Silence4All Posted February 12, 2015 Report Share Posted February 12, 2015 Has anyone been able to remove the standard maintain plot and maintain area functions that are in red. I have the originals still showing up after I installed it I removed the BOLD area from these 2 lines & it stopped them from showing in the scroll wheel menu. s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "custom\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "custom\maintain_area.sqf", "preview", 5, false]; Link to comment Share on other sites More sharing options...
Longshot03XX Posted February 12, 2015 Report Share Posted February 12, 2015 I removed the BOLD area from these 2 lines & it stopped them from showing in the scroll wheel menu. s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "custom\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "custom\maintain_area.sqf", "preview", 5, false]; From the fnselfactions? or? Link to comment Share on other sites More sharing options...
Silence4All Posted February 12, 2015 Report Share Posted February 12, 2015 yes from fn_selfActions.sqf Link to comment Share on other sites More sharing options...
Longshot03XX Posted February 13, 2015 Report Share Posted February 13, 2015 when trying to take plot ownership i get kicked for public variable restriction #3... Anyone else have this problem before and know of a solution??? Also when in game my safes, doors and metal floors appear to be see through... not sure as to why this is happening. Link to comment Share on other sites More sharing options...
ElDubya Posted February 13, 2015 Report Share Posted February 13, 2015 Anti-aliasing set too high does that to me. I just turn my off in video settings. Link to comment Share on other sites More sharing options...
Longshot03XX Posted February 13, 2015 Report Share Posted February 13, 2015 Anti-aliasing set too high does that to me. I just turn my off in video settings. that worked, thanks! I'm having another issue, but im not sure you can help or not. For some reason I cannot snap my items that im building together, when I click the F function it only changes the function of fire. Link to comment Share on other sites More sharing options...
Silence4All Posted February 13, 2015 Report Share Posted February 13, 2015 I have snap build pro on the server, & pressing "F" allows the player to walk around the part. To snap them you need to use the scroll wheel & turn snap "ON" for each piece being set. Link to comment Share on other sites More sharing options...
FuzzyMonkey Posted February 14, 2015 Report Share Posted February 14, 2015 Any News on this error: Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1; }; if ((isNil "PP_Marks") && (> Error position: <sleep 1; }; if ((isNil "PP_Marks") && (> Error Generic error in expression File mpmissions\__CUR_MP.Napf\plotManagement\plotToggleMarkers.sqf, line 17 ??? Link to comment Share on other sites More sharing options...
ElDubya Posted February 14, 2015 Report Share Posted February 14, 2015 Any News on this error: Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1; }; if ((isNil "PP_Marks") && (> Error position: <sleep 1; }; if ((isNil "PP_Marks") && (> Error Generic error in expression File mpmissions\__CUR_MP.Napf\plotManagement\plotToggleMarkers.sqf, line 17 ??? Unless you are pedantic (as I am) about error free logs, that error doesn't stop anything from working, it's just a pain in the ass. I wouldn't worry about it until Zupa resurfaces, which I am hoping is soon, to address a other problems with this script. Link to comment Share on other sites More sharing options...
FuzzyMonkey Posted February 14, 2015 Report Share Posted February 14, 2015 Unless you are pedantic (as I am) about error free logs, that error doesn't stop anything from working, it's just a pain in the ass. I wouldn't worry about it until Zupa resurfaces, which I am hoping is soon, to address a other problems with this script. :D I don't like errors, even if they don't stop anything from working ElDubya 1 Link to comment Share on other sites More sharing options...
xSkilledElitex Posted February 15, 2015 Report Share Posted February 15, 2015 How do I make the maintain cost work for single currency 3.0 default hive? I tried changing everything named 'CurrencyName' to 'cashMoney' but considering it says 0 any I don't think it worked. Link to comment Share on other sites More sharing options...
Silence4All Posted February 15, 2015 Report Share Posted February 15, 2015 I have no idea how the single currency works as I do not use it, but the maintain costs are set in the maintain_area.sqf for me. I would say, make sure your maintain_area.sqf is being called correctly in your fn_selfActions.sqf and/or your compiles.sqf. Link to comment Share on other sites More sharing options...
xSkilledElitex Posted February 15, 2015 Report Share Posted February 15, 2015 ummits a dialog menu but yeah i checked the file paths still wont work thanks though Link to comment Share on other sites More sharing options...
ElDubya Posted February 15, 2015 Report Share Posted February 15, 2015 Have you enabled base maintenance to see if it is working? Link to comment Share on other sites More sharing options...
