sentan Posted January 19, 2015 Report Share Posted January 19, 2015 Installed Build Vectors and Snap Pro after Plot Management, now i get this error, someone have an idea? No Objects counted, maintain didnt work. Error in expression < _allowed = [_owner] + _fuid; if ( _playerUID in _allowed && _ownerID in _a> Error position: <_playerUID in _allowed && _ownerID in _a> Error Undefined variable in expression: _playeruid File mpmissions\__CUR_MP.Chernarus\dayz_code\fn_selfActions.sqf, line 303 Error in expression < _allowed = [_owner] + _fuid; if ( _playerUID in _allowed && _ownerID in _a> Error position: <_playerUID in _allowed && _ownerID in _a> Error Undefined variable in expression: _playeruid File mpmissions\__CUR_MP.Chernarus\dayz_code\fn_selfActions.sqf, line 303 fn_selfactions.sqf (codeblock) ///Allow owners to delete modulars if(_isModular && (dayz_characterID == _ownerID)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["ownerPUID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if ( _playerUID in _allowed && _ownerID in _allowed ) then { // // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(_ownerID == _playerUID)then{ _player_deleteBuild = true; }; }; }; }; Link to comment Share on other sites More sharing options...
N4mEL3sS Posted January 19, 2015 Report Share Posted January 19, 2015 Installed Build Vectors and Snap Pro after Plot Management, now i get this error, someone have an idea? No Objects counted, maintain didnt work. Error in expression < _allowed = [_owner] + _fuid; if ( _playerUID in _allowed && _ownerID in _a> Error position: <_playerUID in _allowed && _ownerID in _a> Error Undefined variable in expression: _playeruid File mpmissions\__CUR_MP.Chernarus\dayz_code\fn_selfActions.sqf, line 303 Error in expression < _allowed = [_owner] + _fuid; if ( _playerUID in _allowed && _ownerID in _a> Error position: <_playerUID in _allowed && _ownerID in _a> Error Undefined variable in expression: _playeruid File mpmissions\__CUR_MP.Chernarus\dayz_code\fn_selfActions.sqf, line 303 fn_selfactions.sqf (codeblock) ///Allow owners to delete modulars if(_isModular && (dayz_characterID == _ownerID)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["ownerPUID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if ( _playerUID in _allowed && _ownerID in _allowed ) then { // // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(_ownerID == _playerUID)then{ _player_deleteBuild = true; }; }; }; }; change that block to this but make a backup ///Allow owners to delete modulars if(_isModular) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["ownerPUID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if ( _playerUID in _allowed && _ownerID in _allowed ) then { _player_deleteBuild = true; }; }else{ if(_ownerID == _playerUID)then{ _player_deleteBuild = true; }; }; }; }; Link to comment Share on other sites More sharing options...
ElDubya Posted January 20, 2015 Report Share Posted January 20, 2015 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? My problem exactly. I know RimBlock has said NOT to use the latest P4L with Zupa's Plot Management but I already have the latest P4L installed :( RimBlock has changed the player_build call in compiles.sqf to call the modular_build.sqf file. Zupa, what file can we edit to get Plot Management working, or has anyone running P4L 2.4/5 got their Plot Management to work? Link to comment Share on other sites More sharing options...
RimBlock Posted January 20, 2015 Report Share Posted January 20, 2015 Not wishing to hijack but the modular build files are just the player_build.sqf cut in to smaller chunks and called from modular_build.sqf. The idea was that if you wanted to change a small bit of the build functionality then you could modify a small 'part' file and then your players only need to download that part and not the whole player_build.sqf. you should be able to find 95% of the code that was in player_build.sqf in the modular build files. For checking ownership and firendlies player_build_plotCheck.sqf is the most likely place to check. For A Plot for Life v2.5 I have created a new function that all the building files use for checking ownership and friendlies. You may be able to just modify that one file and it will fix it for all building files (upgrade / downgrade etc). No promises as I have not looked at Zupas code though. The new function file for A Plot for Life v2.5 is fn_check_owner.sqf (in complie sub directory). Link to comment Share on other sites More sharing options...
