ElDubya Posted March 31, 2015 Report Share Posted March 31, 2015 Those are loot file errors, nothing to do with Plot Management. Google or search the forums for this : Warning Message: No entry 'bin\config.bin/CfgWeapons.'. As for this : Dome does not work and neither does Maintain You have stuffed up the Plot Management install. Link to comment Share on other sites More sharing options...
Guest Posted March 31, 2015 Report Share Posted March 31, 2015 this will always return 0, you cant use an array with nearObjects. That's why i said or not? Read the right above that is standing: "Since something like this wouldn't work:".. But i know it was a long post and i often don't read every single word so don't worry :P Link to comment Share on other sites More sharing options...
Halvhjearne Posted March 31, 2015 Report Share Posted March 31, 2015 That's why i said or not? Read the right above that is standing: "Since something like this wouldn't work:".. But i know it was a long post and i often don't read every single word so don't worry :P i posted before it was that long ... :rolleyes: you can use nearestObjects instead, if you open up the files and look at the code, there will be plenty of examples on how to do this ... Link to comment Share on other sites More sharing options...
fobi3s Posted April 1, 2015 Report Share Posted April 1, 2015 where can i change the default 30m plot radius to 50m? Link to comment Share on other sites More sharing options...
Caveman1 Posted April 1, 2015 Report Share Posted April 1, 2015 For those that don't use P4L it seems this fix is now working for me so i offer this up as it may help others that struggled like me. No other changes from the install directions are needed. but testing so far seems this seems to work perfectly as long as you remember to add yourself to each plot pole you build before you die. In fn_selfctions.sqf if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { if (s_player_plotManagement < 0) then { _adminList = [""]; // Add admins here if you admins to able to manage all plotpoles _owner = _cursorTarget getVariable ["CharacterID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = _allowed + _adminList + _fuid; if(_owner == dayz_characterID || (getPlayerUID player) in _allowed)then{ s_player_plotManagement = player addAction ["<t color='#0059FF'>Manage Plot</t>", "plotManagement\initPlotManagement.sqf", [], 5, false]; }; }; } else { player removeAction s_player_plotManagement; s_player_plotManagement = -1; }; farther down in fn_selfActions.sqf ///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 = []; _friends = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _friends = _thePlot getVariable ["plotfriends", []]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = []; _allowed = _fuid; if ((getPlayerUID player) in _allowed) then { // // If u want that the object also belongs to someone on the plotpole. _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 = []; _friends = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _friends = _thePlot getVariable ["plotfriends", []]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = []; _allowed = _fuid; if ((getPlayerUID player) in _allowed) then { // // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }; }; }; Link to comment Share on other sites More sharing options...
ElDubya Posted April 1, 2015 Report Share Posted April 1, 2015 where can i change the default 30m plot radius to 50m? Really? DZE_PlotPole = [50,100]; In your init.sqf. [50 is the radius of the build area,100 is the distance required to place another plotpole]. You can make these numbers whatever you like. Caveman1 1 Link to comment Share on other sites More sharing options...
DangerRuss Posted April 1, 2015 Report Share Posted April 1, 2015 where can i change the default 30m plot radius to 50m? Seek on epochmod.com and ye shall find! Link to comment Share on other sites More sharing options...
DangerRuss Posted April 5, 2015 Report Share Posted April 5, 2015 Im having some trouble getting the maintenance to work. I click the maintenance tab and nothing happens. Everything else seems to work fine. Im using the maintain_areaSC.sqf because I use soul's coin system. Im all for looking through the threads, and I made a valiant effort.. I got through about ~20 pages before my head exploded... but I didnt see anything related to the maintenance script. So if anyone would be kind enough to point out what Im doing wrong that'd be great! Link to comment Share on other sites More sharing options...
ElDubya Posted April 5, 2015 Report Share Posted April 5, 2015 Without trying to sound condescending, you do have maintenance enabled on your server, right? CleanupPlacedAfterDays = 21 DROP EVENT IF EXISTS `setDamageOnAge`; DELIMITER ;; CREATE EVENT `setDamageOnAge` ON SCHEDULE EVERY 1 DAY COMMENT 'This sets damage on a wall so that it can be maintained' DO UPDATE `Object_DATA` SET `Damage`=0.1 WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') ) ;; DELIMITER ; Etc, etc. Sorry man, have to ask :) Link to comment Share on other sites More sharing options...
