Anarior Posted October 8, 2014 Report Share Posted October 8, 2014 Unfortunately that wouldn't work. Also it would mean the counter wouldn't accurately reflect the object count that the building scripts use to determine if you can build or not. Link to comment Share on other sites More sharing options...
poweredbypot Posted October 8, 2014 Report Share Posted October 8, 2014 So I've been fiddling with this and now it appears it is definitely counting everything with anarior's edit, but it is literally counting EVERYTHING. I use the Napf map and I built a brand new plot pole in the radio tower at Ramisgumme, just southeast of bandit trader and milan. The plot counter shows 370/1000 objects, so I have to assume it is counting literally every single object in the radius. I don't think this is how the building count was intended to work with vanilla plot poles, shouldn't they only be counting DZE_MaintainClasses, BuiltItems, etc etc? Otherwise my build limits will have to be even higher than they already are ( I also have a very high plot build range which is why it finds so much nearby even when I have built nothing). Link to comment Share on other sites More sharing options...
PcKoPaT Posted October 9, 2014 Report Share Posted October 9, 2014 ErrorMessage: File mpmissions\__cur_mp.chernarus\plotManagement\defines.hpp, line 12: .RscFrame: Member already defined. /////////////////////////////////////////////////////////////////////////// /// Styles /////////////////////////////////////////////////////////////////////////// // Control types #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 // Static styles #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 // Slider styles #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 #define SL_TEXTURES 0x10 // progress bar #define ST_VERTICAL 0x01 #define ST_HORIZONTAL 0 // Listbox styles #define LB_TEXTURES 0x10 #define LB_MULTI 0x20 // Tree styles #define TR_SHOWROOT 1 #define TR_AUTOCOLLAPSE 2 // MessageBox styles #define MB_BUTTON_OK 1 #define MB_BUTTON_CANCEL 2 #define MB_BUTTON_USER 4 ////////////// /////////////////////////////////////////////////////////////////////////// /// Styles /////////////////////////////////////////////////////////////////////////// // Control types #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 // Static styles #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 // Slider styles #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 #define SL_TEXTURES 0x10 // progress bar #define ST_VERTICAL 0x01 #define ST_HORIZONTAL 0 // Listbox styles #define LB_TEXTURES 0x10 #define LB_MULTI 0x20 // Tree styles #define TR_SHOWROOT 1 #define TR_AUTOCOLLAPSE 2 // MessageBox styles #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 = ""; soundPush[] = { "", 0, 1 }; soundEnter[] = { "", 0, 1 }; soundClick[] ={ "", 0, 1 }; soundEscape[] ={ "", 0, 1 }; sound[] ={ "", 0, 1 }; 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; }; thx. :( Link to comment Share on other sites More sharing options...
Anarior Posted October 9, 2014 Report Share Posted October 9, 2014 So I've been fiddling with this and now it appears it is definitely counting everything with anarior's edit, but it is literally counting EVERYTHING. I use the Napf map and I built a brand new plot pole in the radio tower at Ramisgumme, just southeast of bandit trader and milan. The plot counter shows 370/1000 objects, so I have to assume it is counting literally every single object in the radius. I don't think this is how the building count was intended to work with vanilla plot poles, shouldn't they only be counting DZE_MaintainClasses, BuiltItems, etc etc? Otherwise my build limits will have to be even higher than they already are ( I also have a very high plot build range which is why it finds so much nearby even when I have built nothing). Just to clarify the counter works exactly the same as the one used to determine whether there too many objects nearby when you try to build. Changing the counter for plot management to count only certain objects would make it pointless. Link to comment Share on other sites More sharing options...
