striker Posted September 13, 2014 Author Report Share Posted September 13, 2014 That fixed all problems!!!! :wub: :lol: :D I love this addon thanks a lot Dude !!! Your welcome! Glad you like it! :) Link to comment Share on other sites More sharing options...
paddy1223 Posted September 13, 2014 Report Share Posted September 13, 2014 Thx Striker :P My Servers now updated to snap pro 1.4.1 and this, works like a charm :P Link to comment Share on other sites More sharing options...
boneau Posted September 13, 2014 Report Share Posted September 13, 2014 Which one are you using? Regular or P4L + Admin Build? the normal one (i hope - i download the first version you uploaded and later the second download spawnt =) ) - i restored to othe old version... thats sad =( i was so happy about the update. i discoverd that all walls, floors etc disapears after the update Link to comment Share on other sites More sharing options...
cen Posted September 13, 2014 Report Share Posted September 13, 2014 Working great!!! Link to comment Share on other sites More sharing options...
striker Posted September 13, 2014 Author Report Share Posted September 13, 2014 the normal one (i hope - i download the first version you uploaded and later the second download spawnt =) ) - i restored to othe old version... thats sad =( i was so happy about the update. i discoverd that all walls, floors etc disapears after the update boneau, Did you follow all the instructions? You didn't skip any correct? Also, did you use all my files? You didn't diff merge any of them? striker Link to comment Share on other sites More sharing options...
striker Posted September 13, 2014 Author Report Share Posted September 13, 2014 Working great!!! Awesome! striker Link to comment Share on other sites More sharing options...
DECO1919 Posted September 13, 2014 Report Share Posted September 13, 2014 Is it possible to deactivate the ghost preview or will it break the addon?? My Dudes wanna see the object with normal structures..... Link to comment Share on other sites More sharing options...
ABLGDayZ Posted September 13, 2014 Report Share Posted September 13, 2014 @Striker, could you reproduce the problem, which i described, with spinning for 180 degrees when pressing F-Key? I didn't have the time to test your new version so far. Will do it this evening or tomorrow. Link to comment Share on other sites More sharing options...
striker Posted September 13, 2014 Author Report Share Posted September 13, 2014 .@Striker, could you reproduce the problem, which i described, with spinning for 180 degrees when pressing F-Key? I didn't have the time to test your new version so far. Will do it this evening or tomorrow. ABLGDayZ, I was able to reproduce the issue, I am working on a fix as we speak. striker Link to comment Share on other sites More sharing options...
striker Posted September 13, 2014 Author Report Share Posted September 13, 2014 Is it possible to deactivate the ghost preview or will it break the addon?? My Dudes wanna see the object with normal structures..... DECO1919, Comment out these two sections if you don't want ghost preview First: // if ghost preview available use that instead if (_ghost != "") then { _classname = _ghost; }; Second: _buildOffset = [0,0,0]; _vUp = _vector select 1; switch (_classname) do { case "MetalFloor_DZ": { _buildOffset = [(_vUp select 0) * .148, (_vUp select 1) * .148,0]; }; }; _location = [ (_location select 0) - (_buildOffset select 0), (_location select 1) - (_buildOffset select 1), (_location select 2) - (_buildOffset select 2) ]; Link to comment Share on other sites More sharing options...
PeterBeer Posted September 13, 2014 Report Share Posted September 13, 2014 Delete post Link to comment Share on other sites More sharing options...
boneau Posted September 13, 2014 Report Share Posted September 13, 2014 boneau, Did you follow all the instructions? You didn't skip any correct? Also, did you use all my files? You didn't diff merge any of them? striker yes i replaced all files with the new one. mkay - i will try a second atempt Link to comment Share on other sites More sharing options...
PeterBeer Posted September 13, 2014 Report Share Posted September 13, 2014 Cinder wall then it been rotated / forwarded when you upgrade to full wall goes straight up This suppose to happen ? Link to comment Share on other sites More sharing options...
striker Posted September 14, 2014 Author Report Share Posted September 14, 2014 Cinder wall then it been rotated / forwarded when you upgrade to full wall goes straight up This suppose to happen ? Sounds like a issue with player_upgrade.sqf. Did you diff merge or do you have another copy of it running somewhere? Link to comment Share on other sites More sharing options...
PeterBeer Posted September 14, 2014 Report Share Posted September 14, 2014 striker could you please look at my files :( Here is a video on what's wrong : Here Here are my files that relate to this script : Here Logs : Here Just in case if you missed it when I press upgrade it then keeps saying Already in progress when I do anything else I know I have different Directory Scripts\Base_Snapping but there pointing to the right direction Link to comment Share on other sites More sharing options...
striker Posted September 14, 2014 Author Report Share Posted September 14, 2014 striker could you please look at my files :( Here is a video on what's wrong : Here Here are my files that relate to this script : Here Logs : Here Just in case if you missed it when I press upgrade it then keeps saying Already in progress when I do anything else I know I have different Directory Scripts\Base_Snapping but there pointing to the right direction When I put your files into my server, it said it could not find the fn_selfActions.sqf script, If your using your own, make sure that it points to the correct files in PlotForLifev2 folder. Use my fn_selfActions.sqf for reference. striker Link to comment Share on other sites More sharing options...
PeterBeer Posted September 14, 2014 Report Share Posted September 14, 2014 EDIT : Got it working missed a Bracket xD Link to comment Share on other sites More sharing options...
Tricks Posted September 14, 2014 Report Share Posted September 14, 2014 The only thing I notice and was hoping to change is the "reset" message in the middle of the screen. Maybe on the left scroll menu would be better? Just my 2 cents, this mod is awesome, will completely change base building in Epoch. Link to comment Share on other sites More sharing options...
