Shadowking74 Posted October 6, 2014 Report Share Posted October 6, 2014 Did not actually, didn't even realize you said client, read rpt and that was it call PlotGetFriends; ["preview"] call MaintainPlot; call PlotObjects; > Error position: <MaintainPlot; call PlotObjects; > Error Undefined variable in expression: maintainplot File mpmissions\__CUR_MP.Chernarus\plotManagement\initPlotManagement.sqf, line 4 "fn_actons: [PlayerUID: 76561197991587059] [_ownerID: 76561197991587059] [_isModular: false] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]" "fn_actons: [PlayerUID: 76561197991587059] [_ownerID: 76561197991587059] [_isModularDoor: false] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]" Link to comment Share on other sites More sharing options...
Zupa Posted October 6, 2014 Author Report Share Posted October 6, 2014 Did not actually, didn't even realize you said client, read rpt and that was it call PlotGetFriends; ["preview"] call MaintainPlot; call PlotObjects; > Error position: <MaintainPlot; call PlotObjects; > Error Undefined variable in expression: maintainplot File mpmissions\__CUR_MP.Chernarus\plotManagement\initPlotManagement.sqf, line 4 "fn_actons: [PlayerUID: 76561197991587059] [_ownerID: 76561197991587059] [_isModular: false] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]" "fn_actons: [PlayerUID: 76561197991587059] [_ownerID: 76561197991587059] [_isModularDoor: false] [typeOfCursorTarget: Plastic_Pole_EP1_DZ]" u frogot to add the maintain in compiles.sqf , check the topic 1st post ( not github) Link to comment Share on other sites More sharing options...
Shadowking74 Posted October 6, 2014 Report Share Posted October 6, 2014 This is the top part of my compiles.sqf, made sure to include some of the other compile calls to show where they are located, I am using the single currency maintain_area as I also have your Zupa Coin script in as well if (!isDedicated) then { "filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; /*Plot*/ PlotGetFriends = compile preprocessFileLineNumbers "plotManagement\plotGetFriends.sqf"; PlotNearbyHumans = compile preprocessFileLineNumbers "plotManagement\plotNearbyHumans.sqf"; PlotAddFriend = compile preprocessFileLineNumbers "plotManagement\plotAddFriend.sqf"; PlotRemoveFriend = compile preprocessFileLineNumbers "plotManagement\plotRemoveFriend.sqf"; MaintainPlot = compile preprocessFileLineNumbers "plotManagement\maintain_area.sqf"; PlotPreview = compile preprocessFileLineNumbers "plotManagement\plotToggleMarkers.sqf"; PlotObjects = compile preprocessFileLineNumbers "plotManagement\plotObjects.sqf"; // NEW /*Plot End*/ BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them fnc_usec_damageActions = compile preprocessFileLineNumbers "custom\PlotForLifev2\fn_damageActions.sqf"; //Checks which actions for nearby casualty fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty Link to comment Share on other sites More sharing options...
Zupa Posted October 6, 2014 Author Report Share Posted October 6, 2014 well Error Undefined variable in expression: maintainplot is the file in the right place, do u have edited the right compiles? the one that gets loaded. Link to comment Share on other sites More sharing options...
Shadowking74 Posted October 6, 2014 Report Share Posted October 6, 2014 I have 2 compiles, one is a small 3 line one for snap_pro and then the main one has everything else including these files Link to comment Share on other sites More sharing options...
Shadowking74 Posted October 6, 2014 Report Share Posted October 6, 2014 This is what happens in-game Link to comment Share on other sites More sharing options...
poweredbypot Posted October 6, 2014 Report Share Posted October 6, 2014 hey Zupa, great job on the updates, I totally squee'd when I saw how much you had added. I have the full whammy of building mods and other scripts (vectors, P4l, Snap pro, precise builds, plot manager and door manager). Everything is working to a point, but there are few minor issues: 1) when the "dome" is on, the little spheres it creates to make the outline count against the build limit and stop players from being able to build anything, but this is easily fixed by turning off the "dome" 2) the object count limit is currently only counting the plot pole, but it is at least getting the maxObjects count correct. You're a beast and I love your scripts, keep up the good work! I am using the non - coin setup. Ok I finally found the client RPT error that I think this is related to, maybe you can tell me for sure. Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1; }; if ((isNil "PP_Marks") && (> Error position: <sleep 1; }; if ((isNil "PP_Marks") && (> Error Generic error in expression File mpmissions\__CUR_MP.Napf\Custom\plotManagement\plotToggleMarkers.sqf, line 17 Link to comment Share on other sites More sharing options...
