Dodgyuk Posted February 27, 2015 Report Share Posted February 27, 2015 hi ive got a problem whth vehicals moving around the map i know it sounds weird i brough 1 at stary and i got in a couple of random spaws since the server build everytime the server restarts my locked vehical has moved i have installed snap pro and vectors my rpt is giving me this error witch is y ive posted in here 12:57:19 "MOVED OBJ: "30" of class GAZ_Vodnik_MedEvac to pos: [8772.58,9156.28,0]" 12:57:19 Error in expression <eCargoGlobal _object; _object setdir _dir; if(_vecExists)then{ _object setVe> 12:57:19 Error position: <_dir; if(_vecExists)then{ _object setVe> 12:57:19 Error Undefined variable in expression: _dir 12:57:19 File z\addons\dayz_server\system\server_monitor.sqf, line 222 12:57:22 "MOVED OBJ: "116" of class UH60M_EP1_DZE to pos: [9408.73,11358,0]" 12:57:22 Error in expression <eCargoGlobal _object; _object setdir _dir; if(_vecExists)then{ _object setVe> 12:57:22 Error position: <_dir; if(_vecExists)then{ _object setVe> 12:57:22 Error Undefined variable in expression: _dir 12:57:22 File z\addons\dayz_server\system\server_monitor.sqf, line 222 12:57:26 "MOVED OBJ: "277" of class ArmoredSUV_PMC to pos: [8161.15,5906.87,0]" 12:57:26 Error in expression <eCargoGlobal _object; _object setdir _dir; if(_vecExists)then{ _object setVe> 12:57:26 Error position: <_dir; if(_vecExists)then{ _object setVe> 12:57:26 Error Undefined variable in expression: _dir 12:57:26 File z\addons\dayz_server\system\server_monitor.sqf, line 222 12:57:27 "MOVED OBJ: "303" of class SUV_Camo to pos: [9671.96,8193.85,0]" 12:57:27 Error in expression <eCargoGlobal _object; _object setdir _dir; if(_vecExists)then{ _object setVe> 12:57:27 Error position: <_dir; if(_vecExists)then{ _object setVe> 12:57:27 Error Undefined variable in expression: _dir 12:57:27 File z\addons\dayz_server\system\server_monitor.sqf, line 222 12:57:27 "HIVE: Vehicle Spawn limit reached!" 12:57:27 "HIVE: Spawning # of Debris: 500" 12:57:27 "HIVE: Spawning # of Ammo Boxes: 3" 12:57:27 "HIVE: Spawning # of Veins: 50" 12:57:27 "Total Number of spawn locations 5" 12:57:27 "[DZAI] Initializing DZAI version 2.2.1 Release Build 20141208 using base path z\addons\dayz_server\DZAI." not sure if any1 has had this before or any idea y when i look in server_monitor the offending line is here but i notice the remarked out bit // _object setVehicleAmmo DZE_vehicleAmmo; _object setdir _dir; if(_vecExists)then{ _object setVectorDirAndUp _vector; }; _object setposATL _pos; _object setDamage _damage; any help would be much apreciated also how fo i add the spoiler thing sry for the code Link to comment Share on other sites More sharing options...
Longshot03XX Posted February 28, 2015 Report Share Posted February 28, 2015 Anyone figure out why build vectors doesnt work after you upgrade? Seems like everyone is avoiding this issue... Link to comment Share on other sites More sharing options...
ElDubya Posted February 28, 2015 Report Share Posted February 28, 2015 It does? Anyone figure out why build vectors doesnt work after you upgrade? Seems like everyone is avoiding this issue... Link to comment Share on other sites More sharing options...
OsirisCRO Posted February 28, 2015 Report Share Posted February 28, 2015 yeah dude, loads of people have posted about it. im pretty sure everyone who posted about it has been told by striker to check the player_upgrade.sqf but there's nothing to be the checked there. so we have to merge a certain file? and if we do, there are some who have never merged, is there any sort of way someone could tell us how? or maybe points us in the right direction? and now i'm getting this rpt error server side: 2:42:53 Error in expression { _dir = _worldspace select 0; if (count (_worldspace select 1) == 3) then > 2:42:53 Error position: 2:42:53 Error count: Type String, expected Array,Config entry 2:42:53 File z\addons\dayz_server\system\server_monitor.sqf, line 105 Link to comment Share on other sites More sharing options...
ElDubya Posted February 28, 2015 Report Share Posted February 28, 2015 Something in your database is messing with your server_monitor.sqf. Link to comment Share on other sites More sharing options...
OsirisCRO Posted February 28, 2015 Report Share Posted February 28, 2015 Something in your database is messing with your server_monitor.sqf. maybe i didn't properly install this. i saw a mention that some files have to be merged... i'm using zupa 3.0 single currency. should i post my pbo? Link to comment Share on other sites More sharing options...
ElDubya Posted February 28, 2015 Report Share Posted February 28, 2015 I am also using Zupa's SC 3.0. If the only error out of both client and server rpt is this one : 2:42:53 Error in expression { _dir = _worldspace select 0; if (count (_worldspace select 1) == 3) then > 2:42:53 Error position: 2:42:53 Error count: Type String, expected Array,Config entry 2:42:53 File z\addons\dayz_server\system\server_monitor.sqf, line 105 then something is messing with your database. I have found the same error when I install a new server on my test bed and accidentally run it with an older database that has vectors on building parts. It throws pretty much the same error. Is this a test environment or a live server? Link to comment Share on other sites More sharing options...
OsirisCRO Posted February 28, 2015 Report Share Posted February 28, 2015 I am also using Zupa's SC 3.0. If the only error out of both client and server rpt is this one : 2:42:53 Error in expression { _dir = _worldspace select 0; if (count (_worldspace select 1) == 3) then > 2:42:53 Error position: 2:42:53 Error count: Type String, expected Array,Config entry 2:42:53 File z\addons\dayz_server\system\server_monitor.sqf, line 105 then something is messing with your database. I have found the same error when I install a new server on my test bed and accidentally run it with an older database that has vectors on building parts. It throws pretty much the same error. Is this a test environment or a live server? live server. and it won't let me in. it kicks me back to lobby Link to comment Share on other sites More sharing options...