ElDubya Posted January 20, 2015 Report Share Posted January 20, 2015 Hi Zupa, As you have probably read above, we need a fix to enable those of us using P4L 2.4/5 to use your Plot Management script. This is the file that has had the player_build call changed in compiles.sqf, called modular_build.sqf. //Check if building already in progress, exit if so. if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; private ["_itemConfig","_classname","_classnametmp","_require","_text","_ghost","_lockable","_requireplot","_isAllowedUnderGround","_offset","_isPole","_isLandFireDZ","_hasRequired","_hasrequireditem","_reason","_buildObject","_location1","_object","_objectHelper","_position","_controls","_cancel","_dir","_vector"]; /*Basic Defines*/ DZE_Q = false; DZE_Z = false; DZE_Q_alt = false; DZE_Z_alt = false; DZE_Q_ctrl = false; DZE_Z_ctrl = false; DZE_5 = false; DZE_4 = false; DZE_6 = false; DZE_F = false; DZE_cancelBuilding = false; DZE_updateVec = false; DZE_memDir = 0; DZE_memForBack = 0; DZE_memLeftRight = 0; call gear_ui_init; closeDialog 1; DZE_buildItem = _this; //This is a magazine! It's global to allow access to it from outside functions //count nearby objects. Returns [_cnt] number [] call player_build_countNearby; //Check illegal player states. Returns [_isFine] string [] call player_build_states; //check for nearby requirements (campfire, workshop, fueltank). [] call player_build_needNearby; //check config files and gather info about item (if using custom buildables, make your own similar function instead). _itemConfig = [] call player_build_getConfig; //define items collected from function _classname = _itemConfig select 0; //string _classnametmp = _itemConfig select 1; //string _require = _itemConfig select 2; // array _text = _itemConfig select 3; // string _ghost = _itemConfig select 4; //string _lockable = _itemConfig select 5; //int -- 0/1=No 2=lockbox, 3=combolock, 4=safe _requireplot = _itemConfig select 6; //int _isAllowedUnderGround = _itemConfig select 7; //int _offset = _itemConfig select 8; //array _isPole = _itemConfig select 9; //bool _isLandFireDZ = _itemConfig select 10; //bool //Check for nearby plotpoles. Returns [_IsNearPlot,_nearestPole,_ownerID,_friendlies] [int,Obj,int,array] [_isPole, _requireplot, _isLandFireDZ] call player_build_plotCheck; if (DZE_ActionInProgress) then { //needed otherwise _hasRequired gets RPT error //Check for build requirements (missing tools and items). Returns [_hasrequireditem,_reason] [bool,string] _hasRequired = [_require, _text, true, true] call player_build_buildReq; //define item collected from function _hasrequireditem = _hasRequired select 0; //bool if (_hasrequireditem) then { //Create object that is attached to a player (i.e Ghost preview if available) _buildObject = [_classname, _ghost, _offset, true] call player_build_create; //define items collected from function _location1 = _buildObject select 0; //array _object = _buildObject select 1; //Obj _objectHelper = _buildObject select 2; //Obj _controls = [_object, _isAllowedUnderGround, _location1, _objectHelper] call player_build_controls; //define items collected from function _cancel = _controls select 0; //bool _reason = _controls select 1; //string _position = _controls select 2; //array _dir = _controls select 3; //int _vector = _controls select 4; //array //Publish item to a database [_cancel, _position, _classnametmp,_isAllowedUnderGround, _text, _isPole, _lockable,_dir, _reason, _vector] call player_build_publish; }; }; And this is the paste that was supposed to go into player_build.sqf, which is now called modular_build.sqf _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; // check if friendly to owner if(_builder in _fuid) then { _canBuildOnPlot = true; }; Literally everything except friendlies building on plotpoles works in both P4L and Plot Management up to this point. We just need to be able to add that code somehow into that file to finish it all off and enjoy both scripts. Please? :) It has also been suggested that it could maybe go in here? player_build_plotCheck.sqf if(!DZE_ActionInProgress) exitWith {}; //Check if nearby plotpoles exists private ["_passArray","_isPole","_needText","_distance","_findNearestPoles","_findNearestPole","_IsNearPlot","_requireplot","_isLandFireDZ","_canBuildOnPlot","_nearestPole","_ownerID","_friendlies", "_playerUID","_plotcheck"]; //defines _isPole = _this select 0; _requireplot = _this select 1; _isLandFireDZ = _this select 2; _needText = localize "str_epoch_player_246"; //text for when requirements not met _canBuildOnPlot = false; _nearestPole = objNull; _ownerID = 0; _friendlies = []; _plotcheck = [player, _isPole] call FNC_find_plots; _distance = _plotcheck select 0; _IsNearPlot = _plotcheck select 1; _nearestPole = _plotcheck select 2; // If item is plot pole && another one exists within 45m if(_isPole && _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(format [localize "str_epoch_player_44", DZE_PlotPole select 1]) , "PLAIN DOWN"]; }; if(_IsNearPlot == 0) then { // Allow building of plotpole or items not requiring a plot pole if(!(_requireplot) || _isLandFireDZ) then { _canBuildOnPlot = true; }; } else { // Since there are plot poles nearby we need to check ownership && friend status _buildcheck = [player, _nearestPole] call FNC_check_owner; _isowner = _buildcheck select 0; _isfriendly = _buildcheck select 1; if ((_isowner) || (_isfriendly)) then { _canBuildOnPlot = true; }; }; _passArray = [_IsNearPlot,_nearestPole,_ownerID,_friendlies,_distance]; //create new array and pass it to caller // End script if item is plot pole and another one exists within defined radius if(_isPole && _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(format [localize "str_epoch_player_44", DZE_PlotPole select 1]) , "PLAIN DOWN"]; _passArray }; if(!_canBuildOnPlot) exitWith { //end script if requirements were not met DZE_ActionInProgress = false; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; _passArray }; _passArray //[int,Obj,int,array] Link to comment Share on other sites More sharing options...
