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[Release] 2.1 Plot Management - UPDATED Object Counter


Zupa

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I spent what felt like a life time today trying to help get this working without plot for life and it just doenst like it... I would recommend installing the plot for life/snap pro 2.3x and then do this.. It makes life so much easier..

 

the same goes for the uses for plot for life for admins.. knowing whose safe is whose and whose walls are whose really helps out when it comes to finding dupers and hacker when running a server. I know its saved me a lot of headace and searching and stalking when i can just check my database. 

is there a way i can get links for the plot for life/snap pro 2.3x

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Finally ive made progress on merging and getting p4l snap pro vector and door\plot management working, just 2 errors i run into that i need help with.

 

1. Door management "access" list resets after server restart

 

2. plot management's list does save, but the building rights is determined by if the player is tagged friendly with the owner.

 

Will gladly share server\mission files if anyone can offer assistance.

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Finally ive made progress on merging and getting p4l snap pro vector and door\plot management working, just 2 errors i run into that i need help with.

 

1. Door management "access" list resets after server restart

 

2. plot management's list does save, but the building rights is determined by if the player is tagged friendly with the owner.

 

Will gladly share server\mission files if anyone can offer assistance.

 

 

 

 

I'm having the same problem as you in #2 also and  player added to the plot can build only and can not upgrade anything else it says "unable to upgrade plot pole nearby"

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11:49:03   Error Undefined variable in expression: _class
11:49:03 File z\addons\dayz_server\WAI\compile\custom_publish_vehicle.sqf, line 41
11:49:03 Error in expression <tion f

Pretty sure you have an error on Line 41 of your custom_publish_vehicle.sqf in your WAI install. :)

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I finally got it working

P4l

Snap build pro with vectors

plot management

door management

 

 

If anyone wants to study my files il more then happily provide a download because the current installation instructions fall short of making all these work together with eachother.

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11:49:03   Error Undefined variable in expression: _class
11:49:03 File z\addons\dayz_server\WAI\compile\custom_publish_vehicle.sqf, line 41
11:49:03 Error in expression <tion f

Pretty sure you have an error on Line 41 of your custom_publish_vehicle.sqf in your WAI install. :)

 

 

I know but at the moment I'm trying to fix the plot management

if you know how to fix the WAI thing you can help me with that too thanks :)

 

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I finally got it working

P4l

Snap build pro with vectors

plot management

door management

 

 

If anyone wants to study my files il more then happily provide a download because the current installation instructions fall short of making all these work together with eachother.

i would like to see it if its ok with you :)

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Has ANYONE had the issue where players can not remove buildable objects from their own plotpoles (or ones they are friendly with) and if so, have you fixed it and if so, how?

yeah i just tested it and i can't remove it damn i need to fix it 

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Has ANYONE had the issue where players can not remove buildable objects from their own plotpoles (or ones they are friendly with) and if so, have you fixed it and if so, how?

 

 

yeah i just tested it and i can't remove it damn i need to fix it 

This worked for me and I'm running p4l 2.35, vector, snap and precise base building.

 

Remove this part of the installation and revert it to the old part. (selfactions)

///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;
                };
            };                                        
        };
};
//Allow owners to delete modular doors without locks
if(_isModularDoor) 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;
                };
            };                              
        };      
};
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This worked for me and I'm running p4l 2.35, vector, snap and precise base building.

 

Remove this part of the installation and revert it to the old part. (selfactions)

///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;
                };
            };                                        
        };
};
//Allow owners to delete modular doors without locks
if(_isModularDoor) 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;
                };
            };                              
        };      
};

i will give it a try give me a sec

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This worked for me and I'm running p4l 2.35, vector, snap and precise base building.

 

Remove this part of the installation and revert it to the old part. (selfactions)

///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;
                };
            };                                        
        };
};
//Allow owners to delete modular doors without locks
if(_isModularDoor) 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;
                };
            };                              
        };      
};

So you want me to make it like this

//Allow owners to delete modulars
    if(_isModular && (dayz_characterID == _ownerID)) then {
            if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
                    _player_deleteBuild = true;
            };
    };
//Allow owners to delete modular doors without locks
    if(_isModularDoor && (dayz_characterID == _ownerID)) then {
            if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
                    _player_deleteBuild = true;
            };      
    };  
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I am not running Plot For Life though, is the change you suggest the same then?

By just quickly looking at the qithub they don't look much difference, so could try it

 

 

So you want me to make it like this

//Allow owners to delete modulars
    if(_isModular && (dayz_characterID == _ownerID)) then {
            if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
                    _player_deleteBuild = true;
            };
    };
//Allow owners to delete modular doors without locks
    if(_isModularDoor && (dayz_characterID == _ownerID)) then {
            if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
                    _player_deleteBuild = true;
            };      
    };  

Yes

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