sampson42002 Posted February 28, 2015 Report Share Posted February 28, 2015 Hello, I installed this the rotate works. However when I put a garage door on it's side like this [ and build the door it floats up in the air and goes back like a normal garage door, just off the ground tho. I merged the fn_selfaction from this download into my self actions. scriptName "Functions\misc\fn_selfActions.sqf"; /*********************************************************** ADD ACTIONS FOR SELF - Function - [] call fnc_usec_selfActions; ************************************************************/ private ["_isWreckBuilding","_temp_keys","_magazinesPlayer","_isPZombie","_vehicle","_inVehicle","_hasFuelE","_hasRawMeat","_hasKnife","_hasToolbox","_onLadder","_nearLight","_canPickLight","_canDo","_text","_isHarvested","_isVehicle","_isVehicletype","_isMan","_traderType","_ownerID","_isAnimal","_isDog","_isZombie","_isDestructable","_isTent","_isFuel","_isAlive","_Unlock","_lock","_buy","_dogHandle","_lieDown","_warn","_hastinitem","_allowedDistance","_menu","_menu1","_humanity_logic","_low_high","_cancel","_metals_trader","_traderMenu","_isWreck","_isRemovable","_isDisallowRepair","_rawmeat","_humanity","_speed","_dog","_hasbottleitem","_isAir","_isShip","_playersNear","_findNearestGens","_findNearestGen","_IsNearRunningGen","_cursorTarget","_isnewstorage","_itemsPlayer","_ownerKeyId","_typeOfCursorTarget","_hasKey","_oldOwner","_combi","_key_colors","_player_deleteBuild","_player_flipveh","_player_lockUnlock_crtl","_player_butcher","_player_studybody","_player_cook","_player_boil","_hasFuelBarrelE","_hasHotwireKit","_player_SurrenderedGear","_isSurrendered","_isModular","_isModularDoor","_ownerKeyName","_temp_keys_names","_hasAttached","_allowTow","_liftHeli","_found","_posL","_posC","_height","_liftHelis","_attached"]; if (DZE_ActionInProgress) exitWith {}; // Do not allow if any script is running. _vehicle = vehicle player; _isPZombie = player isKindOf "PZombie_VB"; _inVehicle = (_vehicle != player); _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _canDo = (!r_drag_sqf && !r_player_unconscious && !_onLadder); _nearLight = nearestObject [player,"LitObject"]; _canPickLight = false; if (!isNull _nearLight) then { if (_nearLight distance player < 4) then { _canPickLight = isNull (_nearLight getVariable ["owner",objNull]); }; }; //Grab Flare if (_canPickLight && !dayz_hasLight && !_isPZombie) then { if (s_player_grabflare < 0) then { _text = getText (configFile >> "CfgAmmo" >> (typeOf _nearLight) >> "displayName"); s_player_grabflare = player addAction [format[localize "str_actions_medical_15",_text], "\z\addons\dayz_code\actions\flare_pickup.sqf",_nearLight, 1, false, true, "", ""]; s_player_removeflare = player addAction [format[localize "str_actions_medical_17",_text], "\z\addons\dayz_code\actions\flare_remove.sqf",_nearLight, 1, false, true, "", ""]; }; } else { player removeAction s_player_grabflare; player removeAction s_player_removeflare; s_player_grabflare = -1; s_player_removeflare = -1; }; if (DZE_HeliLift) then { _hasAttached = _vehicle getVariable["hasAttached",false]; if(_inVehicle && (_vehicle isKindOf "Air") && ((([_vehicle] call FNC_getPos) select 2) < 30) && (speed _vehicle < 5) && (typeName _hasAttached == "OBJECT")) then { if (s_player_heli_detach < 0) then { dayz_myLiftVehicle = _vehicle; s_player_heli_detach = dayz_myLiftVehicle addAction ["Detach Vehicle","\z\addons\dayz_code\actions\player_heliDetach.sqf",[dayz_myLiftVehicle,_hasAttached],2,false,true,"",""]; }; } else { dayz_myLiftVehicle removeAction s_player_heli_detach; s_player_heli_detach = -1; }; }; if(DZE_HaloJump) then { if(_inVehicle && (_vehicle isKindOf "Air") && ((([_vehicle] call FNC_getPos) select 2) > 400)) then { if (s_halo_action < 0) then { DZE_myHaloVehicle = _vehicle; s_halo_action = DZE_myHaloVehicle addAction [localize "STR_EPOCH_ACTIONS_HALO","\z\addons\dayz_code\actions\halo_jump.sqf",[],2,false,true,"",""]; }; } else { DZE_myHaloVehicle removeAction s_halo_action; s_halo_action = -1; }; }; if (!DZE_ForceNameTagsOff) then { if (s_player_showname < 0 && !_isPZombie) then { if (DZE_ForceNameTags) then { s_player_showname = 1; player setVariable["DZE_display_name",true,true]; } else { s_player_showname = player addAction [localize "STR_EPOCH_ACTIONS_NAMEYES", "\z\addons\dayz_code\actions\display_name.sqf",true, 0, true, false, "",""]; s_player_showname1 = player addAction [localize "STR_EPOCH_ACTIONS_NAMENO", "\z\addons\dayz_code\actions\display_name.sqf",false, 0, true, false, "",""]; }; }; }; if(_isPZombie) then { if (s_player_callzombies < 0) then { s_player_callzombies = player addAction [localize "STR_EPOCH_ACTIONS_RAISEHORDE", "\z\addons\dayz_code\actions\call_zombies.sqf",player, 5, true, false, "",""]; }; if (DZE_PZATTACK) then { call pz_attack; DZE_PZATTACK = false; }; if (s_player_pzombiesvision < 0) then { s_player_pzombiesvision = player addAction [localize "STR_EPOCH_ACTIONS_NIGHTVIS", "\z\addons\dayz_code\actions\pzombie\pz_vision.sqf", [], 4, false, true, "nightVision", "_this == _target"]; }; if (!isNull cursorTarget && (player distance cursorTarget < 3)) then { //Has some kind of target _isAnimal = cursorTarget isKindOf "Animal"; _isZombie = cursorTarget isKindOf "zZombie_base"; _isHarvested = cursorTarget getVariable["meatHarvested",false]; _isMan = cursorTarget isKindOf "Man"; // Pzombie Gut human corpse || animal if (!alive cursorTarget && (_isAnimal || _isMan) && !_isZombie && !_isHarvested) then { if (s_player_pzombiesfeed < 0) then { s_player_pzombiesfeed = player addAction [localize "STR_EPOCH_ACTIONS_FEED", "\z\addons\dayz_code\actions\pzombie\pz_feed.sqf",cursorTarget, 3, true, false, "",""]; }; } else { player removeAction s_player_pzombiesfeed; s_player_pzombiesfeed = -1; }; } else { player removeAction s_player_pzombiesfeed; s_player_pzombiesfeed = -1; }; }; // Increase distance only if AIR || SHIP _allowedDistance = 4; _isAir = cursorTarget isKindOf "Air"; _isShip = cursorTarget isKindOf "Ship"; if(_isAir || _isShip) then { _allowedDistance = 8; }; if (!isNull cursorTarget && !_inVehicle && !