Leigham Posted January 27, 2015 Report Share Posted January 27, 2015 its in the main mission file, i started from fresh again and now it works, :D Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 27, 2015 Report Share Posted January 27, 2015 oh ok.. so you got it resolved? did you have to use the fix that i had to use? Link to comment Share on other sites More sharing options...
Leigham Posted January 27, 2015 Report Share Posted January 27, 2015 ok i thought it was resolved it doesnt seem to be, do you think you have a backup set of pbos with just plotmanagement scc plotforlife and doormanagemnt ? Link to comment Share on other sites More sharing options...
AlexLawson Posted January 27, 2015 Report Share Posted January 27, 2015 ok i thought it was resolved it doesnt seem to be, do you think you have a backup set of pbos with just plotmanagement scc plotforlife and doormanagemnt ? When I tried to run all 3 of them together it broke everything, best to just leave out plot management, unless you can get them working. Link to comment Share on other sites More sharing options...
Leigham Posted January 27, 2015 Report Share Posted January 27, 2015 ok so i have all 3 installed, i can build. but not upgrade :( Link to comment Share on other sites More sharing options...
ElDubya Posted January 27, 2015 Report Share Posted January 27, 2015 Here you go, use mine: private ["_target","_objectClasses","_range","_objects","_count","_colour"]; disableSerialization; _target = cursorTarget; _objectClasses = DZE_maintainClasses; _range = DZE_PlotPole select 0; _objects = nearestObjects [_target, _objectClasses, _range]; _count = count _objects; _colour = "#ffffff"; if(_count / DZE_BuildingLimit * 100 < 40)then{ _colour = "#00ff00"; }; if(_count / DZE_BuildingLimit * 100 > 75)then{ _colour = "#ff0000"; }; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7014); _result = format["<t color='%3'>%1 / %2</t>" , _count, DZE_BuildingLimit,_colour]; _ctrl ctrlSetStructuredText parseText _result; My plotObjects.sqf is different to this one? This is mine : private ["_newWealth","_missing","_missingQty","_proceed","_itemIn","_countIn","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_option"]; disableSerialization; _range = DZE_PlotPole select 0; _count = count ((getPosATL player) nearObjects ["All",_range]); _colour = "#ffffff"; if(_count / DZE_BuildingLimit * 100 < 40)then{ _colour = "#00ff00"; }; if(_count / DZE_BuildingLimit * 100 > 75)then{ _colour = "#ff0000"; }; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7014); _result = format["<t color='%3'>%1 / %2</t>" , _count, DZE_BuildingLimit,_colour]; _ctrl ctrlSetStructuredText parseText _result; But mine still doesn't accurately count objects. Is it safe to use Mr.Pig's version or is there another one I missed?? Link to comment Share on other sites More sharing options...
Leigham Posted January 27, 2015 Report Share Posted January 27, 2015 private ["_target","_objectClasses","_range","_objects","_count","_colour"]; disableSerialization; _target = cursorTarget; _objectClasses = DZE_maintainClasses; _range = DZE_PlotPole select 0; _objects = nearestObjects [_target, _objectClasses, _range]; _count = count _objects; _colour = "#ffffff"; if(_count / DZE_BuildingLimit * 100 < 40)then{ _colour = "#00ff00"; }; if(_count / DZE_BuildingLimit * 100 > 75)then{ _colour = "#ff0000"; }; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7014); _result = format["<t color='%3'>%1 / %2</t>" , _count, DZE_BuildingLimit,_colour]; _ctrl ctrlSetStructuredText parseText _result; My plotObjects.sqf is different to this one? This is mine : private ["_newWealth","_missing","_missingQty","_proceed","_itemIn","_countIn","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_option"]; disableSerialization; _range = DZE_PlotPole select 0; _count = count ((getPosATL player) nearObjects ["All",_range]); _colour = "#ffffff"; if(_count / DZE_BuildingLimit * 100 < 40)then{ _colour = "#00ff00"; }; if(_count / DZE_BuildingLimit * 100 > 75)then{ _colour = "#ff0000"; }; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7014); _result = format["<t color='%3'>%1 / %2</t>" , _count, DZE_BuildingLimit,_colour]; _ctrl ctrlSetStructuredText parseText _result; But mine still doesn't accurately count objects. Is it safe to use Mr.Pig's version or is there another one I missed?? have you got this working with plotfolife ? Link to comment Share on other sites More sharing options...
ElDubya Posted January 27, 2015 Report Share Posted January 27, 2015 No, I used Plot Management INSTEAD of Plot For Life. Link to comment Share on other sites More sharing options...
AlexLawson Posted January 27, 2015 Report Share Posted January 27, 2015 Why not install the old vector version with p4l, snap pro and vectors. Link to comment Share on other sites More sharing options...
Leigham Posted January 27, 2015 Report Share Posted January 27, 2015 it doesnt actually give the link for the old plot for life, but i have found it but its coming up with not set up yet when trying to upgrade Link to comment Share on other sites More sharing options...
ElDubya Posted January 27, 2015 Report Share Posted January 27, 2015 Ok, now I am getting the issue of the database "losing" my details from the inventory of the pole after death? Link to comment Share on other sites More sharing options...
alessvk Posted January 27, 2015 Report Share Posted January 27, 2015 Can anybody help ? I can´t build plotpole it´s writing building already in progress help please EDIT i just realised thing that i can´t build ANYTHING on the server .. Link to comment Share on other sites More sharing options...
