gavner Posted August 27, 2015 Report Share Posted August 27, 2015 Hey All,So I have kind of a weird issue that I can not figure out. I have P4L installed and that is working correctly. I can put down a plot pole and add friends to it and they can build however any time the server restarts it deletes the plot pole. I have removed the files and reinstalled this a few times now and am still not having any luck with getting it to work properly. Any help would be appreciated. Here are some of the RPT file errors I am seeing. _object setdir _dir; _object setposATL _pos; _object se> 20:44:29 Error position: <_dir; _object setposATL _pos; _object se> 20:44:29 Error Undefined variable in expression: _dir 20:44:29 File z\addons\dayz_server\system\server_monitor.sqf, line 178 20:44:29 "MOVED OBJ: "510" of class CinderWallDoorway_DZ to pos: [4371.19,11963.4,0]" 20:44:29 Error in expression <eCargoGlobal _object; 20:50:41 Server: Object 3:31 not found (message 70) 20:50:41 Server: Object 3:30 not found (message 70) 20:50:41 Server: Object 3:40 not found (message 94) 20:50:41 Server: Object 3:39 not found (message 70)22:50:25 Error in expression <["OBJ","519","Plastic_Pole_EP1_DZ","6",[any,any,"76561198017374692"],[],[],0.0,0>22:50:25 Error position: <any,any,"76561198017374692"],[],[],0.0,0>My Mission Files: https://www.dropbox.com/s/lgvq13j63ymx9kb/missions.zip?dl=0Any help would be so greatly appreciated! Link to comment Share on other sites More sharing options...
Nekuan Posted September 1, 2015 Report Share Posted September 1, 2015 What do I have to change in player_build_plotCheck if I'm using Vector Building? The lines do not exist in there =/ Link to comment Share on other sites More sharing options...
L3gendaer Posted September 18, 2015 Report Share Posted September 18, 2015 Hi Zupa,i use P4l and your script with the maintain version. But if i add the friends into the list and they want to build then they can not build. Any Ideas why? Link to comment Share on other sites More sharing options...
Persei Posted September 27, 2015 Report Share Posted September 27, 2015 Has established errors like is not present but the menu constantly blinks and infistar has added. Link to comment Share on other sites More sharing options...
Brainzaw Posted October 8, 2015 Report Share Posted October 8, 2015 (edited) Can someone help me with a RPT error? 9:22:52 Error in expression <object)) then { if (_objectID == "0" && _uid == "0") then { _object_position = g> 9:22:52 Error position: <_uid == "0") then { _object_position = g> 9:22:52 Error Undefined variable in expression: _uid 9:22:52 File z\addons\dayz_server\compile\server_updateObject.sqf, line 29 9:22:52 Error in expression <ntory; }; case "damage": { if ( (time - _lastUpdate) > 5) then { call _object_da> 9:22:52 Error position: <_lastUpdate) > 5) then { call _object_da> 9:22:52 Error Undefined variable in expression: _lastupdate 9:22:52 File z\addons\dayz_server\compile\server_updateObject.sqf, line 185 9:22:52 Error in expression <ame _objectID != "string") || (typeName _uid != "string")) then { diag_log(form> 9:22:52 Error position: <_uid != "string")) then { diag_log(form> 9:22:52 Error Undefined variable in expression: _uid 9:22:52 File z\addons\dayz_server\compile\server_updateObject.sqf, line 21The server_updateObject.sqf looks like this: _key = format["CHILD:305:%1:%2:%3:",_objectID,_worldspace,_fuel]; //diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; }; _object_inventory = { private["_inventory","_previous","_key"]; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item } else { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; }; _previous = str(_object getVariable["lastInventory",[]]); if (str(_inventory) != _previous) then { _object setVariable["lastInventory",_inventory]; if (_objectID == "0") then { _key = format["CHILD:309:%1:%2:",_uid,_inventory]; } else { _key = format["CHILD:303:%1:%2:",_objectID,_inventory]; };Around the area where we have to replace this:_inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ];with this:if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item } else { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; };cheers Edited October 8, 2015 by Brainzaw Link to comment Share on other sites More sharing options...
