striker Posted September 15, 2014 Author Report Share Posted September 15, 2014 Peterbeer, That issue does not appear to be related to vectors as my script does not deal with the inventory array. Striker Link to comment Share on other sites More sharing options...
PeterBeer Posted September 15, 2014 Report Share Posted September 15, 2014 Peterbeer, That issue does not appear to be related to vectors as my script does not deal with the inventory array. Striker Strange how it works without the Script might be Plotpole manger Link to comment Share on other sites More sharing options...
PeterBeer Posted September 15, 2014 Report Share Posted September 15, 2014 This is a short example on why you should use Ghost preview P.S : if you don't have god mode on you die :P https://www.youtube.com/watch?v=sSeMu5ZwS3Q&feature=youtu.be Link to comment Share on other sites More sharing options...
poweredbypot Posted September 15, 2014 Report Share Posted September 15, 2014 any suggestions for my issue Striker? Link to comment Share on other sites More sharing options...
striker Posted September 15, 2014 Author Report Share Posted September 15, 2014 Strange how it works without the Script might be Plotpole manger I know plotpole manager uses the inventory array, so that is likely the issue you are having. Striker Link to comment Share on other sites More sharing options...
Turtle II Posted September 15, 2014 Report Share Posted September 15, 2014 Anyone have a player build with plot 4 life but without admin build? Link to comment Share on other sites More sharing options...
cen Posted September 15, 2014 Report Share Posted September 15, 2014 Check first download link :D Link to comment Share on other sites More sharing options...
PeterBeer Posted September 16, 2014 Report Share Posted September 16, 2014 Check first download link :D "Download the following files from this link (Without Admin Build and Plot 4 Life): http://bitly.com/BuildVectorsV3" I highlighted the part you should read in bold Cen :P So there is no plot pole for life version without Admin build Turtle II : I suggest just installing with admin build and don't add the ID numbers so nobody gets it simple Link to comment Share on other sites More sharing options...
cen Posted September 16, 2014 Report Share Posted September 16, 2014 I already sent him my files :D Link to comment Share on other sites More sharing options...
Nekuan Posted September 16, 2014 Report Share Posted September 16, 2014 And how about WITH Admin build but without plot4life? :P Testing mine now but ..eh pretty sure i f*cked up somewhere :D Link to comment Share on other sites More sharing options...
ARC_Solo Posted September 16, 2014 Report Share Posted September 16, 2014 I see there are 2 versions Without Plotpole and Admin or With Plotpole and Admin Is there one thats just for people with Plotpole but without admin build? Link to comment Share on other sites More sharing options...
aFuzzybuny Posted September 16, 2014 Report Share Posted September 16, 2014 Hi I added this to my server. Now on restart all vehicles go back where they were on last restart. All the inventory is gone. This makes playing kinda stupid. So I remove the mod and the behavior is still going on. I do not have plot for life.I installed the version without admin build and p4l. Am I supposed to have p4l? What is messing with my DB? And how do I fix it? Link to comment Share on other sites More sharing options...
striker Posted September 16, 2014 Author Report Share Posted September 16, 2014 aFuzzybuny, This script should not of affected vehicles at all. My suggestion is to restore your database and files with your backup. Then try again if you wish too on a clean copy of the dayz epoch mod. Striker Link to comment Share on other sites More sharing options...
striker Posted September 16, 2014 Author Report Share Posted September 16, 2014 I see there are 2 versions Without Plotpole and Admin or With Plotpole and Admin Is there one thats just for people with Plotpole but without admin build? Admin Build is light weight, so there is no point in doing two versions. Just leave the admin array empty. Striker Link to comment Share on other sites More sharing options...
striker Posted September 16, 2014 Author Report Share Posted September 16, 2014 And how about WITH Admin build but without plot4life? :P Testing mine now but ..eh pretty sure i f*cked up somewhere :D I'll work on that version when I get time, shouldn't take long. Striker Link to comment Share on other sites More sharing options...
Nekuan Posted September 16, 2014 Report Share Posted September 16, 2014 Would be amazing, thanks in advance! Link to comment Share on other sites More sharing options...