Nexy Posted January 27, 2015 Report Share Posted January 27, 2015 Can anybody help ? I can´t build plotpole it´s writing building already in progress help please EDIT i just realised thing that i can´t build ANYTHING on the server .. Your player_build.sqf is probably the cause, im currently struggling to get my player_upgrade.sqf, and player_buildingDowngrade.sqf working, but i have issues with it atm because im using snap pro with vector. My player_build.sqf ( working with p4l, snap pro /w vector) /* DayZ Base Building Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected]<script cf-hash='f9e31' type="text/javascript"> /* */</script> */ private ["_helperColor","_objectHelper","_objectHelperDir","_objectHelperPos","_canDo", "_pos", "_cnt", "_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_need","_needNear","_vehicle","_inVehicle","_requireplot","_objHDiff","_isLandFireDZ","_isTankTrap","_vector","_buildOffset","_vUp"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; //snap vars -- temporary fix for errors so variables.sqf can be skipped if (isNil "snapProVariables") then { if (isNil "DZE_snapExtraRange") then { DZE_snapExtraRange = 0; }; if (isNil "DZE_checkNearbyRadius") then { DZE_checkNearbyRadius = 30; }; s_player_toggleSnap = -1; s_player_toggleSnapSelect = -1; s_player_toggleSnapSelectPoint=[]; snapActions = -1; snapGizmos = []; snapGizmosNearby = []; snapProVariables = true; // will skip this statement from now on. }; if(isNil "vectorBuildVariables") then{ s_player_toggleDegree = -1; s_player_toggleDegrees=[]; degreeActions = -1; s_player_toggleVector = -1; s_player_toggleVectors=[]; vectorActions = -1; vectorBuildVariables = true; }; // snap vars // disallow building if too many objects are found within (30m by default) add DZE_checkNearbyRadius = 30; to your init.sqf to change _pos = [player] call FNC_GetPos; _cnt = count (_pos nearObjects ["All",DZE_checkNearbyRadius]); if (_cnt >= DZE_BuildingLimit) exitWith { //end script if too many objects nearby DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"]; }; _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _isWater = dayz_isSwimming; _cancel = false; _reason = ""; _canBuildOnPlot = false; _vehicle = vehicle player; _inVehicle = (_vehicle != player); helperDetach = false; _canDo = (!r_drag_sqf and !r_player_unconscious); 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; if (_isWater) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"];}; if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];}; if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"];}; if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];}; _item = _this; // Need Near Requirements _abort = false; _reason = ""; _needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby"); { switch(_x) do{ case "fire": { _distance = 3; _isNear = {inflamed _x} count (_pos nearObjects _distance); if(_isNear == 0) then { _abort = true; _reason = "fire"; }; }; case "workshop": { _distance = 3; _isNear = count (nearestObjects [_pos, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]); if(_isNear == 0) then { _abort = true; _reason = "workshop"; }; }; case "fueltank": { _distance = 30; _isNear = count (nearestObjects [_pos, dayz_fuelsources, _distance]); if(_isNear == 0) then { _abort = true; _reason = "fuel tank"; }; }; }; } forEach _needNear; if(_abort) exitWith { cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"]; DZE_ActionInProgress = false; }; _classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create"); _classnametmp = _classname; _require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require"); _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); _ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview"); _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable"); }; _requireplot = DZE_requireplot; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then { _requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot"); }; _isAllowedUnderGround = 1; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then { _isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground"); }; _offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset"); if((count _offset) <= 0) then { _offset = [0,1.5,0]; }; _isPole = (_classname == "Plastic_Pole_EP1_DZ"); _isLandFireDZ = (_classname == "Land_Fire_DZ"); _distance = DZE_PlotPole select 0; _needText = localize "str_epoch_player_246"; if(_isPole) then { _distance = DZE_PlotPole select 1; }; // check for near plot _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; { if (alive _x) then { _findNearestPole set [(count _findNearestPole),_x]; }; } count _findNearestPoles; _IsNearPlot = count (_findNearestPole); // If item is plot pole && another one exists within 45m if(_isPole && _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; }; if(_IsNearPlot == 0) then { // Allow building of plot if(_requireplot == 0 || _isLandFireDZ) then { _canBuildOnPlot = true; }; } else { // Since there are plots nearby we check for ownership && then for friend status // check nearby plots ownership && then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable ["CharacterID","0"]; // diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID]; // check if friendly to owner if(dayz_characterID == _ownerID) then { _canBuildOnPlot = true; } else { _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; }; }; }; // _message if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; }; _missing = ""; _hasrequireditem = true; { _hastoolweapon = _x in weapons player; if(!_hastoolweapon) exitWith { _hasrequireditem = false; _missing = getText (configFile >> "cfgWeapons" >> _x >> "displayName"); }; } count _require; _hasbuilditem = _this in magazines player; if (!_hasbuilditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; }; if (!_hasrequireditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"]; }; if (_hasrequireditem) then { _location = [0,0,0]; _isOk = true; // get inital players position _location1 = [player] call FNC_GetPos; _dir = getDir player; // if ghost preview available use that instead if (_ghost != "") then { _classname = _ghost; }; _object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; //Build gizmo _objectHelper = "Sign_sphere10cm_EP1" createVehicle _location; _helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)"; _objectHelper setobjecttexture [0,_helperColor]; _objectHelper attachTo [player,_offset]; _object attachTo [_objectHelper,[0,0,0]]; _position = [_objectHelper] call FNC_GetPos; _objHDiff = 0; if (isClass (missionConfigFile >> "SnapBuilding" >> _classname)) then { ["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build; }; if !