PeterBeer Posted September 25, 2014 Report Share Posted September 25, 2014 Zupa any chance you could make this work like the normal maintain_area switch true do { case (_count <= 10): {_requirements = [[CurrencyName,100]]}; case (_count <= 20): {_requirements = [[CurrencyName,300]]}; case (_count <= 35): {_requirements = [[CurrencyName,400]]}; case (_count <= 50): {_requirements = [[CurrencyName,500]]}; case (_count <= 75): {_requirements = [[CurrencyName,900]]}; case (_count <= 100): {_requirements = [[CurrencyName,1000]]}; case (_count <= 175): {_requirements = [[CurrencyName,2000]]}; case (_count <= 250): {_requirements = [[CurrencyName,3000]]}; case (_count <= 325): {_requirements = [[CurrencyName,4000]]}; case (_count <= 400): {_requirements = [[CurrencyName,5000]]}; case (_count <= 475): {_requirements = [[CurrencyName,6000]]}; case (_count <= 550): {_requirements = [[CurrencyName,7000]]}; case (_count <= 625): {_requirements = [[CurrencyName,8000]]}; case (_count > 625): {_requirements = [[CurrencyName,9000]]}; }; That method ^^ Link to comment Share on other sites More sharing options...
Zupa Posted September 25, 2014 Author Report Share Posted September 25, 2014 Zupa any chance you could make this work like the normal maintain_area switch true do { case (_count <= 10): {_requirements = [[CurrencyName,100]]}; case (_count <= 20): {_requirements = [[CurrencyName,300]]}; case (_count <= 35): {_requirements = [[CurrencyName,400]]}; case (_count <= 50): {_requirements = [[CurrencyName,500]]}; case (_count <= 75): {_requirements = [[CurrencyName,900]]}; case (_count <= 100): {_requirements = [[CurrencyName,1000]]}; case (_count <= 175): {_requirements = [[CurrencyName,2000]]}; case (_count <= 250): {_requirements = [[CurrencyName,3000]]}; case (_count <= 325): {_requirements = [[CurrencyName,4000]]}; case (_count <= 400): {_requirements = [[CurrencyName,5000]]}; case (_count <= 475): {_requirements = [[CurrencyName,6000]]}; case (_count <= 550): {_requirements = [[CurrencyName,7000]]}; case (_count <= 625): {_requirements = [[CurrencyName,8000]]}; case (_count > 625): {_requirements = [[CurrencyName,9000]]}; }; That method ^^ I think that pricing is strange you can edit price per object is strange, the pricing u linked: those numbers are picked random and have no lineair feeling on anthing xD sometimes it jumpst alot, sometimes not. Why not set a static price per object? so u let people with 474 objects pay the same as 400 objects, thats just encouraging people to make your server overbuild ^^ Link to comment Share on other sites More sharing options...
PeterBeer Posted September 25, 2014 Report Share Posted September 25, 2014 I think that pricing is strange you can edit price per object is strange, the pricing u linked: those numbers are picked random and have no lineair feeling on anthing xD sometimes it jumpst alot, sometimes not. Why not set a static price per object? so u let people with 474 objects pay the same as 400 objects, thats just encouraging people to make your server overbuild ^^ Yer I have edited the values you now and your right these does male more sense at least on this your actually paying for the objects not rounding up and paying more :) Link to comment Share on other sites More sharing options...
MasterHaxor Posted September 25, 2014 Report Share Posted September 25, 2014 Tahs default Epoch, not my mistake intentory is how 1.0.5.1 works Hmm, when changing it back to intentory it just gives me loads of these errors: 16:54:10 Error in expression <["OEMPos", _pos, true];};if ((count _intentory > 0) && !(typeOf( _object) ==> 16:54:10 Error position: <_intentory > 0) && !(typeOf( _object) ==> 16:54:10 Error Undefined variable in expression: _intentory 16:54:10 File z\addons\dayz_server\system\server_monitor.sqf, line 196 Any ideas? Link to comment Share on other sites More sharing options...