TwiztedIntentions Posted October 10, 2015 Report Share Posted October 10, 2015 Anyone not have it showing the counter? Can't seem to figure out how to get it to show Link to comment Share on other sites More sharing options...
flashback Posted October 23, 2015 Report Share Posted October 23, 2015 (edited) Hi, got a weird error. I can remove the Plot, remove the Firebarell, but i CANT remove the Cinderwalls. i can downgrade a cinderdoor, but not remove a wall. why? OoScripts:plotmanagement with snapbuild pro and vector <- works all fine, but remove dont workany one a idea? i got this errors @ client side 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.Chernarus\custom\fn_selfActions.sqf, line 290Line 263 to 299 // CURSOR TARGET ALIVE if(_isAlive) then { //Allow player to delete objects if(_isDestructable || _isWreck || _isRemovable || _isWreckBuilding) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; ///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; }; }; }; }; Edited October 23, 2015 by flashback Link to comment Share on other sites More sharing options...
Mr White Posted October 27, 2015 Report Share Posted October 27, 2015 Anyone get this working under plot pole for life 2.5?I'm forcing myself to relearn the coding, but if someone did the work... then I'm all for the quick way on this one. Link to comment Share on other sites More sharing options...
bFe Posted October 27, 2015 Report Share Posted October 27, 2015 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 thoughIs there a fix for letting people remove their objects after death? Link to comment Share on other sites More sharing options...
syco Posted October 28, 2015 Report Share Posted October 28, 2015 (edited) Is there a fix for letting people remove their objects after death?I have put together some code that fixes this.How it works is if you are added to the plot pole with Manage plot you can remove any object at any time. Anybody added to the plot can remove anything even after death or server restart.In your fn_selfActions.sqf.Find these two blocks of code.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; }; }; }; }; 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; }; }; }; }; Replace both of those blocks of code with this if(_isModular || _isModularDoor) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _fuid = []; _allowed = []; _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(_owner == dayz_characterID || (getPlayerUID player) in _allowed)then { _player_deleteBuild = true; }; }; };That's it, problem solved. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------NOT PART OF THE FIX FOR REMOVING OBJECTSI have also set it up so if you are not the owner of/added to the plot pole with manage plot you can't remove the plot pole. I know not all servers want this but base take overs was out of control on my servers. This was the easy fix as i did not have to make a rule of no base take overs. Its just not possible.To do this open your fn_selfActions.sqf.Find this block of code if(_isDestructable || _isWreck || _isRemovable || _isWreckBuilding) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; };Change it to if(_isDestructable || _isWreck || _isRemovable || _isWreckBuilding) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { if (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") then { _owner = _cursorTarget getVariable ["CharacterID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; _allowed = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if(_owner == dayz_characterID || (getPlayerUID player) in _allowed)then [{_player_deleteBuild = true},{_player_deleteBuild = false}] }else{_player_deleteBuild = true}; }; }; Hope this helps some people. Cheers... Edited November 2, 2015 by syco bFe 1 Link to comment Share on other sites More sharing options...