(_item in DZE_noRotate) then{ ["","","",["Init","Init",0]] spawn build_vectors; }; while {_isOk} do { _zheightchanged = false; _zheightdirection = ""; _rotate = false; if (DZE_Q) then { DZE_Q = false; _zheightdirection = "up"; _zheightchanged = true; }; if (DZE_Z) then { DZE_Z = false; _zheightdirection = "down"; _zheightchanged = true; }; if (DZE_Q_alt) then { DZE_Q_alt = false; _zheightdirection = "up_alt"; _zheightchanged = true; }; if (DZE_Z_alt) then { DZE_Z_alt = false; _zheightdirection = "down_alt"; _zheightchanged = true; }; if (DZE_Q_ctrl) then { DZE_Q_ctrl = false; _zheightdirection = "up_ctrl"; _zheightchanged = true; }; if (DZE_Z_ctrl) then { DZE_Z_ctrl = false; _zheightdirection = "down_ctrl"; _zheightchanged = true; }; if (DZE_4) then { _rotate = true; DZE_4 = false; if(DZE_dirWithDegrees) then{ DZE_memDir = DZE_memDir - DZE_curDegree; }else{ DZE_memDir = DZE_memDir - 45; }; }; if (DZE_6) then { _rotate = true; DZE_6 = false; if(DZE_dirWithDegrees) then{ DZE_memDir = DZE_memDir + DZE_curDegree; }else{ DZE_memDir = DZE_memDir + 45; }; }; if(DZE_updateVec) then{ [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; DZE_updateVec = false; }; if (DZE_F and _canDo) then { if (helperDetach) then { _objectHelper attachTo [player]; DZE_memDir = DZE_memDir-(getDir player); helperDetach = false; [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; } else { _objectHelperPos = getPosATL _objectHelper; detach _objectHelper; DZE_memDir = getDir _objectHelper; [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; _objectHelper setPosATL _objectHelperPos; _objectHelper setVelocity [0,0,0]; //fix sliding glitch helperDetach = true; }; DZE_F = false; }; if(_rotate) then { [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; }; if(_zheightchanged) then { if (!helperDetach) then { detach _objectHelper; _objectHelperDir = getDir _objectHelper; }; _position = [_objectHelper] call FNC_GetPos; if(_zheightdirection == "up") then { _position set [2,((_position select 2)+0.1)]; _objHDiff = _objHDiff + 0.1; }; if(_zheightdirection == "down") then { _position set [2,((_position select 2)-0.1)]; _objHDiff = _objHDiff - 0.1; }; if(_zheightdirection == "up_alt") then { _position set [2,((_position select 2)+1)]; _objHDiff = _objHDiff + 1; }; if(_zheightdirection == "down_alt") then { _position set [2,((_position select 2)-1)]; _objHDiff = _objHDiff - 1; }; if(_zheightdirection == "up_ctrl") then { _position set [2,((_position select 2)+0.01)]; _objHDiff = _objHDiff + 0.01; }; if(_zheightdirection == "down_ctrl") then { _position set [2,((_position select 2)-0.01)]; _objHDiff = _objHDiff - 0.01; }; if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then { _position set [2,0]; }; if (surfaceIsWater _position) then { _objectHelper setPosASL _position; } else { _objectHelper setPosATL _position; }; if (!helperDetach) then { _objectHelper attachTo [player]; }; [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; }; sleep 0.5; _location2 = [player] call FNC_GetPos; _objectHelperPos = [_objectHelper] call FNC_GetPos; if(DZE_5) exitWith { _isOk = false; _position = [_object] call FNC_GetPos; detach _object; _dir = getDir _object; _vector = [(vectorDir _object),(vectorUp _object)]; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; if(_location1 distance _location2 > 10) exitWith { _isOk = false; _cancel = true; _reason = "You've moved to far away from where you started building (within 10 meters)"; detach _object; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; if(_location1 distance _objectHelperPos > 10) exitWith { _isOk = false; _cancel = true; _reason = "Object is placed to far away from where you started building (within 10 meters)"; detach _object; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; if(abs(_objHDiff) > 10) exitWith { _isOk = false; _cancel = true; _reason = "Cannot move up or down more than 10 meters"; detach _object; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; if (player getVariable["combattimeout", 0] >= time) exitWith { _isOk = false; _cancel = true; _reason = (localize "str_epoch_player_43"); detach _object; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; if (DZE_cancelBuilding) exitWith { _isOk = false; _cancel = true; _reason = "Cancelled building."; detach _object; deleteVehicle _object; detach _objectHelper; deleteVehicle _objectHelper; }; }; //No building on roads unless toggled if (!DZE_BuildOnRoads) then { if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; }; }; // No building in trader zones if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; }; if(!_cancel) then { _classname = _classnametmp; // Start Build _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; _tmpbuilt setdir _dir; _tmpbuilt setVariable["memDir",_dir,true]; // Get position based on object _location = _position; if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then { _location set [2,0]; }; _tmpbuilt setVectorDirAndUp _vector; _buildOffset = [0,0,0]; _vUp = _vector select 1; switch (_classname) do { case "MetalFloor_DZ": { _buildOffset = [(_vUp select 0) * .148, (_vUp select 1) * .148,0]; }; }; _location = [ (_location select 0) - (_buildOffset select 0), (_location select 1) - (_buildOffset select 1), (_location select 2) - (_buildOffset select 2) ]; if (surfaceIsWater _location) then { _tmpbuilt setPosASL _location; _location = ASLtoATL _location; //Database uses ATL } else { _tmpbuilt setPosATL _location; }; cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"]; _limit = 3; if (DZE_StaticConstructionCount > 0) then { _limit = DZE_StaticConstructionCount; } else { if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount"); }; }; _isOk = true; _proceed = false; _counter = 0; while {_isOk} do { [10,10] call dayz_HungerThirst; player playActionNow "Medic"; _dis=20; _sfx = "repair"; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; r_interrupt = false; r_doLoop = true; _started = false; _finished = false; while {r_doLoop} do { _animState = animationState player; _isMedic = ["medic",_animState] call fnc_inString; if (_isMedic) then { _started = true; }; if (_started && !_isMedic) then { r_doLoop = false; _finished = true; }; if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then { r_doLoop = false; }; if (DZE_cancelBuilding) exitWith { r_doLoop = false; }; sleep 0.1; }; r_doLoop = false; if(!