_isPZombie && (player distance cursorTarget < _allowedDistance) && _canDo) then { //Has some kind of target // set cursortarget to variable _cursorTarget = cursorTarget; // get typeof cursortarget once _typeOfCursorTarget = typeOf _cursorTarget; // hintsilent _typeOfCursorTarget; _isVehicle = _cursorTarget isKindOf "AllVehicles"; _isVehicletype = _typeOfCursorTarget in ["ATV_US_EP1","ATV_CZ_EP1"]; _isnewstorage = _typeOfCursorTarget in DZE_isNewStorage; // get items && magazines only once _magazinesPlayer = magazines player; //boiled Water _hasbottleitem = "ItemWaterbottle" in _magazinesPlayer; _hastinitem = false; { if (_x in _magazinesPlayer) then { _hastinitem = true; }; } count boil_tin_cans; _hasFuelE = "ItemJerrycanEmpty" in _magazinesPlayer; _hasFuelBarrelE = "ItemFuelBarrelEmpty" in _magazinesPlayer; _hasHotwireKit = "ItemHotwireKit" in _magazinesPlayer; _itemsPlayer = items player; _temp_keys = []; _temp_keys_names = []; // find available keys _key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"]; { if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _key_colors) then { _ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid"); _ownerKeyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName"); _temp_keys_names set [_ownerKeyId,_ownerKeyName]; _temp_keys set [count _temp_keys,str(_ownerKeyId)]; }; } count _itemsPlayer; _hasKnife = "ItemKnife" in _itemsPlayer; _hasToolbox = "ItemToolbox" in _itemsPlayer; _isMan = _cursorTarget isKindOf "Man"; _traderType = _typeOfCursorTarget; _ownerID = _cursorTarget getVariable ["CharacterID","0"]; _isAnimal = _cursorTarget isKindOf "Animal"; _isDog = (_cursorTarget isKindOf "DZ_Pastor" || _cursorTarget isKindOf "DZ_Fin"); _isZombie = _cursorTarget isKindOf "zZombie_base"; _isDestructable = _cursorTarget isKindOf "BuiltItems"; _isWreck = _typeOfCursorTarget in DZE_isWreck; _isWreckBuilding = _typeOfCursorTarget in DZE_isWreckBuilding; _isModular = _cursorTarget isKindOf "ModularItems"; _isModularDoor = _typeOfCursorTarget in ["Land_DZE_WoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_GarageWoodDoor","CinderWallDoor_DZ","CinderWallDoorSmall_DZ"]; _isRemovable = _typeOfCursorTarget in DZE_isRemovable; _isDisallowRepair = _typeOfCursorTarget in ["M240Nest_DZ"]; _isTent = _cursorTarget isKindOf "TentStorage"; _isAlive = alive _cursorTarget; _text = getText (configFile >> "CfgVehicles" >> _typeOfCursorTarget >> "displayName"); _rawmeat = meatraw; _hasRawMeat = false; { if (_x in _magazinesPlayer) then { _hasRawMeat = true; }; } count _rawmeat; _isFuel = false; if (_hasFuelE || _hasFuelBarrelE) then { { if(_cursorTarget isKindOf _x) exitWith {_isFuel = true;}; } count dayz_fuelsources; }; // diag_log ("OWNERID = " + _ownerID + " CHARID = " + dayz_characterID + " " + str(_ownerID == dayz_characterID)); // logic vars _player_flipveh = false; _player_deleteBuild = false; _player_lockUnlock_crtl = false; if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { if (s_player_maintain_area < 0) then { s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false]; }; } else { player removeAction s_player_maintain_area; s_player_maintain_area = -1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = -1; }; // CURSOR TARGET ALIVE if(_isAlive) then { //Allow player to delete objects if(_isDestructable || _isWreck || _isRemovable || _isWreckBuilding) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; //Allow owners to delete modulars if(_isModular && (dayz_characterID == _ownerID)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor && (dayz_characterID == _ownerID)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; // CURSOR TARGET VEHICLE if(_isVehicle) then { //flip vehicle small vehicles by your self && all other vehicles with help nearby if (!(canmove _cursorTarget) && (player distance _cursorTarget >= 2) && (count (crew _cursorTarget))== 0 && ((vectorUp _cursorTarget) select 2) < 0.5) then { _playersNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]); if(_isVehicletype || (_playersNear >= 2)) then { _player_flipveh = true; }; }; if(!_isMan && _ownerID != "0" && !(_cursorTarget isKindOf "Bicycle")) then { _player_lockUnlock_crtl = true; }; }; }; if(_player_deleteBuild) then { if (s_player_deleteBuild < 0) then { s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_deleteBuild; s_player_deleteBuild = -1; }; if (DZE_HeliLift) then { _liftHeli = objNull; _found = false; _allowTow = false; if ((count (crew _cursorTarget)) == 0) then { { if(!_allowTow) then { _allowTow = _cursorTarget isKindOf _x; }; } count DZE_HeliAllowToTow; }; //diag_log format["CREW: %1 ALLOW: %2",(count (crew _cursorTarget)),_allowTow]; if (_allowTow) then { _liftHelis = nearestObjects [player, DZE_HeliAllowTowFrom, 15]; { if(!_found) then { _posL = [_x] call FNC_getPos; _posC = [_cursorTarget] call FNC_getPos; _height = (_posL select 2) - (_posC select 2); _hasAttached = _x getVariable["hasAttached",false]; if(_height < 15 && _height > 5 && (typeName _hasAttached != "OBJECT")) then { if(((abs((_posL select 0) - (_posC select 0))) < 10) && ((abs((_posL select 1) - (_posC select 1))) < 10)) then { _liftHeli = _x; _found = true; }; }; }; } count _liftHelis; }; //diag_log format["HELI: %1 TARGET: %2",_found,_cursorTarget]; _attached = _cursorTarget getVariable["attached",false]; if(_found && _allowTow && _canDo && !locked _cursorTarget && !_isPZombie && (typeName _attached != "OBJECT")) then { if (s_player_heli_lift < 0) then { s_player_heli_lift = player addAction ["Attach to Heli", "\z\addons\dayz_code\actions\player_heliLift.sqf",[_liftHeli,_cursorTarget], -10, false, true, "",""]; }; } else { player removeAction s_player_heli_lift; s_player_heli_lift = -1; }; }; // Allow Owner to lock && unlock vehicle if(_player_lockUnlock_crtl) then { if (s_player_lockUnlock_crtl < 0) then { _hasKey = _ownerID in _temp_keys; _oldOwner = (_ownerID == dayz_playerUID); if(locked _cursorTarget) then { if(_hasKey || _oldOwner) then { _Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\unlock_veh.sqf",[_cursorTarget,(_temp_keys_names select (parseNumber _ownerID))], 2, true, true, "", ""]; s_player_lockunlock set [count s_player_lockunlock,_Unlock]; s_player_lockUnlock_crtl = 1; } else { if(_hasHotwireKit) then { _Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_HOTWIRE",_text], "\z\addons\dayz_code\actions\hotwire_veh.sqf",_cursorTarget, 2, true, true, "", ""]; } else { _Unlock = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_VEHLOCKED"], "",_cursorTarget, 2, true, true, "", ""]; }; s_player_lockunlock set [count s_player_lockunlock,_Unlock]; s_player_lockUnlock_crtl = 1; }; } else { if(_hasKey || _oldOwner) then { _lock = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\lock_veh.sqf",_cursorTarget, 1, true, true, "", ""]; s_player_lockunlock set [count s_player_lockunlock,_lock]; s_player_lockUnlock_crtl = 1; }; }; }; } else { {player removeAction _x} count s_player_lockunlock;s_player_lockunlock = []; s_player_lockUnlock_crtl = -1; }; if(DZE_AllowForceSave) then { //Allow player to force save if((_isVehicle || _isTent) && !_isMan) then { if (s_player_forceSave < 0) then { s_player_forceSave = player addAction [format[localize "str_actions_save",_text], "\z\addons\dayz_code\actions\forcesave.sqf",_cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_forceSave; s_player_forceSave = -1; }; }; If(DZE_AllowCargoCheck) then { if((_isVehicle || _isTent || _isnewstorage) && _isAlive && !