Zupa Posted October 9, 2014 Author Report Share Posted October 9, 2014 Just to clarify the counter works exactly the same as the one used to determine whether there too many objects nearby when you try to build. Changing the counter for plot management to count only certain objects would make it pointless. or you change your player_build check 2 ^^ Anyways, to illustrate what we check for Arma works like a tree structure with TYPES. http://browser.six-projects.net/cfg_vehicles/tree This link shows you a tree structure of the classes/types u have in arma. To make it small and give u the main idea and relevance config VEHICLES ( Yes all these are classed as vehicles) All ... ... ALLVEHICLES AIR Ship LAND all arma land vehicles all skins ( YES PEOPLE ARE VEHICLES ) animals ( YES ANIMALS ARE VEHICLES ) Static Fortress Building nonstrategix alot of arma houses/objects Preview Modularitems ModularItems The epoch builadbles ( default ones) .... DZE_Base_Object All Epoch doors NOW instead of ALL, u can use any of those classnames. Pay Attention that if u allow people to build non epoch builables u need to include those classes to. for example if i use for example Advanced Alcheical crafting ( then i gt non epoch objects) _count1 = count ((getPosATL player) nearObjects ["NonStrategic",_range]); // al epoch builables and arma house objects,( Example: all the sandbag nests, fortifications, helipad.. blabla _count2 = count ((getPosATL player) nearObjects ["DZE_Base_Object ",_range]); // epoch doors ( these are seperate) _count = _count1 + _count2: if i only use default epoch _count1 = count ((getPosATL player) nearObjects ["ModularItems",_range]); // al epoch builables _count2 = count ((getPosATL player) nearObjects ["DZE_Base_Object ",_range]); // epoch doors ( these are seperate) _count = _count1 + _count2: Link to comment Share on other sites More sharing options...
Zupa Posted October 9, 2014 Author Report Share Posted October 9, 2014 ErrorMessage: File mpmissions\__cur_mp.chernarus\plotManagement\defines.hpp, line 12: .RscFrame: Member already defined. /////////////////////////////////////////////////////////////////////////// /// Styles /////////////////////////////////////////////////////////////////////////// // Control types #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 // Static styles #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 // Slider styles #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 #define SL_TEXTURES 0x10 // progress bar #define ST_VERTICAL 0x01 #define ST_HORIZONTAL 0 // Listbox styles #define LB_TEXTURES 0x10 #define LB_MULTI 0x20 // Tree styles #define TR_SHOWROOT 1 #define TR_AUTOCOLLAPSE 2 // MessageBox styles #define MB_BUTTON_OK 1 #define MB_BUTTON_CANCEL 2 #define MB_BUTTON_USER 4 ////////////// /////////////////////////////////////////////////////////////////////////// /// Styles /////////////////////////////////////////////////////////////////////////// // Control types #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 // Static styles #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 // Slider styles #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 #define SL_TEXTURES 0x10 // progress bar #define ST_VERTICAL 0x01 #define ST_HORIZONTAL 0 // Listbox styles #define LB_TEXTURES 0x10 #define LB_MULTI 0x20 // Tree styles #define TR_SHOWROOT 1 #define TR_AUTOCOLLAPSE 2 // MessageBox styles #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 = ""; soundPush[] = { "", 0, 1 }; soundEnter[] = { "", 0, 1 }; soundClick[] ={ "", 0, 1 }; soundEscape[] ={ "", 0, 1 }; sound[] ={ "", 0, 1 }; 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; }; thx. :( Delete the frame class Link to comment Share on other sites More sharing options...
PcKoPaT Posted October 9, 2014 Report Share Posted October 9, 2014 Delete the frame class efines.hpp line 12 delete (I need to make) Link to comment Share on other sites More sharing options...
carl101 Posted October 9, 2014 Report Share Posted October 9, 2014 getting this error when using the menu, the menu still works just this pops up Error: No entry 'mpmissions/__CUR_MP.Tavi/description.ext/PlotManagement/Controls/RscShortcutButton_7009.soundPush'. any ideas? Link to comment Share on other sites More sharing options...
Zupa Posted October 9, 2014 Author Report Share Posted October 9, 2014 getting this error when using the menu, the menu still works just this pops up Error: No entry 'mpmissions/__CUR_MP.Tavi/description.ext/PlotManagement/Controls/RscShortcutButton_7009.soundPush'. any ideas? u are using a Rsc button class which doesnt definsed the soundpush config element . Link to comment Share on other sites More sharing options...
carl101 Posted October 9, 2014 Report Share Posted October 9, 2014 oookkaayyy and how can i fix this? im running a overpoch origins which does already defince sounds in the description.ext http://pastebin.com/8THNqf5u anyway around it? thanks Link to comment Share on other sites More sharing options...
Skyway Posted October 9, 2014 Report Share Posted October 9, 2014 It's very strange i did everything acording to guide , GUI is working without any issue names are saved in the databse after restart it's showing every nearby name but when i try to build it is telling me that i need 30m plot , i'm not able to build i cant find errors in the log file Link to comment Share on other sites More sharing options...
koreaoverpoch Posted October 10, 2014 Report Share Posted October 10, 2014 Ok after 2.1 patch. When I scroll the menu. It is blinking. I mean, I can't click the maganement button because it disappear and appear ( Blinking) How can i fix this problem anyone have idea? Link to comment Share on other sites More sharing options...
carl101 Posted October 10, 2014 Report Share Posted October 10, 2014 It's very strange i did everything acording to guide , GUI is working without any issue names are saved in the databse after restart it's showing every nearby name but when i try to build it is telling me that i need 30m plot , i'm not able to build i cant find errors in the log file i am getting this aswel, people added to the pole and still showing in the database cant build Link to comment Share on other sites More sharing options...
freakystyle Posted October 11, 2014 Report Share Posted October 11, 2014 Hey Zupa i have a next Problem all User can remove my walls what is that? Link to comment Share on other sites More sharing options...