Ominous Posted October 6, 2014 Report Share Posted October 6, 2014 Found a bit of a problem. Got the maintain version working perfectly except a few problems. First, when i add someone to the list of people that can build, they are still not allowed to build. I checked the database and i can see on the plot pole that no one is being added in the gear section so i guess its not writing to the database. Also, it seems that after a restart you can not add someone to a plot pole if you put it down before the restart. I am using: PlotforLife Walking Zombies SnapPro Infistar. EDIT: just installed your door management add-on and it is also not loading players into the DoorFriends after a restart but it is set in the database in the gear location. EDIT2: seems to have fixed its self but now door management is acting up. When someone adds someone to the door, it adds on the database but on restarts it resets. Link to comment Share on other sites More sharing options...
Shadowking74 Posted October 6, 2014 Report Share Posted October 6, 2014 I don't know if this has anything to do with it or not Error in expression <e getVariable ['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location Error in expression <e getVariable ['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location Error in expression <e getVariable ['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location Error in expression <e getVariable ['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location Error in expression <e getVariable ['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location Error in expression <e getVariable ['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location Error in expression <e getVariable ['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location Link to comment Share on other sites More sharing options...
iceman997799 Posted October 7, 2014 Report Share Posted October 7, 2014 Im getting this error in the rpt server does not start the only error I'm getting ErrorMessage: Include file mpmissions\DayZ_Epoch_24.Napf\_isNormal = true; if (typeOf (_object) == not found. any ideas Link to comment Share on other sites More sharing options...
iceman997799 Posted October 7, 2014 Report Share Posted October 7, 2014 Im getting this error in the rpt server does not start the only error I'm getting ErrorMessage: Include file mpmissions\DayZ_Epoch_24.Napf\_isNormal = true; if (typeOf (_object) == not found. any ideas This only happens when I try to install your door management????? Link to comment Share on other sites More sharing options...
Shadowking74 Posted October 7, 2014 Report Share Posted October 7, 2014 _wealth = player getVariable["headShots",0]; _missing = ""; _missingQty = 0; _proceed = true; { _itemIn = _x select 0; _countIn = _x select 1; if (_wealth < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _wealth); _proceed = false; }; } count _requirements; if (_proceed) then { _newWealth = (_wealth - _countIn); player playActionNow "Medic"; [player,_range,true,(getPosATL player)] spawn player_alertZombies; player setVariable["headShots",_newWealth,true]; PVDZE_plr_Save = [player,(magazines player),true,true]; publicVariableServer "PVDZE_plr_Save"; PVDZE_maintainArea = [player,1,_target]; publicVariableServer "PVDZE_maintainArea"; Found the issue, the above two "headShots" were "cashmoney" but the variable for the coin system goes by the name headShots instead so the script was picking up the wrong currency, changing those to this fixed it Link to comment Share on other sites More sharing options...
Zupa Posted October 7, 2014 Author Report Share Posted October 7, 2014 Found a bit of a problem. Got the maintain version working perfectly except a few problems. First, when i add someone to the list of people that can build, they are still not allowed to build. I checked the database and i can see on the plot pole that no one is being added in the gear section so i guess its not writing to the database. Also, it seems that after a restart you can not add someone to a plot pole if you put it down before the restart. I am using: PlotforLife Walking Zombies SnapPro Infistar. EDIT: just installed your door management add-on and it is also not loading players into the DoorFriends after a restart but it is set in the database in the gear location. EDIT2: seems to have fixed its self but now door management is acting up. When someone adds someone to the door, it adds on the database but on restarts it resets. Edit 2 : server monitor then ^^ && check if DZE_lockeddoors is set Link to comment Share on other sites More sharing options...
Zupa Posted October 7, 2014 Author Report Share Posted October 7, 2014 This only happens when I try to install your door management????? can u posst the whole error? Link to comment Share on other sites More sharing options...
