kheldar125 Posted January 30, 2016 Report Share Posted January 30, 2016 hey all, Im having issues getting this working, installed everything fine, all the actions on the plot pole worked great. however after the server restarted I could not get the actions again and it also removed actions on locked vehicles. its not giving any errors into the server or client rpt, iv tried from scratch 4-5 times now and always having the same issue. anyone else had this issue or can point me in the right direction? cheers Link to comment Share on other sites More sharing options...
NoxSicarius Posted February 1, 2016 Report Share Posted February 1, 2016 Plot for Life 2.5 instruction fixes: Combines P4L checks with this mod (not really necessary to check on both, but it works and allows tagged friends to build too) First, did you modify any of the P4L files? If no, just go here follow the 3 step readme You did modify the files? Here are the fixes: Step 7: In this folder: custom\A_Plot_for_Life\Action Apply this edit to these files: player_build_plotCheck, player_buildingDowngrade, player_upgrade Find this if ((_isowner) || (_isfriendly)) then { _canBuildOnPlot = true; }; Replace with this _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; if ((_isowner) || (_isfriendly) || (_builder in _fuid)) then { _canBuildOnPlot = true; }; Step 8A: In your root server folder open custom\system\server_monitor.sqf Find _object setVariable ["ObjectID", _idKey, true]; Replace with if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then { _object setVariable ["plotfriends", _inventory, true]; }; Step 8B: Find if (count _inventory > 0) then { Replace with if ((count _inventory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then { Link to comment Share on other sites More sharing options...
Nersha Posted February 15, 2016 Report Share Posted February 15, 2016 I wondered if somebody might please be able to help me on here: I have both Plot Management and Door Management installed. I have no issues building or unlocking doors with eye scan however no matter what I do I cannot seem to get plot friends or door friends to save to the database. it seems every restart all plot friends and all door friends are being erased. Im not sure what I did wrong and I cannot seem to find a fix anywhere. Any help at all would be appreciated. Thank you! Link to comment Share on other sites More sharing options...
theduke Posted February 16, 2016 Report Share Posted February 16, 2016 12 hours ago, Nersha said: I wondered if somebody might please be able to help me on here: I have both Plot Management and Door Management installed. I have no issues building or unlocking doors with eye scan however no matter what I do I cannot seem to get plot friends or door friends to save to the database. it seems every restart all plot friends and all door friends are being erased. Im not sure what I did wrong and I cannot seem to find a fix anywhere. Any help at all would be appreciated. Thank you! Have you checked the RPT? Link to comment Share on other sites More sharing options...
Nersha Posted February 19, 2016 Report Share Posted February 19, 2016 No errors in the Client or Server RPT. Im baffled. Link to comment Share on other sites More sharing options...
Nersha Posted February 19, 2016 Report Share Posted February 19, 2016 On 2016-02-16 at 10:51 PM, theduke said: Have you checked the RPT? No errors in the Client or Server RPT. Im baffled. Link to comment Share on other sites More sharing options...
DY357LX Posted February 26, 2016 Report Share Posted February 26, 2016 Has anyone got this working along side DZGM / DayZ Group Management? After adding Plot Management we'd suddenly lost the "Invite" button. Any ideas? Here's the GitHub link for DZGM should anyone wish to check out the code. As far as I can, the invite button is in groupManagement.hpp on line 87. https://github.com/ebaydayz/DZGM QUICK EDIT: My description.ext looks like this:http://pastebin.com/TNhLh9Sx I'm currently digging through the defines.hpp of DZGM and PlotManagement to see what's the same/different. A quick search of GitHub code reveals plenty of people running the 2 mods alongside.https://github.com/search?q=plotManagement+DZGM&type=Code&utf8=✓ I'm wondering if my description.ext needs things moving from those defines.hpp to it. Link to comment Share on other sites More sharing options...
