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[Release] 2.1 Plot Management - UPDATED Object Counter


Zupa

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Alright I got this kinda working now but I have an issue and really need some help fixing the problem :S

 

A friend places a plotpole and add me as a friend on there, after that it said I needed to be within 30m of a plot pole... i looked in the .RPT and seen a problem so i fixed that and now it no longer tell me i need to be within 30m but what it does do is when I right click a buildable and select to build it nothing happens... then i try again and it says im already building but im not holding anything or its gone invisible...

 

Really really need some help been trying to get this working for 3 days non stop...

 

Scripts:

Plot4Life

Snap Pro

Build Vectors

Plot Management

 

.RPT does not seem to be showing errors now. but it still does the above..

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Hey there :) 

I put in plot management and it broke the single currency 3.0 from saving coins in safe , and Im getting these errors in rpt as well after installing went over the install multiple times.. looks correct .. aslo have P4L 2.4 , snap pro, w vectors, 
zupas overpoch clothing skins and door management all working fine till installed this ..  Plot Management appears to work  any ideas ?

Server RPT
 

20:36:25 Error in expression <eCargoGlobal  _object;
 
 
_object setdir _dir;
 
if(_vecExists)then{
_object setVe>
20:36:25   Error position: <_dir;
 
if(_vecExists)then{
_object setVe>
20:36:25   Error Undefined variable in expression: _dir
20:36:25 File z\addons\dayz_server\system\server_monitor.sqf, line 236
 


And The Client I get this 

Error in expression <tNumber(configFile >> "CfgMagazines" >> _loot >> "count");
if(_loot_count>1) the>
  Error position: <_loot >> "count");
if(_loot_count>1) the>
  Error Undefined variable in expression: _loot
File z\addons\dayz_code\compile\zombie_generate.sqf, line 100
Error in expression <CLChances select _index;
_loot = _array select (_weights select (floor(random (c>
  Error position: <select (_weights select (floor(random (c>
  Error Zero divisor
File z\addons\dayz_code\compile\zombie_generate.sqf, line 98
"infiSTAR.de - randvar1 created randvar27a (18.224)"
"infiSTAR.de - 07032015IAHAT346B - Successfully Loaded on Client ID2471 (18.224)"
"infiSTAR.de - randvar1 created randvar27 (18.224)"
trigger - unknown animation source revolved
ca\misc3\wf\wf_depot.p3d: house, config class missing
ca\misc3\wf\wf_depot.p3d: house, config class missing
Error in expression <hen {
_losCheck = 0;
_cantSee = [_agent,_target] call dayz_losCheck;
};
>
  Error position: <_target] call dayz_losCheck;
};
>
  Error Undefined variable in expression: _target
Error in expression < = alive _agent;
_targetPos = getPosATL _target;
 
 
 
_agent moveTo _targetPos;
_a>
  Error position: <_target;
 
 
 
_agent moveTo _targetPos;
_a>
  Error Undefined variable in expression: _target
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@Chainsaw Squirrel

your client error is caused by you using zombieshield, switch that off and you wont see it again, your server error is most likely a misplaced bracket.

 

@dzrealkiller

nobody can help you if you dont show you errors from log files ...

 

@all

everything you need to make this work is in this thread/op and everything works just fine if installed correctly.

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I'm having a problem with this, after I die I can build but I'm unable to upgrade walls, says "unable to upgrade plot pole nearby"

 

I have these mods installed: Snap Pro (with precise base building), Group Management, Indestructable items, deploy anything, souls currency

 

Does anybody have the same problem and know a way to fix it?

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ow forgot about that

 

add in your compiles :

MaintainPlot    	= compile preprocessFileLineNumbers "plotManagement\maintain_area.sqf";
PlotPreview    		= compile preprocessFileLineNumbers "plotManagement\plotToggleMarkers.sqf";

I don't see this in your instructions on the GitHub, should I add it?

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... to make sure owner can never be removed from a plot, you can add this line into plotRemoveFriend.sqf:

if((_toRemove select 0) == (_friends select 0) select 0)exitWith{systemChat "Cant remove owner!";};

exactly below this line:

_toRemove = (_friends select _pos);

(not sure if this is only relevant to non plot for life users)

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After dying I cannot upgrade walls and doors anymore. Need to remove plot pole and place a new one.

 

What causes this?

Epoch causes this. You'd need to use the plot 4 life mod (which I dont recommend). I never quite understood the point of this plot management mod.. all it does it give you a dialogue menu for functions which are already in the game. None of it persists through death, and all you have to do otherwise is tag someone as friendly. Rosska and Zupa aren't active in the community anymore so this will never get developed any further. If someone could shed some light on the point of this mod and enlighten me as to its purpose....

