Jump to content

[Release] 2.1 Plot Management - UPDATED Object Counter


Zupa

Recommended Posts

Zupa Help ME :(

asd.jpg

 

I getting this error after install Door management

 

What i tried

First time i remove the doormanagent define and replace with define from plotmanagent [still get this Problem]

Changing Back [And still get this Problem]

 

Be sure to only use 1 defines of mines defines.

 

Use the plotmanagement one form the maintain folder.

 

Be sure it links the right one in your description.ext

 

That should fix your problems.

Link to comment
Share on other sites

 

i think there is a mistake in a instructions for P4L

 

it's shouble

if (count _inventory > 0) then {

not

if (count _intentory > 0) then {

i first time i try to find in my server_monitor.sqf

but failed so i try to change _intentory to _inventory

it's succes.

And another

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

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

Should i change _intentory to _inventory in 2 both ?




 

Short explenation on that:

 

Original Epoch files use 

_intentory

Which was a typo of epoch devs but they didn't care to change. So ti's default this.

 

I build my code on this with the variable

_intentoy

Now P4L new releases changed that into 

 

_inventory

So thats a bbit confusing if u don't have much experience with this kind of stuf).

 

So to follow P4L development line ( and feature epoch)

 

Change every 

_intentory

to

_inventory
Link to comment
Share on other sites

ok im trying to add this into a overpoch origins server but need to merge 2 lines to keep origins buildings

if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then {
if ((count _intentory > 0) && !(typeOf( _object) in  DZE_DoorsLocked)) then {

any ideas? i thought of this but its just a random guese

if ((count _intentory > 0) && !(typeOf( _object)== "Plastic_Pole_EP1_DZ","DZE_DoorsLocked")) then {
Link to comment
Share on other sites

 

ok im trying to add this into a overpoch origins server but need to merge 2 lines to keep origins buildings

if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then {
if ((count _intentory > 0) && !(typeOf( _object) in  DZE_DoorsLocked)) then {

any ideas? i thought of this but its just a random guese

if ((count _intentory > 0) && !(typeOf( _object)== "Plastic_Pole_EP1_DZ","DZE_DoorsLocked")) then {

 

Lol, sorry thats wrong ^^, DZE doorlocked is a variable.  plasticpole is a typename of a variable ( a string).

 

i don't see the need where u should need to combine those tbh :)

 

It's my plot and doormanagement, or u copied the wrong lines

Link to comment
Share on other sites

Zupa what you think would cause this not to show Price or Objects when im on plot pole. It shows 0 Coins and 0 Objects as you can see the corner of a cinderwall. Great addon thanks for your work. Let me know what i should do.  Im not finding any server or client rpt errors. But i know im doing something wrong

 

EDITED: I didn't try to blow up objects next to me lol. This works perfect. Thank you Z

 

help.png

 

Just a notice xD the borders are always like that if not upgraded ^^

Link to comment
Share on other sites

hi zupa, its because this line

if (count _intentory > 0) then {

is already been overwriten with this line in my server monitor

if ((count _intentory > 0) && !(typeOf( _object) in  DZE_DoorsLocked)) then {

so i assume i would need to merge my one with yours? so i can keep my line?

Link to comment
Share on other sites

hi zupa, its because this line

if (count _intentory > 0) then {

is already been overwriten with this line in my server monitor

if ((count _intentory > 0) && !(typeOf( _object) in  DZE_DoorsLocked)) then {

so i assume i would need to merge my one with yours? so i can keep my line?

 

owya i get it, didn't i post that in the topics themself? 

Link to comment
Share on other sites

B - IF USING PLOT MANAGEMENT, 
 
REplace:

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

With

if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ") && !(typeOf( _object) in DZE_DoorsLocked)) then {
Link to comment
Share on other sites

not safe friends after restart :huh:

any idea to fix?

 

Have you checked if the numbers are in the gear field in the database?

 

If thats the case there is something wrong in your server_monitor.sqf ( Since u were talking about that at P4L). You must do the changes to the file you use. It might be ( as alot of people did) just edit a file that never gets used.

 

If it's totally not in the db so it never gets saved you should sheck if your server_updateObject is set up correctly 

Link to comment
Share on other sites

I'm stuck at the part with player_upgrade.sqf and all those files... Am I supposed to manually download them? They aren't in the default server .pbo's or in my hosts files either :o there isn't an action folder

 

i guess u are not using Plot 4 Life.

 

I did not wrote an such extended tutorial on how to start editing servers ( i'm sure there are some tuts for that).

 

The main idea in short

 

  • Get the original file from where your epoch is installed (@Epoch in your arma)
  • unpack the DayZ_Code pbo
  • Get the file
  • place it in your mission folder
  • change the link in your compiles.sqf from dayz_code to where u placed it.
  • Do your changes on the file 
Link to comment
Share on other sites

BUG:

 

When you remove and replace your plot pole. It doesnt count the objects put prior to it. Hence, You cannot maintain those objects resulting in deletion of your base.

 

Anybody else having this issue?

 

i'l look into it, it sounds weird cus i just checks every object in the radius with not filtering on it. 