JonasF Posted February 28, 2016 Report Share Posted February 28, 2016 #include "dzgm\defines.hpp" class RscTitles { #include "ZSC\config\ZSChud.hpp" #include "dzgm\icons.hpp" }; #include "ZSC\config\ZSCdefines.hpp" #include "zupa\advancedTrading\advancedTrading.hpp" #include "ZSC\config\ZSCdialogs.hpp" #include "custom\snap_pro\snappoints.hpp" #include "custom\extra_rc.hpp" #include "dzgm\groupManagement.hpp" #include "plotManagement\defines.hpp" #include "plotManagement\plotManagement.hpp" #include "spawn\class.hpp" #include "spawn\spawn.hpp" this is the bottom of my description, got this and dzgm and others... but there you can get an idea maybe.. Link to comment Share on other sites More sharing options...
Tweety060286 Posted March 9, 2016 Report Share Posted March 9, 2016 . Link to comment Share on other sites More sharing options...
haba Posted March 10, 2016 Report Share Posted March 10, 2016 On 01.02.2016 at 4:35 AM, NoxSicarius said: Step 8A: In your root server folder open custom\system\server_monitor.sqf Find _object setVariable ["ObjectID", _idKey, true]; Replace with if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then { _object setVariable ["plotfriends", _inventory, true]; }; If you remove _object setVariable ["ObjectID", _idKey, true]; all your spawned vehicles will be removed from map. It can remove locked vehicles too. Link to comment Share on other sites More sharing options...
*SMOKEY* Posted March 11, 2016 Report Share Posted March 11, 2016 No matter what i do or the fixes i try that have been posted i cant get this working with zupa coins 1.1 999 hive and plot 4 life 2.5 :( I do not get any errors what so ever in my logs.. But after installing this script i loose all actions and can not interact with any item.. So i cant open a safe, a car and cant even open a door or get any options on my plot pole.. I have placed down a new plot pole every time i have tried a fix and still nothing.. No interactions available at all.. Any one got any suggestions :\ ?? EDIT::: Never mind all fixed it seems :) thanx anyways Link to comment Share on other sites More sharing options...
Phail Posted March 17, 2016 Report Share Posted March 17, 2016 I have to admit I am not very good at installing mods. I have a long list that i have installed, P4L, Snap and vector, ZSC and Door Management that can make this hard for beginners like me. I originally started to get hung up at step 7 so i am going to just leave this here in hopes it helps someone. It seems to all work as intended after this, use at your own risk, like i said, i am not very good at this. **STEP 7 (Modifying player_build_plotCheck.sqf, player_upgrade.sqf, and player_buildingDowngrade.sqf)**<br> ALL THREE OF THESE FILES NEED THE SAME EDIT, MAKE SURE YOU DO ALL FILES!!!!<br> player_build_plotCheck.sqf Find // Since there are plot poles nearby we need to check ownership && friend status _buildcheck = [player, _nearestPole] call FNC_check_owner; _isowner = _buildcheck select 0; _isfriendly = _buildcheck select 1; if ((_isowner) || (_isfriendly)) then { _canBuildOnPlot = true; }; }; Replace with // Since there are plot poles nearby we need to check ownership && friend status _buildcheck = [player, _nearestPole] call FNC_check_owner; _isowner = _buildcheck select 0; _isfriendly = _buildcheck select 1; _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; if ((_isowner) || (_isfriendly) || (_builder in _fuid)) then { _canBuildOnPlot = true; F }; }; player_upgrade.sqf Find _friendlies = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(_ownerID in _friendlies) then { _canBuildOnPlot = true; }; Replace that with _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; // check if friendly to owner if(_builder in _fuid) then { _canBuildOnPlot = true; }; player_buildingDowngrade.sqf Find _friendlies = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(_ownerID in _friendlies) then { _canBuildOnPlot = true; }; Replace that with _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; // check if friendly to owner if(_builder in _fuid) then { _canBuildOnPlot = true; }; **STEP 8 This one is in your dayz_server.pbo (Modifying server_monitor.sqf)**<br> **8 A**<br> Find _object setVariable ["ObjectID", _idKey, true]; After that, add if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then { _object setVariable ["plotfriends", _inventory, true]; }; **8 B**<br> Find For ZSC if ((count _inventory > 0) && !(typeOf( _object) in DZE_DoorsLocked)) then { if( count (_inventory) > 3)then{ _object setVariable ["bankMoney", _inventory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; Replace that with For ZSC if ((count _inventory > 0) && !