P0k3r_OF_Sm0t Posted September 14, 2014 Report Share Posted September 14, 2014 Hey Stryker, thanks for the update! Works great! Thought maybe you could help with this. When I use to change the codes on doors now, they disappear on server restart. They will be there and work fine for many reboots until i change then the code. Next reboot they are gone. Any ideas? Link to comment Share on other sites More sharing options...
PeterBeer Posted September 14, 2014 Report Share Posted September 14, 2014 Hey Stryker, thanks for the update! Works great! Thought maybe you could help with this. When I use to change the codes on doors now, they disappear on server restart. They will be there and work fine for many reboots until i change then the code. Next reboot they are gone. Any ideas? Same here Link to comment Share on other sites More sharing options...
PeterBeer Posted September 14, 2014 Report Share Posted September 14, 2014 Got this error when i load on the server with buildings 21:48:41 Error in expression < _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; _objWpnTypes = (_in> 21:48:41 Error position: <count _objWpnTypes; _objWpnTypes = (_in> 21:48:41 Error count: Type String, expected Array 21:48:41 File z\addons\dayz_server\system\server_monitor.sqf, line 259 Gets stuck on loading screen Works fine it clean database but not a exciting one Got fix ? Link to comment Share on other sites More sharing options...
poweredbypot Posted September 14, 2014 Report Share Posted September 14, 2014 after first run from install everything appeared to be working fine, but plot manager had been broken cause I was lazy and just did a full copy-over. Fixed plot manager (I think), but on restart my vector'd('ed?) garage doors were perfectly overlapping eachothers position and no longer banked, and my target cursor got stuck on the door object so I cant really tell if I fixed plot manager either. Any suggestions are welcome. ###############EDIT - UPDATE################### I didn't notice the DL custom folder had a compiles.sqf in it, I'm amazed my server even started. This obviously fixed my plot manager issue, but my cursor still gets the last looked at object stuck to it, any my rotated builds wont stay put. One of the things I have noticed that may be of use is that when I snap two garage doors together to make a double door the worldspace entry in the DB is identical. Link to comment Share on other sites More sharing options...
cen Posted September 15, 2014 Report Share Posted September 15, 2014 Adding this to my init.sqf does nothing for the items in the "no rotate" list. They still are able to be rotated. The biggest issue right now is player rotating ladders horizontally and glitching through cinder walls... DZE_noRotate = ["ItemVault","ItemWoodStairs","ItemLockbox","ItemWoodStairsSupport","ItemWoodLadder","30m_plot_kit","workbench_kit"]; //Objects that cannot be rotated. Ex: DZE_noRotate = ["VaultStorageLocked"] I also tried with the "built" classnames in the database and it didn't work (i.e. "VaultStorageLocked") Link to comment Share on other sites More sharing options...
striker Posted September 15, 2014 Author Report Share Posted September 15, 2014 Adding this to my init.sqf does nothing for the items in the "no rotate" list. They still are able to be rotated. The biggest issue right now is player rotating ladders horizontally and glitching through cinder walls... DZE_noRotate = ["ItemVault","ItemWoodStairs","ItemLockbox","ItemWoodStairsSupport","ItemWoodLadder","30m_plot_kit","workbench_kit"]; //Objects that cannot be rotated. Ex: DZE_noRotate = ["VaultStorageLocked"] I also tried with the "built" classnames in the database and it didn't work (i.e. "VaultStorageLocked") In these two sections in player_build.sqf: if !(_classname in DZE_noRotate) then{ s_player_setVectorsReset = player addaction ["Reset","custom\snap_pro\player_vectorChange.sqf","reset"]; s_player_setVectorsForward = player addaction ["Pitch Forward","custom\snap_pro\player_vectorChange.sqf","forward"]; s_player_setVectorsBack = player addaction ["Pitch Back","custom\snap_pro\player_vectorChange.sqf","back"]; s_player_setVectorsLeft = player addaction ["Bank Left","custom\snap_pro\player_vectorChange.sqf","left"]; s_player_setVectorsRight = player addaction ["Bank Right","custom\snap_pro\player_vectorChange.sqf","right"]; s_player_setVectors1 = player addaction ["Increment by 1 degree","custom\snap_pro\player_vectorChange.sqf","1"]; s_player_setVectors5 = player addaction ["Increment by 5 degrees","custom\snap_pro\player_vectorChange.sqf","5"]; s_player_setVectors45 = player addaction ["Increment by 45 degrees","custom\snap_pro\player_vectorChange.sqf","45"]; s_player_setVectors90 = player addaction ["Increment by 90 degrees","custom\snap_pro\player_vectorChange.sqf","90"]; }; if !(_classname in DZE_noRotate) then{ player removeAction s_player_setVectorsReset; player removeAction s_player_setVectorsForward; player removeAction s_player_setVectorsBack; player removeAction s_player_setVectorsLeft; player removeAction s_player_setVectorsRight; player removeAction s_player_setVectors1; player removeAction s_player_setVectors5; player removeAction s_player_setVectors45; player removeAction s_player_setVectors90; }; Change _classname to _classnametmp. (Use the built classnames) The issue is it is checking the ghost preview classname to the no rotate array. Slight error I over looked! Sorry! striker Link to comment Share on other sites More sharing options...
PeterBeer Posted September 15, 2014 Report Share Posted September 15, 2014 Got this error when i load on the server with buildings 21:48:41 Error in expression < _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; _objWpnTypes = (_in> 21:48:41 Error position: <count _objWpnTypes; _objWpnTypes = (_in> 21:48:41 Error count: Type String, expected Array 21:48:41 File z\addons\dayz_server\system\server_monitor.sqf, line 259 Gets stuck on loading screen Works fine it clean database but not a exciting one Got fix ? Still happening Only position array I have is Plot pole for life Link to comment Share on other sites More sharing options...
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