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[Release] 2.1 Plot Management - UPDATED Object Counter


Zupa

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  On 4/20/2015 at 3:43 AM, wildwezul said:

So any thoughts on how to fix this?

What error logs do you get then? The ones you posted before should be fixed tho

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  On 4/19/2015 at 10:36 PM, fer_haka said:

 

One small problem, no player may itself add, just because I'm on the list in fn_selfActions.
 
if (s_player_plotManagement <0) then {
     _adminList = ["7656xxxxxxxxxx"]; // Add admins here if you admins to manage all able to plotpoles
 
I mean, does not appear in the scroll menu to anyone, just for me. So I'm having to add all the players on your friends list so that they can manage their plots.

 

In this thread buried somewhere is a fix that automatically adds the builder to the friends list. If you can access it but others cannot access it at all, you messed up somewhere or you missed something, possibly antihack related but without knowing more Im just guessing.

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  On 4/20/2015 at 3:49 AM, UKMartin said:

What error logs do you get then? The ones you posted before should be fixed tho

Nope, the exact same one that's been plaguing me and wiping safes

10:18:18 Error in expression <["OEMPos", _pos, true];
 
};
 
if ((count _intentory > 0) && !(typeOf( _object) ==>
10:18:18   Error position: <_intentory > 0) && !(typeOf( _object) ==>
10:18:18   Error Undefined variable in expression: _intentory
10:18:18 File mpmissions\__cur_mp.chernarus\custom\system\server_monitor.sqf, line 199
10:18:18 Error in expression <["OEMPos", _pos, true];
 
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  On 4/20/2015 at 5:04 AM, wildwezul said:

 

Nope, the exact same one that's been plaguing me and wiping safes

10:18:18 Error in expression <["OEMPos", _pos, true];
 
};
 
if ((count _intentory > 0) && !(typeOf( _object) ==>
10:18:18   Error position: <_intentory > 0) && !(typeOf( _object) ==>
10:18:18   Error Undefined variable in expression: _intentory
10:18:18 File mpmissions\__cur_mp.chernarus\custom\system\server_monitor.sqf, line 199
10:18:18 Error in expression <["OEMPos", _pos, true];
 

 

Go through server_monitor.sqf and change every instance of INTentory with INVentory. Another script you have installed is using the INVentory variable and your server_monitor is still using INTentory. 

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  On 4/20/2015 at 9:01 AM, ElDubya said:

Go through server_monitor.sqf and change every instance of INTentory with INVentory. Another script you have installed is using the INVentory variable and your server_monitor is still using INTentory. 

Yeah I thought about that, and tried that too.. same error. 

 

Also I decided to try the 2.5 version of PP4L to see if that would help anything... It doesn't have the Player_Build.sqf ( which I figure I would just leave out of the equation, but on the play_upgrade, and the downgrade, the lines it is looking for are not there at all. It's in 2.35 of PP4L, but not 2.5

 

As for the error I've been referring to, I get it on both versions. 

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Hey guys,

Having some trouble getting this one to work. I've used it successfully in the past WITHOUT Plot 4 Life but now that I have installed P4L I can't seem to get the scroll wheel 'manage plot' option to appear.

I'm not sure if it's an issue with P4L or with Plot Management as there are only a small number of errors in my logs that don't seem to point to the issue.

  Reveal hidden contents

 

 

I'm aware of the any any database issue but I'm not sure how to resolve the _dir error.

I've checked my fn_selfActions thoroughly to figure out why the scroll wheel option won't appear but here it is anyway.

  Reveal hidden contents

 

One thing I was unsure about is that in the P4L compile.sqf provided with the files, they refer player_build to a new file they have provided, 'modular_build.sqf'. Does this mean that I have to apply any changes I would have previously made to player_build.sqf to subsequent files? eg I believe we have to include the 'friendly' code in player_build_plotCheck.sqf for newer versions of P4L as suggested in Zupa's OP. Also, if it's relevant I have a partially working Door Management installed also.

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  On 4/24/2015 at 9:13 PM, DangerRuss said:

To be perfectly honest with you man, there almost zero point to having BOTH plot pole management and P4L since Plot management allows you to keep your plot pole through death just like P4L does, and P4L seems to cause a lot of people a lot of problems.

Yeah I actually went ahead and uninstalled P4L, it was causing me too much grief.

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  On 4/26/2015 at 5:09 AM, Raryin said:

Yeah I actually went ahead and uninstalled P4L, it was causing me too much grief.

pretty much the one common thing I see with most people having problems with plot management, snap build/vectoring and a few other scripts, most of them have P4L installed.

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  On 4/24/2015 at 9:13 PM, DangerRuss said:

To be perfectly honest with you man, there almost zero point to having BOTH plot pole management and P4L since Plot management allows you to keep your plot pole through death just like P4L does, and P4L seems to cause a lot of people a lot of problems.

