BigEgg Posted November 30, 2016 Report Share Posted November 30, 2016 Yup - be sure to keep the stuff you put in the private array though. Link to comment Share on other sites More sharing options...
looter809 Posted November 30, 2016 Report Share Posted November 30, 2016 @BigEgg It worked. Thank you so much. So many players forget to add themselves to the plot pole and Plot 4 Life never worked when I tried to install it. And with Epoch 1.0.6 coming around the corner, I don't really want to try again any time soon. BigEgg 1 Link to comment Share on other sites More sharing options...
BigEgg Posted November 30, 2016 Report Share Posted November 30, 2016 Just now, looter809 said: @BigEgg It worked. Thank you so much. So many players forget to add themselves to the plot pole and Plot 4 Life never worked when I tried to install it. And with Epoch 1.0.6 coming around the corner, I don't really want to try again any time soon. Good to hear :) I might make a tutorial thread for this. juandayz 1 Link to comment Share on other sites More sharing options...
looter809 Posted November 30, 2016 Report Share Posted November 30, 2016 Just now, BigEgg said: Good to hear :) I might make a tutorial thread for this. Definitely should. I also see your Restrict Building script which I may have to look into. Looks very useful. Thanks for everything. BigEgg 1 Link to comment Share on other sites More sharing options...
Zupa Posted November 30, 2016 Author Report Share Posted November 30, 2016 Just a headsup. Epoch will update today to 1.0.6 [NEW] A much improved version of Zupa's Advanced Trading 2.1+ is now the default config trader menu, NOT COMPATIBLE WITH DATABASE TRADERS @icomrade @Windmolders [NEW] A Plot For Life v2.5+ by RimBlock is now included and enabled by default, see configVariables.sqf @RimBlock @icomrade [NEW] Build Vectors v4+ by Striker is now included, only enabled with Snap building. Note there is no option to turn off Vector Building with Snap Building enabled @strikerforce @icomrade [NEW] Door Management v3.0+ by Zupa is now included and enabled by default with variable DZE_doorManagement, see configVariables.sqf @DevZupa @Bruce-LXXVI @ebayShopper [NEW] Plot Management v2.1+ by Zupa is now included and enabled by default with variable DZE_permanentPlot, see configVariables.sqf @DevZupa @Bruce-LXXVI @icomrade Link to comment Share on other sites More sharing options...
JohnnyLube Posted January 21, 2017 Report Share Posted January 21, 2017 But I dont want 1.06 I want plot management to work!!!!! Unable to get people to save to the friends list and unable to use maintain. Any ideas?? Link to comment Share on other sites More sharing options...
JohnnyLube Posted January 22, 2017 Report Share Posted January 22, 2017 Hi I mean the acroll menu (in red) comes with maintain but when I click it I get 0 parts to maintain. The blue and black menu works but when I click on the dome or manage or maintain buttons nothing happens........... AAAANNNDDDD now that I have edited files to try and make this work my safes have stopped saving items in them :-) Happy days. By the way I'm totally thick when it comes to this stuff !!! Sorry to be a pain Link to comment Share on other sites More sharing options...
SKS.Goliath Posted January 23, 2017 Report Share Posted January 23, 2017 hi all I have a question Where you can adjust Which can not be destroyed by the plotpol We have doors and garage doors to destroy And how can you adjust the one the doors and garages only break with chainsaw Link to comment Share on other sites More sharing options...
JohnnyLube Posted January 25, 2017 Report Share Posted January 25, 2017 On 23/01/2017 at 0:52 AM, oldmatechoc said: Im pretty sure that how it works, if there nothing needing to be maintained it will say 0 parts in range. to see the items in the plot range you use the plot management menu. top right corner. Yeah sounds like you messed something up in the server_updateObject.sqf I am currently doing a total fresh rebuild from scratch so lets see what happens. Thank you for your advice. Link to comment Share on other sites More sharing options...
JohnnyLube Posted February 8, 2017 Report Share Posted February 8, 2017 Me again. I done a fresh install of the server I got plot friends to save. Installed custom kill messages and ECC v2 and now plot friends wont save. I'm guessing a file has been overwritten or adjusted. Could anyone give me a rough clue where to look?? ...and it would appear banking has stopped working too :-( Thanks in advance Link to comment Share on other sites More sharing options...
JohnnyLube Posted February 9, 2017 Report Share Posted February 9, 2017 Thanks for taking the time to reply but it would seem my problem is a lot bigger than this :-) After a lot of digging around it would appear my database is not updating with neither plot friends being saved into the gear slot of the plot pole and global banking not accepting new players. The players who have been saved in the banksaldo thingy do not update but the figures saved remain there. Trouble is I cannot remember which "fixes" I applied to the DB to attempt to fix other issues Link to comment Share on other sites More sharing options...
JohnnyLube Posted February 12, 2017 Report Share Posted February 12, 2017 I can definitely put this issue down to plot management. I have done an install from ground up. Saved every new additional mod i installed. After adding Plot management any new players who joined the server could not bank anything. The option comes up iin the menu the money is deducted from the character but the database does not seem to write an entry. Players saving prior to plot management being installed are not affected. Any ideas please?? Link to comment Share on other sites More sharing options...