Rhyn Posted January 20, 2015 Report Share Posted January 20, 2015 After installing PM i can't remove any buildings anymore. Did those who had the same problem find a solution? I'm not using Plot4Life. Link to comment Share on other sites More sharing options...
Silence4All Posted January 20, 2015 Report Share Posted January 20, 2015 Having the same issue as Rhyn. Everything else works perfect. Would love to know a fix for this. Not using P4L. Link to comment Share on other sites More sharing options...
rossco5378 Posted January 21, 2015 Report Share Posted January 21, 2015 Having some strange issue with PM, I'm assuming the number/300 at the top is the object limit of the plotpole however testing with one wood wall in the plotpole radius it displays 401/300 and then a minute later 11/301... Also when i add myself to the "plotfriends" and then die, i cannot build nor remove the plotpole. I'm also getting this error in the client rpt Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1; }; if ((isNil "PP_Marks") && (> Error position: }; if ((isNil "PP_Marks") && (> Error Generic error in expression File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17 Suspending not allowed in this context Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1; }; if ((isNil "PP_Marks") && (> Error position: }; if ((isNil "PP_Marks") && (> Error Generic error in expression File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17 Suspending not allowed in this context Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1; }; if ((isNil "PP_Marks") && (> Error position: }; if ((isNil "PP_Marks") && (> Error Generic error in expression File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17 Suspending not allowed in this context Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1; }; if ((isNil "PP_Marks") && (> Error position: }; if ((isNil "PP_Marks") && (> Error Generic error in expression File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17 Also if ((isPlayer _unit) && !(_charID in _friendlies)) then { r_action> Error position: <_charID in _friendlies)) then { r_action> Error Undefined variable in expression: _charid File z\addons\dayz_code\compile\fn_damageActions.sqf, line 178 Error in expression if(_unconscious) then { r_action = true; _a> Error position: <_unconscious) then { r_action = true; _a> Error Undefined variable in expression: _unconscious File z\addons\dayz_code\compile\fn_damageActions.sqf, line 106"> Any help with this would be much appreciated. Link to comment Share on other sites More sharing options...
RimBlock Posted January 21, 2015 Report Share Posted January 21, 2015 Hi Zupa, As you have probably read above, we need a fix to enable those of us using P4L 2.4/5 to use your Plot Management script. This is the file that has had the player_build call changed in compiles.sqf, called modular_build.sqf. If you are using A Plot for Life v2.5, based on what you have posted above, then you may be able to change just fn_check_owner.sqf Open the file and replace the contents with // Check Ownership by RimBlock (http://epochmod.com/forum/index.php?/user/12612-rimblock/) private ["_player","_object","_playerUID","_ObjectOwner","_owner","_friendlies","_friendly","_return"]; _player = _this select 0; _Object = _this select 1; _Owner = false; _friendly = false; _playerUID = [_player] call FNC_GetPlayerUID; _ObjectOwner = _object getVariable ["ownerPUID","0"]; _plotfriends = _Object getVariable ["plotfriends",[]]; { _friendlies set [(count _friendlies)],(_x select 0)]; } forEach _plotfriends; if (_playerUID == _ObjectOwner) then { _owner = true; }; if (_ObjectOwner in _friendlies) then { _friendly = true; }; _return = [_owner, _friendly]; _return This one change in that one file should work for Player_build, remove, building upgrade and downgrade as they all use this function to check owner and to check friendlies in AP4L v2.5. Note: I have no way of testing the above code just now so there may be a type or ARMA 'feature' that causes an error message. Give it a test. If this does not error but does not fix it then Zupa will have to take a look. Link to comment Share on other sites More sharing options...
