ElDubya Posted February 2, 2015 Report Share Posted February 2, 2015 Fixed it for me, cheers. Seems weird though to follow the non plot for life instructions but have to leave out a major change in order for it to function correctly? Perhaps Zupa could shed some light on the issue when he isn't busy. Thanks again. Link to comment Share on other sites More sharing options...
Sami Posted February 2, 2015 Report Share Posted February 2, 2015 Fixed it for me, cheers. Seems weird though to follow the non plot for life instructions but have to leave out a major change in order for it to function correctly? Perhaps Zupa could shed some light on the issue when he isn't busy. Thanks again. so that thing worked for you ??? Link to comment Share on other sites More sharing options...
ElDubya Posted February 2, 2015 Report Share Posted February 2, 2015 Sure did. Link to comment Share on other sites More sharing options...
THEbookie Posted February 2, 2015 Report Share Posted February 2, 2015 Fixed it for me, cheers. Seems weird though to follow the non plot for life instructions but have to leave out a major change in order for it to function correctly? Perhaps Zupa could shed some light on the issue when he isn't busy. Thanks again. That's what I thought but it was working before I added PM, so I thought its gotta be something to do with the selfactions. So I ripped that part out and it worked, strange.... Link to comment Share on other sites More sharing options...
Sami Posted February 2, 2015 Report Share Posted February 2, 2015 That's what I thought but it was working before I added PM, so I thought its gotta be something to do with the selfactions. So I ripped that part out and it worked, strange.... What about players that get added to the plot but can't upgrad wall , doors...etc i can't fix it any ideas? Link to comment Share on other sites More sharing options...
Sami Posted February 2, 2015 Report Share Posted February 2, 2015 OK about this step 5 E Remember to change the paths to any files you've moved to your mission folder! player_upgrade.sqf player_buildingDowngrade.sqf player_upgrade.sqf" where can i change the path and to what should i change it to I'm just making sure I have a feeling that this is what breaks my script cuz i looked twice at the steps and all looks good but not sure about this one Link to comment Share on other sites More sharing options...
THEbookie Posted February 2, 2015 Report Share Posted February 2, 2015 OK about this step5 E Remember to change the paths to any files you've moved to your mission folder! player_upgrade.sqf player_buildingDowngrade.sqf player_upgrade.sqf" where can i change the path and to what should i change it to I'm just making sure I have a feeling that this is what breaks my script cuz i looked twice at the steps and all looks good but not sure about this one The paths have to be changed inside your custom selfactions. If you have it defined then considder checking out lostandcrazy34 post 4 pages back and compare your player_upgrade to his. Sorry I cant do much else right now as I'm away from the computer :) Link to comment Share on other sites More sharing options...
Sami Posted February 2, 2015 Report Share Posted February 2, 2015 The paths have to be changed inside your custom selfactions. If you have it defined then considder checking out lostandcrazy34 post 4 pages back and compare your player_upgrade to his. Sorry I cant do much else right now as I'm away from the computer :) Thanks i will look at it in and i hope it works for me Link to comment Share on other sites More sharing options...
ElDubya Posted February 2, 2015 Report Share Posted February 2, 2015 //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; }; }; Ok, so changing it back to this in my fn_selfactions has not entirely worked. Here is the scenario : I placed a plotpole down. Anything I build I am able to remove, as I am the plotpole owner. No drama there. I add another player to my plotpole. He is able to build as well, but anything he builds is only able to be removed by him, not me. As plotpole owner I should be able to remove everything within that plot radius. Also, a player placed a pole down about 3 days ago and built some stuff on it. Then he pulled the plotpole up the next day to move it slightly and rebuilt it. Now he doesn't get the option to remove what he initially built BUT he can remove stuff he has built since putting the pole down the second time. This is totally weird. We need Zupa :) Link to comment Share on other sites More sharing options...