syco Posted October 28, 2015 Report Share Posted October 28, 2015 (edited) Hi, got a weird error. I can remove the Plot, remove the Firebarell, but i CANT remove the Cinderwalls. i can downgrade a cinderdoor, but not remove a wall. why? OoScripts:plotmanagement with snapbuild pro and vector <- works all fine, but remove dont workany one a idea? i got this errors @ client side 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.Chernarus\custom\fn_selfActions.sqf, line 290Line 263 to 299 // CURSOR TARGET ALIVE if(_isAlive) then { //Allow player to delete objects if(_isDestructable || _isWreck || _isRemovable || _isWreckBuilding) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; ///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; }; }; }; }; To fix that errorAdd"_playerUID"To the private block of code at the top of your fn_selfActions.sqf. Make it look something like this.private ["_isWreckBuilding","_temp_keys","_magazinesPlayer","_isPZombie","_vehicle","_inVehicle","_hasFuelE","_hasRawMeat","_hasKnife","_hasToolbox","_onLadder","_nearLight","_canPickLight","_canDo","_text","_isHarvested","_isVehicle","_isVehicletype","_isMan","_traderType","_ownerID","_isAnimal","_isDog","_isZombie","_isDestructable","_isTent","_isFuel","_isAlive","_Unlock","_lock","_buy","_dogHandle","_lieDown","_warn","_hastinitem","_allowedDistance","_menu","_menu1","_humanity_logic","_low_high","_cancel","_metals_trader","_traderMenu","_isWreck","_isRemovable","_isDisallowRepair","_rawmeat","_humanity","_speed","_dog","_hasbottleitem","_isAir","_isShip","_playersNear","_findNearestGens","_findNearestGen","_IsNearRunningGen","_cursorTarget","_isnewstorage","_itemsPlayer","_ownerKeyId","_typeOfCursorTarget","_hasKey","_oldOwner","_combi","_key_colors","_player_deleteBuild","_player_flipveh","_player_lockUnlock_crtl","_player_butcher","_player_studybody","_player_cook","_player_boil","_hasFuelBarrelE","_hasHotwireKit","_player_SurrenderedGear","_isSurrendered","_isModular","_isModularDoor","_ownerKeyName","_temp_keys_names","_hasAttached","_allowTow","_liftHeli","_found","_posL","_posC","_height","_liftHelis","_attached","_playerUID"]; Next find_hasToolbox = "ItemToolbox" in _itemsPlayer;Under it add_playerUID = getPlayerUID player; For players to remove objects from there base at anytime follow my post above this one. Edited October 28, 2015 by syco Link to comment Share on other sites More sharing options...
nathan9117 Posted November 1, 2015 Report Share Posted November 1, 2015 I have put together some code that fixes this.How it works is if you are added to the plot pole with Manage plot you can remove any object at any time. Anybody added to the plot can remove anything even after death or server restart.In your fn_selfActions.sqf.Hidden Content I have also set it up so if you are not the owner of/added to the plot pole with manage plot you can't remove the plot pole. I know not all servers want this but base take overs was out of control on my servers. This was the easy fix as i did not have to make a rule of no base take overs. Its just not possible.To do this open your fn_selfActions.sqf.Hidden ContentHope this helps some people. Cheers...To fix that errorAdd"_playerUID"To the private block of code at the top of your fn_selfActions.sqf. Make it look something like this.Hidden Content Next find_hasToolbox = "ItemToolbox" in _itemsPlayer;Under it add_playerUID = getPlayerUID player; For players to remove objects from there base at anytime follow my post above this one.I have just applied both of these fixes to my server and all works great ! I would say can we get these linked in the first page of the thread so people can find the fixes easy.I also want to know using your method for removing objects at anytime is there a way to actually refund items when removing them as I think this would be great if you place a wall or floor wrong but don't have lots of in game cash to get another floor :) cheers ! Link to comment Share on other sites More sharing options...
bFe Posted November 9, 2015 Report Share Posted November 9, 2015 I have put together some code that fixes this.The fix works but noe people can't remove their own plot poles. Any tips? Link to comment Share on other sites More sharing options...
creativv Posted November 9, 2015 Report Share Posted November 9, 2015 I have put together some code that fixes this.How it works is if you are added to the plot pole with Manage plot you can remove any object at any time. Anybody added to the plot can remove anything even after death or server restart.In your fn_selfActions.sqf.Hidden Content ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------NOT PART OF THE FIX FOR REMOVING OBJECTSI have also set it up so if you are not the owner of/added to the plot pole with manage plot you can't remove the plot pole. I know not all servers want this but base take overs was out of control on my servers. This was the easy fix as i did not have to make a rule of no base take overs. Its just not possible.To do this open your fn_selfActions.sqf.Hidden ContentHope this helps some people. Cheers...Ive been using the same method and works fine but a little tip , if you want to use the ammoboxes (random crates with vehicle ammo) you might want to make a new line on your fn_selfactions for _isWreckBuilding .Otherwise your players wont be able to open them with a crowbar .Change your code to this if(_isDestructable || _isWreck || _isRemovable) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { if (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") then { _owner = _cursorTarget getVariable ["CharacterID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; _allowed = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if(_owner == dayz_characterID || (getPlayerUID player) in _allowed)then [{_player_deleteBuild = true},{_player_deleteBuild = false}] }else{_player_deleteBuild = true}; }; }; And underneith add this if(_isWreckBuilding) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; Also keep in mind that code for plotmanagement with p4l is different like this //Allow player to delete objects if(_isDestructable || _isWreck || _isRemovable) 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...
