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[Release] 2.1 Plot Management - UPDATED Object Counter


Zupa

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  On 8/31/2014 at 6:46 PM, Reksa said:

Hello guys! I did install with this guide: https://github.com/DevZupa/PlotManagement/blob/master/Modded_Epoch.md today. Some hours ago.

It is working but... Players can  remove Floors, ladders, walls (cinder and wooden ) and ?doors without locks?. THEY ARE NOT ADDED TO THE PLOTPOLE / OR TAGGED FRIENDLY.

I have tried to install this script several times.

 

I have installed : Singlecoin currency ( 999 zupa ), wicked ai, snap building.

 

only errors in rpt: ( show up after installing plot management. ) 

http://pastebin.com/FYk7WU2u

Can you let me see your remove.sqf to make sure the edits are correct? The part that's in the instructions is what I currently have on my server and it doesn't allow removal unless you're on the plot pole in range of the object.

 

I also run Wicked AI and Snap Building pro on my server, don't have Singlecoin currency, but I doubt that would affect building related files. 

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  On 8/31/2014 at 7:31 PM, rosska85 said:

Can you let me see your remove.sqf to make sure the edits are correct? The part that's in the instructions is what I currently have on my server and it doesn't allow removal unless you're on the plot pole in range of the object.

 

I also run Wicked AI and Snap Building pro on my server, don't have Singlecoin currency, but I doubt that would affect building related files. 

Sure! remove.sqf -> http://pastebin.com/XQ88AvZX

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  On 8/29/2014 at 9:41 PM, kaotix said:

I'm getting lots of the above when you open the dialog to manage the plot pole. It works, but the player sees an error in game first, then you just get RPT spam on the client side.

Did I miss something?

 

Bumping my own post due to no response from anyone.

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  On 8/31/2014 at 7:40 PM, Reksa said:

Sure! remove.sqf -> http://pastebin.com/XQ88AvZX

 

The file itself looks fine. Are you running Plot For Life? If not, then make sure fn_selfActions is pointing to the remove.sqf file you've added to your mission file and not still launching the file inside the dayz_code.pbo. The section you need to check looks like this 

	if(_player_deleteBuild) then {
		if (s_player_deleteBuild < 0) then {
			s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "Custom\PlotForLifev2\remove.sqf",_cursorTarget, 1, false, true, "", ""

Make sure that path matches your file. 

  On 8/31/2014 at 8:30 PM, kaotix said:

 

Bumping my own post due to no response from anyone.

Sorry, I totally missed it. Are you using the defines.hpp included with Plot Management, or another one? If it's not the one from this pack, you may need to add this to your one to see if it solves it.

class RscShortcutButton
{
	type = 16;
	x = 0.1;
	y = 0.1;
	class HitZone
	{
		left = 0.004;
		top = 0.029;
		right = 0.004;
		bottom = 0.029;
	};
	class ShortcutPos
	{
		left = 0.0145;
		top = 0.026;
		w = 0.0392157;
		h = 0.0522876;
	};
	class TextPos
	{
		left = 0.05;
		top = 0.034;
		right = 0.005;
		bottom = 0.005;
	};
	shortcuts[] = {};
	textureNoShortcut = "#(argb,8,8,3)color(0,0,0,0)";
	color[] = {0.8784,0.8471,0.651,1};
	color2[] = {0.95,0.95,0.95,1};
	colorDisabled[] = {1,1,1,0.25};
	colorBackground[] = {1,1,1,1};
	colorBackground2[] = {1,1,1,0.4};
	class Attributes
	{
		font = "Zeppelin32";
		color = "#E5E5E5";
		align = "left";
		shadow = "true";
	};
	idc = -1;
	style = 0;
	default = 0;
	shadow = 2;
	w = 0.183825;
	h = 0.104575;
	periodFocus = 1.2;
	periodOver = 0.8;
	animTextureNormal = "\ca\ui\data\ui_button_normal_ca.paa";
	animTextureDisabled = "\ca\ui\data\ui_button_disabled_ca.paa";
	animTextureOver = "\ca\ui\data\ui_button_over_ca.paa";
	animTextureFocused = "\ca\ui\data\ui_button_focus_ca.paa";
	animTexturePressed = "\ca\ui\data\ui_button_down_ca.paa";
	animTextureDefault = "\ca\ui\data\ui_button_default_ca.paa";
	period = 0.4;
	font = "Zeppelin32";
	size = 0.03921;
	sizeEx = 0.03921;
	text = "";
   soundPush[] = { "", 0, 1 };
	soundEnter[] =	{ "", 0, 1 };
	soundClick[] ={ "", 0, 1 };
	soundEscape[] ={ "", 0, 1 };
	sound[] ={ "", 0, 1 };
	