Sami Posted February 2, 2015 Report Share Posted February 2, 2015 //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; }; }; Ok, so changing it back to this in my fn_selfactions has not entirely worked. Here is the scenario : I placed a plotpole down. Anything I build I am able to remove, as I am the plotpole owner. No drama there. I add another player to my plotpole. He is able to build as well, but anything he builds is only able to be removed by him, not me. As plotpole owner I should be able to remove everything within that plot radius. Also, a player placed a pole down about 3 days ago and built some stuff on it. Then he pulled the plotpole up the next day to move it slightly and rebuilt it. Now he doesn't get the option to remove what he initially built BUT he can remove stuff he has built since putting the pole down the second time. This is totally weird. We need Zupa :) Ok for me people who got added to my plot can't build unless I tag them as friendly i really don't know what to do I'm lost i have been up all night trying to fix it but still not working 100% Link to comment Share on other sites More sharing options...
Silence4All Posted February 2, 2015 Report Share Posted February 2, 2015 //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; }; }; Ok, so changing it back to this in my fn_selfactions has not entirely worked. Here is the scenario : I placed a plotpole down. Anything I build I am able to remove, as I am the plotpole owner. No drama there. I add another player to my plotpole. He is able to build as well, but anything he builds is only able to be removed by him, not me. As plotpole owner I should be able to remove everything within that plot radius. Also, a player placed a pole down about 3 days ago and built some stuff on it. Then he pulled the plotpole up the next day to move it slightly and rebuilt it. Now he doesn't get the option to remove what he initially built BUT he can remove stuff he has built since putting the pole down the second time. This is totally weird. We need Zupa :) This also worked for me.....until i died. Then no remove option on built items. I removed & replaced the pole, & any NEW item built can be removed. Until I die. Anything build before I died cannot be removed. Link to comment Share on other sites More sharing options...
FuzzyMonkey Posted February 2, 2015 Report Share Posted February 2, 2015 (edited) Hi Zupa, I've only recently started modding on Arma, I've added your awesome script, but I keep getting this error: 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.Napf\custom\fn_selfActions.sqf, line 262 As far as I can see, I followed all the instructions, but I seem to be missing something SO... When I try to Maintain the area, It tells me there are 0 items to maintain... As a side note. I wiped my whole server and started from scratch, to make sure there are no conflicting Mods Edited February 2, 2015 by FuzzyMonkey Link to comment Share on other sites More sharing options...
THEbookie Posted February 2, 2015 Report Share Posted February 2, 2015 I'll try what silence4all said and get back to you. The pulling of the plotpole and replacing it has always been an issue I think I've seen that issue since before this script. Edit: what I say below mite also fix this... As for the owner not being able to pull what the friendly builds I wouldn't know. But with p4l there's a scroll wheel option that lets the owner take control of all items on the plopole, there for taking control of friendlys builds and being able to remove them. If you installed this I'm sure you'd fix a lot of the things you've mentioned above. Link to comment Share on other sites More sharing options...
Silence4All Posted February 3, 2015 Report Share Posted February 3, 2015 I'll try what silence4all said and get back to you. The pulling of the plotpole and replacing it has always been an issue I think I've seen that issue since before this script. Edit: what I say below mite also fix this... As for the owner not being able to pull what the friendly builds I wouldn't know. But with p4l there's a scroll wheel option that lets the owner take control of all items on the plopole, there for taking control of friendlys builds and being able to remove them. If you installed this I'm sure you'd fix a lot of the things you've mentioned Was wondering if you have had a chance to test yet? Also, is there anyone NOT running P4L, able to remove modular buildings with PlotManagement installed? Link to comment Share on other sites More sharing options...
Sami Posted February 3, 2015 Report Share Posted February 3, 2015 Was wondering if you have had a chance to test yet? Also, is there anyone NOT running P4L, able to remove modular buildings with PlotManagement installed? Yeah I'm not running P4L and i can't remove anything besides the plot only Link to comment Share on other sites More sharing options...
