them get help. Sorry if its an easy fix I just can't seem to find it anywhere at the moment. Any help?

 

Edit: Is my server monitor right?

 

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  On 10/16/2014 at 2:12 PM, Domian said:

Same problem with full cinder walls and cinder garage doorway disappearing after restart. Half cinder blocks walls are fine. I am using the build vectors, snap build pro and plot 4 life.My map is Sauerland. Server_monitor.sqf is correct (with new code).

 

What should i check there?

I have this issue too. Using Build vector with build in snap pro. No p4l or anything related. Taviana map

Don't know what to look for

 

Anyone got a fix?

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100% working on Lingor running the SnapBuildPro 1.4.1 / PP4L version.

 

I would be sure you have made all changes needed. If the object is not rotated, it may be either that you are missing the relevant code in Server_monitor.sqf which orients the objects when streaming them from the hive, or that they are not published with the _vector variable for some reason.

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Hi there, 

 

anyone any clue what the Problem could be here ?

18:22:35 Error in expression <;


_object setVariable ["OEMPos", call compile (_worldspace select 1), true];

>
18:22:35 Error position: <compile (_worldspace select 1), true];

>
18:22:35 Error compile: Type Array, expected String
18:22:35 File z\addons\dayz_server\compile\server_swapObject.sqf, line 52

by looking into z\addons\dayz_server\compile\server_swapObject.sqf

// Publish variables
_object setVariable ["CharacterID",_charID,true];
		
//_object setVariable ["ObjectUID",_objectUID,true];
_object setVariable ["OEMPos", call compile (_worldspace select 1), true];

//diag_log ("PUBLISH: Attempt " + str(_object));

//get UID

this is only happening when upgrading ... ( doors, cinderblockwalls, and so on ) and they dont get stored into the DB.

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  On 10/22/2014 at 4:27 PM, Apraxas said:

Hi there, 

 

anyone any clue what the Problem could be here ?

18:22:35 Error in expression <;


_object setVariable ["OEMPos", call compile (_worldspace select 1), true];

>
18:22:35 Error position: <compile (_worldspace select 1), true];

>
18:22:35 Error compile: Type Array, expected String
18:22:35 File z\addons\dayz_server\compile\server_swapObject.sqf, line 52

by looking into z\addons\dayz_server\compile\server_swapObject.sqf

// Publish variables
_object setVariable ["CharacterID",_charID,true];
		
//_object setVariable ["ObjectUID",_objectUID,true];
_object setVariable ["OEMPos", call compile (_worldspace select 1), true];

//diag_log ("PUBLISH: Attempt " + str(_object));

//get UID

this is only happening when upgrading ... ( doors, cinderblockwalls, and so on ) and they dont get stored into the DB.

 

The problem here is the call compile, which expects a string.

You probably have installed another script, which changes the build-files?! Which changes the worldspace to a string, like the Precise Base Building.

But in your player_upgrade.sqf you have the normal Array-Version of the Worldspace Location and commit it as array to your server_swapObject, i would suspect.

 

They are not saved in the DB, because the saving is located after the error line, so it's not executed.

 

regards

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  On 10/21/2014 at 8:42 PM, Proximus said:

I have this issue too. Using Build vector with build in snap pro. No p4l or anything related. Taviana map

Don't know what to look for

 

Anyone got a fix?

 

 

  On 10/16/2014 at 2:12 PM, Domian said:

Same problem with full cinder walls and cinder garage doorway disappearing after restart. Half cinder blocks walls are fine. I am using the build vectors, snap build pro and plot 4 life.My map is Sauerland. Server_monitor.sqf is correct (with new code).

 

What should i check there?

 

 

Check your DB if the Cinder stuff is saved correctly. Check your RPT for errors. You both, could have the same problem like Apraxas. Because, cinder garage doorway and cinder walls all need to be upgraded, check your player_upgrade.sqf, if everythings correctly.

 

regards

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  On 10/20/2014 at 8:43 PM, THEbookie said:

I can get the vectors working but after a restart they flop back to the normal positions. I've got P4L, Snap 1.4, indestructible building and tried multiple different ways to fix it and tried both the adminbuild version and without.

 

I saw other people with this problem but didn't see anyone of them get help. Sorry if its an easy fix I just can't seem to find it anywhere at the moment. Any help?

 

Edit: Is my server monitor right?

