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[Release] 2.1 Plot Management - UPDATED Object Counter


Zupa

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hey all, Im having issues getting this working, installed everything fine, all the actions on the plot pole worked great. however after the server restarted I could not get the actions again and it also removed actions on locked vehicles. 

its not giving any errors into the server or client rpt, iv tried from scratch 4-5 times now and always having the same issue. 

anyone else had this issue or can point me in the right direction?

 

cheers

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Plot for Life 2.5 instruction fixes:

Combines P4L checks with this mod (not really necessary to check on both, but it works and allows tagged friends to build too)

First, did you modify any of the P4L files? If no, just go here follow the 3 step readme

You did modify the files? Here are the fixes:

Step 7: 

In this folder: custom\A_Plot_for_Life\Action

Apply this edit to these files: player_build_plotCheck, player_buildingDowngrade, player_upgrade

Find this

if ((_isowner) || (_isfriendly)) then {
	_canBuildOnPlot = true;		
};

Replace with this

_friendlies = _nearestPole getVariable ["plotfriends",[]];
_fuid  = [];
{
	  _friendUID = _x select 0;
	  _fuid  =  _fuid  + [_friendUID];
} forEach _friendlies;
_builder  = getPlayerUID player;

if ((_isowner) || (_isfriendly) || (_builder in _fuid)) then {
	_canBuildOnPlot = true;
};

Step 8A:

In your root server folder open custom\system\server_monitor.sqf

Find

_object setVariable ["ObjectID", _idKey, true];

Replace with

if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then {
_object setVariable ["plotfriends", _inventory, true];
};

Step 8B:

Find

if (count _inventory > 0) then {

Replace with

if ((count _inventory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then {

 

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  • 2 weeks later...

I wondered if somebody might please be able to help me on here:

 

I have both Plot Management and Door Management installed. I have no issues building or unlocking doors with eye scan however no matter what I do I cannot seem to get plot friends or door friends to save to the database.

it seems every restart all plot friends and all door friends are being erased. Im not sure what I did wrong and I cannot seem to find a fix anywhere.

 

Any help at all would be appreciated.

 

Thank you!

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12 hours ago, Nersha said:

I wondered if somebody might please be able to help me on here:

 

I have both Plot Management and Door Management installed. I have no issues building or unlocking doors with eye scan however no matter what I do I cannot seem to get plot friends or door friends to save to the database.

it seems every restart all plot friends and all door friends are being erased. Im not sure what I did wrong and I cannot seem to find a fix anywhere.

 

Any help at all would be appreciated.

 

Thank you!

Have you checked the RPT?

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Has anyone got this working along side DZGM / DayZ Group Management?
After adding Plot Management we'd suddenly lost the "Invite" button.

Any ideas?

Here's the GitHub link for DZGM should anyone wish to check out the code.
As far as I can, the invite button is in groupManagement.hpp on line 87.

https://github.com/ebaydayz/DZGM

QUICK EDIT:
My description.ext looks like this:
http://pastebin.com/TNhLh9Sx

I'm currently digging through the defines.hpp of DZGM and PlotManagement to see what's the same/different.

A quick search of GitHub code reveals plenty of people running the 2 mods alongside.
https://github.com/search?q=plotManagement+DZGM&type=Code&utf8=✓

I'm wondering if my description.ext needs things moving from those defines.hpp to it.

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#include "dzgm\defines.hpp"
class RscTitles
{
#include "ZSC\config\ZSChud.hpp"
#include "dzgm\icons.hpp"
};
#include "ZSC\config\ZSCdefines.hpp"
#include "zupa\advancedTrading\advancedTrading.hpp"
#include "ZSC\config\ZSCdialogs.hpp"
#include "custom\snap_pro\snappoints.hpp"
#include "custom\extra_rc.hpp"
#include "dzgm\groupManagement.hpp"
#include "plotManagement\defines.hpp"
#include "plotManagement\plotManagement.hpp"
#include "spawn\class.hpp"
#include "spawn\spawn.hpp"

this is the bottom of my description, got this and dzgm and others... but there you can get an idea maybe..

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  • 2 weeks later...
On 01.02.2016 at 4:35 AM, NoxSicarius said:

 

Step 8A:

In your root server folder open custom\system\server_monitor.sqf

Find


_object setVariable ["ObjectID", _idKey, true];

Replace with


if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then {
_object setVariable ["plotfriends", _inventory, true];
};

 

If you remove _object setVariable ["ObjectID", _idKey, true]; all your spawned vehicles will be removed from map. It can remove locked vehicles too.

