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[Release] 2.1 Plot Management - UPDATED Object Counter


Zupa

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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;
};
}; 
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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;
};
}; 
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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.

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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 };
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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

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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!

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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. 

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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

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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

Will give this a try :) thanks!

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 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.

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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?

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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. 

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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?

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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. 

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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

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