ElDubya Posted January 21, 2015 Report Share Posted January 21, 2015 I really appreciate the post RimBlock, thanks very much. Didn't work though so I'll just have to wait and see if Zupa can sort it out. Cheers. Link to comment Share on other sites More sharing options...
rossco5378 Posted January 22, 2015 Report Share Posted January 22, 2015 Having some strange issue with PM, I'm assuming the number/300 at the top is the object limit of the plotpole however testing with one wood wall in the plotpole radius it displays 401/300 and then a minute later 11/301... Also when i add myself to the "plotfriends" and then die, i cannot build nor remove the plotpole. I'm also getting this error in the client rpt Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1; }; if ((isNil "PP_Marks") && (> Error position: }; if ((isNil "PP_Marks") && (> Error Generic error in expression File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17 Suspending not allowed in this context Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1; }; if ((isNil "PP_Marks") && (> Error position: }; if ((isNil "PP_Marks") && (> Error Generic error in expression File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17 Suspending not allowed in this context Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1; }; if ((isNil "PP_Marks") && (> Error position: }; if ((isNil "PP_Marks") && (> Error Generic error in expression File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17 Suspending not allowed in this context Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1; }; if ((isNil "PP_Marks") && (> Error position: }; if ((isNil "PP_Marks") && (> Error Generic error in expression File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17 Also if ((isPlayer _unit) && !(_charID in _friendlies)) then { r_action> Error position: <_charID in _friendlies)) then { r_action> Error Undefined variable in expression: _charid File z\addons\dayz_code\compile\fn_damageActions.sqf, line 178 Error in expression if(_unconscious) then { r_action = true; _a> Error position: <_unconscious) then { r_action = true; _a> Error Undefined variable in expression: _unconscious File z\addons\dayz_code\compile\fn_damageActions.sqf, line 106"> Any help with this would be much appreciated. Bump - Any help? Thanks Link to comment Share on other sites More sharing options...
McToots Posted January 22, 2015 Report Share Posted January 22, 2015 Installed this, P4L maintenance to be specific, and the manage plot option is not showing up. Cant see any errors in RPTs so I'm out of my league. Ideas? Scratch that. Had a typo in fn_selfactions. Option for managing the plot shows up but does nothing. Now I can access it but adding plot friends doesnt work. Double argh. Any ideas? Link to comment Share on other sites More sharing options...
Leigham Posted January 23, 2015 Report Share Posted January 23, 2015 anyone able to help me get this workig, ive installed it how it says on the tut, but how do i get the plot manage ment up Link to comment Share on other sites More sharing options...
rossco5378 Posted January 23, 2015 Report Share Posted January 23, 2015 Having some strange issue with PM, I'm assuming the number/300 at the top is the object limit of the plotpole however testing with one wood wall in the plotpole radius it displays 401/300 and then a minute later 11/301... Also when i add myself to the "plotfriends" and then die, i cannot build nor remove the plotpole. I'm also getting this error in the client rpt Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1; }; if ((isNil "PP_Marks") && (> Error position: }; if ((isNil "PP_Marks") && (> Error Generic error in expression File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17 Suspending not allowed in this context Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1; }; if ((isNil "PP_Marks") && (> Error position: }; if ((isNil "PP_Marks") && (> Error Generic error in expression File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17 Suspending not allowed in this context Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1; }; if ((isNil "PP_Marks") && (> Error position: }; if ((isNil "PP_Marks") && (> Error Generic error in expression File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17 Suspending not allowed in this context Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1; }; if ((isNil "PP_Marks") && (> Error position: }; if ((isNil "PP_Marks") && (> Error Generic error in expression File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17 Also if ((isPlayer _unit) && !(_charID in _friendlies)) then { r_action> Error position: <_charID in _friendlies)) then { r_action> Error Undefined variable in expression: _charid File z\addons\dayz_code\compile\fn_damageActions.sqf, line 178 Error in expression if(_unconscious) then { r_action = true; _a> Error position: <_unconscious) then { r_action = true; _a> Error Undefined variable in expression: _unconscious File z\addons\dayz_code\compile\fn_damageActions.sqf, line 106"> Any help with this would be much appreciated. Bumping again as this seems to be a serious issue. Link to comment Share on other sites More sharing options...