_isMan && !locked _cursorTarget) then { if (s_player_checkGear < 0) then { s_player_checkGear = player addAction [localize "STR_EPOCH_PLAYER_CARGO", "\z\addons\dayz_code\actions\cargocheck.sqf",_cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_checkGear; s_player_checkGear = -1; }; }; //flip vehicle small vehicles by your self && all other vehicles with help nearby if(_player_flipveh) then { if (s_player_flipveh < 0) then { s_player_flipveh = player addAction [format[localize "str_actions_flipveh",_text], "\z\addons\dayz_code\actions\player_flipvehicle.sqf",_cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_flipveh; s_player_flipveh = -1; }; //Allow player to fill jerrycan if((_hasFuelE || _hasFuelBarrelE) && _isFuel) then { if (s_player_fillfuel < 0) then { s_player_fillfuel = player addAction [localize "str_actions_self_10", "\z\addons\dayz_code\actions\jerry_fill.sqf",[], 1, false, true, "", ""]; }; } else { player removeAction s_player_fillfuel; s_player_fillfuel = -1; }; // logic vars for addactions _player_butcher = false; _player_studybody = false; _player_SurrenderedGear = false; // CURSOR TARGET NOT ALIVE if (!_isAlive) then { // Gut animal/zed if((_isAnimal || _isZombie) && _hasKnife) then { _isHarvested = _cursorTarget getVariable["meatHarvested",false]; if (!_isHarvested) then { _player_butcher = true; }; }; // Study body if (_isMan && !_isZombie && !_isAnimal) then { _player_studybody = true; } } else { // unit alive // gear access on surrendered player if(_isMan && !_isZombie && !_isAnimal) then { _isSurrendered = _cursorTarget getVariable ["DZE_Surrendered",false]; if (_isSurrendered) then { _player_SurrenderedGear = true; }; }; }; // Human Gut animal || zombie if (_player_butcher) then { if (s_player_butcher < 0) then { if(_isZombie) then { s_player_butcher = player addAction [localize "STR_EPOCH_ACTIONS_GUTZOM", "\z\addons\dayz_code\actions\gather_zparts.sqf",_cursorTarget, 0, true, true, "", ""]; } else { s_player_butcher = player addAction [localize "str_actions_self_04", "\z\addons\dayz_code\actions\gather_meat.sqf",_cursorTarget, 3, true, true, "", ""]; }; }; } else { player removeAction s_player_butcher; s_player_butcher = -1; }; // Study Body if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [localize "str_action_studybody", "\z\addons\dayz_code\actions\study_body.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; // logic vars _player_cook = false; _player_boil = false; // CURSOR TARGET IS FIRE if (inflamed _cursorTarget) then { //Fireplace Actions check if (_hasRawMeat) then { _player_cook = true; }; // Boil water if (_hasbottleitem && _hastinitem) then { _player_boil = true; }; }; if (_player_SurrenderedGear) then { if (s_player_SurrenderedGear < 0) then { s_player_SurrenderedGear = player addAction [localize "STR_EPOCH_ACTIONS_GEAR", "\z\addons\dayz_code\actions\surrender_gear.sqf",_cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_SurrenderedGear; s_player_SurrenderedGear = -1; }; //Fireplace Actions check if (_player_cook) then { if (s_player_cook < 0) then { s_player_cook = player addAction [localize "str_actions_self_05", "\z\addons\dayz_code\actions\cook.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_player_cook; s_player_cook = -1; }; // Boil water if (_player_boil) then { if (s_player_boil < 0) then { s_player_boil = player addAction [localize "str_actions_boilwater", "\z\addons\dayz_code\actions\boil.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_player_boil; s_player_boil = -1; }; if(_cursorTarget == dayz_hasFire) then { if ((s_player_fireout < 0) && !(inflamed _cursorTarget) && (player distance _cursorTarget < 3)) then { s_player_fireout = player addAction [localize "str_actions_self_06", "\z\addons\dayz_code\actions\fire_pack.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_fireout; s_player_fireout = -1; }; //Packing my tent if(_isTent && (player distance _cursorTarget < 3)) then { if (_ownerID == dayz_characterID) then { if (s_player_packtent < 0) then { s_player_packtent = player addAction [localize "str_actions_self_07", "\z\addons\dayz_code\actions\tent_pack.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { if(("ItemJerrycan" in _magazinesPlayer) && ("ItemMatchbox_DZE" in weapons player)) then { if (s_player_packtent < 0) then { s_player_packtent = player addAction [localize "STR_EPOCH_ACTIONS_DESTROYTENT", "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""]; }; }; }; } else { player removeAction s_player_packtent; s_player_packtent = -1; }; //Allow owner to unlock vault if((_typeOfCursorTarget in DZE_LockableStorage) && _ownerID != "0" && (player distance _cursorTarget < 3)) then { if (s_player_unlockvault < 0) then { if(_typeOfCursorTarget in DZE_LockedStorage) then { if(_ownerID == dayz_combination || _ownerID == dayz_playerUID) then { _combi = player addAction [format[localize "STR_EPOCH_ACTIONS_OPEN",_text], "\z\addons\dayz_code\actions\vault_unlock.sqf",_cursorTarget, 0, false, true, "",""]; s_player_combi set [count s_player_combi,_combi]; } else { _combi = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""]; s_player_combi set [count s_player_combi,_combi]; }; s_player_unlockvault = 1; } else { if(_ownerID != dayz_combination && _ownerID != dayz_playerUID) then { _combi = player addAction [localize "STR_EPOCH_ACTIONS_RECOMBO", "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""]; s_player_combi set [count s_player_combi,_combi]; s_player_unlockvault = 1; }; }; }; } else { {player removeAction _x} count s_player_combi;s_player_combi = []; s_player_unlockvault = -1; }; //Allow owner to pack vault if(_typeOfCursorTarget in DZE_UnLockedStorage && _ownerID != "0" && (player distance _cursorTarget < 3)) then { if (s_player_lockvault < 0) then { if(_ownerID == dayz_combination || _ownerID == dayz_playerUID) then { s_player_lockvault = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\vault_lock.sqf",_cursorTarget, 0, false, true, "",""]; }; }; if (s_player_packvault < 0 && (_ownerID == dayz_combination || _ownerID == dayz_playerUID)) then { s_player_packvault = player addAction [format["<t color='#ff0000'>%1</t>",(format[localize "STR_EPOCH_ACTIONS_PACK",_text])], "\z\addons\dayz_code\actions\vault_pack.