_finished) exitWith { _isOk = false; _proceed = false; }; if(_finished) then { _counter = _counter + 1; }; cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"]; if(_counter == _limit) exitWith { _isOk = false; _proceed = true; }; }; if (_proceed) then { _num_removed = ([player,_item] call BIS_fnc_invRemove); if(_num_removed == 1) then { cutText [format[localize "str_build_01",_text], "PLAIN DOWN"]; if (_isPole) then { [] spawn player_plotPreview; }; _tmpbuilt setVariable ["OEMPos",_location,true]; if(_lockable > 1) then { _combinationDisplay = ""; switch (_lockable) do { case 2: { // 2 lockbox _combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3]; dayz_combination = _combination; if (_combination_1 == 100) then { _combination_1_Display = "Red"; }; if (_combination_1 == 101) then { _combination_1_Display = "Green"; }; if (_combination_1 == 102) then { _combination_1_Display = "Blue"; }; _combinationDisplay = format["%1%2%3",_combination_1_Display,_combination_2,_combination_3]; }; case 3: { // 3 combolock _combination_1 = floor(random 10); _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3]; dayz_combination = _combination; _combinationDisplay = _combination; }; case 4: { // 4 safe _combination_1 = floor(random 10); _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination_4 = floor(random 10); _combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4]; dayz_combination = _combination; _combinationDisplay = _combination; }; }; _tmpbuilt setVariable ["CharacterID",_combination,true]; PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5]; } else { _tmpbuilt setVariable ["CharacterID",dayz_characterID,true]; // fire? if(_tmpbuilt isKindOf "Land_Fire_DZ") then { _tmpbuilt spawn player_fireMonitor; } else { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; }; }; } else { deleteVehicle _tmpbuilt; cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"]; }; } else { r_interrupt = false; if (vehicle player == player) then { [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; }; deleteVehicle _tmpbuilt; cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"]; }; } else { cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"]; }; }; DZE_ActionInProgress = false; player_buildingDowngrade.sqf ( i dont know where i screwed up ) /* DayZ Base Building Upgrades Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected]<script cf-hash='f9e31' type="text/javascript"> /* */</script> */ private ["_location","_dir","_classname","_text","_object","_objectID","_objectUID","_newclassname","_refund","_obj","_upgrade","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_i","_invResult","_itemOut","_countOut","_abortInvAdd","_addedItems","_vector"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_48") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; player removeAction s_player_downgrade_build; s_player_downgrade_build = 1; _distance = 30; _needText = localize "str_epoch_player_246"; // check for near plot _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; { if (alive _x) then { _findNearestPole set [(count _findNearestPole),_x]; }; } count _findNearestPoles; _IsNearPlot = count (_findNearestPole); _canBuildOnPlot = false; if(_IsNearPlot == 0) then { _canBuildOnPlot = true; } else { // check nearby plots ownership && then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable["CharacterID","0"]; // diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID]; // check if friendly to owner if(dayz_characterID == _ownerID) then { _canBuildOnPlot = true; } else { _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; }; }; }; // exit if not allowed due to plot pole if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_141"),_needText,_distance] , "PLAIN DOWN"]; }; // get cursortarget from addaction _obj = _this select 3; // Current charID _objectCharacterID = _obj getVariable ["CharacterID","0"]; if(DZE_Lock_Door != _objectCharacterID) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_49") , "PLAIN DOWN"]; }; // Find objectID _objectID = _obj getVariable ["ObjectID","0"]; // Find objectUID _objectUID = _obj getVariable ["ObjectUID","0"]; if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];}; // Get classname _classname = typeOf _obj; // Find display name _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); // Find next upgrade _upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "downgradeBuilding"); if ((count _upgrade) > 0) then { _newclassname = _upgrade select 0; _refund = _upgrade select 1; [1,1] call dayz_HungerThirst; player playActionNow "Medic"; [player,20,true,(getPosATL player)] spawn player_alertZombies; _invResult = false; _abortInvAdd = false; _i = 0; _addedItems = []; { _itemOut = _x select 0; _countOut = _x select 1; for "_x" from 1 to _countOut do { _invResult = [player,_itemOut] call BIS_fnc_invAdd; if(!_invResult) exitWith { _abortInvAdd = true; }; if(_invResult) then { _i = _i + 1; _addedItems set [(count _addedItems),[_itemOut,1]]; }; }; if (_abortInvAdd) exitWith {}; } count _refund; // all parts added proceed if(_i != 0) then { // Get position _location = _obj getVariable["OEMPos",(getposATL _obj)]; // Get direction _dir = getDir _obj; // Get vector _vector = [(vectorDir _obj),(vectorUp _obj)]; // Reset the character ID on locked doors before they inherit the newclassname if (_classname in DZE_DoorsLocked) then { _obj setVariable ["CharacterID",dayz_characterID,true]; _objectCharacterID = dayz_characterID; }; _classname = _newclassname; // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _object setDir _dir; _object setVariable["memDir",_dir,true]; // Set vector _object setVectorDirAndUp _vector; // Set location _object setPosATL _location; cutText [format[(localize "str_epoch_player_142"),_text], "PLAIN DOWN", 5]; PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,_vector],_classname,_obj,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _object; } else { cutText [format[(localize "str_epoch_player_143"), _i,(getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName"))], "PLAIN DOWN"]; { [player,(_x select 0),(_x select 1)] call BIS_fnc_invRemove; } count _addedItems; }; } else { cutText [(localize "str_epoch_player_51"), "PLAIN DOWN"]; }; DZE_ActionInProgress = false; s_player_downgrade_build = -1; player_upgrade.sqf ( i also dont know where i screwed up on this) /* DayZ Base Building Upgrades Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected]<script cf-hash='f9e31' type="text/javascript"> /* */</script> */ private ["_location","_dir","_classname","_missing","_text","_proceed","_num_removed","_object","_missingQty","_itemIn","_countIn","_qty","_removed","_removed_total","_tobe_removed_total","_objectID","_objectUID","_temp_removed_array","_textMissing","_newclassname","_requirements","_obj","_upgrade","_lockable","_combination_1","_combination_2","_combination_3","_combination","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_vector"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_52") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; player