Monegaskeren Posted September 17, 2014 Report Share Posted September 17, 2014 Hi all. I can see from other posts that others have the same problem but there has not been any replies that I could find with a working solution. My problem is this message in the console after implementing this script: Error in expression <_objWpnTypes = (_intentory select 0) select 0;_objWpnQty = (_intentory selec>9:22:53 Error position: <select 0;_objWpnQty = (_intentory selec>9:22:53 Error select: Type String, expected Array,Config entry9:22:53 File z\addons\dayz_server\system\server_monitor.sqf, line 256 The server stops loading at this point and cannot be joined. My server host is vilayer.com and I have successfully added other scripts so I know the file structure of this host pretty well. First I tried to merge a few scripts including the newest Build Vectors (updated for 1.4.1) and this was the only error in the console. Next I removed all scripts on the server by reinstalling the folder containing the server.pbo and mission.pbo files (vilayer has their own function to do this). Then I tried to install the newest Build Vectors including plot for life, admin build and precise basebuilding. Same error. Then I reinstalled the folders again and installed Build Vectors including plot for life and admin build without precise basebuilding. Same error. Then I tried without plot for life and admin build - with and without precise basebuilding. Still the same error. I am getting better at scripting fast but still not very good and I simply can't figure out what the problem is. Of course the console says "Type String, expected Array" but I have no idea what to do with this. When reading through the posts about this script I also saw that some people have posted their working server_monitor.sqf. And by using diffmerge I can conclude that my file is identical. Pretty frustrating. Earlier I actually had this script working on my server along with other scripts. I was not so long ago and I think the Build Vectors then was updated for Snap 1.4 and not 1.4.1. I am not sure if I remember the versions correctly, but I can conclude, when comparing the older working script's server_monitor.sqf with this new one, that there have been serveral changes made. Sadly changes that apperently breaks the script on my server. I would absolute LOVE for someone to help me fix the newest script but alternatively I could also use the script version before the newest. But I do not know where to find that now. Thank you so much for reading all this and apologies for my language. My native tongue is not English. Link to comment Share on other sites More sharing options...
striker Posted September 17, 2014 Author Report Share Posted September 17, 2014 Hi all. I can see from other posts that others have the same problem but there has not been any replies that I could find with a working solution. My problem is this message in the console after implementing this script: Error in expression 9:22:53 Error position: 9:22:53 Error select: Type String, expected Array,Config entry9:22:53 File z\addons\dayz_server\system\server_monitor.sqf, line 256 The server stops loading at this point and cannot be joined. My server host is vilayer.com and I have successfully added other scripts so I know the file structure of this host pretty well. First I tried to merge a few scripts including the newest Build Vectors (updated for 1.4.1) and this was the only error in the console. Next I removed all scripts on the server by reinstalling the folder containing the server.pbo and mission.pbo files (vilayer has their own function to do this). Then I tried to install the newest Build Vectors including plot for life, admin build and precise basebuilding. Same error. Then I reinstalled the folders again and installed Build Vectors including plot for life and admin build without precise basebuilding. Same error. Then I tried without plot for life and admin build - with and without precise basebuilding. Still the same error. I am getting better at scripting fast but still not very good and I simply can't figure out what the problem is. Of course the console says "Type String, expected Array" but I have no idea what to do with this. When reading through the posts about this script I also saw that some people have posted their working server_monitor.sqf. And by using diffmerge I can conclude that my file is identical. Pretty frustrating. Earlier I actually had this script working on my server along with other scripts. I was not so long ago and I think the Build Vectors then was updated for Snap 1.4 and not 1.4.1. I am not sure if I remember the versions correctly, but I can conclude, when comparing the older working script's server_monitor.sqf with this new one, that there have been serveral changes made. Sadly changes that apperently breaks the script on my server. I would absolute LOVE for someone to help me fix the newest script but alternatively I could also use the script version before the newest. But I do not know where to find that now. Thank you so much for reading all this and apologies for my language. My native tongue is not English.That error seems to be caused by Plot Management. I came to this conclusion because it uses the inventory as a string and not array (to some extent) which would cause that error (if not reconfigured correctly). If you are using Plot Management, go to this link (https://github.com/DevZupa/PlotManagement/blob/master/P4L_Epoch.md) and follow step 5, 7, & 8. (link is for P4L, I'm sure you could find the non P4L instructions) That is the only logical reason such an error would occur. My script does not deal with the inventory field. striker P.S. This is assuming your using Plot Management Link to comment Share on other sites More sharing options...