syco Posted November 9, 2015 Report Share Posted November 9, 2015 (edited) The fix works but noe people can't remove their own plot poles. Any tips?Read my post man. You put in the code for removing plot poles also when it is not needed to allow players to remove all objects in there base.You don't need the code forif(_isDestructable || _isWreck || _isRemovable || _isWreckBuilding) then { You only need code for this block.if(_isModular || _isModularDoor) then { To allow players to remove objects within there plot pole. Change this if(_isDestructable || _isWreck || _isRemovable || _isWreckBuilding) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { if (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") then { _owner = _cursorTarget getVariable ["CharacterID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; _allowed = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if(_owner == dayz_characterID || (getPlayerUID player) in _allowed)then [{_player_deleteBuild = true},{_player_deleteBuild = false}] }else{_player_deleteBuild = true}; }; };Back to if(_isDestructable || _isWreck || _isRemovable || _isWreckBuilding) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; };That will allow anyone to remove plot poles. Edited November 9, 2015 by syco Link to comment Share on other sites More sharing options...
syco Posted November 9, 2015 Report Share Posted November 9, 2015 (edited) Ive been using the same method and works fine but a little tip , if you want to use the ammoboxes (random crates with vehicle ammo) you might want to make a new line on your fn_selfactions for _isWreckBuilding .Otherwise your players wont be able to open them with a crowbar .Change your code to this if(_isDestructable || _isWreck || _isRemovable) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { if (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") then { _owner = _cursorTarget getVariable ["CharacterID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; _allowed = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if(_owner == dayz_characterID || (getPlayerUID player) in _allowed)then [{_player_deleteBuild = true},{_player_deleteBuild = false}] }else{_player_deleteBuild = true}; }; }; And underneith add this if(_isWreckBuilding) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; On my server players can remove these ammo box's no problem with my code. No need to make a new block for _isWreckBuilding from what i see. if(_isDestructable || _isWreck || _isRemovable || _isWreckBuilding) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { if (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") then { _owner = _cursorTarget getVariable ["CharacterID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; _allowed = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if(_owner == dayz_characterID || (getPlayerUID player) in _allowed)then [{_player_deleteBuild = true},{_player_deleteBuild = false}] }else{_player_deleteBuild = true}; }; };KEEP IN MIND THIS CODE IS NOT NEEDED FOR REMOVING OBJECTS WITHIN THE PLOT POLE. I DID THIS TO STOP BASE RAIDS. PEOPLE KEEP PUTTING THIS IN THINKING IT IS PART OF THE FIX FOR REMOVING OBJECTS. IT IS NOT PART OF IT. Edited November 9, 2015 by syco Link to comment Share on other sites More sharing options...
creativv Posted November 10, 2015 Report Share Posted November 10, 2015 On my server players can remove these ammo box's no problem with my code. No need to make a new block for _isWreckBuilding from what i see. if(_isDestructable || _isWreck || _isRemovable || _isWreckBuilding) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { if (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") then { _owner = _cursorTarget getVariable ["CharacterID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; _allowed = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if(_owner == dayz_characterID || (getPlayerUID player) in _allowed)then [{_player_deleteBuild = true},{_player_deleteBuild = false}] }else{_player_deleteBuild = true}; }; };KEEP IN MIND THIS CODE IS NOT NEEDED FOR REMOVING OBJECTS WITHIN THE PLOT POLE. I DID THIS TO STOP BASE RAIDS. PEOPLE KEEP PUTTING THIS IN THINKING IT IS PART OF THE FIX FOR REMOVING OBJECTS. IT IS NOT PART OF IT.The code i provided is so only plotpole owners and people added on the plotpoles can remove the plotpole since a plotpole is in variables array in _isRemovable .other thent that i dont use wrecks on my server so could have deleted that the _isRemovable also has some more items in it that i use on the server , so from the moment my code is used they are only removable by owners and friends .That's why i moved the _isWreckBuilding because that contains the ammo crates in the array in variables .But your fix for plotpoles removable by owner works fine but so does mine i just seperated them to make more items removable by owners and friends only . Link to comment Share on other sites More sharing options...