Raryin Posted October 12, 2014 Report Share Posted October 12, 2014 Hello, After installing I'm having problems connecting to the server at all - I get stuck on 'wait for host'. Using Snap Pro, DZGM, Epoch Admin Tools, and a few others.. I've already got a define.hpp file declared in description.ext from DZGM as well as 'dialog.hpp' from I'm not really sure how to combine them, or if they can exist simultaneously. Here is the define.hpp from DZGM class W_RscText { idc = -1; type = 0; style = 0x00; colorBackground[] = { 1 , 1 , 1 , 0 }; colorText[] = { 1 , 1 , 1 , 1 }; font = "Zeppelin32"; sizeEx = 0.025; h = 0.25; text = ""; }; class W_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; }; class W_RscList { type = 5; style = 69; idc = -1; text = ""; w = 0.275; h = 0.04; colorSelect[] = {1, 1, 1, 1}; colorText[] = {1, 1, 1, 1}; colorBackground[] = {1,1,1,1}; colorSelectBackground[] = {0.40, 0.43, 0.28, 0.5}; colorScrollbar[] = {0.2, 0.2, 0.2, 1}; arrowEmpty = "\ca\ui\data\ui_arrow_combo_ca.paa"; arrowFull = "\ca\ui\data\ui_arrow_combo_active_ca.paa"; wholeHeight = 0.45; rowHeight = 0.04; color[] = {0.7, 0.7, 0.7, 1}; colorActive[] = {0,0,0,1}; colorDisabled[] = {0,0,0,0.3}; font = "Zeppelin32"; sizeEx = 0.023; soundSelect[] = {"",0.1,1}; soundExpand[] = {"",0.1,1}; soundCollapse[] = {"",0.1,1}; maxHistoryDelay = 1; autoScrollSpeed = -1; autoScrollDelay = 5; autoScrollRewind = 0; class ScrollBar { color[] = {1, 1, 1, 1}; colorActive[] = {1, 1, 1, 1}; colorDisabled[] = {1, 1, 1, 1}; 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"; }; }; class W_RscPicture { idc = -1; type = 0; style = 48; font = "Zeppelin32"; sizeEx = 0.023; colorBackground[] = {}; colorText[] = {}; x = 0.0; y = 0.2; w = 0.2; h = 0.2; text = ""; }; class W_RscButtonBase { idc = -1; type = 16; style = 0; w = 0.183825; h = 0.104575; color[] = {0.95, 0.95, 0.95, 1}; color2[] = {1, 1, 1, 0.4}; colorBackground[] = {1, 1, 1, 1}; colorbackground2[] = {1, 1, 1, 0.4}; colorDisabled[] = {1, 1, 1, 0.25}; periodFocus = 1.2; periodOver = 0.8; class HitZone { left = 0.004; top = 0.029; right = 0.004; bottom = 0.029; }; class ShortcutPos { left = 0.004; top = 0.026; w = 0.0392157; h = 0.0522876; }; class TextPos { left = 0.05; top = 0.025; right = 0.005; bottom = 0.025; }; 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.01.paa"; animTexturePressed = "\ca\ui\data\ui_button_down_ca.paa"; animTextureDefault = "\ca\ui\data\ui_button_default_ca.paa"; textureNoShortcut = ""; period = 0.4; font = "Zeppelin32"; size = 0.023; sizeEx = 0.023; text = ""; soundEnter[] = {"\ca\ui\data\sound\mouse2", 0.09, 1}; soundPush[] = {"\ca\ui\data\sound\new1", 0.09, 1}; soundClick[] = {"\ca\ui\data\sound\mouse3", 0.07, 1}; soundEscape[] = {"\ca\ui\data\sound\mouse1", 0.09, 1}; action = ""; class Attributes { font = "Zeppelin32"; color = "#E5E5E5"; align = "left"; shadow = "1"; }; class AttributesImage { font = "Zeppelin32"; color = "#E5E5E5"; align = "left"; }; }; class W_RscButton : W_RscButtonBase { w = 0.183825; h = 0.0522876; style = 2; color[] = {1, 1, 1, 1}; color2[] = {1, 1, 1, 0.85}; colorBackground[] = {1, 1, 1, 1}; colorbackground2[] = {1, 1, 1, 0.85}; colorDisabled[] = {1, 1, 1, 0.4}; class HitZone { left = 0.002; top = 0.003; right = 0.002; bottom = 0.016; }; class ShortcutPos { left = -0.006; top = -0.007; w = 0.0392157; h = 0.0522876; }; class TextPos { left = 0.002; top = 0.014; right = 0.002; bottom = 0.005; }; animTextureNormal = "\ca\ui\data\igui_button_normal_ca.paa"; animTextureDisabled = "\ca\ui\data\igui_button_disabled_ca.paa"; animTextureOver = "\ca\ui\data\igui_button_over_ca.paa"; animTextureFocused = "\ca\ui\data\igui_button_focus_ca.paa"; animTexturePressed = "\ca\ui\data\igui_button_down_ca.paa"; animTextureDefault = "\ca\ui\data\igui_button_normal_ca.paa"; animTextureNoShortcut = "\ca\ui\data\igui_button_normal_ca.paa"; class Attributes { font = "Zeppelin32"; color = "#E5E5E5"; align = "center"; shadow = "1"; }; }; Is it possible to just copy the relevant parts from Plot Management's define.hpp and paste it into my existing one? Also I made a custom copy of 'server_monitor.sqf' and redirected it in 'init.sqf', do I have to do the same for 'server_updateObject.sqf' ? If so, where do I enter the new file path (couldn't find in init)? I've already changed the filepaths for player_upgrade, player_buildingDowngrade and player_build. EDIT: Fixed - went through the .rpt file and looked at the errors individually. Skyway 1 Link to comment Share on other sites More sharing options...