Zupa Posted September 25, 2014 Author Report Share Posted September 25, 2014 hmm i havent looked lately to Rimblock P4L code, but what variable does he use there? _invetory, or _intentory? Link to comment Share on other sites More sharing options...
MasterHaxor Posted September 25, 2014 Report Share Posted September 25, 2014 hmm i havent looked lately to Rimblock P4L code, but what variable does he use there? _invetory, or _intentory? I'm sorry, i have no idea. I tried searching for it, but it doesn't look like he's using any of them. All i can find is the word inventory (in the server_monitor.sql) Link to comment Share on other sites More sharing options...
NigeyS Posted September 25, 2014 Report Share Posted September 25, 2014 Nice update zupa, just installing this but i hit a brick wall on step 5E, where are those 3 files located? infact step 5E on your readme duplicates a file, player_upgrade is listed twice.. ? 5 E Remember to change the paths to any files you've moved to your mission folder! player_upgrade.sqf player_buildingDowngrade.sqf player_upgrade.sqf" Link to comment Share on other sites More sharing options...
Zupa Posted September 25, 2014 Author Report Share Posted September 25, 2014 Nice update zupa, just installing this but i hit a brick wall on step 5E, where are those 3 files located? If use any custom build ( snap, snap pro, plot 4 life) they are in those folders, if not, u gotta get them yourself from the dayz_code.pbo, located in your epoch folder form your game Link to comment Share on other sites More sharing options...
MasterHaxor Posted September 25, 2014 Report Share Posted September 25, 2014 Nice update zupa, just installing this but i hit a brick wall on step 5E, where are those 3 files located? Hehe, the instructions i've read only goes to 5D... maybe that's why i can't get it to work? ;) Ah, because you're not using P4L :P Link to comment Share on other sites More sharing options...
NigeyS Posted September 25, 2014 Report Share Posted September 25, 2014 If use any custom build ( snap, snap pro, plot 4 life) they are in those folders, if not, u gotta get them yourself from the dayz_code.pbo, located in your epoch folder form your game ahh right ok, i just use snap_build which only has player_build in there as custom, assuming i copy the rest to my fixes folder and point to them via compiles.sqf? also what is the 3rd file? as i stated player_upgrade.sqf is listed twice in the readme. Link to comment Share on other sites More sharing options...
Skyway Posted September 25, 2014 Report Share Posted September 25, 2014 Rpt logs https://www.sendspace.com/file/5bbuj2 Link to comment Share on other sites More sharing options...
MasterHaxor Posted September 25, 2014 Report Share Posted September 25, 2014 Installed everything from scratch and followed/triplechecked everything in the instructions, and still none that I add to plotfriends can build.... This is making me go crazy :( Would be possible to get files that's working from someone? I'm desperate, its such a great script! ^^ Link to comment Share on other sites More sharing options...
cen Posted September 25, 2014 Report Share Posted September 25, 2014 I haven't looked at the 2.0 update yet, but if you need plot for life, snap build, precise building, vectors, and plot management working, you are more than welcome to peek around in my mission. Link to comment Share on other sites More sharing options...