syco Posted November 11, 2015 Report Share Posted November 11, 2015 The code i provided is so only plotpole owners and people added on the plotpoles can remove the plotpole since a plotpole is in variables array in _isRemovable .other thent that i dont use wrecks on my server so could have deleted that the _isRemovable also has some more items in it that i use on the server , so from the moment my code is used they are only removable by owners and friends .That's why i moved the _isWreckBuilding because that contains the ammo crates in the array in variables .But your fix for plotpoles removable by owner works fine but so does mine i just seperated them to make more items removable by owners and friends only .Have you even try'ed my code out? I think not. The code i provide you DON'T have to remove the _isWreckBuilding from it to remove anything in the array of DZE_isWreckBuilding. Try it out.Both of ours works for only owners/anyone added to the plot pole with manage plot can remove the plot pole. No one else can.All you did is copy/paste from the default install for _isModular and _isModularDoor and put it inside this block of code. That is why you need to remove _isWreckBuilding from it to allow players to remove ammo crates.I copied/pasted some code from the if (s_player_plotManagement < 0) then block above and then wrote some of my own code so this does not need to be done.My code is setup for plot poles only (if (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") then) while not effecting anything else ([{_player_deleteBuild = true},{_player_deleteBuild = false}] }else{_player_deleteBuild = true};)If it is not a plot pole and has required tools it will let you remove it. Works for anything in the array for DZE_isWreck, DZE_isRemovable (Minus "Plastic_Pole_EP1_DZ") and DZE_isWreckBuilding inside variables.sqf.I understand you did yours this way for a good reason (make more items removable by owners and friends only because you added that stuff to the array's in variables.sqf) but our code is a lot different and is used for two similar but completely different reasons.If someone wants plot poles to be only removable by the owner/anyone added to the plot pole, both of our code works fine. However with mine they don't need to remove/make a new block of code for any of the _isDestructable || _isWreck || _isRemovable || _isWreckBuilding to allow players to remove stuff put inside those arrays in variables.sqf. Link to comment Share on other sites More sharing options...
creativv Posted November 11, 2015 Report Share Posted November 11, 2015 Have you even try'ed my code out? I think not. The code i provide you DON'T have to remove the _isWreckBuilding from it to remove anything in the array of DZE_isWreckBuilding. Try it out.Both of ours works for only owners/anyone added to the plot pole with manage plot can remove the plot pole. No one else can.All you did is copy/paste from the default install for _isModular and _isModularDoor and put it inside this block of code. That is why you need to remove _isWreckBuilding from it to allow players to remove ammo crates.I copied/pasted some code from the if (s_player_plotManagement < 0) then block above and then wrote some of my own code so this does not need to be done.My code is setup for plot poles only (if (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") then) while not effecting anything else ([{_player_deleteBuild = true},{_player_deleteBuild = false}] }else{_player_deleteBuild = true};)If it is not a plot pole and has required tools it will let you remove it. Works for anything in the array for DZE_isWreck, DZE_isRemovable (Minus "Plastic_Pole_EP1_DZ") and DZE_isWreckBuilding inside variables.sqf.I understand you did yours this way for a good reason (make more items removable by owners and friends only because you added that stuff to the array's in variables.sqf) but our code is a lot different and is used for two similar but completely different reasons.If someone wants plot poles to be only removable by the owner/anyone added to the plot pole, both of our code works fine. However with mine they don't need to remove/make a new block of code for any of the _isDestructable || _isWreck || _isRemovable || _isWreckBuilding to allow players to remove stuff put inside those arrays in variables.sqf.Dude you are seriously reading over wat i am saying and i do not want to spend my time here to argue with you yes you have minus plastic pole , but i have more i want to be removed by owner or friend only in that array hence i seperated them .If i use your code i would have to do this if (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ || StorageShed_DZ || GunRack_DZ || and so on so on ") then { because i want more stuff to removed by owner and friends only catch my drift now ? Link to comment Share on other sites More sharing options...