removeAction s_player_upgrade_build; s_player_upgrade_build = 1; _distance = 30; _needText = localize "str_epoch_player_246"; // check for near plot _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; { if (alive _x) then { _findNearestPole set [(count _findNearestPole),_x]; }; } count _findNearestPoles; _IsNearPlot = count (_findNearestPole); _canBuildOnPlot = false; if(_IsNearPlot == 0) then { _canBuildOnPlot = true; } else { // check nearby plots ownership && then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable["CharacterID","0"]; // diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID]; // check if friendly to owner if(dayz_characterID == _ownerID) then { //Keep ownership // owner can build anything within his plot except other plots if(!_isPole) then { _canBuildOnPlot = true; }; } else { // disallow building plot if(!_isPole) then { _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 { if(_ownerID in _friendlies) then { _canBuildOnPlot = true; }; }; }; }; // exit if not allowed due to plot pole if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_157"),_needText,_distance] , "PLAIN DOWN"]; }; // get cursortarget from addaction _obj = _this select 3; // Find objectID _objectID = _obj getVariable ["ObjectID","0"]; // Find objectUID _objectUID = _obj getVariable ["ObjectUID","0"]; if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];}; // Get classname _classname = typeOf _obj; // Find display name _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); // Find next upgrade _upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "upgradeBuilding"); if ((count _upgrade) > 0) then { _newclassname = _upgrade select 0; _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _newclassname >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _newclassname >> "lockable"); }; _requirements = _upgrade select 1; _missingQty = 0; _missing = ""; _proceed = true; { _itemIn = _x select 0; _countIn = _x select 1; _qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player; if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; }; } forEach _requirements; if (_proceed) then { [1,1] call dayz_HungerThirst; player playActionNow "Medic"; [player,20,true,(getPosATL player)] spawn player_alertZombies; _temp_removed_array = []; _removed_total = 0; _tobe_removed_total = 0; { _removed = 0; _itemIn = _x select 0; _countIn = _x select 1; // diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn]; _tobe_removed_total = _tobe_removed_total + _countIn; { if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then { _num_removed = ([player,_x] call BIS_fnc_invRemove); _removed = _removed + _num_removed; _removed_total = _removed_total + _num_removed; if(_num_removed >= 1) then { _temp_removed_array set [count _temp_removed_array,_x]; }; }; } forEach magazines player; } forEach _requirements; // all parts removed proceed if (_tobe_removed_total == _removed_total) then { // Get position _location = _obj getVariable["OEMPos",(getposATL _obj)]; // Get direction _dir = getDir _obj; // Get vector _vector = [(vectorDir _obj),(vectorUp _obj)]; // Current charID _objectCharacterID = _obj getVariable ["CharacterID","0"]; _classname = _newclassname; // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _object setDir _dir; _object setVariable["memDir",_dir,true]; // Set vector _object setVectorDirAndUp _vector; // Set location _object setPosATL _location; if (_lockable == 3) then { _combination_1 = floor(random 10); _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3]; _objectCharacterID = _combination; cutText [format[(localize "str_epoch_player_158"),_combination,_text], "PLAIN DOWN", 5]; } else { cutText [format[(localize "str_epoch_player_159"),_text], "PLAIN DOWN", 5]; }; PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,_vector],_classname,_obj,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _object; } else { {player addMagazine _x;} count _temp_removed_array; cutText [format[(localize "str_epoch_player_145"),_removed_total,_tobe_removed_total], "PLAIN DOWN"]; }; } else { _textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName"); cutText [format[(localize "str_epoch_player_146"),_missingQty, _textMissing], "PLAIN DOWN"]; }; } else { cutText [(localize "str_epoch_player_82"), "PLAIN DOWN"]; }; DZE_ActionInProgress = false; s_player_upgrade_build = -1; Currently stuck with this, not getting any server, local game rtp or ingame script errors. Addons fully listed A plot for life 2.35 Snap pro 1.14 with vector? Plot management 2.1 Door management 3.0 ( not 100 done testing if it works due to muh plot) Ive gone back and forth testing if default files will work, and they do, so im definetely doing something wrong with player_upgrade.sqf, and player_buildingDowngrade.sqf from Build Vectors Link to comment Share on other sites More sharing options...
alessvk Posted January 27, 2015 Report Share Posted January 27, 2015 Hmm i just repair the problem but now when i die i can´t build in plot pole area and i have no option appear on plot pole Link to comment Share on other sites More sharing options...
alessvk Posted January 28, 2015 Report Share Posted January 28, 2015 So now everything is allright but after adding players into plotfriends after server restart all plotfriends removes anybody help? Im not using P4L Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 28, 2015 Report Share Posted January 28, 2015 Did you check your server update objects sqf file to make sure its all correct. If you want you can email me at lost and crazy gamerz @ gmail.com I have plot4life/snap pro/vectors/door management/ plotnanagment/ alchemy/ group management/ elevators/ and a bunch of other mods without any errors. I can take a look at the files and compare them and see where the errors are or if I can fix them for you. I have all these mods working on my epoch cherno server and my overpoch namalsk server. Link to comment Share on other sites More sharing options...
alessvk Posted January 28, 2015 Report Share Posted January 28, 2015 https://www.dropbox.com/s/clw907dfofoyqqk/SCRIPTHELP.rar?dl=0 all is here Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 28, 2015 Report Share Posted January 28, 2015 OK I will take a look when I get home and see if I can help you out. Link to comment Share on other sites More sharing options...