HindruM Posted April 26, 2019 Report Share Posted April 26, 2019 Hello! This script will work on version 1.0.6.2? Link to comment Share on other sites More sharing options...
Schalldampfer Posted April 27, 2019 Report Share Posted April 27, 2019 I think it's already combined to DZE 1.0.6.x, In other word, it's already installed in 1.0.6.2 11 hours ago, HindruM said: Hello! This script will work on version 1.0.6.2? Link to comment Share on other sites More sharing options...
nova Posted November 30, 2019 Report Share Posted November 30, 2019 hello. i'm having a bit of an issue with maintain. you are still able to maintain the parts however after maintain, force maintain and even picking up the plot and putting it down the text still says x amount of parts need to maintained. anyone with this issue? kinda worrying me lol Link to comment Share on other sites More sharing options...
Reaper5150 Posted December 12, 2019 Report Share Posted December 12, 2019 @nova Just have them force maintain after they move the plot pole, It should pick up the object within the radius! I use this on my server and have not had a issue with it as of yet. Here is mine (I have not changed anything but it is working) hope this helps :) private ["_range","_buildables","_near","_count","_numclr","_damage","_dmg","_dmgclr","_ctrl"]; disableSerialization; _range = DZE_PlotPole select 0; _target = (([player] call FNC_getPos) nearEntities ["Plastic_Pole_EP1_DZ",15]) select 0; // Also count safes, lockboxes, vanilla buildables, tents and stashes against DZE_BuildingLimit _buildables = DZE_maintainClasses + DZE_LockableStorage + ["DZ_buildables","DZ_storage_base"]; _near = nearestObjects [_target,_buildables,_range]; _count = count(_near); _numclr = "#FFFFFF"; if (_count / DZE_BuildingLimit * 100 < 40) then {_numclr = "#00FF00";}; if (_count / DZE_BuildingLimit * 100 > 75) then {_numclr = "#FF0000";}; _damage = 0; { _dmg = damage _x; if (_dmg > _damage) then {_damage = _dmg}; } count _near; _damage = round(_damage * 10); _dmgclr = "#00FF00"; if (_damage >= 5) then {_dmgclr = "#FFFF00";}; if (_damage >= 8) then {_dmgclr = "#FF0000";}; _ctrl = findDisplay 711194 displayCtrl 7014; _ctrl ctrlSetStructuredText parseText format["<t color='%1'>%2 / %3</t><t color='#FFFFFF'> : </t><t color='%4'>Last Maintained %5 Day(s) Ago</t>", _numclr, _count, DZE_BuildingLimit, _dmgclr, _damage]; nova 1 Link to comment Share on other sites More sharing options...
nova Posted December 12, 2019 Report Share Posted December 12, 2019 ty reaper ill try this out and let you know Link to comment Share on other sites More sharing options...
nova Posted December 12, 2019 Report Share Posted December 12, 2019 @Reaper5150 just to be clear that code of yours is for server_maintainarea.sqf right? mine is very different i just wanna make sure lol Link to comment Share on other sites More sharing options...
Reaper5150 Posted December 13, 2019 Report Share Posted December 13, 2019 @nova Yes! it is for counting plot objects in the radius and displaying the last time they where maintained on the maintain dialog, I beleve it was written by BiggEgg but I can not find the link to it anymore. just drop it in your scripts folder and call it from your compiles.sqf PlotObjects = compile preprocessFileLineNumbers "scripts\plotObjects.sqf"; If this is not what your needing here is my server_maintainArea.sqf or you can PM me and we can try and findout what is happening on your end :) /* Maintain Area - written by Skaronator */ /* 1: PVDZE_maintainArea = [player,1,[[Object, _objectID, _objectUID],[Object, _objectID, _objectUID]...etc]]; 2: PVDZE_maintainArea = [player,2,[Object, _objectID, _objectUID]]; */ private ["_player","_option","_obj","_name","_objectsInfo","_UID","_ID","_key"]; _player = _this select 0; _option = _this select 1; _objectsInfo = _this select 2; if (_option == 1) then { { _obj = _x select 0; _ID = _x select 1; _UID = _x select 2; if (_ID == "0") then { if (_UID != "0") then { _obj setDamage 0; _key = format["CHILD:397:%1:", _UID]; _key call server_hiveWrite; }; } else { _obj setDamage 0; _key = format["CHILD:396:%1:", _ID]; _key call server_hiveWrite; }; } count _objectsInfo; _name = if (alive _player) then { name _player; } else { "Dead Player"; }; diag_log format ["MAINTAIN AREA BY %1 - %2 Objects at %3", _name, (count _objectsInfo), (getPosATL _player)]; } else { _obj = _objectsInfo select 0; _ID = _objectsInfo select 1; _UID = _objectsInfo select 2; if (_ID == "0") then { if (_UID != "0") then { _obj setDamage 0; _key = format["CHILD:397:%1:", _UID]; _key call server_hiveWrite; }; } else { _obj setDamage 0; _key = format["CHILD:396:%1:", _ID]; _key call server_hiveWrite; }; }; Link to comment Share on other sites More sharing options...
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