syco Posted November 12, 2015 Report Share Posted November 12, 2015 Dude you are seriously reading over wat i am saying and i do not want to spend my time here to argue with you yes you have minus plastic pole , but i have more i want to be removed by owner or friend only in that array hence i seperated them .If i use your code i would have to do this if (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ || StorageShed_DZ || GunRack_DZ || and so on so on ") then { because i want more stuff to removed by owner and friends only catch my drift now ? I understand.I am just posting off of your first post where you said i would have to remove _isWreckBuilding so people could open ammo boxes.Ive been using the same method and works fine but a little tip , if you want to use the ammoboxes (random crates with vehicle ammo) you might want to make a new line on your fn_selfactions for _isWreckBuilding .Otherwise your players wont be able to open them with a crowbar .Just making my point, I do NOT have to remove _isWreckBuilding so my players can open ammo boxes with my method. That's all. Not trying to argue with you. You said i would and you was wrong. Link to comment Share on other sites More sharing options...
JonasF Posted November 21, 2015 Report Share Posted November 21, 2015 (edited) I have put together some code that fixes this.How it works is if you are added to the plot pole with Manage plot you can remove any object at any time. Anybody added to the plot can remove anything even after death or server restart.In your fn_selfActions.sqf.Hidden Content ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------NOT PART OF THE FIX FOR REMOVING OBJECTSI have also set it up so if you are not the owner of/added to the plot pole with manage plot you can't remove the plot pole. I know not all servers want this but base take overs was out of control on my servers. This was the easy fix as i did not have to make a rule of no base take overs. Its just not possible.To do this open your fn_selfActions.sqf.Hidden ContentHope this helps some people. Cheers...Added the fix to remove items and it does seem to work :DRegardsJonas Edited November 21, 2015 by JonasF Ok I tested some more and it worked again.... Link to comment Share on other sites More sharing options...
ghosted2014 Posted December 8, 2015 Report Share Posted December 8, 2015 cannot get this to work with no pl4 also cnot get pl4 to work any help would be great i have door management on but eye scan dont work either im bad at this or they dont work no more lol Link to comment Share on other sites More sharing options...
cheesy_taco_ Posted December 28, 2015 Report Share Posted December 28, 2015 This worked for me but i have an issue, when i restart my server i lose all plot pole and door management rights, any help? Link to comment Share on other sites More sharing options...
DirtyGranny Posted January 13, 2016 Report Share Posted January 13, 2016 Hi - just wondering if anyone can help? I've looked through this thread many times but haven't found the answer just yet. After installing the script, it works except that the plot was able to be removed by anyone, friends on the plot or not. What I want is for the owner of the plot to be able to remove plot only. I did find this method below - however, there are 2 x "if(_isModular then {" references in my fn_selfactions so i added the code first to one, and then to both, but I still don't get the option to remove plot by the owner.. or anyone. Also I am now unable to remove any walls/doors etc?? Any help is appreciated to get this awesome script working for me. Many thanks! --------------------------------------------------------------------------------------------------------------------------------------------------- Crack open your custom Variables.sqf and find DZE_isRemovable array and remove plot pole from there. That will not allow anyone to remove the plot, not even owner. However if you want owner to be able to remove it create new array in your Variables.sqf removable_plot = ["Plastic_Pole_EP1_DZ"]; Then open up your custom fn_selfActions.sqf and find if(_isModular) then { Replace this line with this if(_isModular || _typeOfCursorTarget in removable_plot) then { By doing so it will allow ONLY the owner and people added to the plot pole (if using plot management) to remove it. Link to comment Share on other sites More sharing options...
Emerghency Posted January 18, 2016 Report Share Posted January 18, 2016 Hey everyone i've installed this along with Door management, and group maangement. i get the plot to show Manage Plot and can add players to the friendlies list and everything, yet it still gives them the error message that they need a plot within 30m to build. I am using plot 4 life. if anyone could please help i'd appreciate it. Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now