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[Release] 2.1 Plot Management - UPDATED Object Counter


Zupa

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hey Zupa, any suggestions to this please:

 

Hey, first of all i love this script, my biggest problem however right now is that i just discovered that you can remove other players walls, floors by scrolling on it and selecting remove!

 

is there a fix for this? i would hate to remove this script any one have a fix for this issue? 

 

i checked with the snap pro ppl and they confirmed its not that script thats causing this.. what could it be?

thanks

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hey Zupa, any suggestions to this please:

Hey, first of all i love this script, my biggest problem however right now is that i just discovered that you can remove other players walls, floors by scrolling on it and selecting remove!

is there a fix for this? i would hate to remove this script any one have a fix for this issue?

i checked with the snap pro ppl and they confirmed its not that script thats causing this.. what could it be?

thanks

You may have skipped the step for the custom remove.sqf file? Check the instructions again.

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Use this code for all players for the people who use Infistar

private ["_close"];
lbClear 7001;
_players = [];
{
	_y = _x;
	if (isPlayer _y) then
	{
		{_players = _players + [_x];} forEach (crew _y);
	};
} forEach ([0,0,0] nearEntities ['AllVehicles', 10000000]);
_allUnits = {isPlayer _x} _players;
Humans = [];
{
	if (_x isKindOf "Man" and !(_x isKindOf "zZombie_base") and (isPlayer _x)) then {
		_friendUID = getPlayerUID _x;
		_friendName = name  _x;
		Humans  =  Humans + [[_friendUID,_friendName]] ;	
		lbAdd [7001, _friendName];
	};
} forEach _allUnits;


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Use this code for all players for the people who use Infistar

private ["_close"];
lbClear 7001;
_players = [];
{
	_y = _x;
	if (isPlayer _y) then
	{
		{_players = _players + [_x];} forEach (crew _y);
	};
} forEach ([0,0,0] nearEntities ['AllVehicles', 10000000]);
_allUnits = {isPlayer _x} _players;
Humans = [];
{
	if (_x isKindOf "Man" and !(_x isKindOf "zZombie_base") and (isPlayer _x)) then {
		_friendUID = getPlayerUID _x;
		_friendName = name  _x;
		Humans  =  Humans + [[_friendUID,_friendName]] ;	
		lbAdd [7001, _friendName];
	};
} forEach _allUnits;


Care to explain what this does?

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You may have skipped the step for the custom remove.sqf file? Check the instructions again.

 

 

I have just rebuilt it again on test server and as soon i had it on i could remove all walls with just having crowbar! i did not have this option before i added the script, same walls wont be removed before but can be removed !!!

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if i remove myself from plot once i added myself death then and i am the owner i no longer can add myself back, so this could be bad if

 

you add someone to your plot pole and you die he then decides to remove you can't add yourself back to the plot....

 

any suggestions, i am trying make this awesome script perfect!

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I have just rebuilt it again on test server and as soon i had it on i could remove all walls with just having crowbar! i did not have this option before i added the script, same walls wont be removed before but can be removed !!!

I had this issue as well. Search in your fn_selfActions.sqf  for any reference to remove.sqf and let it point to the custom remove.sqf.

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Hello 

First of all thanks for the amazing mod it's strange why epoch don't have this kind of function on default

 

I'm very new to epoch servers so i wounder if i understand your guide guide correctly:

1)First 2 part description.ext compiles.sqf should be done insdie game root dir /MPMissions folder?

2).fn_selfActions.sqf remove.sqf variables.sqf player_build.sqf, player_upgrade.sqf, and player_buildingDowngrade.sqf  needs to be modified in @Dayz_Epoch/Addons/Dayz_code.PBO?

 

 

i don't understand following parts :

Note If you already have a custom defines.hpp don't use ours.

Note If you don't already have a custom variables.sqf then create one and call if after the standard variables.sqf in your mission init.sqf file. 
Add this to it //Player self-action handles dayz_resetSelfActions = { s_player_plotManagement = -1; }; call dayz_resetSelfActions;

5 E Remember to change the paths to any files you've moved to your mission folder!

 

 

please can you make some noob friendly guide? 

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I am getting this error and server will not load.

I saw a couple posts about it but they were using the coin system. I am not

 

ErrorMessage: File mpmissions\DayZ_Epoch_13.Tavi\plotManagement\plotManagement.hpp, line 5: /PlotManagement/Controls.RscText_7000: Undefined base class 'RscTextT'

 

only mods I currently have on this fresh server is

plot4life with snap pro

epoch admin tools 1.9

 

 

edit.