Draay Posted January 25, 2015 Report Share Posted January 25, 2015 Still having issues with not being able to remove built items after installing this :/ Any fix? Also, could someone kindly share their remove.sqf file (PM me)? Link to comment Share on other sites More sharing options...
Rhyn Posted January 25, 2015 Report Share Posted January 25, 2015 I still have the same problem. I can't remove anything, everything else works fine. Link to comment Share on other sites More sharing options...
Leigham Posted January 25, 2015 Report Share Posted January 25, 2015 i cant seem to get this working for the death of me, im running aplotforlife 2.35 and gone through the tutorial 10-15 times and every player_build in my mission.pbo has the script in, but i can add people to my pole but they still cant build ? if anyone could take a look at my files, i can provide server and client RPT and mission and server pbo, i know its a alot to ask but im hoping somone is kind enough :D Link to comment Share on other sites More sharing options...
ElDubya Posted January 25, 2015 Report Share Posted January 25, 2015 Read the last 3 pages of this thread. Link to comment Share on other sites More sharing options...
Leigham Posted January 25, 2015 Report Share Posted January 25, 2015 i have done Link to comment Share on other sites More sharing options...
AlexLawson Posted January 25, 2015 Report Share Posted January 25, 2015 Ok so ive got this error. ErrorMessage: File mpmissions\DayZ_Epoch_11.Chernarus\plotManagement\plotManagement.hpp, line 5: /PlotManagement/Controls.RscText_7000: Undefined base class 'RscTextT' I have the following mods installed. P4L, Vectors, Precise building, Snap pro, advanced trading and single currency 3.0. I have the defines setup like this which I believe is correct :o class RscTitles { #include "ZSC\config\ZSChud.hpp" }; #include "ZSC\config\ZSCdefines.hpp" #include "ZSC\config\ZSCdialogs.hpp" #include "plotManagement\plotManagement.hpp" #include "zupa\advancedTrading\advancedTrading.hpp" #include "custom\snap_pro\snappoints.hpp" Any idea's Link to comment Share on other sites More sharing options...
AlexLawson Posted January 25, 2015 Report Share Posted January 25, 2015 I have put the defines into description.ext for now hope this will solve it but a better fix would be appreciated. Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 26, 2015 Report Share Posted January 26, 2015 i cant seem to get this working for the death of me, im running aplotforlife 2.35 and gone through the tutorial 10-15 times and every player_build in my mission.pbo has the script in, but i can add people to my pole but they still cant build ? if anyone could take a look at my files, i can provide server and client RPT and mission and server pbo, i know its a alot to ask but im hoping somone is kind enough :D I posted the fix i did on my server for this.. And it works no one is having issues with building on their plot pole with friends or themselves. The plot pole owner puts themselves and their friends on the plot pole friends side and bam everyone can build. Dont feel bad I was pulling out my hair on this and went through every file until I finally found the solution. here is my fix once again. player_build_plotCheck.sqf if(!DZE_ActionInProgress) exitWith {}; //Check if nearby plotpoles exists private ["_passArray","_isPole","_needText","_distance","_findNearestPoles","_findNearestPole","_IsNearPlot","_requireplot","_isLandFireDZ","_canBuildOnPlot","_nearestPole","_ownerID","_friendlies", "_playerUID","_plotcheck"]; //defines _isPole = _this select 0; _requireplot = _this select 1; _isLandFireDZ = _this select 2; _needText = localize "str_epoch_player_246"; //text for when requirements not met _canBuildOnPlot = false; _nearestPole = objNull; _ownerID = 0; _friendlies = []; _plotcheck = [player, _isPole] call FNC_find_plots; _distance = _plotcheck select 0; _IsNearPlot = _plotcheck select 1; _nearestPole = _plotcheck select 2; // If item is plot pole && another one exists within 45m if(_isPole && _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(format [localize "str_epoch_player_44", DZE_PlotPole select 1]) , "PLAIN DOWN"]; }; if(_IsNearPlot == 0) then { // Allow building of plotpole or items not requiring a plot pole if(!(_requireplot) || _isLandFireDZ) then { _canBuildOnPlot = true; }; } else { // Since there are plot poles nearby we need to check ownership && friend status _buildcheck = [player, _nearestPole] call FNC_check_owner; _isowner = _buildcheck select 0; _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; // check if friendly to owner if(_builder in _fuid) then { _canBuildOnPlot = true; }; }; _passArray = [_IsNearPlot,_nearestPole,_ownerID,_friendlies,_distance]; //create new array and pass it to caller // End script if item is plot pole and another one exists within defined radius if(_isPole && _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(format [localize "str_epoch_player_44", DZE_PlotPole select 1]) , "PLAIN DOWN"]; _passArray }; if(!_canBuildOnPlot) exitWith { //end script if requirements were not met DZE_ActionInProgress = false; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; _passArray }; _passArray //[int,Obj,int,array] Link to comment Share on other sites More sharing options...