	
	
	action = "";
	class AttributesImage
	{
		font = "Zeppelin32";
		color = "#E5E5E5";
		align = "left";
	};
};
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i have installed this mod but all i get is this 

 

ErrorMessage: File mpmissions\DayZ_Epoch_24.Napf\porave\plotManagement\plotManagement.hpp, line 5: /PlotManagement/Controls.RscText_7000: Undefined base class 'RscTextT'

i have went over the instilation i use the defines.hpp from the coins system if that helps i cant for the life of me get this working :(

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  On 9/1/2014 at 12:02 AM, Scottish Bastard said:

i have installed this mod but all i get is this 

 

ErrorMessage: File mpmissions\DayZ_Epoch_24.Napf\porave\plotManagement\plotManagement.hpp, line 5: /PlotManagement/Controls.RscText_7000: Undefined base class 'RscTextT'

i have went over the instilation i use the defines.hpp from the coins system if that helps i cant for the life of me get this working :(

Make sure you're including the plotmanagement.hpp after the line where you inclue the defines for the currency system. I don't use the currency system, but if it's the one on Zupa's github then that class is defined. 

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  On 8/31/2014 at 10:28 PM, rosska85 said:

 

The file itself looks fine. Are you running Plot For Life? If not, then make sure fn_selfActions is pointing to the remove.sqf file you've added to your mission file and not still launching the file inside the dayz_code.pbo. The section you need to check looks like this 

	if(_player_deleteBuild) then {
		if (s_player_deleteBuild < 0) then {
			s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "Custom\PlotForLifev2\remove.sqf",_cursorTarget, 1, false, true, "", ""

 

I'm not running Plot For Life. fn_selfActions is pointing to the remove.sqf. Only i noticed was " _cursorTarget, 1, true, true, " <- I changed it to false, true. Didin't change anything. Still can remove.

if(_player_deleteBuild) then {
if (s_player_deleteBuild < 0) then {
s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "init\remove.sqf",_cursorTarget, 1, false, true, "", ""];
};
} else {
player removeAction s_player_deleteBuild;
s_player_deleteBuild = -1;
};

Errorlog after "true, true" to "false, true" change: http://pastebin.com/YpRqsKvt

 

Heres full fn_selfaction file : http://pastebin.com/7RA5V4qG

 

WORKS, WORKS AND WORKS.

AFTER CHANGING " TRUE,TRUE " TO " FALSE, TRUE"  OUR HOST FTP CONNECTION SHITTED ON MY FOOT. IT DIDINT TRANSFER NEW FILES.

I really what is the meaning of that.. Should not be any matter if its true or false.. 

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  On 9/1/2014 at 10:18 AM, Reksa said:

I'm not running Plot For Life. fn_selfActions is pointing to the remove.sqf. Only i noticed was " _cursorTarget, 1, true, true, " <- I changed it to false, true. Didin't change anything. Still can remove.

if(_player_deleteBuild) then {
if (s_player_deleteBuild < 0) then {
s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "init\remove.sqf",_cursorTarget, 1, false, true, "", ""];
};
} else {
player removeAction s_player_deleteBuild;
s_player_deleteBuild = -1;
};

Errorlog after "true, true" to "false, true" change: http://pastebin.com/YpRqsKvt

 

Heres full fn_selfaction file : http://pastebin.com/7RA5V4qG

 

WORKS, WORKS AND WORKS.

AFTER CHANGING " TRUE,TRUE " TO " FALSE, TRUE"  OUR HOST FTP CONNECTION SHITTED ON MY FOOT. IT DIDINT TRANSFER NEW FILES.

I really what is the meaning of that.. Should not be any matter if its true or false.. 

Haha changing the true, true, shouldn't make a difference to the functionality. The first true just tells it to highlight the action and the second tells it to hide the menu once used. Maybe the ftp just didn't upload the changed path the first time, either way I'm glad it's working ok for you now. :)

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The other error from fn_selfActions.sqf showing in that pastebin from your RPT is for an undefined addaction variable from the auto refuel script. You could add it to the variables.sqf in the 

//Player self-action handles
dayz_resetSelfActions = {
};
call dayz_resetSelfActions;

section, that should clear them up. 