OK, Because of this, and the fact I did not realize that Management persisted through death as well, I uninstalled PP4L. I didn't get the errors I normally did. Matter of fact I didn't get any errors. I was able to log in, build a plot pole and have the management screen show up. To test if it was persistent though death I killed myself and went back to my plot pole. 

 

It still showed my menu, Still showed my name on the list of approved builders, but when I went to go build another wall, it said I can't build because there is a plot pole near by. 

 

Any thoughts?

 

Also another time I tried to test it, I tried to add a cinder wall, just after committing suicide, and it told me that I needed a plot pole for building, even though I was looking right at it. 

 

So I guess I'm having issues with it persisting though death. 

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  On 4/30/2015 at 2:40 AM, UKMartin said:

Wildwezul you are more likely having issues with player_build.sqf. It seems like you forgot a whole step while installing Plot Management.

Well I didn't forget any step, I'm trying to figure out how to do it. It's always been one of my original questions. The directions say that once you move these files to your mission folder, be sure to change the file path.... that's great, where do I go to do that?

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  On 4/30/2015 at 11:33 PM, wildwezul said:

Well I didn't forget any step, I'm trying to figure out how to do it. It's always been one of my original questions. The directions say that once you move these files to your mission folder, be sure to change the file path.... that's great, where do I go to do that?

The way you change is like so: You would copy and move the player_build.sqf into your custom folder in the root directory of your mission PBO then make the necessary edits.  Once that is done, look in your compiles.sqf and find the line that has player_build in it. like so: (I'm at work and do not have  a compiles.sqf so it may not be exactly like this. Important thing is just look for player_build.sqf)

player_build = compile preprocessFileLineNumbers "z\server\DayZ_Code\other_directory\blah_blah\player_build.sqf";

 

Change it to the following in compiles.sqf: player_build = compile preprocessFileLineNumbers "custom\player_build.sqf"

 

Got it?

 

Also weezul if your still having the issue with wiping safes, answer me this. Do you use Zupa's coins 3.0? I had the same issue because Zupa does not explain anything about installing this if using coins. There is one edit that goes into the server_updateObject.sqf that is in the same spot as plot management..

 

In coins, it says change this:

  Reveal hidden contents

        _inventory = [

            getWeaponCargo _object,

            getMagazineCargo _object,

            getBackpackCargo _object

        ];

 

To this: 

        _inventory = [

            getWeaponCargo _object,

            getMagazineCargo _object,

            getBackpackCargo _object

            /*ZSC*/

            , _object getVariable["bankMoney",0]

            /*ZSC*/       

        ];

 

Then in the setup for plot management, it says change this:

_inventory = [

getWeaponCargo _object,

getMagazineCargo _object,

getBackpackCargo _object

];

 

To this:

if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{

_inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item

} else {

_inventory = [

getWeaponCargo _object,

getMagazineCargo _object,

getBackpackCargo _object

];

};

 

Doesn't say where to put the coins code, not a big deal I figured it out however I did not notice the comma in front of , _object getVariable["bankMoney",0] and forgot to add it in when I edited it for plot management and, that comma was causing my safes to get wiped. I should say the lack of that comma..

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  On 5/2/2015 at 8:30 PM, dawaune15 said:

Im new to this but where do i find the compiler.sqf and the variable.sqf and those files at?

Those files are already on your PC. Just go to your steam directory & find @DayZ_Epoch\addons. In that folder you'll see dayz_code.pbo. You'll need pbo manager or the other one (can't remeber what called) to un-zip the dayz_code.pbo. Inside dayz_code.pbo will be variables.sqf & compiles.sqf along with a bunch of others you'll need eventually. Variables & compiles are both in the init folder.  I'd recommend leaving an un-pbo'd copy of the dayz_code.pbo somewhere on your PC so you can get more files out of it later for other mods when you need to.

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  On 5/1/2015 at 1:20 PM, P0k3r_OF_Sm0t said:

The way you change is like so: You would copy and move the player_build.sqf into your custom folder in the root directory of your mission PBO then make the necessary edits.  Once that is done, look in your compiles.sqf and find the line that has player_build in it. like so: (I'm at work and do not have  a compiles.sqf so it may not be exactly like this. Important thing is just look for player_build.sqf)

player_build = compile preprocessFileLineNumbers "z\server\DayZ_Code\other_directory\blah_blah\player_build.sqf";

 

Change it to the following in compiles.sqf: player_build = compile preprocessFileLineNumbers "custom\player_build.sqf"

 

Got it?

 

Also weezul if your still having the issue with wiping safes, answer me this. Do you use Zupa's coins 3.0? I had the same issue because Zupa does not explain anything about installing this if using coins. There is one edit that goes into the server_updateObject.sqf that is in the same spot as plot management..