Leigham Posted January 26, 2015 Report Share Posted January 26, 2015 ok so put that one in and now serverside rpt showing : 20:39:50 Error in expression < _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; _objWpnTypes = (_> 20:39:50 Error position: <count _objWpnTypes; _objWpnTypes = (_> 20:39:50 Error count: Type String, expected Array 20:39:50 File z\addons\dayz_server\system\server_monitor.sqf, line 216 ##edit. when trying to join getting stuck on waiting for server to start authentication Link to comment Share on other sites More sharing options...
Leigham Posted January 27, 2015 Report Share Posted January 27, 2015 ive now got it launching but its giving me http://gyazo.com/0d2521bd0d90daa83218e8a442d04f2e line for calling initplotmanagement s_player_plotManagement = player addAction ["<t color='#0059FF'>Manage Plot</t>", "scripts\plotManagement\initPlotManagement.sqf", [], 5, false]; line for calling fn self actions fnc_usec_selfActions = compile preprocessFileLineNumbers "compile\fn_selfActions.sqf"; error in the rpt: "DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]" "DayZ Epoch: MPframework inited" Warning Message: Picture npg.paa not found Warning Message: Picture npg.paa not found Warning Message: Picture npg.paa not found Warning Message: Picture npg.paa not found Warning Message: Picture npg.paa not found Warning Message: Picture npg.paa not found Warning Message: Picture npg.paa not found No speaker given for Andrew Vomacka UH1Y_DZE: ObsTurret - unknown animation source ObsTurret UH1Y_DZE: ObsGun - unknown animation source ObsGun AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun Fresnel k must be >0, given n=0.8,k=0 Fresnel k must be >0, given n=0.8,k=0 Warning Message: Script compile\fn_selfActions.sqf not found Warning Message: Script plotManagement\plotGetFriends.sqf not found Warning Message: Script plotManagement\plotNearbyHumans.sqf not found Warning Message: Script plotManagement\plotAddFriend.sqf not found Warning Message: Script plotManagement\plotRemoveFriend.sqf not found "DEBUG: loadscreen guard started." "Res3tting B!S effects..." Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852 "PLAYER RESULT: true" Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 27, 2015 Report Share Posted January 27, 2015 ive now got it launching but its giving me http://gyazo.com/0d2521bd0d90daa83218e8a442d04f2e line for calling initplotmanagement s_player_plotManagement = player addAction ["<t color='#0059FF'>Manage Plot</t>", "scripts\plotManagement\initPlotManagement.sqf", [], 5, false]; line for calling fn self actions fnc_usec_selfActions = compile preprocessFileLineNumbers "compile\fn_selfActions.sqf"; error in the rpt: "DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]" "DayZ Epoch: MPframework inited" Warning Message: Picture npg.paa not found Warning Message: Picture npg.paa not found Warning Message: Picture npg.paa not found Warning Message: Picture npg.paa not found Warning Message: Picture npg.paa not found Warning Message: Picture npg.paa not found Warning Message: Picture npg.paa not found No speaker given for Andrew Vomacka UH1Y_DZE: ObsTurret - unknown animation source ObsTurret UH1Y_DZE: ObsGun - unknown animation source ObsGun AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun Fresnel k must be >0, given n=0.8,k=0 Fresnel k must be >0, given n=0.8,k=0 Warning Message: Script compile\fn_selfActions.sqf not found Warning Message: Script plotManagement\plotGetFriends.sqf not found Warning Message: Script plotManagement\plotNearbyHumans.sqf not found Warning Message: Script plotManagement\plotAddFriend.sqf not found Warning Message: Script plotManagement\plotRemoveFriend.sqf not found "DEBUG: loadscreen guard started." "Res3tting B!S effects..." Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852 "PLAYER RESULT: true" Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView You have everything set up correctly? by the looks of it you might not have plotManagment in the main mission file.. did you move it to custom or somethign? Link to comment Share on other sites More sharing options...
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