Monegaskeren Posted September 17, 2014 Report Share Posted September 17, 2014 Thank you so much for your responce! Actually I was using Plot Management with the previous and working version of Build Management but all the attempts with the new version, decribed in my last post, were made without any other scripts implementet and just vanilla Epoch files. So you just might be right that there is a connection but it seems odd that it only works for me with plot management installed. This will absolutely be an acceptable fix though and I will try implementing the new version of Build Vectors including p4l and precise building and then add plot management to see if that does the trick. I will report back once tested. Thank you again! Link to comment Share on other sites More sharing options...
S4M Posted September 19, 2014 Report Share Posted September 19, 2014 I have installed Snap Building Pro. What should I do? Link to comment Share on other sites More sharing options...
Havoc302 Posted September 20, 2014 Report Share Posted September 20, 2014 Hmm, installed this and it's instantly cancelling. player_build is copied straight from the download (I have P4L as well so I DL'd that version), the rest of the files I manually went through in Notepad++ and compared, just so I could make sure my other mods CPC Indestructible bases remained in. Any ideas what it might be causing that behaviour? Link to comment Share on other sites More sharing options...
Petite Posted September 20, 2014 Report Share Posted September 20, 2014 I installed that script like it said in the game I can use the script but when I put 2 garage door side by side to make a huge door well I cannot upgrade it to have the door, also all my other script didn,t work, bloodbag, deployable ...... Can't even unlock vehicle .... Any Idea why? Link to comment Share on other sites More sharing options...
Havoc302 Posted September 20, 2014 Report Share Posted September 20, 2014 Removed this and suddenly yay, it works, I don't have admin build. while {_isOk && !_isBuildAdmin} do { [10,10] call dayz_HungerThirst; player playActionNow "Medic"; Link to comment Share on other sites More sharing options...
striker Posted September 20, 2014 Author Report Share Posted September 20, 2014 Removed this and suddenly yay, it works, I don't have admin build. while {_isOk && !_isBuildAdmin} do { [10,10] call dayz_HungerThirst; player playActionNow "Medic"; Hey, But you do have AdminBuild using my P4L files ;) If you are using P4L files and did not include WG_adminBuild = ["","","",""]; //Fill with player UID's that is likely what caused the error (Sorry for not making that clear in the instructions). So, if you don't want to use admin build just put WG_adminBuild = []; //Fill with player UID's in the init.sqf by the other variables. If you did include that array, i'm not sure what would be causing that error. striker Link to comment Share on other sites More sharing options...
ABLGDayZ Posted September 21, 2014 Report Share Posted September 21, 2014 (edited) Hey Striker, Road Map Keep menus up when clicked for better user experience relating your road map goals, i did a draft for a menu. It's still in the Scroll Menu, I made two SubMenus, which stay open after clicking a pitch option for quicker repeating pitching. Also you can switch between the two menus directly. Perhaps you like it. In the player_build.sqf replace ALL the addActions 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"]; ... with this s_player_setVectorsPitch = player addaction ["Open Pitch Menu >>","custom\snap_pro\snapVectorMenu.sqf","Pitch"]; s_player_setVectorsSetDegree = player addaction ["Open Set Degree Menu >>","custom\snap_pro\snapVectorMenu.sqf","SetDegree"]; and of course further down ALL the removeActions player removeAction s_player_setVectorsReset; player removeAction s_player_setVectorsForward; ... with this player removeAction s_player_setVectorsPitch; player removeAction s_player_setVectorsSetDegree; . Next