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No matter what i do or the fixes i try that have been posted i cant get this working with zupa coins 1.1 999 hive and plot 4 life 2.5 :(

I do not get any errors what so ever in my logs.. But after installing this script i loose all actions and can not interact with any item.. So i cant open a safe, a car and cant even open a door or get any options on my plot pole.. 

I have placed down a new plot pole every time i have tried a fix and still nothing.. No interactions available at all..

Any one got any suggestions :\ ??  

 

EDIT::: Never mind all fixed it seems :) thanx anyways 

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I have to admit I am not very good at installing mods. I have a long list that i have installed, P4L, Snap and vector, ZSC and Door Management that can make this hard for beginners like me.

 

I originally started to get hung up at step 7 so i am going to just leave this here in hopes it helps someone.

It seems to all work as intended after this, use at your own risk, like i said, i am not very good at this.

 

**STEP 7 (Modifying player_build_plotCheck.sqf, player_upgrade.sqf, and player_buildingDowngrade.sqf)**<br>
ALL THREE OF THESE FILES NEED THE SAME EDIT, MAKE SURE YOU DO ALL FILES!!!!<br>

player_build_plotCheck.sqf

Find

    // Since there are plot poles nearby we need to check ownership && friend status

    _buildcheck = [player, _nearestPole] call FNC_check_owner;
    _isowner = _buildcheck select 0;
    _isfriendly = _buildcheck select 1;
    if ((_isowner) || (_isfriendly)) then {
        _canBuildOnPlot = true;
    };
};

Replace with 

    // Since there are plot poles nearby we need to check ownership && friend status

    _buildcheck = [player, _nearestPole] call FNC_check_owner;
    _isowner = _buildcheck select 0;
    _isfriendly = _buildcheck select 1;
    
    _friendlies = _nearestPole getVariable ["plotfriends",[]];
    _fuid  = [];
    {
          _friendUID = _x select 0;
          _fuid  =  _fuid  + [_friendUID];
    } forEach _friendlies;
    _builder  = getPlayerUID player;
    
    if ((_isowner) || (_isfriendly) || (_builder in _fuid)) then {
        _canBuildOnPlot = true;        F
    };
};

player_upgrade.sqf

Find
    
    _friendlies        = player getVariable ["friendlyTo",[]];
    // check if friendly to owner
    if(_ownerID in _friendlies) then {
        _canBuildOnPlot = true;
    };

Replace that with

    _friendlies = _nearestPole getVariable ["plotfriends",[]];
    _fuid  = [];
    {
          _friendUID = _x select 0;
          _fuid  =  _fuid  + [_friendUID];
    } forEach _friendlies;
    _builder  = getPlayerUID player;
    // check if friendly to owner
    if(_builder in _fuid) then {
        _canBuildOnPlot = true;
    };    
    
player_buildingDowngrade.sqf    

    Find
    
    _friendlies        = player getVariable ["friendlyTo",[]];
    // check if friendly to owner
    if(_ownerID in _friendlies) then {
        _canBuildOnPlot = true;
    };

Replace that with

    _friendlies = _nearestPole getVariable ["plotfriends",[]];
    _fuid  = [];
    {
          _friendUID = _x select 0;
          _fuid  =  _fuid  + [_friendUID];
    } forEach _friendlies;
    _builder  = getPlayerUID player;
    // check if friendly to owner
    if(_builder in _fuid) then {
        _canBuildOnPlot = true;
    };    

**STEP 8 This one is in your dayz_server.pbo (Modifying server_monitor.sqf)**<br>
**8 A**<br>
Find
    
    _object setVariable ["ObjectID", _idKey, true];
    
After that, add

    if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then {
    _object setVariable ["plotfriends", _inventory, true];
    };
    
**8 B**<br>  
Find    For ZSC

    if ((count _inventory > 0) && !(typeOf( _object) in  DZE_DoorsLocked)) then {
                if( count (_inventory) > 3)then{
                _object setVariable ["bankMoney", _inventory select 3, true];
                }else{
                _object setVariable ["bankMoney", 0, true];
                };
    
Replace that with  For ZSC

    if ((count _inventory > 0) && !(typeOf( _object) in  DZE_DoorsLocked) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then {
                if( count (_inventory) > 3)then{
                _object setVariable ["bankMoney", _inventory select 3, true];
                }else{
                _object setVariable ["bankMoney", 0, true];
                };
    
