Sp4rkY Posted August 15, 2014 Report Share Posted August 15, 2014 Oh, i forgot to check if you use something of these scripts which contains entrys in my server_functions. The 2 lines are related to R3F Logistics and MF Tow. But it doesnt matter if you use these scripts or not, its just a public variable for disabling lift and tow at locked vehicles. So, you use standard actions for this, sure u can delete these lines. And the line with server_deleteObjInsafezone.sqf you can delete too. If you installed indestructible buildings correctly you shouldnt have any problems after restart. I was checking it now and it works for me. EDIT: I was checking metalfloor in vector mode too. After restart the metalfloor is placed like i have it done. Probably a little error by installing the vector script ? Do u use player_build.sqf of vector ? Link to comment Share on other sites More sharing options...
edhunter Posted August 15, 2014 Report Share Posted August 15, 2014 INdestructibel Cinder and metall has worked on my server like charme. Checked all Indestructibel codes. they are correct. i am not a scripter (only copy+paste and logical reasoning), so i think i cannot see any mistakes in the functions. Have to trust you and raymix and other good scripter and has to bow for their great work. I don`t use the player_build.sqf of vector. I merged the code of it to mine. Link to comment Share on other sites More sharing options...
Sp4rkY Posted August 15, 2014 Report Share Posted August 15, 2014 Ok, i dont will say you was doing a mistake with merging your player_build, but for going sure, try the player_build.sqf of snap_vector. Link to comment Share on other sites More sharing options...
edhunter Posted August 15, 2014 Report Share Posted August 15, 2014 hey sp4rky, please look in your pm. i think cpc_immune in your block and indestructible in mine is the issue. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted August 15, 2014 Report Share Posted August 15, 2014 So will this become a standard part of the snap building pro? Do we know if it will definitely be included with Epoch 1.0.5.2? Link to comment Share on other sites More sharing options...
striker Posted August 16, 2014 Author Report Share Posted August 16, 2014 So will this become a standard part of the snap building pro? Do we know if it will definitely be included with Epoch 1.0.5.2? As of right now, it is separate from the snap building pro script by Raymix and will not be in the 1.0.5.2 update unless it takes forever to get that update released. Link to comment Share on other sites More sharing options...
js2k6 Posted August 16, 2014 Report Share Posted August 16, 2014 does the ghost preview still cause issues with your latest release (v2)? Link to comment Share on other sites More sharing options...
KamikazeXeX Posted August 17, 2014 Report Share Posted August 17, 2014 Ill be releasing two versions here in a hour or so with Admin fastbuild/upgrade and right clickables. One with raymix's snap build and One with OtterNas3 snap build. If you don't want right clickables, should be pretty straight forward to uninstall. Hey man don't forget to credit me for the admin build + fast upgrade with right click build files ;) I may have pushed an update out for that buy the way, my new player_build is dated Date: 16/8/14, i'll check what i've got on my mediafire :D EDIT: Latest files are up Link to comment Share on other sites More sharing options...
striker Posted August 17, 2014 Author Report Share Posted August 17, 2014 does the ghost preview still cause issues with your latest release (v2)? Yes, it is still a issue. You can enable it by un-commenting it in the player_build.sqf. It only causes issues with metal floors. Should be fixed in v3. striker js2k6 1 Link to comment Share on other sites More sharing options...
striker Posted August 17, 2014 Author Report Share Posted August 17, 2014 Hey man don't forget to credit me for the admin build + fast upgrade with right click build files ;) I may have pushed an update out for that buy the way, my new player_build is dated Date: 16/8/14, i'll check what i've got on my mediafire :D EDIT: Latest files are up Don't believe I used your scripts, I could be wrong though... All settled now Link to comment Share on other sites More sharing options...
KamikazeXeX Posted August 17, 2014 Report Share Posted August 17, 2014 Don't believe I used your scripts, I could be wrong though... Check in the top of the player_build files you uploaded, WGC's version is for the old snap build, i updated it to work with snap pro EDIT: Its only on Raymix's version by the way Link to comment Share on other sites More sharing options...
edhunter Posted August 18, 2014 Report Share Posted August 18, 2014 OK, all working fine now. Indestructibel cinder and metall+snap pro+vector. Thx sparky for your help. It was a missing "_vector" in my player_build.sqf :wacko: Did anyone has the problem with not accurate snaping when using vectorsnap? i place to metallfloors like epoch says it should be, and snap them...everything fine. But if i place them like VectorSystem says it should be, then they are not accurate. one half is glitching in the other floor, and the other half is making a gap. Hope you understand what i mean. Using 1.3.1 snap pro with vectorbuilding in epoch 1.0.5.1 arma 125548. Screenshot of vectorissue http://www.pic-upload.de/view-24297387/2014-08-18_00001.jpg.html greetz, ed Link to comment Share on other sites More sharing options...
paddy1223 Posted August 18, 2014 Report Share Posted August 18, 2014 Will there be a Waterbases update for this? V1.3.1 of Snap ~Pro? I downloaded the recent update and compared the 2 snap_build.sqfs. Too different to change myself lol :P Link to comment Share on other sites More sharing options...
raymix Posted August 18, 2014 Report Share Posted August 18, 2014 Will there be a Waterbases update for this? V1.3.1 of Snap ~Pro? I downloaded the recent update and compared the 2 snap_build.sqfs. Too different to change myself lol :P It's not all that bad :P Here's the differences, btw: https://github.com/raymix/SnapPro/commit/977ee2924496483a44fede46953ff6aa5ba5daf6 Red lines are from 1.3 Green lines are modified in 1.3.1 paddy1223 1 Link to comment Share on other sites More sharing options...