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Epoch causes this. You'd need to use the plot 4 life mod (which I dont recommend). I never quite understood the point of this plot management mod.. all it does it give you a dialogue menu for functions which are already in the game. None of it persists through death, and all you have to do otherwise is tag someone as friendly. Rosska and Zupa aren't active in the community anymore so this will never get developed any further. If someone could shed some light on the point of this mod and enlighten me as to its purpose....

 

Well I'm confused, on the GitHub page it clearly says (for non-p4l users, like me)

 

  • (If not using Plot For Life) Player can add their own UID to the plot pole when they first build it so they don't lose access if they die

 

LINK

 

I've tested it and it does not work. Maybe this conflict with another mod?

 

I have: DZGM, Snap Build Pro, Precise Base Building, Indestructable Items, Deploy Anything, Souls currency, WAI, R3F Tow Lift, AGN Safe Zones

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Well I'm confused, on the GitHub page it clearly says (for non-p4l users, like me)

 

  • (If not using Plot For Life) Player can add their own UID to the plot pole when they first build it so they don't lose access if they die

 

LINK

 

I've tested it and it does not work. Maybe this conflict with another mod?

 

I have: DZGM, Snap Build Pro, Precise Base Building, Indestructable Items, Deploy Anything, Souls currency, WAI, R3F Tow Lift, AGN Safe Zones

No you're absolutely correct it does not work. Somewhere a few pages back I said the same thing. Which is why I dont get the point of this mod.

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It is working. Anyone that places a plotpole, adds themselves to top spot on the plot friends side. After death, they can continue on building, maintain the plot, upgrade walls, downgrade walls, etc. I am not using Plot For Life either. I also have a heavily scripted server ... coins, elevators, paint vehicles, plot management, r3f tow/lift, walking zeds, advanced trading, deploy anything, snap build, vector build, precise build, chameleon skin changing, animated suv/mv22, service point, remote key, spawn select and a few other minor ones. So it DOES work.

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It is working. Anyone that places a plotpole, adds themselves to top spot on the plot friends side. After death, they can continue on building, maintain the plot, upgrade walls, downgrade walls, etc. I am not using Plot For Life either. I also have a heavily scripted server ... coins, elevators, paint vehicles, plot management, r3f tow/lift, walking zeds, advanced trading, deploy anything, snap build, vector build, precise build, chameleon skin changing, animated suv/mv22, service point, remote key, spawn select and a few other minor ones. So it DOES work.

Interesting.. definitely didnt work for me. After death, I had to remove my plot pole and replant it. Are you sure that it's working for the plot pole owner and not just the friends? Might give it another shot if you say it's working. I never got any feedback when I posted this the last time so I just assumed that it was unfinished, which no offense, is pretty typical of Zupa's scripts.

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It is DEFINITELY working, for everyone listed on the Plot Friends side of the plotpole. There were a few issues, but searching this thread clears them all up. Especially one GLARING issue about not being able to remove built items, but the fix is in this thread. I would suggest installing it, then reading this thread front to back to front first, and employing the fixes you find. It definitely does work though mate. If you aren't using P4L just make sure that the initial install AND the fixes you plan on using are for NON P4L users, and you should be sweet.

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Hi Zupa,

 

any idea how to fix this error: ErrorMessage: File mpmissions\dayz_1.Chernarus\plotManagement\plotManagement.hpp, line 27: /PlotManagement/Controls.RscShortcutButton_7009: Undefined base class 'Zupa_RscButtonMenu'

 

Ty

Post you defines.hpp from dayz_1.Chernarus\plotManagement\ and description.ext

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I Use defines from SC from Soul.

 

Defines:

 