Skyway Posted October 12, 2014 Report Share Posted October 12, 2014 It's very strange i did everything acording to guide , GUI is working without any issue names are saved in the databse after restart it's showing every nearby name but when i try to build it is telling me that i need 30m plot , i'm not able to build i cant find errors in the log file can anybody tell me what can be the reason of this issue i checked every file 5 times: i transfered following files from dayz_code.pbo to Mpmission folder : fn_selfActions.sqf player_build.sqf player_buildingDowngrade.sqf player_upgrade.sqf remove.sqf i changed path to all of this files compiles.sqf: fnc_usec_selfActions = compile preprocessFileLineNumbers "plotManagement\fn_selfActions.sqf"; //Checks which actions for self player_removeObject = compile preprocessFileLineNumbers "plotManagement\remove.sqf"; player_build = compile preprocessFileLineNumbers "plotManagement\player_build.sqf"; fn_selfActions.sqf: s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "plotManagement\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""]; s_player_downgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_REMLOCK",_text], "plotManagement\player_buildingDowngrade.sqf",_cursorTarget, -2, false, true, "",""]; this is the list of mods im using: Dayz Intro Credits by IT07 selfbloodbag description.ext: #include "custom\snap_pro\snappoints.hpp" #include "plotManagement\defines.hpp" #include "plotManagement\plotManagement.hpp" #include "custom\selfblood\extra_rc.hpp" class RscTitles { #include "addons\playerhud\hud.hpp" }; #include "gold\common.hpp" #include "gold\bank_dialog.hpp" #include "gold\give_player_dialog.hpp" Link to comment Share on other sites More sharing options...
Logan Posted October 12, 2014 Report Share Posted October 12, 2014 Anyone know how to remove the old maintain and preview in red? Link to comment Share on other sites More sharing options...
Skyway Posted October 13, 2014 Report Share Posted October 13, 2014 can anybody tell me what can be the reason of this issue i checked every file 5 times: i transfered following files from dayz_code.pbo to Mpmission folder : fn_selfActions.sqf player_build.sqf player_buildingDowngrade.sqf player_upgrade.sqf remove.sqf i changed path to all of this files compiles.sqf: fnc_usec_selfActions = compile preprocessFileLineNumbers "plotManagement\fn_selfActions.sqf"; //Checks which actions for self player_removeObject = compile preprocessFileLineNumbers "plotManagement\remove.sqf"; player_build = compile preprocessFileLineNumbers "plotManagement\player_build.sqf"; fn_selfActions.sqf: s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "plotManagement\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""]; s_player_downgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_REMLOCK",_text], "plotManagement\player_buildingDowngrade.sqf",_cursorTarget, -2, false, true, "",""]; this is the list of mods im using: Dayz Intro Credits by IT07 selfbloodbag description.ext: #include "custom\snap_pro\snappoints.hpp" #include "plotManagement\defines.hpp" #include "plotManagement\plotManagement.hpp" #include "custom\selfblood\extra_rc.hpp" class RscTitles { #include "addons\playerhud\hud.hpp" }; #include "gold\common.hpp" #include "gold\bank_dialog.hpp" #include "gold\give_player_dialog.hpp" anybody ? can you at least tell me which file is responsible for this issue where could i possible do mistke ? if you need more info please tell me Link to comment Share on other sites More sharing options...
