bFe Posted September 3, 2014 Report Share Posted September 3, 2014 Players can remove any object, doesn't matter if they have been added to the management menu or not. Any fix for this? Link to comment Share on other sites More sharing options...
Zupa Posted September 3, 2014 Author Report Share Posted September 3, 2014 Players can remove any object, doesn't matter if they have been added to the management menu or not. Any fix for this? are u using plot for life? if yes, change selfactions to this: //Allow owners to delete modulars if(_isModular && (_playerUID == _ownerID)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor && (_playerUID == _ownerID)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; Link to comment Share on other sites More sharing options...
bFe Posted September 3, 2014 Report Share Posted September 3, 2014 are u using plot for life? Nope. Link to comment Share on other sites More sharing options...
Zupa Posted September 3, 2014 Author Report Share Posted September 3, 2014 Nope. NO PLOT USE THIS. BE SURE TO ADD YOURSELF TO THE PLOT _adminList = ["0152"]; // Add admins here if you admins to able to manage all plotpoles //_owner = _cursorTarget getVariable ["ownerPUID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = []; _allowed = _allowed + _adminList + _fuid; //Allow owners to delete modulars if(_isModular && ((getPlayerUID player) in _allowed)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor && ((getPlayerUID player) in _allowed)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; Link to comment Share on other sites More sharing options...
Zupa Posted September 3, 2014 Author Report Share Posted September 3, 2014 CAUTION! jUST EDITED TYPO in the code in previous post Link to comment Share on other sites More sharing options...
bFe Posted September 3, 2014 Report Share Posted September 3, 2014 This is my fnSelfactions: http://pastebin.com/DA12sbPB Link to comment Share on other sites More sharing options...
Zupa Posted September 3, 2014 Author Report Share Posted September 3, 2014 This is my fnSelfactions: http://pastebin.com/DA12sbPB change line 255 to 266 to what i posted here Link to comment Share on other sites More sharing options...
bFe Posted September 3, 2014 Report Share Posted September 3, 2014 I applied the change, didn't fix it. Link to comment Share on other sites More sharing options...
rosska85 Posted September 3, 2014 Report Share Posted September 3, 2014 Players can remove any object, doesn't matter if they have been added to the management menu or not. Any fix for this? Nope. This is my fnSelfactions: http://pastebin.com/DA12sbPB I applied the change, didn't fix it. Read the instructions again, specifically the note at Step 5 E. You're not calling the edited remove.sqf from your fn_selfActions, you need to edit that to point to wherever in your mission file you've put the edited version. Link to comment Share on other sites More sharing options...
Scottish Bastard Posted September 3, 2014 Report Share Posted September 3, 2014 i have this installed and working on my GTX server Infistar white listed buy default, but my players are saying thay see the scroll option click it and box shows but disapears after 1 second no errors in RPT ive checked instalation 4 times now and all seems right please help me. i use P4L version if that helps Link to comment Share on other sites More sharing options...
Logan Posted September 4, 2014 Report Share Posted September 4, 2014 Any idea as to what's causing this error? http://i.imgur.com/QjTqh5d.jpg Link to comment Share on other sites More sharing options...
Zupa Posted September 4, 2014 Author Report Share Posted September 4, 2014 Any idea as to what's causing this error? http://i.imgur.com/QjTqh5d.jpg yes, in your defines.hpp: you are missing there atributes for your "class RscShortcutButton" ( you used your own defines.hpp right)? soundPush[] = { "", 0, 1 }; soundEnter[] = { "", 0, 1 }; soundClick[] ={ "", 0, 1 }; soundEscape[] ={ "", 0, 1 }; sound[] ={ "", 0, 1 }; Logan 1 Link to comment Share on other sites More sharing options...
Zupa Posted September 4, 2014 Author Report Share Posted September 4, 2014 i have this installed and working on my GTX server Infistar white listed buy default, but my players are saying thay see the scroll option click it and box shows but disapears after 1 second no errors in RPT ive checked instalation 4 times now and all seems right please help me. i use P4L version if that helps Also add "PlotManagement" to _cMenu of inifstar, and be sure that 711194 is in the dialog list Link to comment Share on other sites More sharing options...
Logan Posted September 4, 2014 Report Share Posted September 4, 2014 yes, in your defines.hpp: you are missing there atributes for your "class RscShortcutButton" ( you used your own defines.hpp right)? soundPush[] = { "", 0, 1 }; soundEnter[] = { "", 0, 1 }; soundClick[] ={ "", 0, 1 }; soundEscape[] ={ "", 0, 1 }; sound[] ={ "", 0, 1 }; Was using one from your SC, added it, working great now. Thanks! Link to comment Share on other sites More sharing options...
Scottish Bastard Posted September 4, 2014 Report Share Posted September 4, 2014 Also add "PlotManagement" to _cMenu of inifstar, and be sure that 711194 is in the dialog list Im using the GTX exclusive Infistar where no white listing is needed and iv asked the support to add them and thay state its not needed :S Link to comment Share on other sites More sharing options...
Zupa Posted September 4, 2014 Author Report Share Posted September 4, 2014 Im using the GTX exclusive Infistar where no white listing is needed and iv asked the support to add them and thay state its Sounds like an "exclusive" problem then haha ^^ The problem you describe is only known as AH blocking stuff. I'm affraid i dont know a solution. Link to comment Share on other sites More sharing options...
cm_red000 Posted September 4, 2014 Report Share Posted September 4, 2014 Disregard for now, might have found the problem. Link to comment Share on other sites More sharing options...