**STEP 9 Again, this is in your dayz_server.pbo (Modifying server_updateObject.sqf)**<br>
Find     FOR DOOR MANGEMENT

    _object_inventory = {
    private["_isNormal","_inventory","_previous","_key"];
        _isNormal = true;
        if (typeOf (_object)in DZE_DoorsLocked) then{
        _isNormal = false;
    _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
    };
    if(_isNormal)then {
    _inventory = [
    getWeaponCargo _object,
    getMagazineCargo _object,
    getBackpackCargo _object,
    _object getVariable["bankMoney",0]
    ];
    };    
        _previous = str(_object getVariable["lastInventory",[]]);
    
Replace that with  FOR DOOR MANGEMENT

    _object_inventory = {
    private["_isNormal","_inventory","_previous","_key"];
        _isNormal = true;
        if (typeOf (_object)in DZE_DoorsLocked) then{
        _isNormal = false;
    _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
    };
    if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{
        _isNormal = false;
        _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item
    } else {
    if(_isNormal)then {
    _inventory = [
    getWeaponCargo _object,
    getMagazineCargo _object,
    getBackpackCargo _object,
    _object getVariable["bankMoney",0]
    ];
    };
    };
        _previous = str(_object getVariable["lastInventory",[]]);

    
    
Installation complete<br>

**Infistar Antihack**<br>
If you're running Infistar Antihack, add this to the dialogs array;

    711194
    
And this to the '_cMenu =' section

    "PlotManagement"

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56 minutes ago, Phail said:

I have to admit I am not very good at installing mods. I have a long list that i have installed, P4L, Snap and vector, ZSC and Door Management that can make this hard for beginners like me.

 

I originally started to get hung up at step 7 so i am going to just leave this here in hopes it helps someone.

It seems to all work as intended after this, use at your own risk, like i said, i am not very good at this.

 

**STEP 7 (Modifying player_build_plotCheck.sqf, player_upgrade.sqf, and player_buildingDowngrade.sqf)**<br>
ALL THREE OF THESE FILES NEED THE SAME EDIT, MAKE SURE YOU DO ALL FILES!!!!<br>

player_build_plotCheck.sqf

Find

    // Since there are plot poles nearby we need to check ownership && friend status

    _buildcheck = [player, _nearestPole] call FNC_check_owner;
    _isowner = _buildcheck select 0;
    _isfriendly = _buildcheck select 1;
    if ((_isowner) || (_isfriendly)) then {
        _canBuildOnPlot = true;
    };
};

Replace with 

    // Since there are plot poles nearby we need to check ownership && friend status

    _buildcheck = [player, _nearestPole] call FNC_check_owner;
    _isowner = _buildcheck select 0;
    _isfriendly = _buildcheck select 1;
    
    _friendlies = _nearestPole getVariable ["plotfriends",[]];
    _fuid  = [];
    {
          _friendUID = _x select 0;
          _fuid  =  _fuid  + [_friendUID];
    } forEach _friendlies;
    _builder  = getPlayerUID player;
    
    if ((_isowner) || (_isfriendly) || (_builder in _fuid)) then {
        _canBuildOnPlot = true;        F
    };
};

player_upgrade.sqf

Find
    
    _friendlies        = player getVariable ["friendlyTo",[]];
    // check if friendly to owner
    if(_ownerID in _friendlies) then {
        _canBuildOnPlot = true;
    };

Replace that with

    _friendlies = _nearestPole getVariable ["plotfriends",[]];
    _fuid  = [];
    {
          _friendUID = _x select 0;
          _fuid  =  _fuid  + [_friendUID];
    } forEach _friendlies;
    _builder  = getPlayerUID player;
    // check if friendly to owner
    if(_builder in _fuid) then {
        _canBuildOnPlot = true;
    };    
    
player_buildingDowngrade.sqf    

    Find
    
    _friendlies        = player getVariable ["friendlyTo",[]];
    // check if friendly to owner
    if(_ownerID in _friendlies) then {
        _canBuildOnPlot = true;
    };

Replace that with

    _friendlies = _nearestPole getVariable ["plotfriends",[]];
    _fuid  = [];
    {
          _friendUID = _x select 0;
          _fuid  =  _fuid  + [_friendUID];
    } forEach _friendlies;
    _builder  = getPlayerUID player;
    // check if friendly to owner
    if(_builder in _fuid) then {
        _canBuildOnPlot = true;
    };    

**STEP 8 This one is in your dayz_server.pbo (Modifying server_monitor.sqf)**<br>
**8 A**<br>
Find
    
    _object setVariable ["ObjectID", _idKey, true];
    