THEbookie Posted February 3, 2015 Report Share Posted February 3, 2015 Was wondering if you have had a chance to test yet? Also, is there anyone NOT running P4L, able to remove modular buildings with PlotManagement installed? Yeah I did try it last night and your right about it not letting you remove after death, I'm not to sure what to do though Link to comment Share on other sites More sharing options...
FuzzyMonkey Posted February 3, 2015 Report Share Posted February 3, 2015 Hi Zupa, I've only recently started modding on Arma, I've added your awesome script, but I keep getting this error: 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.Napf\custom\fn_selfActions.sqf, line 262 As far as I can see, I followed all the instructions, but I seem to be missing something SO... When I try to Maintain the area, It tells me there are 0 items to maintain... As a side note. I wiped my whole server and started from scratch, to make sure there are no conflicting Mods OK, so someone else showed me how to define the _playerUID Everything seems to be working fine Great Mod Zupa Thanx a million Link to comment Share on other sites More sharing options...
Blake2394 Posted February 3, 2015 Report Share Posted February 3, 2015 I can't seem to get the manage plot option to show up. I followed the instructions to the T and cant seem to get it to work... Any ideas? I installed it 5 different times thinking I missed something but nope! lol. By the looks of it, it seems broken ATM. I just wanted to ask to see if anyone had this problem. Non-P4L User. Thanks in advance! P.S. I tried this on a fresh server to see if it was conflicting with other scripts with no luck. Link to comment Share on other sites More sharing options...
Leigham Posted February 3, 2015 Report Share Posted February 3, 2015 https://www.dropbox.com/s/cqv3hbf3hhspi5c/dayz_server.zip?dl=0workinng P4L Plot Management and Coins Link to comment Share on other sites More sharing options...
Blake2394 Posted February 4, 2015 Report Share Posted February 4, 2015 Thanks for the files! I will be going thru them to see what I did wrong. Also is there a recommended order on witch to install first (P4L,Coins and Plot Management)? Link to comment Share on other sites More sharing options...
ElDubya Posted February 4, 2015 Report Share Posted February 4, 2015 I would install Plot For Life first as it changes the location of some key files straight off the bat. This new setup makes it a lot easier to work with as well. Just personal opinion. Link to comment Share on other sites More sharing options...
Blake2394 Posted February 4, 2015 Report Share Posted February 4, 2015 That's what I though as the instructions did not provide steps for already modified files. Thanks for the tip! Link to comment Share on other sites More sharing options...
Gil-Galed Posted February 4, 2015 Report Share Posted February 4, 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. Mate yes please i have Snap with Vectors i have massive decay problems and i cant/dont know how to get a maintence addon to work with what i already i have and i dont want to take away vectors :( Link to comment Share on other sites More sharing options...
Badduck Posted February 4, 2015 Report Share Posted February 4, 2015 Hi Zupa, I've only recently started modding on Arma, I've added your awesome script, but I keep getting this error: 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.Napf\custom\fn_selfActions.sqf, line 262 As far as I can see, I followed all the instructions, but I seem to be missing something SO... When I try to Maintain the area, It tells me there are 0 items to maintain... As a side note. I wiped my whole server and started from scratch, to make sure there are no conflicting Mods Im having this issue aswell, how did you fix this? Link to comment Share on other sites More sharing options...
FuzzyMonkey Posted February 4, 2015 Report Share Posted February 4, 2015 Im having this issue aswell, how did you fix this? add the "_playerUID" in the private section of your FN_SelfActions Example: private ["_isWreckBuilding","_temp_keys","_magazinesPlayer","_playerUID"] Then a bit lower down, you'll see some variables being defined (At around line 160 in mine) There you add the following _playerUID = getPlayerUID player; Example: _hasKnife = "ItemKnife" in _itemsPlayer; _hasToolbox = "ItemToolbox" in _itemsPlayer; _playerUID = getPlayerUID player; _isMan = _cursorTarget isKindOf "Man"; Link to comment Share on other sites More sharing options...
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