paddy1223 Posted August 18, 2014 Report Share Posted August 18, 2014 Thank you :) Notepad++ compare didnt do its job to well :P Link to comment Share on other sites More sharing options...
striker Posted August 18, 2014 Author Report Share Posted August 18, 2014 It's not all that bad :P Here's the differences, btw: https://github.com/raymix/SnapPro/commit/977ee2924496483a44fede46953ff6aa5ba5daf6 Red lines are from 1.3 Green lines are modified in 1.3.1 Thanks raymix! Link to comment Share on other sites More sharing options...
raymix Posted August 18, 2014 Report Share Posted August 18, 2014 Thank you :) Notepad++ compare didnt do its job to well :P yeah that notepad++ addon kind of blows. I am using Diffmerge, there's also one for Linux called Meldmerge (a lot better), but oh well... paddy1223 1 Link to comment Share on other sites More sharing options...
snafu0185 Posted August 19, 2014 Report Share Posted August 19, 2014 I already have snapbuild pro and fast admin build installed is there a set of instructions on what I need to change in each file to add this if I just add the files in your download it will stop other scripts that use some of these files Link to comment Share on other sites More sharing options...
ekroemer Posted August 19, 2014 Report Share Posted August 19, 2014 yeah that notepad++ addon kind of blows. I am using Diffmerge, there's also one for Linux called Meldmerge (a lot better), but oh well... Why oh? I'm running meld under Windows as well :-) Link to comment Share on other sites More sharing options...
edhunter Posted August 19, 2014 Report Share Posted August 19, 2014 OK, all working fine now. Indestructibel cinder and metall+snap pro+vector. Thx sparky for your help. It was a missing "_vector" in my player_build.sqf :wacko: Did anyone has the problem with not accurate snaping when using vectorsnap? i place to metallfloors like epoch says it should be, and snap them...everything fine. But if i place them like VectorSystem says it should be, then they are not accurate. one half is glitching in the other floor, and the other half is making a gap. Hope you understand what i mean. Using 1.3.1 snap pro with vectorbuilding in epoch 1.0.5.1 arma 125548. Screenshot of vectorissue http://www.pic-upload.de/view-24297387/2014-08-18_00001.jpg.html greetz, ed No fix for this ? Has anyone this issue , too? Link to comment Share on other sites More sharing options...
raymix Posted August 19, 2014 Report Share Posted August 19, 2014 Why oh? I'm running meld under Windows as well :-) Oh you're right! I just noticed unofficial installer part, will give it a try, thanks Link to comment Share on other sites More sharing options...
paddy1223 Posted August 19, 2014 Report Share Posted August 19, 2014 Quick question. I've DZGM, Snap Pro and Vectors installed. Everything works great, Except one thing. When I tag players as friendly's, they cannot build on my plot pole. Would you know where to look to solve this problem? Link to comment Share on other sites More sharing options...
prue420 Posted August 20, 2014 Report Share Posted August 20, 2014 Hey guys I am stuck on waiting for authentication and this is the error in my rpt and i tried the 2 fixes and still nothing any help would be much appreciated. 14:00:37 Error in expression < _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; _objWpnTypes = (_> 14:00:37 Error position: <count _objWpnTypes; _objWpnTypes = (_> 14:00:37 Error count: Type String, expected Array 14:00:37 File z\addons\dayz_server\system\server_monitor.sqf, line 257 14:01:22 "get: STRING (76561198042586886), sent: STRING (76561198042586886)" Link to comment Share on other sites More sharing options...
robbiedarza Posted August 21, 2014 Report Share Posted August 21, 2014 Hello there, I am getting stuck at 'waiting for server to authenticate' it let me in once and the rotate thing worked,k I restarted the server and now it gets stuck. There is this in my prt 15:30:06 "Spawn sign at: [9669.66,9013.18,0]" 15:30:06 "Spawn sign at: [9696.51,9026.12,0]" 15:30:06 "Spawn sign at: [9725.99,9030.56,0]" 15:30:06 "HIVE: Starting" 15:30:06 "HIVE: trying to get objects" 15:30:07 "HIVE: found 250 objects" 15:30:07 "HIVE: Commence Object Streaming..." 15:30:07 "HIVE: got 15 Epoch Objects and 235 Vehicles" 15:30:07 Error in expression <}; }; _dir = _worldspace select 0; if (count (_worldspace select 1) == 3) then > 15:30:07 Error position: <count (_worldspace select 1) == 3) then > 15:30:07 Error count: Type String, expected Array,Config entry 15:30:07 File z\addons\dayz_server\system\server_monitor.sqf, line 146 15:30:07 "WAI: AI Monitor Started" 15:30:07 "WAI: Initialising missions" 15:30:14 "infiSTAR.de - Player-Log: Mike Admin(76561198144120874) - 6h 09min | ******ADMIN******" 15:30:29 "infiSTAR.de PlayerConnected: _uid: 76561198144120874 _name: Mike Admin" 15:30:29 "infiSTAR.de PlayerConnected: _uid: _name: __SERVER__" 15:30:30 "D.DOPPLER Taser Mod: Global chat logic created." many thanks *********EDIT***** mines working now, not sure what i did though!! Robbie Link to comment Share on other sites More sharing options...
Darmithius Posted August 21, 2014 Report Share Posted August 21, 2014 Hey Striker. Snap Building Pro has been updated, so if you have time, could you please update Vectorbuild to work with it? I just know that people will try to update things, then complain when things don't work. I'm going to go through the code myself, and make the adjustments. I just know some people don't know how to do that. Thx buddy! Link to comment Share on other sites More sharing options...
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