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_packvault; s_player_packvault = -1; player removeAction s_player_lockvault; s_player_lockvault = -1; }; //Player Deaths if(_typeOfCursorTarget == "Info_Board_EP1") then { if (s_player_information < 0) then { s_player_information = player addAction [localize "STR_EPOCH_ACTIONS_MURDERS", "\z\addons\dayz_code\actions\list_playerDeaths.sqf",[], 7, false, true, "",""]; }; } else { player removeAction s_player_information; s_player_information = -1; }; //Fuel Pump if(_typeOfCursorTarget in dayz_fuelpumparray) then { if (s_player_fuelauto < 0) then { // check if Generator_DZ is running within 30 meters _findNearestGens = nearestObjects [player, ["Generator_DZ"], 30]; _findNearestGen = []; { if (alive _x && (_x getVariable ["GeneratorRunning", false])) then { _findNearestGen set [(count _findNearestGen),_x]; }; } count _findNearestGens; _IsNearRunningGen = count (_findNearestGen); // show that pump needs power if no generator nearby. if(_IsNearRunningGen > 0) then { s_player_fuelauto = player addAction [localize "STR_EPOCH_ACTIONS_FILLVEH", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",objNull, 0, false, true, "",""]; } else { s_player_fuelauto = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_NEEDPOWER"], "",[], 0, false, true, "",""]; }; }; } else { player removeAction s_player_fuelauto; s_player_fuelauto = -1; }; //Fuel Pump on truck if(_typeOfCursorTarget in DZE_fueltruckarray && alive _cursorTarget) then { if (s_player_fuelauto2 < 0) then { // show that fuel truck pump needs power. if(isEngineOn _cursorTarget) then { s_player_fuelauto2 = player addAction [localize "STR_EPOCH_ACTIONS_FILLVEH", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",_cursorTarget, 0, false, true, "",""]; } else { s_player_fuelauto2 = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_NEEDPOWER"], "",[], 0, false, true, "",""]; }; }; } else { player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; }; // inplace upgrade tool if ((_cursorTarget isKindOf "ModularItems") || (_cursorTarget isKindOf "Land_DZE_WoodDoor_Base") || (_cursorTarget isKindOf "CinderWallDoor_DZ_Base")) then { if ((s_player_lastTarget select 0) != _cursorTarget) then { if (s_player_upgrade_build > 0) then { player removeAction s_player_upgrade_build; s_player_upgrade_build = -1; }; }; 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\BuildVectors\action\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""]; }; } else { player removeAction s_player_upgrade_build; s_player_upgrade_build = -1; }; // downgrade system if((_isDestructable || _cursorTarget isKindOf "Land_DZE_WoodDoorLocked_Base" || _cursorTarget isKindOf "CinderWallDoorLocked_DZ_Base") && (DZE_Lock_Door == _ownerID)) then { if ((s_player_lastTarget select 1) != _cursorTarget) then { if (s_player_downgrade_build > 0) then { player removeAction s_player_downgrade_build; s_player_downgrade_build = -1; }; }; if (s_player_downgrade_build < 0) then { s_player_lastTarget set [1,_cursorTarget]; s_player_downgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_REMLOCK",_text], "custom\BuildVectors\action\player_buildingDowngrade.sqf",_cursorTarget, -2, false, true, "",""]; }; } else { player removeAction s_player_downgrade_build; s_player_downgrade_build = -1; }; // inplace maintenance tool if((_cursorTarget isKindOf "ModularItems" || _cursorTarget isKindOf "DZE_Housebase" || _typeOfCursorTarget == "LightPole_DZ") && (damage _cursorTarget >= DZE_DamageBeforeMaint)) then { if ((s_player_lastTarget select 2) != _cursorTarget) then { if (s_player_maint_build > 0) then { player removeAction s_player_maint_build; s_player_maint_build = -1; }; }; if (s_player_maint_build < 0) then { s_player_lastTarget set [2,_cursorTarget]; s_player_maint_build = player addAction [format[localize "STR_EPOCH_ACTIONS_MAINTAIN",_text], "\z\addons\dayz_code\actions\player_buildingMaint.sqf",_cursorTarget, -2, false, true, "",""]; }; } else { player removeAction s_player_maint_build; s_player_maint_build = -1; }; //Start Generator if(_cursorTarget isKindOf "Generator_DZ") then { if (s_player_fillgen < 0) then { // check if not running if((_cursorTarget getVariable ["GeneratorRunning", false])) then { s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR1", "\z\addons\dayz_code\actions\stopGenerator.sqf",_cursorTarget, 0, false, true, "",""]; } else { // check if not filled && player has jerry. if((_cursorTarget getVariable ["GeneratorFilled", false])) then { s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR2", "\z\addons\dayz_code\actions\fill_startGenerator.sqf",_cursorTarget, 0, false, true, "",""]; } else { if("ItemJerrycan" in _magazinesPlayer) then { s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR3", "\z\addons\dayz_code\actions\fill_startGenerator.sqf",_cursorTarget, 0, false, true, "",""]; }; }; }; }; } else { player removeAction s_player_fillgen; s_player_fillgen = -1; }; //Towing with tow truck /* if(_typeOfCursorTarget == "TOW_DZE") then { if (s_player_towing < 0) then { if(!(_cursorTarget getVariable ["DZEinTow", false])) then { s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_ATTACH" "\z\addons\dayz_code\actions\tow_AttachStraps.sqf",_cursorTarget, 0, false, true, "",""]; } else { s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_DETACH", "\z\addons\dayz_code\actions\tow_DetachStraps.sqf",_cursorTarget, 0, false, true, "",""]; }; }; } else { player removeAction s_player_towing; s_player_towing = -1; }; */ //Sleep if(_isTent && _ownerID == dayz_characterID) then { if ((s_player_sleep < 0) && (player distance _cursorTarget < 3)) then { s_player_sleep = player addAction [localize "str_actions_self_sleep", "\z\addons\dayz_code\actions\player_sleep.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_sleep; s_player_sleep = -1; }; //Repairing Vehicles if ((dayz_myCursorTarget != _cursorTarget) && _isVehicle && !_isMan && _hasToolbox && (damage _cursorTarget < 1) && !_isDisallowRepair) then { if (s_player_repair_crtl < 0) then { dayz_myCursorTarget = _cursorTarget; _menu = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_REPAIRV", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; _menu1 = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_SALVAGEV", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; s_player_repairActions set [count s_player_repairActions,_menu]; s_player_repairActions set [count s_player_repairActions,_menu1]; s_player_repair_crtl = 1; } else { {dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = []; s_player_repair_crtl = -1; }; }; // All Traders if (_isMan && !