DangerRuss Posted April 5, 2015 Report Share Posted April 5, 2015 Without trying to sound condescending, you do have maintenance enabled on your server, right? CleanupPlacedAfterDays = 21 DROP EVENT IF EXISTS `setDamageOnAge`; DELIMITER ;; CREATE EVENT `setDamageOnAge` ON SCHEDULE EVERY 1 DAY COMMENT 'This sets damage on a wall so that it can be maintained' DO UPDATE `Object_DATA` SET `Damage`=0.1 WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') ) ;; DELIMITER ; Etc, etc. Sorry man, have to ask :) LOL no problem and yes Ive been using this for quite awhile now.just fine. Ive only recently been inspired to add plot management because everyone told me it was working fine. OLD private ["_newWealth","_missing","_missingQty","_proceed","_itemIn","_countIn","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_option"]; if (DZE_ActionInProgress) exitWith { cutText [(localize "STR_EPOCH_ACTIONS_2") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; player removeAction s_player_maintain_area; s_player_maintain_area = 1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = 1; _target = cursorTarget; _objectClasses = DZE_maintainClasses; _range = DZE_maintainRange; _objects = nearestObjects [_target, _objectClasses, _range]; _objects_filtered = []; { if (damage _x >= DZE_DamageBeforeMaint) then { _objects_filtered set [count _objects_filtered, _x]; }; } count _objects; _objects = _objects_filtered; _count = count _objects; if (_count == 0) exitWith { cutText [format[(localize "STR_EPOCH_ACTIONS_22"), _count], "PLAIN DOWN"]; DZE_ActionInProgress = false; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; }; _requirements = []; switch true do { case (_count <= 10): {_requirements = [[CurrencyName,200]]}; case (_count <= 20): {_requirements = [[CurrencyName,300]]}; case (_count <= 35): {_requirements = [[CurrencyName,400]]}; case (_count <= 50): {_requirements = [[CurrencyName,500]]}; case (_count <= 75): {_requirements = [[CurrencyName,900]]}; case (_count <= 100): {_requirements = [[CurrencyName,1000]]}; case (_count <= 175): {_requirements = [[CurrencyName,2000]]}; case (_count <= 250): {_requirements = [[CurrencyName,3000]]}; case (_count <= 325): {_requirements = [[CurrencyName,4000]]}; case (_count <= 400): {_requirements = [[CurrencyName,5000]]}; case (_count <= 475): {_requirements = [[CurrencyName,6000]]}; case (_count <= 550): {_requirements = [[CurrencyName,7000]]}; case (_count <= 625): {_requirements = [[CurrencyName,8000]]}; case (_count > 625): {_requirements = [[CurrencyName,9000]]}; }; _option = _this select 3; switch _option do { case "maintain": { _wealth = player getVariable["cashMoney",0]; _missing = ""; _missingQty = 0; _proceed = true; { _itemIn = _x select 0; _countIn = _x select 1; if (_wealth < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _wealth); _proceed = false; }; } count _requirements; if (_proceed) then { _newWealth = (_wealth - _countIn); player playActionNow "Medic"; [player,_range,true,(getPosATL player)] spawn player_alertZombies; player setVariable["cashMoney",_newWealth,true]; PVDZE_plr_Save = [player,(magazines player),true,true]; publicVariableServer "PVDZE_plr_Save"; PVDZE_maintainArea = [player,1,_target]; publicVariableServer "PVDZE_maintainArea"; cutText [format[(localize "STR_EPOCH_ACTIONS_4"), _count], "PLAIN DOWN", 5]; } else { cutText [format[(localize "STR_EPOCH_ACTIONS_6"), _missingQty, CurrencyName], "PLAIN DOWN"]; }; }; case "preview": { _cost = ""; { _itemIn = _x select 0; _countIn = _x select 1; if (_cost != "") then { _cost = _cost + " and "; }; _cost = _cost + (str(_countIn) + " " + CurrencyName); } count _requirements; cutText [format[(localize "STR_EPOCH_ACTIONS_7"), _count, _cost], "PLAIN DOWN"]; }; }; DZE_ActionInProgress = false; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; NEW private ["_newWealth","_missing","_missingQty","_proceed","_itemIn","_countIn","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_option"]; disableSerialization; if (DZE_ActionInProgress) exitWith { cutText [(localize "STR_EPOCH_ACTIONS_2") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; player removeAction s_player_maintain_area; s_player_maintain_area = 1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = 1; _target = cursorTarget; _objectClasses = DZE_maintainClasses; _range = DZE_PlotPole select 0; _objects = nearestObjects [_target, _objectClasses, _range]; _objects_filtered = []; { if (damage _x >= DZE_DamageBeforeMaint) then { _objects_filtered set [count _objects_filtered, _x]; }; } count _objects; _objects = _objects_filtered; _count = count _objects; if (_count == 0) exitWith { _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); _result = format["Objects to maintain: %1" , _count]; _ctrl ctrlSetText _result; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); _result = format["Price to maintain: %1 %2" , 0, CurrencyName]; _ctrl ctrlSetText _result; DZE_ActionInProgress = false; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; }; _theCost = _count * 10; _requirements = [[CurrencyName,_theCost]]; /* switch true do { case (_count <= 10): {_requirements = [[CurrencyName,200]]}; case (_count <= 20): {_requirements = [[CurrencyName,300]]}; case (_count <= 35): {_requirements = [[CurrencyName,400]]}; case (_count <= 50): {_requirements = [[CurrencyName,500]]}; case (_count <= 75): {_requirements = [[CurrencyName,900]]}; case (_count <= 100): {_requirements = [[CurrencyName,1000]]}; case (_count <= 175): {_requirements = [[CurrencyName,2000]]}; case (_count <= 250): {_requirements = [[CurrencyName,3000]]}; case (_count <= 325): {_requirements = [[CurrencyName,4000]]}; case (_count <= 400): {_requirements = [[CurrencyName,5000]]}; case (_count <= 475): {_requirements = [[CurrencyName,6000]]}; case (_count <= 550): {_requirements = [[CurrencyName,7000]]}; case (_count <= 625): {_requirements = [[CurrencyName,8000]]}; case (_count > 625): {_requirements = [[CurrencyName,9000]]}; }; */ _option = _this select 0; switch _option do { case "maintain": { _wealth = player getVariable["cashMoney",0]; _missing = ""; _missingQty = 0; _proceed = true; { _itemIn = _x select 0; _countIn = _x select 1; if (_wealth < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _wealth); _proceed = false; }; } count _requirements; if (_proceed) then { _newWealth = (_wealth - _countIn); player playActionNow "Medic"; [player,_range,true,(getPosATL player)] spawn player_alertZombies; player setVariable["cashMoney",_newWealth,true]; PVDZE_plr_Save = [player,(magazines player),true,true]; publicVariableServer "PVDZE_plr_Save"; PVDZE_maintainArea = [player,1,_target]; publicVariableServer "PVDZE_maintainArea"; cutText [format[(localize "STR_EPOCH_ACTIONS_4"), _count], "PLAIN DOWN", 5]; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); _result = format["SUCCESS : Objects maintained: %1" , _count]; _ctrl ctrlSetText _result; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); _result = format["SUCCESS : Price maintained: %1 %2" , _theCost, CurrencyName]; _ctrl ctrlSetText _result; } else { _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); _result = format["FAILED: Objects to maintain: %1" , _count]; _ctrl ctrlSetText _result; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); _result = format["FAILED: Price to maintain: %1 %2" , _theCost, CurrencyName]; _ctrl ctrlSetText _result; cutText [format[(localize "STR_EPOCH_ACTIONS_6"), _missingQty, CurrencyName], "PLAIN DOWN"]; }; }; case "preview": { _cost = ""; { _itemIn = _x select 0; _countIn = _x select 1; if (_cost != "") then { _cost = _cost + " and "; }; _cost = _cost + (str(_countIn) + " " + CurrencyName); } count _requirements; cutText [format[(localize "STR_EPOCH_ACTIONS_7"), _count, _cost], "PLAIN DOWN"]; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); _result = format["Objects to maintain: %1" , _count]; _ctrl ctrlSetText _result; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); _result = format["Price to maintain: %1 %2" , _theCost, CurrencyName]; _ctrl ctrlSetText _result; }; }; DZE_ActionInProgress = false; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; EDIT - I do see this in my client RPT Error Undefined variable in expression: maintainplot File mpmissions\__CUR_MP.chernarus\plotManagement\initPlotManagement.sqf, line 4 Link to comment Share on other sites More sharing options...
ElDubya Posted April 5, 2015 Report Share Posted April 5, 2015 I use Single Currency 3.0, but the money variable is the same. Here is my maintain_area.sqf for comparison : http://pastebin.com/RVu6xztq I don't use Plot For Life either. Link to comment Share on other sites More sharing options...
DangerRuss Posted April 5, 2015 Report Share Posted April 5, 2015 I use Single Currency 3.0, but the money variable is the same. Here is my maintain_area.sqf for comparison : http://pastebin.com/RVu6xztq I don't use Plot For Life either. they're exactly the same except you've changed your prices and Ive commented out a section that I tried to bring over from my old script. Im stumped. Link to comment Share on other sites More sharing options...