#define CT_STATIC           0
#define CT_BUTTON           1
#define CT_EDIT             2
#define CT_SLIDER           3
#define CT_COMBO            4
#define CT_LISTBOX          5
#define CT_TOOLBOX          6
#define CT_CHECKBOXES       7
#define CT_PROGRESS         8
#define CT_HTML             9
#define CT_STATIC_SKEW      10
#define CT_ACTIVETEXT       11
#define CT_TREE             12
#define CT_STRUCTURED_TEXT  13
#define CT_CONTEXT_MENU     14
#define CT_CONTROLS_GROUP   15
#define CT_SHORTCUTBUTTON   16
#define CT_XKEYDESC         40
#define CT_XBUTTON          41
#define CT_XLISTBOX         42
#define CT_XSLIDER          43
#define CT_XCOMBO           44
#define CT_ANIMATED_TEXTURE 45
#define CT_OBJECT           80
#define CT_OBJECT_ZOOM      81
#define CT_OBJECT_CONTAINER 82
#define CT_OBJECT_CONT_ANIM 83
#define CT_LINEBREAK        98
#define CT_USER             99
#define CT_MAP              100
#define CT_MAP_MAIN         101
#define CT_LISTNBOX         102
#define ST_POS            0x0F
#define ST_HPOS           0x03
#define ST_VPOS           0x0C
#define ST_LEFT           0x00
#define ST_RIGHT          0x01
#define ST_CENTER         0x02
#define ST_DOWN           0x04
#define ST_UP             0x08
#define ST_VCENTER        0x0C
#define ST_TYPE           0xF0
#define ST_SINGLE         0x00
#define ST_MULTI          0x10
#define ST_TITLE_BAR      0x20
#define ST_PICTURE        0x30
#define ST_FRAME          0x40
#define ST_BACKGROUND     0x50
#define ST_GROUP_BOX      0x60
#define ST_GROUP_BOX2     0x70
#define ST_HUD_BACKGROUND 0x80
#define ST_TILE_PICTURE   0x90
#define ST_WITH_RECT      0xA0
#define ST_LINE           0xB0
#define ST_SHADOW         0x100
#define ST_NO_RECT        0x200
#define ST_KEEP_ASPECT_RATIO  0x800
#define ST_TITLE          ST_TITLE_BAR + ST_CENTER
#define SL_DIR            0x400
#define SL_VERT           0
#define SL_HORZ           0x400
#define SL_TEXTURES       0x10
#define ST_VERTICAL       0x01
#define ST_HORIZONTAL     0
#define LB_TEXTURES       0x10
#define LB_MULTI          0x20
#define TR_SHOWROOT       1
#define TR_AUTOCOLLAPSE   2
#define MB_BUTTON_OK      1
#define MB_BUTTON_CANCEL  2
#define MB_BUTTON_USER    4
#define CT_STATIC           0
#define CT_BUTTON           1
#define CT_EDIT             2
#define CT_SLIDER           3
#define CT_COMBO            4
#define CT_LISTBOX          5
#define CT_TOOLBOX          6
#define CT_CHECKBOXES       7
#define CT_PROGRESS         8
#define CT_HTML             9
#define CT_STATIC_SKEW      10
#define CT_ACTIVETEXT       11
#define CT_TREE             12
#define CT_STRUCTURED_TEXT  13
#define CT_CONTEXT_MENU     14
#define CT_CONTROLS_GROUP   15
#define CT_SHORTCUTBUTTON   16
#define CT_XKEYDESC         40
#define CT_XBUTTON          41
#define CT_XLISTBOX         42
#define CT_XSLIDER          43
#define CT_XCOMBO           44
#define CT_ANIMATED_TEXTURE 45
#define CT_OBJECT           80
#define CT_OBJECT_ZOOM      81
#define CT_OBJECT_CONTAINER 82
#define CT_OBJECT_CONT_ANIM 83
#define CT_LINEBREAK        98
#define CT_USER             99
#define CT_MAP              100
#define CT_MAP_MAIN         101
#define CT_LISTNBOX         102
#define ST_POS            0x0F
#define ST_HPOS           0x03
#define ST_VPOS           0x0C
#define ST_LEFT           0x00
#define ST_RIGHT          0x01
#define ST_CENTER         0x02
#define ST_DOWN           0x04
#define ST_UP             0x08
#define ST_VCENTER        0x0C
#define ST_TYPE           0xF0
#define ST_SINGLE         0x00
#define ST_MULTI          0x10
#define ST_TITLE_BAR      0x20
#define ST_PICTURE        0x30
#define ST_FRAME          0x40
#define ST_BACKGROUND     0x50
#define ST_GROUP_BOX      0x60
#define ST_GROUP_BOX2     0x70
#define ST_HUD_BACKGROUND 0x80
#define ST_TILE_PICTURE   0x90
#define ST_WITH_RECT      0xA0
#define ST_LINE           0xB0
#define ST_SHADOW         0x100
#define ST_NO_RECT        0x200
#define ST_KEEP_ASPECT_RATIO  0x800
#define ST_TITLE          ST_TITLE_BAR + ST_CENTER
#define SL_DIR            0x400
#define SL_VERT           0
#define SL_HORZ           0x400
#define SL_TEXTURES       0x10
#define ST_VERTICAL       0x01
#define ST_HORIZONTAL     0
#define LB_TEXTURES       0x10
#define LB_MULTI          0x20
#define TR_SHOWROOT       1
#define TR_AUTOCOLLAPSE   2
#define MB_BUTTON_OK      1
#define MB_BUTTON_CANCEL  2
#define MB_BUTTON_USER    4
 