_isPZombie && _traderType in serverTraders) then { if (s_player_parts_crtl < 0) then { // get humanity _humanity = player getVariable ["humanity",0]; _traderMenu = call compile format["menu_%1;",_traderType]; // diag_log ("TRADER = " + str(_traderMenu)); _low_high = "low"; _humanity_logic = false; if((_traderMenu select 2) == "friendly") then { _humanity_logic = (_humanity < -5000); }; if((_traderMenu select 2) == "hostile") then { _low_high = "high"; _humanity_logic = (_humanity > -5000); }; if((_traderMenu select 2) == "hero") then { _humanity_logic = (_humanity < 5000); }; if(_humanity_logic) then { _cancel = player addAction [format[localize "STR_EPOCH_ACTIONS_HUMANITY",_low_high], "\z\addons\dayz_code\actions\trade_cancel.sqf",["na"], 0, true, false, "",""]; s_player_parts set [count s_player_parts,_cancel]; } else { // Static Menu { //diag_log format["DEBUG TRADER: %1", _x]; _buy = player addAction [format["Trade %1 %2 for %3 %4",(_x select 3),(_x select 5),(_x select 2),(_x select 6)], "\z\addons\dayz_code\actions\trade_items_wo_db.sqf",[(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4),(_x select 5),(_x select 6)], (_x select 7), true, true, "",""]; s_player_parts set [count s_player_parts,_buy]; } count (_traderMenu select 1); // Database menu _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buy]; }; s_player_parts_crtl = 1; }; } else { {player removeAction _x} count s_player_parts;s_player_parts = []; s_player_parts_crtl = -1; }; if(dayz_tameDogs) then { //Dog if (_isDog && _isAlive && (_hasRawMeat) && _ownerID == "0" && player getVariable ["dogID", 0] == 0) then { if (s_player_tamedog < 0) then { s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\tame_dog.sqf", _cursorTarget, 1, false, true, "", ""]; }; } else { player removeAction s_player_tamedog; s_player_tamedog = -1; }; if (_isDog && _ownerID == dayz_characterID && _isAlive) then { _dogHandle = player getVariable ["dogID", 0]; if (s_player_feeddog < 0 && _hasRawMeat) then { s_player_feeddog = player addAction [localize "str_actions_feeddog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,0], 0, false, true,"",""]; }; if (s_player_waterdog < 0 && "ItemWaterbottle" in _magazinesPlayer) then { s_player_waterdog = player addAction [localize "str_actions_waterdog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,1], 0, false, true,"",""]; }; if (s_player_staydog < 0) then { _lieDown = _dogHandle getFSMVariable "_actionLieDown"; if (_lieDown) then { _text = "str_actions_liedog"; } else { _text = "str_actions_sitdog"; }; s_player_staydog = player addAction [localize _text,"\z\addons\dayz_code\actions\dog\stay.sqf", _dogHandle, 5, false, true,"",""]; }; if (s_player_trackdog < 0) then { s_player_trackdog = player addAction [localize "str_actions_trackdog","\z\addons\dayz_code\actions\dog\track.sqf", _dogHandle, 4, false, true,"",""]; }; if (s_player_barkdog < 0) then { s_player_barkdog = player addAction [localize "str_actions_barkdog","\z\addons\dayz_code\actions\dog\speak.sqf", _cursorTarget, 3, false, true,"",""]; }; if (s_player_warndog < 0) then { _warn = _dogHandle getFSMVariable "_watchDog"; if (_warn) then { _text = (localize "str_epoch_player_247"); _warn = false; } else { _text = (localize "str_epoch_player_248"); _warn = true; }; s_player_warndog = player addAction [format[localize "str_actions_warndog",_text],"\z\addons\dayz_code\actions\dog\warn.sqf",[_dogHandle, _warn], 2, false, true,"",""]; }; if (s_player_followdog < 0) then { s_player_followdog = player addAction [localize "str_actions_followdog","\z\addons\dayz_code\actions\dog\follow.sqf",[_dogHandle,true], 6, false, true,"",""]; }; } else { player removeAction s_player_feeddog; s_player_feeddog = -1; player removeAction s_player_waterdog; s_player_waterdog = -1; player removeAction s_player_staydog; s_player_staydog = -1; player removeAction s_player_trackdog; s_player_trackdog = -1; player removeAction s_player_barkdog; s_player_barkdog = -1; player removeAction s_player_warndog; s_player_warndog = -1; player removeAction s_player_followdog; s_player_followdog = -1; }; }; } else { //Engineering {dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = []; s_player_repair_crtl = -1; {player removeAction _x} count s_player_combi;s_player_combi = []; dayz_myCursorTarget = objNull; s_player_lastTarget = [objNull,objNull,objNull,objNull,objNull]; {player removeAction _x} count s_player_parts;s_player_parts = []; s_player_parts_crtl = -1; {player removeAction _x} count s_player_lockunlock;s_player_lockunlock = []; s_player_lockUnlock_crtl = -1; player removeAction s_player_checkGear; s_player_checkGear = -1; player removeAction s_player_SurrenderedGear; s_player_SurrenderedGear = -1; //Others player removeAction s_player_maintain_area; s_player_maintain_area = -1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = -1; player removeAction s_player_forceSave; s_player_forceSave = -1; player removeAction s_player_flipveh; s_player_flipveh = -1; player removeAction s_player_sleep; s_player_sleep = -1; player removeAction s_player_deleteBuild; s_player_deleteBuild = -1; player removeAction s_player_butcher; s_player_butcher = -1; player removeAction s_player_cook; s_player_cook = -1; player removeAction s_player_boil; s_player_boil = -1; player removeAction s_player_fireout; s_player_fireout = -1; player removeAction s_player_packtent; s_player_packtent = -1; player removeAction s_player_fillfuel; s_player_fillfuel = -1; player removeAction s_player_studybody; s_player_studybody = -1; //Dog player removeAction s_player_tamedog; s_player_tamedog = -1; player removeAction s_player_feeddog; s_player_feeddog = -1; player removeAction s_player_waterdog; s_player_waterdog = -1; player removeAction s_player_staydog; s_player_staydog = -1; player removeAction s_player_trackdog; s_player_trackdog = -1; player removeAction s_player_barkdog; s_player_barkdog = -1; player removeAction s_player_warndog; s_player_warndog = -1; player removeAction s_player_followdog; s_player_followdog = -1; // vault player removeAction s_player_unlockvault; s_player_unlockvault = -1; player removeAction s_player_packvault; s_player_packvault = -1; player removeAction s_player_lockvault; s_player_lockvault = -1; player removeAction s_player_information; s_player_information = -1; player removeAction s_player_fillgen; s_player_fillgen = -1; player removeAction s_player_upgrade_build; s_player_upgrade_build = -1; player removeAction s_player_maint_build; s_player_maint_build = -1; player removeAction s_player_downgrade_build; s_player_downgrade_build = -1; player removeAction s_player_towing; s_player_towing = -1; player removeAction s_player_fuelauto; s_player_fuelauto = -1; player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; }; //Dog actions on player self _dogHandle = player getVariable ["dogID", 0]; if (_dogHandle > 0) then { _dog = _dogHandle getFSMVariable "_dog"; _ownerID = "0"; if (!isNull cursorTarget) then { _ownerID = cursorTarget getVariable ["CharacterID","0"]; }; if (_canDo && !