Zupa Posted October 7, 2014 Author Report Share Posted October 7, 2014 I don't know if this has anything to do with it or not Error in expression <e getVariable ['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location Error in expression <e getVariable ['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location Error in expression <e getVariable ['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location Error in expression <e getVariable ['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location Error in expression <e getVariable ['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location Error in expression <e getVariable ['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location Error in expression <e getVariable ['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location _getvarID should be an array, it probablty is a strng Link to comment Share on other sites More sharing options...
iceman997799 Posted October 7, 2014 Report Share Posted October 7, 2014 can u posst the whole error? crazy thing is that is the whole error. Not sure whats up with it, going to try to install it again with just the addon building vectors with p4l and snap buld pro Link to comment Share on other sites More sharing options...
Rotzloch Posted October 7, 2014 Report Share Posted October 7, 2014 Zupa Thank you for this great Script :) Link to comment Share on other sites More sharing options...
justchil Posted October 7, 2014 Report Share Posted October 7, 2014 I posted on your GIT about a client script error when you toggle the plot dome off. It does work correctly though. Link to comment Share on other sites More sharing options...
justchil Posted October 7, 2014 Report Share Posted October 7, 2014 NVM figured it out. Link to comment Share on other sites More sharing options...
poweredbypot Posted October 7, 2014 Report Share Posted October 7, 2014 Ok, I have re-installed the whole mod, and made the modifications for door management as well. The issue with the dome marker spheres being counted into the build limit when the dome is enabled is still persisting, so I don't think it's an error on my end. If you would permit me to hazard a guess I think its because you search for "all" within "plot pole build radius"; perhaps it should instead search for "DZE_MaintainClasses"? Or maybe do all objects that ARE NOT the "sphere10/25/100cm"? The other issue Isn't so much a bug as a minor error. The area maintain function seems to be picking up built items that have damage without a problem, but the counter at the top for total/limit of built objects is not tracking all types of built items. For example a wooden workbench will not increase the item counter displayed on the management window, but if you shoot said workbench a few times it will register that it is an item within the maintain radius that needs maintaining. Link to comment Share on other sites More sharing options...
Ominous Posted October 7, 2014 Report Share Posted October 7, 2014 Edit 2 : server monitor then ^^ && check if DZE_lockeddoors is set Just searched in server_monitor for DZE_lockeddoors and i have done the part stated here: 5 - server_monitor.sqf ( Mostly found in dayz_server/system/ if you are not using any modded one). a) place if (typeOf (_object) in DZE_DoorsLocked) then {_object setVariable ["doorfriends", _intentory, true];}; under _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; ( i did look bellow and do the one that said if you have plotmanager) So idk whats up with it. Link to comment Share on other sites More sharing options...
Anarior Posted October 8, 2014 Report Share Posted October 8, 2014 To get the object count working properly use the following for your plotObjects.sqf private ["_newWealth","_missing","_missingQty","_proceed","_itemIn","_countIn","_target","_range","_objectClasses","_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; It counts all objects within the plot radius which is how Epoch also works out the build limit. It will count all the green dots from the plot dome but I suspect the same is true when the the actual check is run to see if you can build. Zupa 1 Link to comment Share on other sites More sharing options...
MasterHaxor Posted October 8, 2014 Report Share Posted October 8, 2014 To get the object count working properly use the following for your plotObjects.sqf private ["_newWealth","_missing","_missingQty","_proceed","_itemIn","_countIn","_target","_range","_objectClasses","_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; It counts all objects within the plot radius which is how Epoch also works out the build limit. It will count all the green dots from the plot dome but I suspect the same is true when the the actual check is run to see if you can build. Thanks, works like a charm :) Link to comment Share on other sites More sharing options...
Zupa Posted October 8, 2014 Author Report Share Posted October 8, 2014 To get the object count working properly use the following for your plotObjects.sqf private ["_newWealth","_missing","_missingQty","_proceed","_itemIn","_countIn","_target","_range","_objectClasses","_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; It counts all objects within the plot radius which is how Epoch also works out the build limit. It will count all the green dots from the plot dome but I suspect the same is true when the the actual check is run to see if you can build. changed in github! Thank you ^^ Anarior 1 Link to comment Share on other sites More sharing options...
poweredbypot Posted October 8, 2014 Report Share Posted October 8, 2014 couldnt you do something like this: _count = count ((getPosATL player) nearObjects [(!sphere10cm, !sphere23cm, !sphere 100cm)_range]); I am a very poor coder, but logic makes sense to me and this seems plausible..... and also thank you anarior for helping Zupa where I could not! Link to comment Share on other sites More sharing options...
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