create a new file with the name snapVectorMenu.sqf and put following code in it if (isNil "SnapVectorBuildCallbackFunc") then { SnapVectorBuildShowPitch = DZE_curPitch; //Needed, because player_vectorChange.sqf is called parallel and is sometimes not quick enough to set DZE_curPitch, before the menu is shown new, so the old pitch still is shown, would confuse players, so either this, or a waituntil for some variable which would be set in player_vectorChange.sqf SnapVectorBuildCallbackFunc = { SnapVectorBuildPitchMenu = [ ["",true], ["-- Pitch Object Menu --", [], "", -5, [["expression", ""]], "1", "0"], [format ["-- Cur Pitch %1 --", SnapVectorBuildShowPitch], [], "", -5, [["expression", ""]], "1", "0"], ["Reset",[],"",-5,[["expression","['reset'] execVM 'scripts\snapBuild\player_vectorChange.sqf'; ['Pitch'] spawn SnapVectorBuildCallbackFunc;"]],"1","1"], ["Pitch Forward",[],"",-5,[["expression","['forward'] execVM 'scripts\snapBuild\player_vectorChange.sqf'; ['Pitch'] spawn SnapVectorBuildCallbackFunc;"]],"1","1"], ["Pitch Back",[],"",-5,[["expression","['back'] execVM 'scripts\snapBuild\player_vectorChange.sqf'; ['Pitch'] spawn SnapVectorBuildCallbackFunc;"]],"1","1"], ["Pitch Left",[],"",-5,[["expression","['left'] execVM 'scripts\snapBuild\player_vectorChange.sqf'; ['Pitch'] spawn SnapVectorBuildCallbackFunc;"]],"1","1"], ["Pitch Right",[],"",-5,[["expression","['right'] execVM 'scripts\snapBuild\player_vectorChange.sqf'; ['Pitch'] spawn SnapVectorBuildCallbackFunc;"]],"1","1"], ["", [], "", -5, [["expression", ""]], "1", "0"], ["Set Pitch Menu >>", [], "", -5, [["expression", "['SetDegree'] spawn SnapVectorBuildCallbackFunc;"]], "1", "1"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; SnapVectorBuildSetDegreeMenu = [ ["",true], ["-- Set Pitch Degree Menu --", [], "", -5, [["expression", ""]], "1", "0"], [format ["-- Cur Pitch %1 --", SnapVectorBuildShowPitch], [], "", -5, [["expression", ""]], "1", "0"], ["Set to 1 degree",[],"",-5,[["expression","['1'] execVM 'scripts\snapBuild\player_vectorChange.sqf'; SnapVectorBuildShowPitch = 1; ['SetDegree'] spawn SnapVectorBuildCallbackFunc;"]],"1","1"], ["Set to 5 degree",[],"",-5,[["expression","['5'] execVM 'scripts\snapBuild\player_vectorChange.sqf'; SnapVectorBuildShowPitch = 5; ['SetDegree'] spawn SnapVectorBuildCallbackFunc;"]],"1","1"], ["Set to 15 degree",[],"",-5,[["expression","['15'] execVM 'scripts\snapBuild\player_vectorChange.sqf'; SnapVectorBuildShowPitch = 15; ['SetDegree'] spawn SnapVectorBuildCallbackFunc;"]],"1","1"], ["Set to 30 degree",[],"",-5,[["expression","['30'] execVM 'scripts\snapBuild\player_vectorChange.sqf'; SnapVectorBuildShowPitch = 30; ['SetDegree'] spawn SnapVectorBuildCallbackFunc;"]],"1","1"], ["Set to 45 degree",[],"",-5,[["expression","['45'] execVM 'scripts\snapBuild\player_vectorChange.sqf'; SnapVectorBuildShowPitch = 45; ['SetDegree'] spawn SnapVectorBuildCallbackFunc;"]],"1","1"], ["Set to 90 degree",[],"",-5,[["expression","['90'] execVM 'scripts\snapBuild\player_vectorChange.sqf'; SnapVectorBuildShowPitch = 90; ['SetDegree'] spawn SnapVectorBuildCallbackFunc;"]],"1","1"], ["", [], "", -5, [["expression", ""]], "1", "0"], ["Pitch Object Menu >>", [], "", -5, [["expression", "['Pitch'] spawn SnapVectorBuildCallbackFunc;"]], "1", "1"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; switch (_this select 0) do { case "Pitch" : { showCommandingMenu "#USER:SnapVectorBuildPitchMenu"; }; case "SetDegree" : { showCommandingMenu "#USER:SnapVectorBuildSetDegreeMenu"; }; }; }; }; [_this select 3] spawn SnapVectorBuildCallbackFunc; Last step is to change in the player_vectorChange.sqf at the top _type = _this select 3; to this _type = _this select 0; Like you probably could imagine, considering the new pitch degrees, i added the player_vectorChange.sqf with some more possible Degrees to set. regards Edited September 21, 2014 by ABLGDayZ Link to comment Share on other sites More sharing options...
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