_inVehicle && alive _dog && _ownerID != dayz_characterID) then { if (s_player_movedog < 0) then { s_player_movedog = player addAction [localize "str_actions_movedog", "\z\addons\dayz_code\actions\dog\move.sqf", player getVariable ["dogID", 0], 1, false, true, "", ""]; }; if (s_player_speeddog < 0) then { _text = (localize "str_epoch_player_249"); _speed = 0; if (_dog getVariable ["currentSpeed",1] == 0) then { _speed = 1; _text = (localize "str_epoch_player_250"); }; s_player_speeddog = player addAction [format[localize "str_actions_speeddog", _text], "\z\addons\dayz_code\actions\dog\speed.sqf",[player getVariable ["dogID", 0],_speed], 0, false, true, "", ""]; }; if (s_player_calldog < 0) then { s_player_calldog = player addAction [localize "str_actions_calldog", "\z\addons\dayz_code\actions\dog\follow.sqf", [player getVariable ["dogID", 0], true], 2, false, true, "", ""]; }; }; } else { player removeAction s_player_movedog; s_player_movedog = -1; player removeAction s_player_speeddog; s_player_speeddog = -1; player removeAction s_player_calldog; s_player_calldog = -1; }; I also merged the player_upgrade from custom/buildvectors/ action, with the one shown on page 2 I think it was. still did not help. Any other ideas? Not sure if it matters but my self actions is not in the mission file it's in the orignal locatin Dayz_code.pbo. Any help would be great thanks. /* DayZ Base Building Upgrades Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected] /* */ */ private ["_location","_dir","_classname","_missing","_text","_proceed","_num_removed","_object","_missingQty","_itemIn","_countIn","_qty","_removed","_removed_total","_tobe_removed_total","_objectID","_objectUID","_temp_removed_array","_textMissing","_newclassname","_requirements","_obj","_upgrade","_lockable","_combination_1","_combination_2","_combination_3","_combination","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_vector"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_52") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; player removeAction s_player_upgrade_build; s_player_upgrade_build = 1; _distance = 30; _needText = localize "str_epoch_player_246"; // check for near plot _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; { if (alive _x) then { _findNearestPole set [(count _findNearestPole),_x]; }; } count _findNearestPoles; _IsNearPlot = count (_findNearestPole); _canBuildOnPlot = false; if(_IsNearPlot == 0) then { _canBuildOnPlot = true; } else { // check nearby plots ownership && then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable["CharacterID","0"]; // diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID]; // check if friendly to owner if(dayz_characterID == _ownerID) then { _canBuildOnPlot = true; } else { _friendlies = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(_ownerID in _friendlies) then { _canBuildOnPlot = true; }; }; }; // exit if not allowed due to plot pole if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_157"),_needText,_distance] , "PLAIN DOWN"]; }; // get cursortarget from addaction _obj = _this select 3; // Find objectID _objectID = _obj getVariable ["ObjectID","0"]; // Find objectUID _objectUID = _obj getVariable ["ObjectUID","0"]; if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];}; // Get classname _classname = typeOf _obj; // Find display name _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); // Find next upgrade _upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "upgradeBuilding"); if ((count _upgrade) > 0) then { _newclassname = _upgrade select 0; _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _newclassname >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _newclassname >> "lockable"); }; _requirements = _upgrade select 1; _missingQty = 0; _missing = ""; _proceed = true; { _itemIn = _x select 0; _countIn = _x select 1; _qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player; if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; }; } forEach _requirements; if (_proceed) then { [1,1] call dayz_HungerThirst; player playActionNow "Medic"; [player,20,true,(getPosATL player)] spawn player_alertZombies; _temp_removed_array = []; _removed_total = 0; _tobe_removed_total = 0; { _removed = 0; _itemIn = _x select 0; _countIn = _x select 1; // diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn]; _tobe_removed_total = _tobe_removed_total + _countIn; { if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then { _num_removed = ([player,_x] call BIS_fnc_invRemove); _removed = _removed + _num_removed; _removed_total = _removed_total + _num_removed; if(_num_removed >= 1) then { _temp_removed_array set [count _temp_removed_array,_x]; }; }; } forEach magazines player; } forEach _requirements; // all parts removed proceed if (_tobe_removed_total == _removed_total) then { // Get position _location = _obj getVariable["OEMPos",(getposATL _obj)]; // Get direction _dir = getDir _obj; // Get vector _vector = [(vectorDir _obj),(vectorUp _obj)]; // Current charID _objectCharacterID = _obj getVariable ["CharacterID","0"]; _classname = _newclassname; // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _object setDir _dir; _object setVariable["memDir",_dir,true]; // Set vector _object setVectorDirAndUp _vector; // Set location _object setPosATL _location; 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],_classname,_obj,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _object; } 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; Link to comment Share on other sites More sharing options...
sampson42002 Posted February 28, 2015 Report Share Posted February 28, 2015 I have not plot pole build on. Not sure if that would affect it. Also how do you do the spoiler so all the code is hidden until you click on it? Link to comment Share on other sites More sharing options...
(AOW)Recon Posted February 28, 2015 Report Share Posted February 28, 2015 I have not plot pole build on. Not sure if that would affect it. Also how do you do the spoiler so all the code is hidden until you click on it? it does i have not put it in my sever yet (PLOT FOR LIFE 2.5) buttttt vector's build works with zupa coin 3.0 you just have to merge it Link to comment Share on other sites More sharing options...
DangerRuss Posted February 28, 2015 Report Share Posted February 28, 2015 For the love of god Sampson use spoilers, no one wants to look at that wall of text Link to comment Share on other sites More sharing options...
sampson42002 Posted March 1, 2015 Report Share Posted March 1, 2015 Survivor I'll turn off no plot pole building and see. Also I don't use zupa's coin system. DangerRuss lol I thought using the code button would do spoilers. After seeing it did not I asked how to do it. Lol I do agree it's to much without them. Link to comment Share on other sites More sharing options...
DangerRuss Posted March 1, 2015 Report Share Posted March 1, 2015 Survivor I'll turn off no plot pole building and see. Also I don't use zupa's coin system. DangerRuss lol I thought using the code button would do spoilers. After seeing it did not I asked how to do it. Lol I do agree it's to much without them. type[spoiler type your message /spoiler] make sure the first one has brackets on both sides second one looks like so it looks like this, with the syntax highlighting Link to comment Share on other sites More sharing options...
sampson42002 Posted March 1, 2015 Report Share Posted March 1, 2015 Ok thanks DangeRuss. It's noted for next time. I turned on plot pole building and tried that. It did not make a difference. Link to comment Share on other sites More sharing options...