(typeOf( _object) in DZE_DoorsLocked) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then { if( count (_inventory) > 3)then{ _object setVariable ["bankMoney", _inventory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; **STEP 9 Again, this is in your dayz_server.pbo (Modifying server_updateObject.sqf)**<br> Find FOR DOOR MANGEMENT _object_inventory = { private["_isNormal","_inventory","_previous","_key"]; _isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object, _object getVariable["bankMoney",0] ]; }; _previous = str(_object getVariable["lastInventory",[]]); Replace that with FOR DOOR MANGEMENT _object_inventory = { private["_isNormal","_inventory","_previous","_key"]; _isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item } else { if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object, _object getVariable["bankMoney",0] ]; }; }; _previous = str(_object getVariable["lastInventory",[]]); Installation complete<br> **Infistar Antihack**<br> If you're running Infistar Antihack, add this to the dialogs array; 711194 And this to the '_cMenu =' section "PlotManagement" Link to comment Share on other sites More sharing options...
ViseVersa Posted March 17, 2016 Report Share Posted March 17, 2016 56 minutes ago, Phail said: I have to admit I am not very good at installing mods. I have a long list that i have installed, P4L, Snap and vector, ZSC and Door Management that can make this hard for beginners like me. I originally started to get hung up at step 7 so i am going to just leave this here in hopes it helps someone. It seems to all work as intended after this, use at your own risk, like i said, i am not very good at this. **STEP 7 (Modifying player_build_plotCheck.sqf, player_upgrade.sqf, and player_buildingDowngrade.sqf)**<br> ALL THREE OF THESE FILES NEED THE SAME EDIT, MAKE SURE YOU DO ALL FILES!!!!<br> player_build_plotCheck.sqf Find // Since there are plot poles nearby we need to check ownership && friend status _buildcheck = [player, _nearestPole] call FNC_check_owner; _isowner = _buildcheck select 0; _isfriendly = _buildcheck select 1; if ((_isowner) || (_isfriendly)) then { _canBuildOnPlot = true; }; }; Replace with // Since there are plot poles nearby we need to check ownership && friend status _buildcheck = [player, _nearestPole] call FNC_check_owner; _isowner = _buildcheck select 0; _isfriendly = _buildcheck select 1; _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; if ((_isowner) || (_isfriendly) || (_builder in _fuid)) then { _canBuildOnPlot = true; F }; }; player_upgrade.sqf Find _friendlies = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(_ownerID in _friendlies) then { _canBuildOnPlot = true; }; Replace that with _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; // check if friendly to owner if(_builder in _fuid) then { _canBuildOnPlot = true; }; player_buildingDowngrade.sqf Find _friendlies = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(_ownerID in _friendlies) then { _canBuildOnPlot = true; }; Replace that with _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; // check if friendly to owner if(_builder in _fuid) then { _canBuildOnPlot = true; }; **STEP 8 This one is in your dayz_server.pbo (Modifying server_monitor.sqf)**<br> **8 A**<br> Find _object setVariable ["ObjectID", _idKey, true]; After that, add if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then { _object setVariable ["plotfriends", _inventory, true]; }; **8 B**<br> Find For ZSC if ((count _inventory > 0) && !(typeOf( _object) in DZE_DoorsLocked)) then { if( count (_inventory) > 3)then{ _object setVariable ["bankMoney", _inventory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; Replace that with For ZSC if ((count _inventory > 0) && !(typeOf( _object) in DZE_DoorsLocked) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then { if( count (_inventory) > 3)then{ _object setVariable ["bankMoney", _inventory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; **STEP 9 Again, this is in your dayz_server.pbo (Modifying server_updateObject.sqf)**<br> Find FOR DOOR MANGEMENT _object_inventory = { private["_isNormal","_inventory","_previous","_key"]; _isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object, _object getVariable["bankMoney",0] ]; }; _previous = str(_object getVariable["lastInventory",[]]); Replace that with FOR DOOR MANGEMENT _object_inventory = { private["_isNormal","_inventory","_previous","_key"]; _isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item } else { if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object, _object getVariable["bankMoney",0] ]; }; }; _previous = str(_object getVariable["lastInventory",[]]); Installation complete<br> **Infistar Antihack**<br> If you're running Infistar Antihack, add this to the dialogs array; 711194 And this to the '_cMenu =' section "PlotManagement" Before i actually look trough this, what is the actual Problem? Because that seems to be the Part, where 80% of the People simply overread the bit that meantions "inventory" and "inTentory" Link to comment Share on other sites More sharing options...
