Jump to content

[Release] 2.1 Plot Management - UPDATED Object Counter


Zupa

Recommended Posts

  On 1/27/2015 at 2:48 AM, Leigham said:

ok i thought it was resolved it doesnt seem to be, do you think you have a backup set of pbos with just plotmanagement scc plotforlife and doormanagemnt ?

 

When I tried to run all 3 of them together it broke everything, best to just leave out plot management, unless you can get them working.

Link to comment
Share on other sites

  On 1/4/2015 at 9:13 AM, Mr.Pig said:

Here you go, use mine:

private ["_target","_objectClasses","_range","_objects","_count","_colour"];
disableSerialization;
 
_target = cursorTarget;
_objectClasses = DZE_maintainClasses;
_range = DZE_PlotPole select 0;
 
_objects = nearestObjects [_target, _objectClasses, _range];
_count = count _objects;
 
_colour = "#ffffff";
 
if(_count / DZE_BuildingLimit * 100 < 40)then{
_colour = "#00ff00"; 
};
if(_count / DZE_BuildingLimit * 100 > 75)then{
_colour = "#ff0000"; 
};
 
_ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7014);
_result =  format["<t color='%3'>%1 / %2</t>" , _count, DZE_BuildingLimit,_colour];
_ctrl ctrlSetStructuredText parseText _result;

My plotObjects.sqf is different to this one? 

 

This is mine : 

private ["_newWealth","_missing","_missingQty","_proceed","_itemIn","_countIn","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_option"];
disableSerialization;

_range = DZE_PlotPole select 0;
_count = count ((getPosATL player) nearObjects ["All",_range]);

_colour = "#ffffff";

if(_count / DZE_BuildingLimit * 100 < 40)then{
_colour = "#00ff00"; 
};
if(_count / DZE_BuildingLimit * 100 > 75)then{
_colour = "#ff0000"; 
};

_ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7014);
_result =  format["<t color='%3'>%1 / %2</t>" , _count, DZE_BuildingLimit,_colour];
_ctrl ctrlSetStructuredText parseText _result;	

But mine still doesn't accurately count objects. Is it safe to use Mr.Pig's version or is there another one I missed??

Link to comment
Share on other sites

  On 1/27/2015 at 9:17 AM, ElDubya said:
private ["_target","_objectClasses","_range","_objects","_count","_colour"];
disableSerialization;
 
_target = cursorTarget;
_objectClasses = DZE_maintainClasses;
_range = DZE_PlotPole select 0;
 
_objects = nearestObjects [_target, _objectClasses, _range];
_count = count _objects;
 
_colour = "#ffffff";
 
if(_count / DZE_BuildingLimit * 100 < 40)then{
_colour = "#00ff00"; 
};
if(_count / DZE_BuildingLimit * 100 > 75)then{
_colour = "#ff0000"; 
};
 
_ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7014);
_result =  format["<t color='%3'>%1 / %2</t>" , _count, DZE_BuildingLimit,_colour];
_ctrl ctrlSetStructuredText parseText _result;

My plotObjects.sqf is different to this one? 

 

This is mine : 

private ["_newWealth","_missing","_missingQty","_proceed","_itemIn","_countIn","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_option"];
disableSerialization;

_range = DZE_PlotPole select 0;
_count = count ((getPosATL player) nearObjects ["All",_range]);

_colour = "#ffffff";

if(_count / DZE_BuildingLimit * 100 < 40)then{
_colour = "#00ff00"; 
};
if(_count / DZE_BuildingLimit * 100 > 75)then{
_colour = "#ff0000"; 
};

_ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7014);
_result =  format["<t color='%3'>%1 / %2</t>" , _count, DZE_BuildingLimit,_colour];
_ctrl ctrlSetStructuredText parseText _result;	

But mine still doesn't accurately count objects. Is it safe to use Mr.Pig's version or is there another one I missed??

 

have you got this working with plotfolife ?

Link to comment
Share on other sites

  On 1/27/2015 at 5:11 PM, alessvk said:

Can anybody help ? I can´t build plotpole it´s writing building already in progress help please  

 

EDIT 

i just realised thing that i can´t build ANYTHING on the server .. 

Your player_build.sqf is probably the cause, im currently struggling to get my player_upgrade.sqf, and player_buildingDowngrade.sqf working, but i have issues with it atm because im using snap pro with vector.

 

My player_build.sqf ( working with p4l, snap pro /w vector)

  Reveal hidden contents

 

player_buildingDowngrade.sqf ( i dont know where i screwed up )

  Reveal hidden contents

 

player_upgrade.sqf ( i also dont know where i screwed up on this)

  Reveal hidden contents

 

Currently stuck with this, not getting any server, local game rtp or ingame script errors.

 

Addons fully listed

A plot for life 2.35

Snap pro 1.14 with vector?

Plot management 2.1

Door management 3.0 ( not 100 done testing if it works due to muh plot)

 

Ive gone back and forth testing if default files will work, and they do, so im definetely doing something wrong with player_upgrade.sqf, and player_buildingDowngrade.sqf from Build Vectors

Link to comment
Share on other sites

Did you check your server update objects sqf file to make sure its all correct. If you want you can email me at lost and crazy gamerz @ gmail.com

I have plot4life/snap pro/vectors/door management/ plotnanagment/ alchemy/ group management/ elevators/ and a bunch of other mods without any errors. I can take a look at the files and compare them and see where the errors are or if I can fix them for you.

I have all these mods working on my epoch cherno server and my overpoch namalsk server.

Link to comment
Share on other sites

Here is my player upgrade and downgrade SQFs for you to try to see if it helps you. 
 

 

player_upgrade.sqf
 

  Reveal hidden contents

 

player_BuildingDowngrade.sqf

 

  Reveal hidden contents

Link to comment
Share on other sites

  On 1/28/2015 at 9:38 PM, alessvk said:

 

in server_updateObject.sqf

 

replace your 

	_isNormal = true;
if (typeOf _object == "Plastic_Pole_EP1_DZ") then{
                _isNormal = false;
                _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item
        };
        if (typeOf _object in DZE_DoorsLocked) then{
                _isNormal = false;
                _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
        };

with

_isNormal = true;
if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{
    _isNormal = false;
    _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item
}; 
if (typeOf (_object)in DZE_DoorsLocked) then{
    _isNormal = false;
	_inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
};

and see if that does anything for you. 

Link to comment
Share on other sites

  On 1/29/2015 at 2:42 AM, lostandcrazy34 said:

in server_updateObject.sqf

 

replace your 

	_isNormal = true;
if (typeOf _object == "Plastic_Pole_EP1_DZ") then{
                _isNormal = false;
                _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item
        };
        if (typeOf _object in DZE_DoorsLocked) then{
                _isNormal = false;
                _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
        };

with

_isNormal = true;
if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{
    _isNormal = false;
    _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item
}; 
if (typeOf (_object)in DZE_DoorsLocked) then{
    _isNormal = false;
	_inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
};

and see if that does anything for you. 

i give it a try thx

Link to comment
Share on other sites

  On 1/29/2015 at 2:22 AM, lostandcrazy34 said:

Here is my player upgrade and downgrade SQFs for you to try to see if it helps you.

player_upgrade.sqf

  Reveal hidden contents

player_BuildingDowngrade.sqf

  Reveal hidden contents

Are you also having the problem of not being able to upgrade and remove? But you and friends are able to build? I have this too :/ and am running p4l 2.35, snap and vector
Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • Create New...