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[Release] 2.1 Plot Management - UPDATED Object Counter


Zupa

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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).

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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. :(

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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.

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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:
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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

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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 .

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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 

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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

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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.

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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"
 
 
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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 

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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.

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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;
};
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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.

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