ElDubya Posted April 5, 2015 Report Share Posted April 5, 2015 Do you have these in your compiles? MaintainPlot = compile preprocessFileLineNumbers "plotManagement\maintain_area.sqf"; PlotPreview = compile preprocessFileLineNumbers "plotManagement\plotToggleMarkers.sqf"; DangerRuss 1 Link to comment Share on other sites More sharing options...
DangerRuss Posted April 5, 2015 Report Share Posted April 5, 2015 Do you have these in your compiles? MaintainPlot = compile preprocessFileLineNumbers "plotManagement\maintain_area.sqf"; PlotPreview = compile preprocessFileLineNumbers "plotManagement\plotToggleMarkers.sqf"; HAHAHA thanks man I knew it was something completely dumb. This is why you don't edit scripts at 3AM ElDubya 1 Link to comment Share on other sites More sharing options...
R0lling Posted April 6, 2015 Report Share Posted April 6, 2015 Don´t work for me.... Have followed the instructions now for the 10th time. Step by Step checked all files. when i build a PP and add a Friend he can´t build. Only when i tagged him friendly he can build.... any fix for this or need something? Link to comment Share on other sites More sharing options...
ElDubya Posted April 6, 2015 Report Share Posted April 6, 2015 Yeah, you need to post your RPT's with any errors you may have in them. Link to comment Share on other sites More sharing options...
R0lling Posted April 6, 2015 Report Share Posted April 6, 2015 Here is my Serverlog: http://pastebin.com/8MRp6DG3 Here is my Clientlog: http://pastebin.com/TZnh4ai1 Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted April 8, 2015 Report Share Posted April 8, 2015 Is there a way as admin I can see who owns the plot.. so banned players bases can be deleted ?? Link to comment Share on other sites More sharing options...
GudrunGisela Posted April 10, 2015 Report Share Posted April 10, 2015 Hi everyone, is there a way to restrict players so that they only can have one plot pole? I use Zupa's Plot Pole Management and players who are listed in the Plot Management only should be able to build on this Plot Pole and should not have the opportunity to build a other Plot Pole. Is it possible to configure this? Best regards, GudrunGisela Link to comment Share on other sites More sharing options...
Halvhjearne Posted April 10, 2015 Report Share Posted April 10, 2015 Hi everyone, is there a way to restrict players so that they only can have one plot pole? I use Zupa's Plot Pole Management and players who are listed in the Plot Management only should be able to build on this Plot Pole and should not have the opportunity to build a other Plot Pole. Is it possible to configure this? Best regards, GudrunGisela it would be a mess and might take some time to run through if you have a lot of plotpoles on your server ... but possible, yes Link to comment Share on other sites More sharing options...
Cubitron Posted April 10, 2015 Report Share Posted April 10, 2015 i try this to install on my fresh server only with sc3.0 snap pro and Vectorbut dont work, i have no errors in the rpt..i'll go crazy The sc3.0 VEctor and Snap works fine i get no Menu Link to comment Share on other sites More sharing options...
DangerRuss Posted April 11, 2015 Report Share Posted April 11, 2015 i try this to install on my fresh server only with sc3.0 snap pro and Vectorbut dont work, i have no errors in the rpt..i'll go crazy The sc3.0 VEctor and Snap works fine i get no Menu You're doing it wrong Link to comment Share on other sites More sharing options...
Stollenwerk Posted April 11, 2015 Report Share Posted April 11, 2015 I searched in this thread for my problem, but didn't find a solution for it. When I add a friend to the plot he can build, all fine. But when I remove him again, he's gone from the list, but after a restart he's back in the list. :blink: Any ideas? Using Single Currency 3.0 from Zupa, Advanced Trading, Snap Pro, Vector & Precise Building so far. Thanks in advance. Link to comment Share on other sites More sharing options...
R0lling Posted April 11, 2015 Report Share Posted April 11, 2015 Don´t work for me.... Have followed the instructions now for the 10th time. Step by Step checked all files. when i build a PP and add a Friend he can´t build. Only when i tagged him friendly he can build.... any fix for this? Here is my Serverlog: http://pastebin.com/8MRp6DG3 Here is my Clientlog: http://pastebin.com/TZnh4ai1 Link to comment Share on other sites More sharing options...
DangerRuss Posted April 11, 2015 Report Share Posted April 11, 2015 Don´t work for me.... Have followed the instructions now for the 10th time. Step by Step checked all files. when i build a PP and add a Friend he can´t build. Only when i tagged him friendly he can build.... any fix for this? Here is my Serverlog: http://pastebin.com/8MRp6DG3 Here is my Clientlog: http://pastebin.com/TZnh4ai1 make sure you go through all of the threads and find the fixes people posted Link to comment Share on other sites More sharing options...
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