After that, add

    if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then {
    _object setVariable ["plotfriends", _inventory, true];
    };
    
**8 B**<br>  
Find    For ZSC

    if ((count _inventory > 0) && !(typeOf( _object) in  DZE_DoorsLocked)) then {
                if( count (_inventory) > 3)then{
                _object setVariable ["bankMoney", _inventory select 3, true];
                }else{
                _object setVariable ["bankMoney", 0, true];
                };
    
Replace that with  For ZSC

    if ((count _inventory > 0) && !(typeOf( _object) in  DZE_DoorsLocked) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then {
                if( count (_inventory) > 3)then{
                _object setVariable ["bankMoney", _inventory select 3, true];
                }else{
                _object setVariable ["bankMoney", 0, true];
                };
    
**STEP 9 Again, this is in your dayz_server.pbo (Modifying server_updateObject.sqf)**<br>
Find     FOR DOOR MANGEMENT

    _object_inventory = {
    private["_isNormal","_inventory","_previous","_key"];
        _isNormal = true;
        if (typeOf (_object)in DZE_DoorsLocked) then{
        _isNormal = false;
    _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
    };
    if(_isNormal)then {
    _inventory = [
    getWeaponCargo _object,
    getMagazineCargo _object,
    getBackpackCargo _object,
    _object getVariable["bankMoney",0]
    ];
    };    
        _previous = str(_object getVariable["lastInventory",[]]);
    
Replace that with  FOR DOOR MANGEMENT

    _object_inventory = {
    private["_isNormal","_inventory","_previous","_key"];
        _isNormal = true;
        if (typeOf (_object)in DZE_DoorsLocked) then{
        _isNormal = false;
    _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
    };
    if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{
        _isNormal = false;
        _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item
    } else {
    if(_isNormal)then {
    _inventory = [
    getWeaponCargo _object,
    getMagazineCargo _object,
    getBackpackCargo _object,
    _object getVariable["bankMoney",0]
    ];
    };
    };
        _previous = str(_object getVariable["lastInventory",[]]);

   
    
Installation complete<br>

**Infistar Antihack**<br>
If you're running Infistar Antihack, add this to the dialogs array;

    711194
    
And this to the '_cMenu =' section

    "PlotManagement"

 

 

Before i actually look trough this, what is the actual Problem? Because that seems to be the Part, where 80% of the People simply overread the bit that meantions "inventory" and "inTentory"

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The differences are step 7 for P4L, Step 8b for ZSC and Step 9 for Door Management

Step 7 for P4L

player_build_plotCheck.sqf

Find

    // Since there are plot poles nearby we need to check ownership && friend status

    _buildcheck = [player, _nearestPole] call FNC_check_owner;
    _isowner = _buildcheck select 0;
    _isfriendly = _buildcheck select 1;
    if ((_isowner) || (_isfriendly)) then {
        _canBuildOnPlot = true;
    };
};

Replace with 

    // Since there are plot poles nearby we need to check ownership && friend status

    _buildcheck = [player, _nearestPole] call FNC_check_owner;
    _isowner = _buildcheck select 0;
    _isfriendly = _buildcheck select 1;
    
    _friendlies = _nearestPole getVariable ["plotfriends",[]];
    _fuid  = [];
    {
          _friendUID = _x select 0;
          _fuid  =  _fuid  + [_friendUID];
    } forEach _friendlies;
    _builder  = getPlayerUID player;
    
    if ((_isowner) || (_isfriendly) || (_builder in _fuid)) then {
        _canBuildOnPlot = true;        F
    };
};

Step 8b for ZSC

**8 B**<br>  
Find    For ZSC

    if ((count _inventory > 0) && !(typeOf( _object) in  DZE_DoorsLocked)) then {
                if( count (_inventory) > 3)then{
                _object setVariable ["bankMoney", _inventory select 3, true];
                }else{
                _object setVariable ["bankMoney", 0, true];
                };
    
Replace that with  For ZSC

    if ((count _inventory > 0) && !(typeOf( _object) in  DZE_DoorsLocked) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then {
                if( count (_inventory) > 3)then{
                _object setVariable ["bankMoney", _inventory select 3, true];
                }else{
                _object setVariable ["bankMoney", 0, true];
                };
                