class RscFrame
{
type = 0;
idc = -1;
style = 64;
shadow = 2;
colorBackground[] = {0,0,0,0};
colorText[] = {1,1,1,1};
font = "Zeppelin32";
sizeEx = 0.02;
text = "";
};
 
class RscProgressF
{
type = 8;
style = 0;
colorFrame[] = {1,1,1,1};
colorBar[] = {1,1,1,0.5};
texture = "#(argb,8,8,3)color(1,1,1,1)";
w = 1;
h = 0.02;
};
 
class RscTextT
{
access = 0;
type = 0;
idc = -1;
colorBackground[] = {0,0,0,0};
colorText[] = {0.8784,0.8471,0.651,1};
text = "";
fixedWidth = 0;
x = 0;
y = 0;
h = 0.037;
w = 0.3;
style = 0;
shadow = 2;
font = "Zeppelin32";
SizeEx = 0.03921;
};
 
class RscEdit
{
access = 0;
type = 2;
x = 0;
y = 0;
h = 0.04;
w = 0.2;
colorBackground[] = {0,0,0,1};
colorText[] = {0.95,0.95,0.95,1};
colorSelection[] = {0.8784,0.8471,0.651,1};
autocomplete = "";
text = "";
size = 0.2;
style = "0x00 + 0x40";
font = "Zeppelin32";
shadow = 2;
sizeEx = 0.03921;
};
 
class RscListBox
{
access = 0;
type = 5;
w = 0.4;
h = 0.4;
rowHeight = 0;
colorText[] = {0.8784,0.8471,0.651,1};
colorScrollbar[] = {0.95,0.95,0.95,1};
colorSelect[] = {0.95,0.95,0.95,1};
colorSelect2[] = {0.95,0.95,0.95,1};
colorSelectBackground[] = {0,0,0,1};
colorSelectBackground2[] = {0.8784,0.8471,0.651,1};
colorBackground[] = {0,0,0,1};
 
arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)";
arrowFull = "#(argb,8,8,3)color(1,1,1,1)";
class ScrollBar
{
color[] = {1,1,1,0.6};
colorActive[] = {1,1,1,1};
colorDisabled[] = {1,1,1,0.3};
shadow = 0;
thumb = "\ca\ui\data\ui_scrollbar_thumb_ca.paa";
arrowFull = "\ca\ui\data\ui_arrow_top_active_ca.paa";
arrowEmpty = "\ca\ui\data\ui_arrow_top_ca.paa";
border = "\ca\ui\data\ui_border_scroll_ca.paa";
};
style = 16;
font = "Zeppelin32";
shadow = 2;
sizeEx = 0.03921;
color[] = {1,1,1,1};
period = 1.2;
maxHistoryDelay = 1;
autoScrollSpeed = -1;
autoScrollDelay = 5;
autoScrollRewind = 0;
};
 
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 = "";
 
action = "";
class AttributesImage
{
font = "Zeppelin32";
color = "#E5E5E5";
align = "left";
};
};
 
class RscStructuredText
{
access = 0;
type = 13;
idc = -1;
style = 0;
colorText[] = {0.8784,0.8471,0.651,1};
class Attributes
{
font = "Zeppelin32";
color = "#e0d8a6";
align = "center";
shadow = 1;
};
x = 0;
y = 0;
h = 0.035;
w = 0.1;
text = "";
size = 0.03921;
shadow = 2;
};
 
 
and Description:
 
class RscTitles
{
#include "Scripts\Player_Hud\hud.hpp"
};
 
#include "Scripts\Defines\defines.hpp"
#include "Scripts\Defines\common.hpp"
#include "Scripts\Gold_Coin_system\Bank_Dialog\bank_dialog.hpp"
#include "Scripts\Gold_Coin_system\Give_Money\give_player_dialog.hpp"
#include "admintools\dialog.hpp"
#include "plotManagement\plotManagement.hpp"
#include "custom\snap_pro\snappoints.hpp"
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I've tested it and it does not work. Maybe this conflict with another mod?

 

I have: DZGM, Snap Build Pro, Precise Base Building, Indestructable Items, Deploy Anything, Souls currency, WAI, R3F Tow Lift, AGN Safe Zones

 

 

No you're absolutely correct it does not work. Somewhere a few pages back I said the same thing. Which is why I dont get the point of this mod.

 

this works perfectly fine if you followed the instructions.

i agree that the instructions are somewhat confusing especially since it says plot for life version on github ... however, i have both this and door management working just fine on my servers and i do NOT use plot for life ... this works after player deaths and/or switch to other character.

i shared a fix to dissallow removal of owners without plot for life mod and i also shared my way of allowing players to spawn near plot poles using this mod (instead of plot for life) and ebays essv2 ...

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