Phail Posted March 17, 2016 Report Share Posted March 17, 2016 The differences are step 7 for P4L, Step 8b for ZSC and Step 9 for Door Management Step 7 for P4L player_build_plotCheck.sqf Find // Since there are plot poles nearby we need to check ownership && friend status _buildcheck = [player, _nearestPole] call FNC_check_owner; _isowner = _buildcheck select 0; _isfriendly = _buildcheck select 1; if ((_isowner) || (_isfriendly)) then { _canBuildOnPlot = true; }; }; Replace with // Since there are plot poles nearby we need to check ownership && friend status _buildcheck = [player, _nearestPole] call FNC_check_owner; _isowner = _buildcheck select 0; _isfriendly = _buildcheck select 1; _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; if ((_isowner) || (_isfriendly) || (_builder in _fuid)) then { _canBuildOnPlot = true; F }; }; Step 8b for ZSC **8 B**<br> Find For ZSC if ((count _inventory > 0) && !(typeOf( _object) in DZE_DoorsLocked)) then { if( count (_inventory) > 3)then{ _object setVariable ["bankMoney", _inventory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; Replace that with For ZSC if ((count _inventory > 0) && !(typeOf( _object) in DZE_DoorsLocked) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then { if( count (_inventory) > 3)then{ _object setVariable ["bankMoney", _inventory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; **STEP 9 Again, this is in your dayz_server.pbo (Modifying server_updateObject.sqf)**<br> Find FOR DOOR MANGEMENT _object_inventory = { private["_isNormal","_inventory","_previous","_key"]; _isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object, _object getVariable["bankMoney",0] ]; }; _previous = str(_object getVariable["lastInventory",[]]); Replace that with FOR DOOR MANGEMENT _object_inventory = { private["_isNormal","_inventory","_previous","_key"]; _isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item } else { if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object, _object getVariable["bankMoney",0] ]; }; }; _previous = str(_object getVariable["lastInventory",[]]); Link to comment Share on other sites More sharing options...
stig010189 Posted April 3, 2016 Report Share Posted April 3, 2016 your install guid is poorly writen. like Modifying fn_selfActions.sqf and the other's. where the hell are they ?. would love to use this Link to comment Share on other sites More sharing options...
theduke Posted April 3, 2016 Report Share Posted April 3, 2016 16 minutes ago, stig010189 said: your install guid is poorly writen. like Modifying fn_selfActions.sqf and the other's. where the hell are they ?. would love to use this poorly written???? lmao Ask a little nicer maybe people would be willing to help. and its not poorly written On the subject... To find where it is located, open your compiles.sqf and search for fn_selfActions it will show you the path Link to comment Share on other sites More sharing options...