**STEP 9 Again, this is in your dayz_server.pbo (Modifying server_updateObject.sqf)**<br>
Find     FOR DOOR MANGEMENT

    _object_inventory = {
    private["_isNormal","_inventory","_previous","_key"];
        _isNormal = true;
        if (typeOf (_object)in DZE_DoorsLocked) then{
        _isNormal = false;
    _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
    };
    if(_isNormal)then {
    _inventory = [
    getWeaponCargo _object,
    getMagazineCargo _object,
    getBackpackCargo _object,
    _object getVariable["bankMoney",0]
    ];
    };    
        _previous = str(_object getVariable["lastInventory",[]]);
    
Replace that with  FOR DOOR MANGEMENT

    _object_inventory = {
    private["_isNormal","_inventory","_previous","_key"];
        _isNormal = true;
        if (typeOf (_object)in DZE_DoorsLocked) then{
        _isNormal = false;
    _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
    };
    if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{
        _isNormal = false;
        _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item
    } else {
    if(_isNormal)then {
    _inventory = [
    getWeaponCargo _object,
    getMagazineCargo _object,
    getBackpackCargo _object,
    _object getVariable["bankMoney",0]
    ];
    };
    };
        _previous = str(_object getVariable["lastInventory",[]]);                

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  • 3 weeks later...
16 minutes ago, stig010189 said:

your install guid is poorly writen. like   Modifying fn_selfActions.sqf and the other's. where the hell are they ?. would love to use this  

poorly written???? lmao  Ask a little nicer maybe people would be willing to help. and its not poorly written

On the subject... To find where it is located, open your compiles.sqf and search for fn_selfActions

it will show you the path

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19 minutes ago, stig010189 said:

your install guid is poorly writen. like   Modifying fn_selfActions.sqf and the other's. where the hell are they ?. would love to use this  

No, its clear and simple, if you dont know where to get those files from then you are poorly in running a server or poorly in using google or the search function.

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2 minutes ago, LunatikCH said:

No, its clear and simple, if you dont know where to get those files from then you are poorly in scripting or poorly in using google or the search function.

might be for poeple like you but me it's not. i able to install ai missions/tow/snap pro and plot for life with no problem but this one make no scenes to me at all

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4 minutes ago, theduke said:

poorly written???? lmao  Ask a little nicer maybe people would be willing to help. and its not poorly written

On the subject... To find where it is located, open your compiles.sqf and search for fn_selfActions

it will show you the path

wrong choice of words sorry . im not expert on adding stuff. i have 4 mods added just this make no scenes to me..

you said open compiles like where that. i search the mp mission's not there/ server pbo no nothing there 2

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Just now, stig010189 said:

wrong choice of words sorry . im not expert on adding stuff. i have 4 mods added just this make no scenes to me..

you said open compiles like where that. i search the mp mission's not there/ server pbo no nothing there 2

what are you using as a base for your server? did you download the files from these forums?

 

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8 minutes ago, theduke said:

what are you using as a base for your server? did you download the files from these forums?

 

sorry retard here lol what mean by base for your sever.  if your on about this mod yes. if your on about epoch server file no im using what my server provided

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10 minutes ago, stig010189 said:

sorry retard here lol what mean by base for your sever.  if your on about this mod yes. if your on about epoch server file no im using what my server provided

who is your host?

The fn_selfactions is located in the mission PBO, You will need to find it from the compiles.sqf.   To find the compiles.sqf, open the init.sqf and do a search for "compiles", you will see where to locate it.

But honestly if you installed plot for life you should have already modified the fn_selfactions

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21 minutes ago, theduke said:

who is your host?

The fn_selfactions is located in the mission PBO, You will need to find it from the compiles.sqf.   To find the compiles.sqf, open the init.sqf and do a search for "compiles", you will see where to locate it.

But honestly if you installed plot for life you should have already modified the fn_selfactions

host is german on named nitrado. never had to touch fn_selfacyions with plot for life . only had to ope  description.ext and  init.sqf  that all was asked. i try this and get back to you

what fold should i use the MaintainVersion or default one

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  • 2 weeks later...
On 10/03/2016 at 7:33 PM, *SMOKEY* said:

No matter what i do or the fixes i try that have been posted i cant get this working with zupa coins 1.1 999 hive and plot 4 life 2.5 :(

I do not get any errors what so ever in my logs.. But after installing this script i loose all actions and can not interact with any item.. So i cant open a safe, a car and cant even open a door or get any options on my plot pole.. 

I have placed down a new plot pole every time i have tried a fix and still nothing.. No interactions available at all..

Any one got any suggestions :\ ??  

 

EDIT::: Never mind all fixed it seems :) thanx anyways 

 

What did you do to fix it?

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  • 4 weeks later...

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