 

  Reveal hidden contents

 

 

There's not always an "easy" fix for problems like that, because the error could be everywhere. You have to check everything for correctness. Are there any errors in your RPT? Is everything saved correctly in your DB? Because of all your different mods changing the worldspace. Are these correct in the DB, in any way possible, saving through building, upgrading, downgrading...? That's something you have to do for yourself, that's a rather unpleasant side of scripting/programming, but that's what you wanna do here dude ;D...

 

regards

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When i place a Cinder_Garage_Kit, it is saved to the database.

As soon a i upgrade it with a door, it is removed from the database and get this error in the client RPT

 

Error in expression <VDZE_veh_Update";
PVDZE_veh_Update call server_updateObject;


} else {


{player >
  Error position: <server_updateObject;


} else {


{player >
  Error Undefined variable in expression: server_updateobject
File mpmissions\__CUR_MP.Tavi\fixes\player_upgrade.sqf, line 185
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Well it seems this is going get a bigger Problem Minute by Minute, btw they changed somehthing at battleeye...

 

I traced the whole Function across the scripts. 

 

Starting with the Definition of " upgradeing " 

 

fn_selfActions.sqf:

if (s_player_upgrade_build < 0) then {
			// s_player_lastTarget = _cursorTarget;
			s_player_lastTarget set [0,_cursorTarget];
			s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "custom\PlotForLifev2\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""];
		};

okay so the click on Upgrade itself is causing the player_upgrade.sqf to get executed, for myself this is located in the PlotforLifev2 folder ...

// check for near plot
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
_findNearestPole = [];

bla bla bla 
// check nearby plots ownership && then for friend status
blabla
// Find owner 
blubber
// check if friendly to owner

Last bit of this file is the one which is in my sense the intresting once. 

			//Get Vector
			_vector = [(vectorDir _obj),(vectorUp _obj)];
			
			// Current charID
			_objectCharacterID = _obj getVariable ["CharacterID","0"];
			_ownerID = _obj getVariable ["ownerPUID","0"];
			_classname = _newclassname;
			
			// Create new object 
			_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];

			// Set direction
			_object setDir _dir;
			
			// Set vector
			_object setVectorDirAndUp _vector;

			// Set location
			_object setPosATL _location;

			// Set Owner.
			_object setVariable ["ownerPUID",_ownerID,true];
			
			if (_lockable == 3) then {

				_combination_1 = floor(random 10);
				_combination_2 = floor(random 10);
				_combination_3 = floor(random 10);
				_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
				
				_objectCharacterID = _combination;
				
				cutText [format[(localize "str_epoch_player_158"),_combination,_text], "PLAIN DOWN", 5];
			} else {	
				cutText [format[(localize "str_epoch_player_159"),_text], "PLAIN DOWN", 5];
			};
			
		
			PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location, _vector, _ownerID],_classname,_obj,player];
			publicVariableServer "PVDZE_obj_Swap";


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


			_object setVariable ["doorfriends", _friends, true];
			PVDZE_veh_Update = [_object,"gear"];
			publicVariableServer "PVDZE_veh_Update";
			PVDZE_veh_Update call server_updateObject;
			
		} else {
		
			{player addMagazine _x;} count _temp_removed_array;
			cutText [format[(localize "str_epoch_player_145"),_removed_total,_tobe_removed_total], "PLAIN DOWN"];
		
		};
	} else {
		_textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
		cutText [format[(localize "str_epoch_player_146"),_missingQty, _textMissing], "PLAIN DOWN"];
	};

} else {
	cutText [(localize "str_epoch_player_82"), "PLAIN DOWN"];
};

DZE_ActionInProgress = false;
s_player_upgrade_build = -1;

so in clear words, the only part where i can see an error is at 

// Set location
			_object setPosATL _location;

i know this is the first answer you guys getting but " i didnt do anything to the file " 

 

At the moment of time i am about to check for the > PVDZE_obj_Swap < Variable if it is getting catched by some stupid mo... PIIIEEPPPP stu..iPIIIEEPPPPP Battleeye filter. 

 

Addition 0: 

 

For my part the Variable is okay ..