SASR Ryan Posted October 15, 2014 Report Share Posted October 15, 2014 hey guys, i only have one small issue with this, Every time a player places a plot pole and scrolls on it to " Maintain Area " or " Maintain Area Preview " as you keep scrolling it just keeps on multiplying the options for: " Maintain Area " or " Maintain Area Preview " Any help would be greatly appreciated. you can PM me, Reply to me, message me on steam: [s8S] [MW] [sASR] Ryan, or join me on TS: tsatl1.vilayer.com:9994, 192.99.18.223. Cheers, Ryan. Link to comment Share on other sites More sharing options...
Zupa Posted October 15, 2014 Author Report Share Posted October 15, 2014 just delete those from selfactions, not needed anymore anyways Link to comment Share on other sites More sharing options...
Zupa Posted October 15, 2014 Author Report Share Posted October 15, 2014 anybody ? can you at least tell me which file is responsible for this issue where could i possible do mistke ? if you need more info please tell me u probably editeing the wrong player_build, or edited it incorrect Skyway 1 Link to comment Share on other sites More sharing options...
Bandit Posted October 15, 2014 Report Share Posted October 15, 2014 Guys, I have a problem, instead of 30 meters, giving 2)) and that normally happens through time Link to comment Share on other sites More sharing options...
Skyway Posted October 15, 2014 Report Share Posted October 15, 2014 u probably editeing the wrong player_build, or edited it incorrect https://www.sendspace.com/file/jyi1nb i think it's correct can you please check the file ? Link to comment Share on other sites More sharing options...
Logan Posted October 15, 2014 Report Share Posted October 15, 2014 Anyone who wants to remove the default Maintain Area and Maintain Area Preview, this is what you need to do. Original from NON SINGLE COIN if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { if (s_player_plotManagement < 0) then { _adminList = ["0152"]; // Add admins here if you admins to able to manage all plotpoles _owner = _cursorTarget getVariable ["CharacterID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _adminList + _fuid; if(_owner == dayz_characterID || (getPlayerUID player) in _allowed)then{ s_player_plotManagement = player addAction ["<t color='#0059FF'>Manage Plot</t>", "custom\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"], "\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]; }; } 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; }; Remove player removeAction s_player_maintain_area; s_player_maintain_area = -1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = -1; and 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]; }; So it looks like this. Make sure to use your own directory to your PlotManagement folder if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { if (s_player_plotManagement < 0) then { _adminList = ["0152"]; // Add admins here if you admins to able to manage all plotpoles _owner = _cursorTarget getVariable ["CharacterID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _adminList + _fuid; if(_owner == dayz_characterID || (getPlayerUID player) in _allowed)then{ s_player_plotManagement = player addAction ["<t color='#0059FF'>Manage Plot</t>", "custom\plotManagement\initPlotManagement.sqf", [], 5, false]; }; }; } else { player removeAction s_player_plotManagement; s_player_plotManagement = -1; }; Link to comment Share on other sites More sharing options...
SASR Ryan Posted October 16, 2014 Report Share Posted October 16, 2014 Hello Everyone, i have a slight problem with this. I upgraded to this plot management, first of all I used the " Default Version " I then encountered this problem: When using the scroll wheel the " maintain Area " & " Maintain Area Preview" kept on duplicating in scroll menu an unlimited time as long as you scrolled up. Other than that Everything worked fine, I could maintain stuff, and i could preview and it would show the amount of parts. So I decided to try the other version - " Maintain Version ", I then Encountered this problem: As i placed a plot pole, and opened the " Maintain " window. there was no part counter, I damaged the parts i had just built & I cannot find any form of a maintain option. I have double, triple, and quad checked my install directions, and file paths everything is fine I cannot figure this out. any Assistance would be good. Cheers, Ryan. Link to comment Share on other sites More sharing options...
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