lordgeorge Posted September 25, 2014 Report Share Posted September 25, 2014 With the new show dome feature, and the maintenance, you would want to override/remove the selfactions for those two, othewise you would have a bit of a clash between which one was used second. If im right you can do the following, depending on how much spam you want on the screen.. Tidy version Fn_selfactions.sqf if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { if (s_player_plotManagement < 0) then { _adminList = ["000"]; // Add admins here if you admins to able to manage all plotpoles _owner = _cursorTarget getVariable ["ownerPUID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _adminList + _fuid; if((getPlayerUID player) in _allowed)then{ s_player_plotManagement = player addAction ["Manage Plot", "Mods\plotManagement\initPlotManagement.sqf", [], 5, false]; }; } else { player removeAction s_player_plotManagement; s_player_plotManagement = -1; }; Modified spam verison :P if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { if (s_player_plotManagement < 0) then { _adminList = ["000"]; // Add admins here if you admins to able to manage all plotpoles _owner = _cursorTarget getVariable ["ownerPUID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _adminList + _fuid; if((getPlayerUID player) in _allowed)then{ s_player_plotManagement = player addAction ["<t color='#0059FF'>Manage Plot</t>", "Mods\plotManagement\initPlotManagement.sqf", [], 5, false]; }; }; if (s_player_maintain_area < 0) then { s_player_maintain_area = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA], "Mods\plotManagement\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV], "Mods\plotManagement\maintain_area.sqf", "preview", 5, false]; s_player_plot_boundary = player addAction ["Show plot boundary", "\z\addons\dayz_code\compile\object_showPlotRadius.sqf", "", 1, false]; }; } else { player removeAction s_player_plotManagement; s_player_plotManagement = -1; player removeAction s_player_maintain_area; s_player_maintain_area = -1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = -1; player removeAction s_player_plot_boundary; s_player_plot_boundary = -1; }; Please correct me if im wrong on this :) Link to comment Share on other sites More sharing options...
MasterHaxor Posted September 26, 2014 Report Share Posted September 26, 2014 Bah, this will probably be my last try at this... I will upload the files that are modified accordingly to the installation instructions for Plot Management. If some of you would be an awesome person and look for some errors for me, I would be a happy man. The problem is still that non of my "Plotfriends" can build when added... I myself suspect the selfActions.sqf, but I don't find any errors :( If some manage to find a fix to my problem, please share! ^^ I've put the files in my dropbox for you guys to download and review: ;) https://www.dropbox.com/sh/f2p7tfwlb3urslf/AAA3ff33OrP9IuuZKOVGZ4Uoa?dl=0 Zupa, I would really like you to take a look through them, but I understand if you don't have the time for it :) Link to comment Share on other sites More sharing options...
Guest Posted September 26, 2014 Report Share Posted September 26, 2014 hahaha love it xD first post: "INFINISTAR" - TO INFINITY AND BEYOND! Link to comment Share on other sites More sharing options...
Zupa Posted September 26, 2014 Author Report Share Posted September 26, 2014 With the new show dome feature, and the maintenance, you would want to override/remove the selfactions for those two, othewise you would have a bit of a clash between which one was used second. If im right you can do the following, depending on how much spam you want on the screen.. Tidy version Fn_selfactions.sqf if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { if (s_player_plotManagement < 0) then { _adminList = ["000"]; // Add admins here if you admins to able to manage all plotpoles _owner = _cursorTarget getVariable ["ownerPUID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _adminList + _fuid; if((getPlayerUID player) in _allowed)then{ s_player_plotManagement = player addAction ["Manage Plot", "Mods\plotManagement\initPlotManagement.sqf", [], 5, false]; }; } else { player removeAction s_player_plotManagement; s_player_plotManagement = -1; }; Modified spam verison :P if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { if (s_player_plotManagement < 0) then { _adminList = ["000"]; // Add admins here if you admins to able to manage all plotpoles _owner = _cursorTarget getVariable ["ownerPUID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _adminList + _fuid; if((getPlayerUID player) in _allowed)then{ s_player_plotManagement = player addAction ["<t color='#0059FF'>Manage Plot</t>", "Mods\plotManagement\initPlotManagement.sqf", [], 5, false]; }; }; if (s_player_maintain_area < 0) then { s_player_maintain_area = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA], "Mods\plotManagement\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV], "Mods\plotManagement\maintain_area.sqf", "preview", 5, false]; s_player_plot_boundary = player addAction ["Show plot boundary", "\z\addons\dayz_code\compile\object_showPlotRadius.sqf", "", 1, false]; }; } else { player removeAction s_player_plotManagement; s_player_plotManagement = -1; player removeAction s_player_maintain_area; s_player_maintain_area = -1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = -1; player removeAction s_player_plot_boundary; s_player_plot_boundary = -1; }; Please correct me if im wrong on this :) indeed, i also did this in my files back then, hate scroll wheel options. Link to comment Share on other sites More sharing options...