FuzzyMonkey Posted February 15, 2015 Report Share Posted February 15, 2015 I found out how to enable maintenance, thanks to ElDubya for pointing me in the right direction. I added in the init.sqf: DZE_DamageBeforeMaint = 0; I still want to get rid of that error when removing the Dome on the plot For the people who want to enable base maintenance ^^ Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted February 17, 2015 Report Share Posted February 17, 2015 Ok .. trying to install this .. already have Zuppa's Single currency 3.0 installed and working .. Have some questions about what to add/modify What about the Defines between Plot and Coins .. do I add to #include "plotManagement\defines.hpp" to the description.ext along with #include "ZSC\config\ZSCdefines.hpp" or just the leave off since there is a already a defines but its ZSC defines, and not the standard defines .. in my brain the ZSC Defines would just be for the Single Currency 3.0 .. but I'm often wrong .. my logic doesn't always jive with arma 2 code :rolleyes: Also in the fn_selfActions.sqf .. modify zuppa's in the ZSC folder or the self actions in the dayz code ?? :huh: Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted February 18, 2015 Report Share Posted February 18, 2015 Ok Ive got it installed on my test server .. No RPT errors and when I place plot .. , then manage plot .. humans near by = none Don't I have to add my self to the plot ? Or since I placed the plot I'm already attached to the plot ? Link to comment Share on other sites More sharing options...
ElDubya Posted February 18, 2015 Report Share Posted February 18, 2015 Try building? But I am pretty sure it lists your name on the left hand side. Link to comment Share on other sites More sharing options...
Longshot03XX Posted February 19, 2015 Report Share Posted February 19, 2015 still getting kicked for public variable restriction #3 Link to comment Share on other sites More sharing options...
DangerRuss Posted February 21, 2015 Report Share Posted February 21, 2015 still getting kicked for public variable restriction #3 Fix it... theres a million little tutorials on the internet on how to fix battleye kicks. Link to comment Share on other sites More sharing options...
dkkneel Posted February 21, 2015 Report Share Posted February 21, 2015 Since i have plot pole 4 life, what do i do with player_build.sqf player_upgrade.sqf, and playerdowngradebuilding.sqf, where would i get those and put them? Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted February 22, 2015 Report Share Posted February 22, 2015 Try building? But I am pretty sure it lists your name on the left hand side. Ok built clean test sever .. and have only Snap Build Pro w vectors, precision build, and Plot Management .. place plot pole, still cant add my self to the plot .. don't have the option, even after building something, Get the Menu to see humans , and friends.. my name never shows to add, unless it auto adds the plot pole placer No Rpt Errors .. No other mods installed not even infristar Link to comment Share on other sites More sharing options...
ElDubya Posted February 28, 2015 Report Share Posted February 28, 2015 For everyone NOT running Plot For LIfe and having issues with not being able to build/remove anything after you die, rosska provided this fix and it works flawlessly! Thanks heaps man, totally fixed my issue. In your fn_selfactions, use this code : ///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 { // // If u want that the object also belongs to someone on the plotpole. _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 { // // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(_ownerID == _playerUID)then{ _player_deleteBuild = true; }; }; }; }; Link to comment Share on other sites More sharing options...
PTYKiller Posted March 1, 2015 Report Share Posted March 1, 2015 I am getting this situation: P4L is in: And Ownership persists after death, as expected. PlotPole Management: I can add friends, but they are not being allowed to build for some reason. Door Management: After Restart all Friends are removed from list and can not be added unless I remove lock and replace it. After that I can add players until the next restart, when I have to do it all over again. (Not very practical). Lastly, Walls are disappearing from Bases as if they are decaying, and I have set no decay in the configuration. Is there some part of these scripts that overrides that option? Link to comment Share on other sites More sharing options...
ElDubya Posted March 2, 2015 Report Share Posted March 2, 2015 Now default max range is 30m to check if there are too many objects in one spot. Lets change that to the plotRadius, so my plot menu can show u how many objects ( that can be maintain) are still able to be build. in player_build.sqf look in a IF for: nearObjects ["All",30] change that to nearObjects ["All",DZE_PlotPole select 0] This is what the original install instructions say to do, however in my player_build.sqf, the only 2 instances I can find that mention nearObjects are : // 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"]; }; and { switch(_x) do{ case "fire": { _distance = 3; _isNear = {inflamed _x} count (_pos nearObjects _distance); if(_isNear == 0) then { _abort = true; _reason = "fire"; }; }; So what do I change to get the "check if there are too many objects" to work? Link to comment Share on other sites More sharing options...
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