 

It's this you need to add

s_givemoney_dialog = -1;
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s_givemoney_dialog = -1;

Thanks for that. Added

s_bank_dialog = -1; too.

 

//* Offtopic *//

Any idea of these? They came after i installed management.. Doesn't seem to affect anything

http://pastebin.com/fnqCucrz

 

Specially these:

Group B 1-1-A (0x40c1d600) - network ID 2:2200
 - no main subgroup
Network simulation, time = 619.390
Group B 1-1-A (0x40c1d600) - network ID 2:2200
 - no main subgroup
Group B 1-1-A (0x40c1d600) - network ID 2:2200
 - no main subgroup
Group B 1-1-A (0x40c1d600) - network ID 2:2200
 - no main subgroup
Error in expression <ind _iItem;
_weights = dayzE_CLSChances select _index;
_cntWeights = count _weig>
  Error position: <select _index;
_cntWeights = count _weig>
  Error Zero divisor
File z\addons\dayz_code\compile\spawn_loot_small.sqf, line 81
Error in expression <ind _iItem;
_weights = dayzE_CLSChances select _index;
_cntWeights = count _weig>
  Error position: <select _index;
_cntWeights = count _weig>
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Hey guys, I hate to be a bother but I am royally stuck and my head hurts. I followed all the instructions and I've triple checked that I followed them correctly. For some reason I get not options what so ever when targeting any player buildables. No maintain options from the plot pole, cannot upgrade any items or destroy them.

 

I am using plot4life and snap pro 1.4.1 and everything works otherwise that I can tell, I get no errors in RPT. I am going to keep messing with things but I would love if someone could tell me whatever stupid thing I have screwed up.

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I have combed it at least ten times, but I'm still a novice when it comes to structure and load order. If anyone could be bothered to read through this and see if they can spot anything I have done wrong I would love them long time.

  Reveal hidden contents

 

#########Update - Fixed##############

It was a copy/paste error in the "(isModularDoor" section, thanks for the help!

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  On 9/1/2014 at 11:38 AM, Reksa said:

 

s_givemoney_dialog = -1;

Thanks for that. Added

s_bank_dialog = -1; too.

 

//* Offtopic *//

Any idea of these? They came after i installed management.. Doesn't seem to affect anything

http://pastebin.com/fnqCucrz

 

Specially these:

Group B 1-1-A (0x40c1d600) - network ID 2:2200
 - no main subgroup
Network simulation, time = 619.390
Group B 1-1-A (0x40c1d600) - network ID 2:2200
 - no main subgroup
Group B 1-1-A (0x40c1d600) - network ID 2:2200
 - no main subgroup
Group B 1-1-A (0x40c1d600) - network ID 2:2200
 - no main subgroup
Error in expression <ind _iItem;
_weights = dayzE_CLSChances select _index;
_cntWeights = count _weig>
  Error position: <select _index;
_cntWeights = count _weig>
  Error Zero divisor
File z\addons\dayz_code\compile\spawn_loot_small.sqf, line 81
Error in expression <ind _iItem;
_weights = dayzE_CLSChances select _index;
_cntWeights = count _weig>
  Error position: <select _index;
_cntWeights = count _weig>

 

Not sure what would cause those, it's possible those are random errors in the Epoch code as this shouldn't edit anything related to loot generation. Sometimes zero devisers show up if it's spawning a loot item which doesn't have a weight associated with it (I've noticed some DMRs in game which don't weight anything for example). 

  On 9/2/2014 at 3:47 AM, Anarior said:

I've gone through the instructions so very many times my head hurts, but players are able to remove any object at any plot pole. Any ideas on something I've missed?

You need to make sure your paths are updated in fn_selfActions.sqf to point to the files you've moved to your mission file.

player_upgrade.sqf
player_buildingDowngrade.sqf
player_buildingDowngrade.sqf

Search for all three of those and make sure they point to your mission file versions, otherwise you're just using the files located in dayz_code. I've added a note to the instructions so people remember to do that. 

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yes it works with build vectors. Can you explain what is not working for vector in detail?

 

Plotmanagement shouln't interfere with worldspace, the only thing that might be dangerous is the editing of the player_build.sqf file (and upgrade..)

 

But you only need to add the check for friendly.

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