LunatikCH Posted April 3, 2016 Report Share Posted April 3, 2016 19 minutes ago, stig010189 said: your install guid is poorly writen. like Modifying fn_selfActions.sqf and the other's. where the hell are they ?. would love to use this No, its clear and simple, if you dont know where to get those files from then you are poorly in running a server or poorly in using google or the search function. Link to comment Share on other sites More sharing options...
stig010189 Posted April 3, 2016 Report Share Posted April 3, 2016 2 minutes ago, LunatikCH said: No, its clear and simple, if you dont know where to get those files from then you are poorly in scripting or poorly in using google or the search function. might be for poeple like you but me it's not. i able to install ai missions/tow/snap pro and plot for life with no problem but this one make no scenes to me at all Link to comment Share on other sites More sharing options...
stig010189 Posted April 3, 2016 Report Share Posted April 3, 2016 4 minutes ago, theduke said: poorly written???? lmao Ask a little nicer maybe people would be willing to help. and its not poorly written On the subject... To find where it is located, open your compiles.sqf and search for fn_selfActions it will show you the path wrong choice of words sorry . im not expert on adding stuff. i have 4 mods added just this make no scenes to me.. you said open compiles like where that. i search the mp mission's not there/ server pbo no nothing there 2 Link to comment Share on other sites More sharing options...
theduke Posted April 3, 2016 Report Share Posted April 3, 2016 Just now, stig010189 said: wrong choice of words sorry . im not expert on adding stuff. i have 4 mods added just this make no scenes to me.. you said open compiles like where that. i search the mp mission's not there/ server pbo no nothing there 2 what are you using as a base for your server? did you download the files from these forums? Link to comment Share on other sites More sharing options...
stig010189 Posted April 3, 2016 Report Share Posted April 3, 2016 8 minutes ago, theduke said: what are you using as a base for your server? did you download the files from these forums? sorry retard here lol what mean by base for your sever. if your on about this mod yes. if your on about epoch server file no im using what my server provided Link to comment Share on other sites More sharing options...
theduke Posted April 3, 2016 Report Share Posted April 3, 2016 10 minutes ago, stig010189 said: sorry retard here lol what mean by base for your sever. if your on about this mod yes. if your on about epoch server file no im using what my server provided who is your host? The fn_selfactions is located in the mission PBO, You will need to find it from the compiles.sqf. To find the compiles.sqf, open the init.sqf and do a search for "compiles", you will see where to locate it. But honestly if you installed plot for life you should have already modified the fn_selfactions Link to comment Share on other sites More sharing options...
stig010189 Posted April 3, 2016 Report Share Posted April 3, 2016 21 minutes ago, theduke said: who is your host? The fn_selfactions is located in the mission PBO, You will need to find it from the compiles.sqf. To find the compiles.sqf, open the init.sqf and do a search for "compiles", you will see where to locate it. But honestly if you installed plot for life you should have already modified the fn_selfactions host is german on named nitrado. never had to touch fn_selfacyions with plot for life . only had to ope description.ext and init.sqf that all was asked. i try this and get back to you what fold should i use the MaintainVersion or default one Link to comment Share on other sites More sharing options...
Pro_Speedy Posted April 15, 2016 Report Share Posted April 15, 2016 On 10/03/2016 at 7:33 PM, *SMOKEY* said: No matter what i do or the fixes i try that have been posted i cant get this working with zupa coins 1.1 999 hive and plot 4 life 2.5 :( I do not get any errors what so ever in my logs.. But after installing this script i loose all actions and can not interact with any item.. So i cant open a safe, a car and cant even open a door or get any options on my plot pole.. I have placed down a new plot pole every time i have tried a fix and still nothing.. No interactions available at all.. Any one got any suggestions :\ ?? EDIT::: Never mind all fixed it seems :) thanx anyways What did you do to fix it? Link to comment Share on other sites More sharing options...
DY357LX Posted May 10, 2016 Report Share Posted May 10, 2016 Anyone got fixes for the green balls for the dome being strangely close together and the object counter reading 1 / 1e+007? No errors in the .rpt at all. Here's a screenshot of what I mean:http://i.imgur.com/NyLBJ7V.jpg Thanks. Link to comment Share on other sites More sharing options...
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