Link to comment
Share on other sites

 

i guess u are not using Plot 4 Life.

 

I did not wrote an such extended tutorial on how to start editing servers ( i'm sure there are some tuts for that).

 

The main idea in short

 

  • Get the original file from where your epoch is installed (@Epoch in your arma)
  • unpack the DayZ_Code pbo
  • Get the file
  • place it in your mission folder
  • change the link in your compiles.sqf from dayz_code to where u placed it.
  • Do your changes on the file 

 

 

Thanks I know how to do all that I just didn't know if it was supposed to already be in there because in the non-plotforlife instructions it never says to fetch them. Thanks :D

 

EDIT: Also the instructions say on the nonplot4life to change the paths for these 

 

 

 

player_upgrade.sqf

player_buildingDowngrade.sqf

player_upgrade.sqf"

 

 

When it should be 

 

 

 

player_upgrade.sqf

player_buildingDowngrade.sqf

player_build.sqf,

 

Cheers!

Link to comment
Share on other sites

I used the maintain version on a fresh install with P4L. Now it seems to work within the database however I can't maintain it no matter what I do. My previous install worked when I shot it but I'm doing a fresh install and no matter how many times I shoot it I can't maintain it. Anything I should check for? The only errors I get in my RPT

 

 

 

9:39:54 Server: Object 3:108 not found (message 99)
9:39:54 Server: Object 3:109 not found (message 91)
9:39:54 Server: Object 3:113 not found (message 91)
9:39:54 Server: Object 3:112 not found (message 98)
9:42:53 Server: Object 3:136 not found (message 91 

EDIT: Fixed everything above however I have a question about the action menu still has "Maintain Area" and "Maintain Area Preview". I think I may have messed up in the fn_selfactions.sqf with remove action's. Can you take a look please?

	 } else {
    player removeAction s_player_plotManagement;
    s_player_plotManagement = -1;
    player removeAction s_player_maintain_area;
    s_player_maintain_area = -1;
    player removeAction s_player_maintain_area_preview;
    s_player_maintain_area_preview = -1;
		player removeAction s_player_plot_boundary_on;
		s_player_plot_boundary_on = -1;
		player removeAction s_player_plot_boundary_off;
		s_player_plot_boundary_off = -1;
		player removeAction s_player_plot_take_ownership;
		s_player_plot_take_ownership = -1;
	};

and here's the bottom part

} else {
	//Engineering
	player removeAction s_player_plotManagement;
	s_player_plotManagement = -1;
	{dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = [];
	s_player_repair_crtl = -1;

	{player removeAction _x} count s_player_combi;s_player_combi = [];
		
	dayz_myCursorTarget = objNull;
	s_player_lastTarget = [objNull,objNull,objNull,objNull,objNull];

	{player removeAction _x} count s_player_parts;s_player_parts = [];
	s_player_parts_crtl = -1;

	{player removeAction _x} count s_player_lockunlock;s_player_lockunlock = [];
	s_player_lockUnlock_crtl = -1;

	player removeAction s_player_checkGear;
	s_player_checkGear = -1;

	player removeAction s_player_SurrenderedGear;
	s_player_SurrenderedGear = -1;

	//Others
    player removeAction s_player_maintain_area;
    s_player_maintain_area = -1;
    player removeAction s_player_maintain_area_preview;
    s_player_maintain_area_preview = -1;
	player removeAction s_player_plot_boundary_on;
	s_player_plot_boundary_on = -1;
	player removeAction s_player_plot_boundary_off;
	s_player_plot_boundary_off = -1;
	player removeAction s_player_plot_take_ownership;
	s_player_plot_take_ownership = -1;
	player removeAction s_player_forceSave;
	s_player_forceSave = -1;
	player removeAction s_player_flipveh;
	s_player_flipveh = -1;
	player removeAction s_player_sleep;
	s_player_sleep = -1;
	player removeAction s_player_deleteBuild;
	s_player_deleteBuild = -1;
	player removeAction s_player_butcher;
	s_player_butcher = -1;
	player removeAction s_player_cook;
	s_player_cook = -1;
	player removeAction s_player_boil;
	s_player_boil = -1;
	player removeAction s_player_fireout;
	s_player_fireout = -1;
	player removeAction s_player_packtent;
	s_player_packtent = -1;
	player removeAction s_player_fillfuel;
	s_player_fillfuel = -1;
	player removeAction s_player_studybody;
	s_player_studybody = -1;
Link to comment
Share on other sites

Hey Zupa, when you install P4L the player_build is taken by modular_build.sqf. I changed it to player_build.sqf and friendly's building on my plot worked. However without the edit's to player_build friendly building will not work. How would you go about making modular_build.sqf work alongside player_build? You can only have one unless there's another way? Can I just copy what's supposed to go into "player_build.sqf" into modular_build?

Link to comment
Share on other sites

Also if you're doing free maintain is it possible to change the text "any any" under price to maintain???

 

EDIT: Figured it out, for anyone else wondering, edit maintain_area.sqf

 

 

 

Actually I have a question, how do I remove the text that pops up behind the window? It's somehow calling to the default maintain_area.sqf and I'd like to disable that.

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • Create New...