 

In coins, it says change this:

  Reveal hidden contents

        _inventory = [

            getWeaponCargo _object,

            getMagazineCargo _object,

            getBackpackCargo _object

        ];

 

To this: 

        _inventory = [

            getWeaponCargo _object,

            getMagazineCargo _object,

            getBackpackCargo _object

            /*ZSC*/

            , _object getVariable["bankMoney",0]

            /*ZSC*/       

        ];

 

Then in the setup for plot management, it says change this:

_inventory = [

getWeaponCargo _object,

getMagazineCargo _object,

getBackpackCargo _object

];

 

To this:

if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{

_inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item

} else {

_inventory = [

getWeaponCargo _object,

getMagazineCargo _object,

getBackpackCargo _object

];

};

 

Doesn't say where to put the coins code, not a big deal I figured it out however I did not notice the comma in front of , _object getVariable["bankMoney",0] and forgot to add it in when I edited it for plot management and, that comma was causing my safes to get wiped. I should say the lack of that comma..

I got it figured out.. someone on another forum was very helpful and showed me exactly where I had to go to change the call. play_build wasn't hard, but the other tow would have been nearly impossible if he hadnt shown me his files. 

 

I don't have coins. I normally try to stay away from Zupas mods as his instructions are rather vague and confusing. I've seen a lot of people, including people who have experience coding, be frustrated. But this is one I really wanted. 

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I am struggling on this one a little, I have your single currency installed and plot maintenance , single currency works great, but plot maintenance the menu dose not even show, it still shows the to standard options any idea where it went wrong ?

 

P.S No errors in log either..

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Just to add, I have also installed Advanced Trader Menu, same thing still no show on menu for either, I have check infistar and also disabled this and the menu is a no show any help or a point in the right direction please. :(

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So I am running P4L 2.5 and trying to install PlotManagement and I see a discrepancy in installation instructions. P4L overwrites the function player_build with its own modular_build.sqf, which uses P4L player_build_plotCheck.sqf that in turn calls P4L FNC_check_owner. Thus the installation step 7 doesn't apply, as the modification to player_build.sqf would be futile, since P4L overrides it. In turn, I don't feel comfortable placing the PlotManagement checks to any of the hooks in P4L because I am not sure what would be the consequences.

Should I just uninstall P4L?

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  • 2 weeks later...

Hey Guys,
 
I have a fresh overpoch server ONLY plotmanagement i tried to add i got this error->
 

18:44:15 Error in expression <then
{
_dir = _worldspace select 0;
if (count (_worldspace select 1) == 3) then >
18:44:15   Error position: <count (_worldspace select 1) == 3) then >
18:44:15   Error count: Type String, expected Array,Config entry
18:44:15 File z\addons\dayz_server\system\server_monitor.sqf, line 105

Dunno why.
 
here my server_monitor.sqf:

  Reveal hidden contents

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  On 5/23/2015 at 4:56 PM, flashback said:

Hey Guys,

 

I have a fresh overpoch server ONLY plotmanagement i tried to add i got this error->

 

18:44:15 Error in expression <then
{
_dir = _worldspace select 0;
if (count (_worldspace select 1) == 3) then >
18:44:15   Error position: <count (_worldspace select 1) == 3) then >
18:44:15   Error count: Type String, expected Array,Config entry
18:44:15 File z\addons\dayz_server\system\server_monitor.sqf, line 105

Dunno why.

 

here my server_monitor.sqf:

  Reveal hidden contents

What version of epoch are you using? Your server monitor is quite different than mine.

 

Your section from the if (count_worldspace>=2)then is:

  Reveal hidden contents

Yours:

 

        if (count _worldspace >= 2) then
        {
            _dir = _worldspace select 0;
            if (count (_worldspace select 1) == 3) then {
                _pos = _worldspace select 1;
                _wsDone = true;
            }
        };

 

 

Mine:

 

    if (count _worldspace >= 2) then
        {
            if(count _worldspace == 3) then{
                _vector = _worldspace select 2;
                if(typename _vector == "ARRAY")then{
                    if(count _vector == 2)then{
                        if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
                            _vecExists = true;
                        };
                    };
 
                };
 
            };
            _dir = _worldspace select 0;
            if (count (_worldspace select 1) == 3) then {
                _pos = _worldspace select 1;
                _wsDone = true;
            }
        };

 
There's a lot more code between my opening and closing bracket (in red) for that if statement than yours. Since mine works and your's doesn't I'm guessing that you have an older server_monitor.sqf & that will have something to do with it.
The extra code in mine could have something to do with some mods I have installed but can't say for sure since it's been a long time since I have altered my server_monitor. I usually add a comment to the areas that I edit and there is no comment for this section so most likely it is stock.
 
After some checking, it looks like that section of my server_monitor has been edited by build vectors so not sure what to tell ya now. Sorry
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