5 "PVDZE_" !"PVDZE_player" !="PVDZE_send" !="PVDZE_log_lockUnlock" !="PVDZE_Server_Simulation" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_plr_TradeMenu" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_obj_setlocalVars" !="PVDZE_obj_getlocalVars" !="PVDZE_bank_Save"

Addition 1:

 

Local RPT Logs not showing something super .. special beside: 

Error in expression < = alive _agent;
_targetPos = getPosATL _target;



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



_agent moveTo _targetPos;
_a>
  Error Undefined variable in expression: _target
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As soon as i upgrade something, a custom player_upgrade.sqf is called from the doormanagment script.

I added this code to the player_upgrade.sqf from this build vector script for the doormanagment script:


To add the owner as default to the doors on placement, edit your Player_Upgrade.sqf
 
Locate this:
player reveal _object;Paste the following code underneath:

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


_object setVariable ["doorfriends", _friends, true];
PVDZE_veh_Update = [_object,"gear"];
publicVariableServer "PVDZE_veh_Update";
PVDZE_veh_Update call server_updateObject;

Now getting this error:

Error Undefined variable in expression: server_updateobject
File mpmissions\__CUR_MP.chernarus\Mods\snap_build\player_upgrade.sqf, line 207
Error in expression <VDZE_veh_Update";
PVDZE_veh_Update call server_updateObject;
} else {

{player a>
Error position: <server_updateObject;
} else {

{player a>

In the doormanagment tutorial Zupa tells us to define the server_updateObject, but i don't know how/where

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server_updateobject is a function, which usually only exists on the server, like the name says.

That's because executing

PVDZE_veh_Update call server_updateObject;

will result in an error, the function is not known for the clients.

 

I myself have not installed zupas Doormanagement yet. But it seems to me it's the original server_updateObject.sqf from the server files.

 

Just add it to your custom compiles.sqf, which is called in your init.sqf for the CLIENT side stuff.

Important, add it in the compiles.sqf in this section

if (!isDedicated) then { .... };

Also Important, you need to copy the server_updateObject.sqf file from the server files to your Mission.pbo, calling files from the server as client won't success!

 

 

regards

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Tried it, not getting the error anymore, now getting this error server side:

21:22:33 Error in expression <






_object setVariable ["OEMPos", call compile (_worldspace select 1), true];


>
21:22:33   Error position: <compile (_worldspace select 1), true];


>
21:22:33   Error compile: Type Array, expected String
21:22:33 File z\addons\dayz_server\compile\server_swapObject.sqf, line 53

:(

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  On 10/22/2014 at 6:02 PM, ABLGDayZ said:

There's not always an "easy" fix for problems like that, because the error could be everywhere. You have to check everything for correctness. Are there any errors in your RPT? Is everything saved correctly in your DB? Because of all your different mods changing the worldspace. Are these correct in the DB, in any way possible, saving through building, upgrading, downgrading...? That's something you have to do for yourself, that's a rather unpleasant side of scripting/programming, but that's what you wanna do here dude ;D...

 

regards

Server/Client RPT looks pretty clear. But when I did check the db objects last night I did notice something strange my worldspace said something like

[any,any[my steam uid]] <-- Something along those lines atleast.

 

Yeah I know what you mean about the testing I do alot of it before I come to ask for help, I like to try and fix stuff myself before I bother others with my problems haha. Anyway just got back from work so back to try some other tactics :D

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I'm getting a very strange error...

23:21:00 "Admin Tools: AdminList.sqf loaded"
23:21:00 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
23:21:01 "Res3tting B!S effects..."
23:21:01 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
23:21:01 "HIVE: Starting"
23:21:01 "HIVE: Local Time set to [2012,6,6,20,20]"
23:21:01 "LOAD OBJECTS"
23:21:01 "FOUND 0 OBJECTS"
23:21:01 Error in expression <rverObjectMonitor,_object];
};
} count (_BuildingQueue + _objectQueue);



if !(>
23:21:01   Error position: <_BuildingQueue + _objectQueue);



if !(>
23:21:01   Error count: Undefined variable in expression: _buildingqueue
23:21:01 File z\addons\dayz_server\system\server_monitor.sqf, line 304
23:21:58 Game started.

How do I fix this?

 

edit: Derp sorry I need to remember I'm using Linux files. Everything is different.

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  On 8/7/2014 at 5:30 PM, Kilrath said:

You will likely want to add those to your custom variables for undefined variable errors in the RPT

And how in the .... do you do that I got major errors, why are they not already input into that area?

Why was that not part of the install?

 

GREAT I JUST PLOW UP MY SERVER BEFORE THE END OF THE FORUM!!!

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