Zupa Posted September 26, 2014 Author Report Share Posted September 26, 2014 hahaha love it xD first post: "INFINISTAR" - TO INFINITY AND BEYOND! Nvm i got it now^^ Link to comment Share on other sites More sharing options...
Rythron Posted September 26, 2014 Report Share Posted September 26, 2014 Got everything working exept the maintain part. If i push the button nothing shows up to maintain. If i use the normal maintain preview i need to maintain some parts. I checked every file but cannot find the issue. i put the files in the directory and added plotmain to the variable.sqf including the dome and that works fine. What good it be? Im not using Single currency. Any ideas? Thx Link to comment Share on other sites More sharing options...
Zupa Posted September 26, 2014 Author Report Share Posted September 26, 2014 Got everything working exept the maintain part. If i push the button nothing shows up to maintain. If i use the normal maintain preview i need to maintain some parts. I checked every file but cannot find the issue. i put the files in the directory and added plotmain to the variable.sqf including the dome and that works fine. What good it be? Im not using Single currency. Any ideas? Thx i never tested the normal maintain files. Could you check your client rpft files? It's prob a code error located @ C:\User\Your account\AppData\Local\Arma2OA\Arma2OA.rpt Link to comment Share on other sites More sharing options...
Zupa Posted September 26, 2014 Author Report Share Posted September 26, 2014 Bah, this will probably be my last try at this... I will upload the files that are modified accordingly to the installation instructions for Plot Management. If some of you would be an awesome person and look for some errors for me, I would be a happy man. The problem is still that non of my "Plotfriends" can build when added... I myself suspect the selfActions.sqf, but I don't find any errors :( If some manage to find a fix to my problem, please share! ^^ I've put the files in my dropbox for you guys to download and review: ;) https://www.dropbox.com/sh/f2p7tfwlb3urslf/AAA3ff33OrP9IuuZKOVGZ4Uoa?dl=0 Zupa, I would really like you to take a look through them, but I understand if you don't have the time for it :) Maybe this evening when i'm home from work, and released advanced trading Link to comment Share on other sites More sharing options...
MasterHaxor Posted September 26, 2014 Report Share Posted September 26, 2014 Maybe this evening when i'm home from work, and released advanced trading That would be awesome, thank you :) Really appreciate it! ^^ Just take the time you need :) Link to comment Share on other sites More sharing options...
Rythron Posted September 26, 2014 Report Share Posted September 26, 2014 i never tested the normal maintain files. Could you check your client rpft files? It's prob a code error located @ C:\User\Your account\AppData\Local\Arma2OA\Arma2OA.rpt File mpmissions\__CUR_MP.chernarus\plotManagement\maintain_area.sqf, line 60 Error in expression <fcase100oz",9]]}; }; _option = _this select 3; switch _option do { case "main> Error position: <select 3; switch _option do { case "main> Error Zero divisor File mpmissions\__CUR_MP.chernarus\plotManagement\maintain_area.sqf, line 60 This is the error above if (s_player_maintain_area < 0) then { s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false]; }; this is the normal maintain in fn_selfactions.sqf Link to comment Share on other sites More sharing options...
Zupa Posted September 27, 2014 Author Report Share Posted September 27, 2014 File mpmissions\__CUR_MP.chernarus\plotManagement\maintain_area.sqf, line 60 Error in expression <fcase100oz",9]]}; }; _option = _this select 3; switch _option do { case "main> Error position: <select 3; switch _option do { case "main> Error Zero divisor File mpmissions\__CUR_MP.chernarus\plotManagement\maintain_area.sqf, line 60 This is the error above if (s_player_maintain_area < 0) then { s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false]; }; this is the normal maintain in fn_selfactions.sqf that must be select 0 not 3; my bad ^^ Rythron 1 Link to comment Share on other sites More sharing options...
Chief501st Posted September 27, 2014 Report Share Posted September 27, 2014 Hello I just installed this, I get the plot management option but no dialog window opens anyone know how to fix this? Link to comment Share on other sites More sharing options...
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