Zupa Posted September 4, 2014 Author Report Share Posted September 4, 2014 Was having the same issue (also not using Plot Pole for Life). I made the above changes, and they did work... but they worked a little TOO well lol. Now no one can remove stuff, even the people added to pole (including the pole owner who originally placed it.) Only option that comes up is "upgrade." Also double checked that I've got everything pointing to the new remove.sqf, and it is in both places. I do also have a couple edits in there for free base maintenance, could that be causing the problem? Here's what the relevant section looks like... // ### PLOT POLE MANAGEMENT START ### if (s_player_plotManagement < 0) then { _adminList = ["",""]; _owner = _cursorTarget getVariable ["CharacterID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _adminList + _fuid; if(_owner == dayz_characterID || (getPlayerUID player) in _allowed)then{ s_player_plotManagement = player addAction ["Manage Plot", "plotManagement\initPlotManagement.sqf", [], 5, false]; }; }; // ### PLOT POLE MANAGEMENT END ### if (s_player_maintain_area < 0) then { // ### FREE BASE MAINTAIN START ### s_player_maintain_area = player addAction [format["%1",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "custom\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction [format["%1",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "custom\maintain_area.sqf", "preview", 5, false]; // ### FREE BASE MAINTAIN END ### }; // ### PLOT POLE MANAGEMENT START ### } else { player removeAction s_player_plotManagement; s_player_plotManagement = -1; player removeAction s_player_maintain_area; s_player_maintain_area = -1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = -1; }; // ### PLOT POLE MANAGEMENT END ### // 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; }; }; // ### PLOT POLE MANAGEMENT START ### //Allow owners to delete modulars if(_isModular && (dayz_characterID == _ownerID)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor && (dayz_characterID == _ownerID)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; // ### PLOT POLE MANAGEMENT END ### Thanks in advance for any help. You check onyl check if the character ID equals the ownerid, what i guess never works ^^ try these instead of the check: // ADD THIS 2 before the 2 checks _adminList = ["0152"]; // Add admins here if you admins to able to manage all plotpoles //_owner = _cursorTarget getVariable ["ownerPUID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = []; _allowed = _allowed + _adminList + _fuid; //Allow owners to delete modulars if(_isModular && (((getPlayerUID player) in _allowed) || (dayz_characterID == _ownerID))) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor && (((getPlayerUID player) in _allowed) || (dayz_characterID == _ownerID))) then if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; And have a toolbox and crowbar on you Link to comment Share on other sites More sharing options...
cm_red000 Posted September 4, 2014 Report Share Posted September 4, 2014 Try these instead of the check:// ADD THIS 2 before the 2 checks _adminList = ["0152"]; // Add admins here if you admins to able to manage all plotpoles //_owner = _cursorTarget getVariable ["ownerPUID","0"]; _friends = _cursorTarget getVariable ["plotfriends", []]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = []; _allowed = _allowed + _adminList + _fuid; //Allow owners to delete modulars if(_isModular && (((getPlayerUID player) in _allowed) || (dayz_characterID == _ownerID))) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor && (((getPlayerUID player) in _allowed) || (dayz_characterID == _ownerID))) then if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; And have a toolbox and crowbar on youWill give this a try :) thanks! Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted September 5, 2014 Report Share Posted September 5, 2014 In server_monitor.sqf & server_updateObject.sqf Original. if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then { _object setVariable ["plotfriends", _intentory, true]; }; Fix: if ((typeOf _object) == "Plastic_Pole_EP1_DZ") then { _object setVariable ["plotfriends", _intentory, true]; }; small bugfix, shouldn make much difference but thats how it should be done. Just noticed that this change did not make it into the readme for those with PP4L. Thanks for a really helpful addon. Link to comment Share on other sites More sharing options...
bFe Posted September 5, 2014 Report Share Posted September 5, 2014 Read the instructions again, specifically the note at Step 5 E. You're not calling the edited remove.sqf from your fn_selfActions, you need to edit that to point to wherever in your mission file you've put the edited version. Doh, thanks. How silly of me. Works fine now. However, players cant take down what they have built, is there an option for that? sisquo007 1 Link to comment Share on other sites More sharing options...
rosska85 Posted September 5, 2014 Report Share Posted September 5, 2014 Doh, thanks. How silly of me. Works fine now. However, players cant take down what they have built, is there an option for that? If you made the changes Zupa told you to earlier in the thread to fn_selfActions, revert them so it is the same code that's in the instructions on github. Link to comment Share on other sites More sharing options...
VentZer0 Posted September 6, 2014 Report Share Posted September 6, 2014 Hi, I have reports of my playerbase that ore veins and supplycrates cant be removed. I have Plot4Life, Snap Pro, Build Vectors, and Plotmanagement on my server that mess with stuff that is related to removing structures. My guess is that the IDs dont match up and the server thinks youre trying to remove something that is not yours. Anybody had a problem like this before? Was anybody able to fix it, and if yes how? Link to comment Share on other sites More sharing options...
rosska85 Posted September 6, 2014 Report Share Posted September 6, 2014 Hi, I have reports of my playerbase that ore veins and supplycrates cant be removed. I have Plot4Life, Snap Pro, Build Vectors, and Plotmanagement on my server that mess with stuff that is related to removing structures. My guess is that the IDs dont match up and the server thinks youre trying to remove something that is not yours. Anybody had a problem like this before? Was anybody able to fix it, and if yes how? Yeah it was picked up shortly after release. If you installed it before the fix was added to the instructions then check your remove.sqf against what's on the instructions now as that fixes it. VentZer0 1 Link to comment Share on other sites More sharing options...
VentZer0 Posted September 6, 2014 Report Share Posted September 6, 2014 Yeah it was picked up shortly after release. If you installed it before the fix was added to the instructions then check your remove.sqf against what's on the instructions now as that fixes it. can you tell me where it was because its not in the OP, which page maybe? edit: also which files exactly, P4L ? no remove.sqf in plot management Link to comment Share on other sites More sharing options...
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