Zupa Posted January 28, 2015 Author Report Share Posted January 28, 2015 I'll dig up arma 2 and do some upgrading : ) Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 29, 2015 Report Share Posted January 29, 2015 Here is my player upgrade and downgrade SQFs for you to try to see if it helps you. player_upgrade.sqf /* DayZ Base Building Upgrades Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected]. */ private ["_location","_dir","_classname","_missing","_text","_proceed","_num_removed","_object","_missingQty","_itemIn","_countIn","_qty","_removed","_removed_total","_tobe_removed_total","_objectID","_objectUID","_temp_removed_array","_textMissing","_newclassname","_requirements","_obj","_upgrade","_lockable","_combination_1","_combination_2","_combination_3","_combination","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_playerUID","_vector"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_52") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; player removeAction s_player_upgrade_build; s_player_upgrade_build = 1; _distance = 30; _needText = localize "str_epoch_player_246"; // check for near plot _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; { if (alive _x) then { _findNearestPole set [(count _findNearestPole),_x]; }; } count _findNearestPoles; _IsNearPlot = count (_findNearestPole); _canBuildOnPlot = false; if(_IsNearPlot == 0) then { _canBuildOnPlot = true; } else { // check nearby plots ownership && then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable["ownerPUID","0"]; if (DZE_APlotforLife) then { _playerUID = [player] call FNC_GetPlayerUID; }else{ _playerUID = dayz_characterID; }; // diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID]; _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; }; }; // exit if not allowed due to plot pole if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_157"),_needText,_distance] , "PLAIN DOWN"]; }; // get cursortarget from addaction _obj = _this select 3; // Find objectID _objectID = _obj getVariable ["ObjectID","0"]; // Find objectUID _objectUID = _obj getVariable ["ObjectUID","0"]; if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];}; // Get classname _classname = typeOf _obj; // Find display name _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); // Find next upgrade _upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "upgradeBuilding"); if ((count _upgrade) > 0) then { _newclassname = _upgrade select 0; _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _newclassname >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _newclassname >> "lockable"); }; _requirements = _upgrade select 1; _missingQty = 0; _missing = ""; _proceed = true; { _itemIn = _x select 0; _countIn = _x select 1; _qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player; if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; }; } forEach _requirements; if (_proceed) then { [1,1] call dayz_HungerThirst; player playActionNow "Medic"; [player,20,true,(getPosATL player)] spawn player_alertZombies; _temp_removed_array = []; _removed_total = 0; _tobe_removed_total = 0; { _removed = 0; _itemIn = _x select 0; _countIn = _x select 1; // diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn]; _tobe_removed_total = _tobe_removed_total + _countIn; { if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then { _num_removed = ([player,_x] call BIS_fnc_invRemove); _removed = _removed + _num_removed; _removed_total = _removed_total + _num_removed; if(_num_removed >= 1) then { _temp_removed_array set [count _temp_removed_array,_x]; }; }; } forEach magazines player; } forEach _requirements; // all parts removed proceed if (_tobe_removed_total == _removed_total) then { // Get position _location = _obj getVariable["OEMPos",(getposATL _obj)]; // Get direction _dir = getDir _obj; // Get vector _vector = [(vectorDir _obj),(vectorUp _obj)]; // Current charID _objectCharacterID = _obj getVariable ["CharacterID","0"]; _ownerID = _obj getVariable["ownerPUID","0"]; _classname = _newclassname; // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _object setDir _dir; _object setVariable["memDir",_dir,true]; // Set vector _object setVectorDirAndUp _vector; // Set location _object setPosATL _location; // Set Owner. _object setVariable ["ownerPUID",_ownerID,true]; if (_lockable == 3) then { _combination_1 = floor(random 10); _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3]; _objectCharacterID = _combination; cutText [format[(localize "str_epoch_player_158"),_combination,_text], "PLAIN DOWN", 5]; } else { cutText [format[(localize "str_epoch_player_159"),_text], "PLAIN DOWN", 5]; }; _playerUID = [player] call FNC_GetPlayerUID; PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location, _playerUID,_vector],_classname,_obj,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _object; } else { {player addMagazine _x;} count _temp_removed_array; cutText [format[(localize "str_epoch_player_145"),_removed_total,_tobe_removed_total], "PLAIN DOWN"]; }; } else { _textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName"); cutText [format[(localize "str_epoch_player_146"),_missingQty, _textMissing], "PLAIN DOWN"]; }; } else { cutText [(localize "str_epoch_player_82"), "PLAIN DOWN"]; }; DZE_ActionInProgress = false; s_player_upgrade_build = -1; player_BuildingDowngrade.sqf /* DayZ Base Building Upgrades Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected]. */ private ["_location","_dir","_classname","_text","_object","_objectID","_objectUID","_newclassname","_refund","_obj","_upgrade","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_i","_invResult","_itemOut","_countOut","_abortInvAdd","_addedItems","_playerUID","_vector"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_48") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; player removeAction s_player_downgrade_build; s_player_downgrade_build = 1; _distance = 30; _needText = localize "str_epoch_player_246"; if (DZE_APlotforLife) then { _playerUID = [player] call FNC_GetPlayerUID; }else{ _playerUID = dayz_characterID; }; // check for near plot _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; { if (alive _x) then { _findNearestPole set [(count _findNearestPole),_x]; }; } count _findNearestPoles; _IsNearPlot = count (_findNearestPole); _canBuildOnPlot = false; if(_IsNearPlot == 0) then { _canBuildOnPlot = true; } else { // check nearby plots ownership && then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable["ownerPUID","0"]; // diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID]; _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; }; }; }; // exit if not allowed due to plot pole if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_141"),_needText,_distance] , "PLAIN DOWN"]; }; // get cursortarget from addaction _obj = _this select 3; // Current charID _objectCharacterID = _obj getVariable ["CharacterID","0"]; _ownerID = _obj getVariable["ownerPUID","0"]; if(DZE_Lock_Door != _objectCharacterID) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_49") , "PLAIN DOWN"]; }; // Find objectID _objectID = _obj getVariable ["ObjectID","0"]; // Find objectUID _objectUID = _obj getVariable ["ObjectUID","0"]; if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];}; // Get classname _classname = typeOf _obj; // Find display name _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); // Find next upgrade _upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "downgradeBuilding"); if ((count _upgrade) > 0) then { _newclassname = _upgrade select 0; _refund = _upgrade select 1; [1,1] call dayz_HungerThirst; player playActionNow "Medic"; [player,20,true,(getPosATL player)] spawn player_alertZombies; _invResult = false; _abortInvAdd = false; _i = 0; _addedItems = []; { _itemOut = _x select 0; _countOut = _x select 1; for "_x" from 1 to _countOut do { _invResult = [player,_itemOut] call BIS_fnc_invAdd; if(!