Sami Posted January 31, 2015 Report Share Posted January 31, 2015 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 Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 31, 2015 Report Share Posted January 31, 2015 is there a way i can get links for the plot for life/snap pro 2.3x https://www.dropbox.com/s/3qjpykeytikbiu5/A%20Plot%20for%20Life%20v2.35.zip?dl=0 https://github.com/RimBlock/Epoch/tree/A_Plot_for_Life_v2.35_Stable/A%20Plot%20for%20Life Link to comment Share on other sites More sharing options...
Sami Posted January 31, 2015 Report Share Posted January 31, 2015 https://www.dropbox.com/s/3qjpykeytikbiu5/A%20Plot%20for%20Life%20v2.35.zip?dl=0 https://github.com/RimBlock/Epoch/tree/A_Plot_for_Life_v2.35_Stable/A%20Plot%20for%20Life Thanks i will give it a try Link to comment Share on other sites More sharing options...
alessvk Posted January 31, 2015 Report Share Posted January 31, 2015 So now i was trying to install plot management default version and i saw that after restart everything works but after trying to get dialog from plot management nothing appear and safes/traders stops working .. EDIT: until player relogs! Link to comment Share on other sites More sharing options...
Sami Posted January 31, 2015 Report Share Posted January 31, 2015 https://www.dropbox.com/s/3qjpykeytikbiu5/A%20Plot%20for%20Life%20v2.35.zip?dl=0 https://github.com/RimBlock/Epoch/tree/A_Plot_for_Life_v2.35_Stable/A%20Plot%20for%20Life did not work still having the same problem Link to comment Share on other sites More sharing options...
alessvk Posted January 31, 2015 Report Share Posted January 31, 2015 So i already fix this (HURAA) but now problem is after adding players nearby into plot pole ,friends IDs writes in database - plot inventory but in game they can´t build ,i can build(plot owner) Any fix please? Link to comment Share on other sites More sharing options...
ElDubya Posted January 31, 2015 Report Share Posted January 31, 2015 Zupa is AFK, otherwise I think we would all have definitive answers to our issues :( Link to comment Share on other sites More sharing options...
Nexy Posted February 1, 2015 Report Share Posted February 1, 2015 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. Link to comment Share on other sites More sharing options...
Sami Posted February 1, 2015 Report Share Posted February 1, 2015 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" Link to comment Share on other sites More sharing options...
Sami Posted February 1, 2015 Report Share Posted February 1, 2015 Still not working here is my RPT can someone help me with it https://www.dropbox.com/s/tu0s90h1h78lmwo/MYRPT.txt?dl=0 Link to comment Share on other sites More sharing options...
ElDubya Posted February 1, 2015 Report Share Posted February 1, 2015 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. :) Link to comment Share on other sites More sharing options...
ALKINDA Posted February 1, 2015 Report Share Posted February 1, 2015 I think someone has finished this, Is there a chance that it is finished? Somebody on my server has said that it was on a server they were on, where you can trade to backpack and vehicle. everything. Anyone have a link? Link to comment Share on other sites More sharing options...
Nexy Posted February 1, 2015 Report Share Posted February 1, 2015 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. Link to comment Share on other sites More sharing options...
Sami Posted February 1, 2015 Report Share Posted February 1, 2015 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 :) Link to comment Share on other sites More sharing options...
Sami Posted February 1, 2015 Report Share Posted February 1, 2015 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 :) Link to comment Share on other sites More sharing options...
ElDubya Posted February 1, 2015 Report Share Posted February 1, 2015 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? Link to comment Share on other sites More sharing options...
Sami Posted February 1, 2015 Report Share Posted February 1, 2015 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 Link to comment Share on other sites More sharing options...
THEbookie Posted February 1, 2015 Report Share Posted February 1, 2015 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; }; }; }; }; Link to comment Share on other sites More sharing options...
ElDubya Posted February 1, 2015 Report Share Posted February 1, 2015 I am not running Plot For Life though, is the change you suggest the same then? Link to comment Share on other sites More sharing options...
Sami Posted February 1, 2015 Report Share Posted February 1, 2015 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 Link to comment Share on other sites More sharing options...
Sami Posted February 1, 2015 Report Share Posted February 1, 2015 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; }; }; Link to comment Share on other sites More sharing options...
THEbookie Posted February 1, 2015 Report Share Posted February 1, 2015 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 Link to comment Share on other sites More sharing options...
Sami Posted February 1, 2015 Report Share Posted February 1, 2015 Did not work still having same problems Link to comment Share on other sites More sharing options...
THEbookie Posted February 1, 2015 Report Share Posted February 1, 2015 Did not work still having same problems Not sure if it would make much difference but I started building with a new plotpole and started with new items when I added this. Are you also not running p4l with this? Link to comment Share on other sites More sharing options...
Sami Posted February 1, 2015 Report Share Posted February 1, 2015 Not sure if it would make much difference but I started building with a new plotpole and started with new items when I added this. Are you also not running p4l with this? yes i don't use p4l Link to comment Share on other sites More sharing options...
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