DangerRuss Posted March 1, 2015 Report Share Posted March 1, 2015 Ok thanks DangeRuss. It's noted for next time. I turned on plot pole building and tried that. It did not make a difference. I dont think anyone gave any advice regarding turning plot pole building on or off. He was talking about the plot 4 life mod. Also you have probably just messed up merging your files from zupa coins and vectoring. They both use similar files. You need to make all your edits in one file, and not multiples of the same file. Link to comment Share on other sites More sharing options...
OsirisCRO Posted March 2, 2015 Report Share Posted March 2, 2015 and here we go again. this time the doors aren't reverting to horizontal position upon upgrading, it's just i got this error as i was trying to upgrade stairs to hand rails: 1:13:43 Error in expression <;_object setVariable ["OEMPos", call compile (_worldspace select 1), true];>1:13:43 Error position:>1:13:43 Error compile: Type Array, expected String1:13:43 File z\addons\dayz_server\compile\server_swapObject.sqf, line 52 inb4 "something's messing with your database, check player_upgrade.sqf" and all sort of stuff. i merged everything well last night and today i get this. server_swapObject.sqf:private ["_activatingplayerUID","_class","_uid","_charID","_object","_worldspace","_key","_allowed","_obj","_objectID","_objectUID","_proceed","_activatingplayer"];//[dayz_characterID,_tent,[_dir,_location],"TentStorage"]_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);_proceed = false;_objectID = "0";_objectUID = "0";if(!isNull(_obj)) then {// Find objectID_objectID = _obj getVariable ["ObjectID","0"];// Find objectUID_objectUID = _obj getVariable ["ObjectUID","0"];if !(DZE_GodModeBase) then {_obj removeAllMPEventHandlers "MPKilled";};// Remove old objectdeleteVehicle _obj;_proceed = true;};if(isNull(_object)) then {_proceed = false;};if(_objectID == "0" && _objectUID == "0") then {_proceed = false;} else {[_objectID,_objectUID,_activatingplayer] call server_deleteObj;};_allowed = [_object, "Server"] call check_publishobject;if (!_allowed || !_proceed) exitWith {if(!isNull(_object)) then {deleteVehicle _object;};diag_log ("Invalid object swap by playerUID:"+ str(_activatingplayerUID));};// 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));_allowed = [_object, "Server"] call check_publishobject;if (!_allowed || !_proceed) exitWith {if(!isNull(_object)) then {deleteVehicle _object;};diag_log ("Invalid object swap by playerUID:"+ str(_activatingplayerUID));};//get UID_uid = _worldspace call dayz_objectUID2;_worldspace set [0, (_worldspace select 0) call KK_fnc_floatToString];_worldspace set [1, (_worldspace select 1) call KK_fnc_positionToString];//Send request_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid];//diag_log ("HIVE: WRITE: "+ str(_key));_key call server_hiveWrite;_object setVariable ["lastUpdate",time];_object setVariable ["ObjectUID", _uid,true];// _object setVariable ["CharacterID",_charID,true];if (DZE_GodModeBase) then {_object addEventHandler ["HandleDamage", {false}];}else{_object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];};// Test disabling simulation server side on buildables only._object enableSimulation false;PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];diag_log ("PUBLISH: " + str(_activatingPlayer) + " upgraded " + (_class) + " with ID " + str(_uid)); advice maybe on a fix? Link to comment Share on other sites More sharing options...
OsirisCRO Posted March 2, 2015 Report Share Posted March 2, 2015 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. regardsdoes anyone possibly have the file where the precide base building is implemented so we can compare files maybe? that would help. Link to comment Share on other sites More sharing options...
sampson42002 Posted March 2, 2015 Report Share Posted March 2, 2015 I don't use zupas coin system or plot for life. I just merged the fn_selfactions.sqf from the non plot pole for life one with my fn_selfactions from dayz_code.pbo. Which is what I showed on my post on page 27. Also showed the player_upgrade.sqf that I merged with one found on page 2 here. I merged it with the one from buildvectors/action. Link to comment Share on other sites More sharing options...
DangerRuss Posted March 2, 2015 Report Share Posted March 2, 2015 does anyone possibly have the file where the precide base building is implemented so we can compare files maybe? that would help. precise base building is installed via editing a bunch of preexisting files It's not just one file. I don't use zupas coin system or plot for life. I just merged the fn_selfactions.sqf from the non plot pole for life one with my fn_selfactions from dayz_code.pbo. Which is what I showed on my post on page 27. Also showed the player_upgrade.sqf that I merged with one found on page 2 here. I merged it with the one from buildvectors/action. Yea woops I got you and the other guy confused for a second, sorry. What other mods do you have installed? Go back and check all the other mods you have installed and make sure there aren't any using the same files that haven't been merged. You said your fn_Selfactions.sqf is located in your buildvectors/action folders... do you have any other mods using fn_selfactions.sqf? Do this for every file. Link to comment Share on other sites More sharing options...
sampson42002 Posted March 2, 2015 Report Share Posted March 2, 2015 Lol it's ok DangeRuss, I figured that is what happened. No My fn_selfaction is in the default day_code.pbo. I have these installed walking zeds tow/lift refuel, rearm, repair locked cars near plot pole takes no damage suicide claim/masterkey deploy bix and mozzie no weight and no plot pole building DZMS and EMS I had snap build pro installed but removed the files, and replaced the ones from this download. I'll check and see if anything else is using same files. Link to comment Share on other sites More sharing options...
DangerRuss Posted March 2, 2015 Report Share Posted March 2, 2015 Lol it's ok DangeRuss, I figured that is what happened. No My fn_selfaction is in the default day_code.pbo. I have these installed walking zeds tow/lift refuel, rearm, repair locked cars near plot pole takes no damage suicide claim/masterkey deploy bix and mozzie no weight and no plot pole building DZMS and EMS I had snap build pro installed but removed the files, and replaced the ones from this download. I'll check and see if anything else is using same files. Which deploy mod are you using? Most of the deploy mods requiring editing the fn_selfactions.sqf. Some of these mods might need the same file from the dayz_code and you may have more than one of the same file for different mods Link to comment Share on other sites More sharing options...
sampson42002 Posted March 3, 2015 Report Share Posted March 3, 2015 I am using this one Just looked at the install instructions, I did not see anything to do with the fn_selfactions.sqf Link to comment Share on other sites More sharing options...
DangerRuss Posted March 3, 2015 Report Share Posted March 3, 2015 I am using this one Just looked at the install instructions, I did not see anything to do with the fn_selfactions.sqf the fn_selfactions.sqf was simply an example of one file that is used by multiple mods, and so requires merging. I was just giving you an example of what I meant. Check ALL of your edited files. Link to comment Share on other sites More sharing options...
cobra0702 Posted March 5, 2015 Report Share Posted March 5, 2015 Im having a problem on my server when something is built, i.e. a sandbag on a surface that is not flat after the restart the sandbag will be raised and shifted to the contour of the slope of the ground. I have a feeling it is not saving the position correctly but I have no errors and I feel like I have looked everywhere. If anyone can provide some insight it would be greatly appreciated. Link to comment Share on other sites More sharing options...
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