_invResult) exitWith { _abortInvAdd = true; }; if(_invResult) then { _i = _i + 1; _addedItems set [(count _addedItems),[_itemOut,1]]; }; }; if (_abortInvAdd) exitWith {}; } count _refund; // all parts added proceed if(_i != 0) then { // Get position _location = _obj getVariable["OEMPos",(getposATL _obj)]; // Get direction _dir = getDir _obj; // Get vector _vector = [(vectorDir _obj),(vectorUp _obj)]; // Reset the character ID on locked doors before they inherit the newclassname if (_classname in DZE_DoorsLocked) then { _obj setVariable ["CharacterID",dayz_characterID,true]; _objectCharacterID = dayz_characterID; }; _classname = _newclassname; // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _object setDir _dir; _object setVariable["memDir",_dir,true]; // Set vector _object setVectorDirAndUp _vector; // Set location _object setPosATL _location; // Set Owner. _object setVariable ["ownerPUID",_ownerID,true]; //diag_log format["Player_buildingdowngrade: [newclassname: %1] [_ownerID: %2] [_objectCharacterID: %2]",_newclassname, _ownerID, _objectCharacterID]; cutText [format[(localize "str_epoch_player_142"),_text], "PLAIN DOWN", 5]; _playerUID = [player] call FNC_GetPlayerUID; PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,_playerUID,_vector],_classname,_obj,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _object; } else { cutText [format[(localize "str_epoch_player_143"), _i,(getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName"))], "PLAIN DOWN"]; { [player,(_x select 0),(_x select 1)] call BIS_fnc_invRemove; } count _addedItems; }; } else { cutText [(localize "str_epoch_player_51"), "PLAIN DOWN"]; }; DZE_ActionInProgress = false; s_player_downgrade_build = -1; Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 29, 2015 Report Share Posted January 29, 2015 https://www.dropbox.com/s/clw907dfofoyqqk/SCRIPTHELP.rar?dl=0 all is here you dont have any RPT errors? Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 29, 2015 Report Share Posted January 29, 2015 https://www.dropbox.com/s/clw907dfofoyqqk/SCRIPTHELP.rar?dl=0 all is here in server_updateObject.sqf replace your _isNormal = true; if (typeOf _object == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf _object in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; with _isNormal = true; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; and see if that does anything for you. Link to comment Share on other sites More sharing options...
alessvk Posted January 29, 2015 Report Share Posted January 29, 2015 in server_updateObject.sqf replace your _isNormal = true; if (typeOf _object == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf _object in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; with _isNormal = true; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; and see if that does anything for you. i give it a try thx Link to comment Share on other sites More sharing options...
alessvk Posted January 29, 2015 Report Share Posted January 29, 2015 nothing player id did not save under plastic pole inventory :/ Link to comment Share on other sites More sharing options...
THEbookie Posted January 29, 2015 Report Share Posted January 29, 2015 Here is my player upgrade and downgrade SQFs for you to try to see if it helps you. player_upgrade.sqf /* DayZ Base Building Upgrades Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected]. */ private ["_location","_dir","_classname","_missing","_text","_proceed","_num_removed","_object","_missingQty","_itemIn","_countIn","_qty","_removed","_removed_total","_tobe_removed_total","_objectID","_objectUID","_temp_removed_array","_textMissing","_newclassname","_requirements","_obj","_upgrade","_lockable","_combination_1","_combination_2","_combination_3","_combination","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_playerUID","_vector"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_52") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; player removeAction s_player_upgrade_build; s_player_upgrade_build = 1; _distance = 30; _needText = localize "str_epoch_player_246"; // check for near plot _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; { if (alive _x) then { _findNearestPole set [(count _findNearestPole),_x]; }; } count _findNearestPoles; _IsNearPlot = count (_findNearestPole); _canBuildOnPlot = false; if(_IsNearPlot == 0) then { _canBuildOnPlot = true; } else { // check nearby plots ownership && then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable["ownerPUID","0"]; if (DZE_APlotforLife) then { _playerUID = [player] call FNC_GetPlayerUID; }else{ _playerUID = dayz_characterID; }; // diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID]; _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; }; }; // exit if not allowed due to plot pole if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_157"),_needText,_distance] , "PLAIN DOWN"]; }; // get cursortarget from addaction _obj = _this select 3; // Find objectID _objectID = _obj getVariable ["ObjectID","0"]; // Find objectUID _objectUID = _obj getVariable ["ObjectUID","0"]; if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];}; // Get classname _classname = typeOf _obj; // Find display name _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); // Find next upgrade _upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "upgradeBuilding"); if ((count _upgrade) > 0) then { _newclassname = _upgrade select 0; _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _newclassname >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _newclassname >> "lockable"); }; _requirements = _upgrade select 1; _missingQty = 0; _missing = ""; _proceed = true; { _itemIn = _x select 0; _countIn = _x select 1; _qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player; if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; }; } forEach _requirements; if (_proceed) then { [1,1] call dayz_HungerThirst; player playActionNow "Medic"; [player,20,true,(getPosATL player)] spawn player_alertZombies; _temp_removed_array = []; _removed_total = 0; _tobe_removed_total = 0; { _removed = 0; _itemIn = _x select 0; _countIn = _x select 1; // diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn]; _tobe_removed_total = _tobe_removed_total + _countIn; { if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then { _num_removed = ([player,_x] call BIS_fnc_invRemove); _removed = _removed + _num_removed; _removed_total = _removed_total + _num_removed; if(_num_removed >= 1) then { _temp_removed_array set [count _temp_removed_array,_x]; }; }; } forEach magazines player; } forEach _requirements; // all parts removed proceed if (_tobe_removed_total == _removed_total) then { // Get position _location = _obj getVariable["OEMPos",(getposATL _obj)]; // Get direction _dir = getDir _obj; // Get vector _vector = [(vectorDir _obj),(vectorUp _obj)]; // Current charID _objectCharacterID = _obj getVariable ["CharacterID","0"]; _ownerID = _obj getVariable["ownerPUID","0"]; _classname = _newclassname; // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _object setDir _dir; _object setVariable["memDir",_dir,true]; // Set vector _object setVectorDirAndUp _vector; // Set location _object setPosATL _location; // Set Owner. _object setVariable ["ownerPUID",_ownerID,true]; if (_lockable == 3) then { _combination_1 = floor(random 10); _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3]; _objectCharacterID = _combination; cutText [format[(localize "str_epoch_player_158"),_combination,_text], "PLAIN DOWN", 5]; } else { cutText [format[(localize "str_epoch_player_159"),_text], "PLAIN DOWN", 5]; }; _playerUID = [player] call FNC_GetPlayerUID; PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location, _playerUID,_vector],_classname,_obj,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _object; } else { {player addMagazine _x;} count _temp_removed_array; cutText [format[(localize "str_epoch_player_145"),_removed_total,_tobe_removed_total], "PLAIN DOWN"]; }; } else { _textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName"); cutText [format[(localize "str_epoch_player_146"),_missingQty, _textMissing], "PLAIN DOWN"]; }; } else { cutText [(localize "str_epoch_player_82"), "PLAIN DOWN"]; }; DZE_ActionInProgress = false; s_player_upgrade_build = -1; player_BuildingDowngrade.sqf /* DayZ Base Building Upgrades Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected]. */ private ["_location","_dir","_classname","_text","_object","_objectID","_objectUID","_newclassname","_refund","_obj","_upgrade","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_i","_invResult","_itemOut","_countOut","_abortInvAdd","_addedItems","_playerUID","_vector"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_48") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; player removeAction s_player_downgrade_build; s_player_downgrade_build = 1; _distance = 30; _needText = localize "str_epoch_player_246"; if (DZE_APlotforLife) then { _playerUID = [player] call FNC_GetPlayerUID; }else{ _playerUID = dayz_characterID; }; // check for near plot _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; { if (alive _x) then { _findNearestPole set [(count _findNearestPole),_x]; }; } count _findNearestPoles; _IsNearPlot = count (_findNearestPole); _canBuildOnPlot = false; if(_IsNearPlot == 0) then { _canBuildOnPlot = true; } else { // check nearby plots ownership && then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable["ownerPUID","0"]; // diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID]; _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; }; }; }; // exit if not allowed due to plot pole if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_141"),_needText,_distance] , "PLAIN DOWN"]; }; // get cursortarget from addaction _obj = _this select 3; // Current charID _objectCharacterID = _obj getVariable ["CharacterID","0"]; _ownerID = _obj getVariable["ownerPUID","0"]; if(DZE_Lock_Door != _objectCharacterID) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_49") , "PLAIN DOWN"]; }; // Find objectID _objectID = _obj getVariable ["ObjectID","0"]; // Find objectUID _objectUID = _obj getVariable ["ObjectUID","0"]; if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];}; // Get classname _classname = typeOf _obj; // Find display name _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); // Find next upgrade _upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "downgradeBuilding"); if ((count _upgrade) > 0) then { _newclassname = _upgrade select 0; _refund = _upgrade select 1; [1,1] call dayz_HungerThirst; player playActionNow "Medic"; [player,20,true,(getPosATL player)] spawn player_alertZombies; _invResult = false; _abortInvAdd = false; _i = 0; _addedItems = []; { _itemOut = _x select 0; _countOut = _x select 1; for "_x" from 1 to _countOut do { _invResult = [player,_itemOut] call BIS_fnc_invAdd; if(!_invResult) exitWith { _abortInvAdd = true; }; if(_invResult) then { _i = _i + 1; _addedItems set [(count _addedItems),[_itemOut,1]]; }; }; if (_abortInvAdd) exitWith {}; } count _refund; // all parts added proceed if(_i != 0) then { // Get position _location = _obj getVariable["OEMPos",(getposATL _obj)]; // Get direction _dir = getDir _obj; // Get vector _vector = [(vectorDir _obj),(vectorUp _obj)]; // Reset the character ID on locked doors before they inherit the newclassname if (_classname in DZE_DoorsLocked) then { _obj setVariable ["CharacterID",dayz_characterID,true]; _objectCharacterID = dayz_characterID; }; _classname = _newclassname; // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _object setDir _dir; _object setVariable["memDir",_dir,true]; // Set vector _object setVectorDirAndUp _vector; // Set location _object setPosATL _location; // Set Owner. _object setVariable ["ownerPUID",_ownerID,true]; //diag_log format["Player_buildingdowngrade: [newclassname: %1] [_ownerID: %2] [_objectCharacterID: %2]",_newclassname, _ownerID, _objectCharacterID]; cutText [format[(localize "str_epoch_player_142"),_text], "PLAIN DOWN", 5]; _playerUID = [player] call FNC_GetPlayerUID; PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,_playerUID,_vector],_classname,_obj,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _object; } else { cutText [format[(localize "str_epoch_player_143"), _i,(getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName"))], "PLAIN DOWN"]; { [player,(_x select 0),(_x select 1)] call BIS_fnc_invRemove; } count _addedItems; }; } else { cutText [(localize "str_epoch_player_51"), "PLAIN DOWN"]; }; DZE_ActionInProgress = false; s_player_downgrade_build = -1; Are you also having the problem of not being able to upgrade and remove? But you and friends are able to build? I have this too :/ and am running p4l 2.35, snap and vector Link to comment Share on other sites More sharing options...
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