I got it working.

I just had to comment out what was already defined.....

 

now I just need a player to test it with...

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getting alot of these errors

 

Error in expression <"",""];
};
} else {
player removeAction s_player_manageDoor;
s_player_manageDoor>
  Error position: <s_player_manageDoor;
s_player_manageDoor>
  Error Undefined variable in expression: s_player_managedoor
File mpmissions\__CUR_MP.Tavi\Custom\A_Plot_for_Life\Compile\fn_selfActions.sqf, line 586
Error in expression <t getVariable ["friendlyTo", []];


if ((_rplayerUID in _friendlies) && (_playerU>
  Error position: <_rplayerUID in _friendlies) && (_playerU>
  Error Undefined variable in expression: _rplayeruid
File mpmissions\__CUR_MP.Tavi\Custom\A_Plot_for_Life\Compile\player_updateGui.sqf, line 320
Error in expression <t getVariable ["friendlyTo", []];
 
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getting alot of these errors

 

Error in expression <"",""];
};
} else {
player removeAction s_player_manageDoor;
s_player_manageDoor>
  Error position: <s_player_manageDoor;
s_player_manageDoor>
  Error Undefined variable in expression: s_player_managedoor
File mpmissions\__CUR_MP.Tavi\Custom\A_Plot_for_Life\Compile\fn_selfActions.sqf, line 586
Error in expression <t getVariable ["friendlyTo", []];


if ((_rplayerUID in _friendlies) && (_playerU>
  Error position: <_rplayerUID in _friendlies) && (_playerU>
  Error Undefined variable in expression: _rplayeruid
File mpmissions\__CUR_MP.Tavi\Custom\A_Plot_for_Life\Compile\player_updateGui.sqf, line 320
Error in expression <t getVariable ["friendlyTo", []];
 

 

 

First one is that you need to reset that variable at the variables.sqf

 

2nd is not related to my scripts.

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I am getting alot of my systems rpt  for _intentory

if (count _intentory > 0) then {

 

Should all of the _intentory  be changed to _inventory   ????

 

no, _intentory is how it is.

 

if you got rpt errors on that , then you have changed something wrong,

 

Step  8 B ?

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Hello 

First of all thanks for the amazing mod it's strange why epoch don't have this kind of function on default

 

I'm very new to epoch servers so i wounder if i understand your guide guide correctly:

1)First 2 part description.ext compiles.sqf should be done insdie game root dir /MPMissions folder?

2).fn_selfActions.sqf remove.sqf variables.sqf player_build.sqf, player_upgrade.sqf, and player_buildingDowngrade.sqf  needs to be modified in @Dayz_Epoch/Addons/Dayz_code.PBO?

 

 

i don't understand following parts :

Note If you already have a custom defines.hpp don't use ours.

Note If you don't already have a custom variables.sqf then create one and call if after the standard variables.sqf in your mission init.sqf file. 

Add this to it //Player self-action handles dayz_resetSelfActions = { s_player_plotManagement = -1; }; call dayz_resetSelfActions;

5 E Remember to change the paths to any files you've moved to your mission folder!

 

 

please can you make some noob friendly guide? 

Please help

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no, _intentory is how it is.

 

if you got rpt errors on that , then you have changed something wrong,

 

Step  8 B ?

getting alot like 1000 of this error
 
1:25:51 Error in expression <["OEMPos", _pos, true];


};


if ((count _intentory  > 0) && !(typeOf( _object) =>
 1:25:51   Error position: <_intentory  > 0) && !(typeOf( _object) =>
 1:25:51   Error Undefined variable in expression: _intentory
 1:25:51 File custom\system\server_monitor.sqf, line 199
 

line 199 in server_monitor

 

Im kinda confused since my line looks only kinda like your step 9b.

musta added the rest for another script maybe your door management

if ((count _intentory  > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ") && !(typeOf( _object) in  DZE_DoorsLocked)) then {
if (_type in DZE_LockedStorage) then {
// Fill variables with loot
_object setVariable ["WeaponCargo", (_inventory select 0),true];
_object setVariable ["MagazineCargo", (_inventory select 1),true];
_object setVariable ["BackpackCargo", (_inventory select 2),true];
} else {

//Add weapons

I am not seeing where _intentory is defined 

do I just need to add it to the top 

private ["

 

did I miss a step where we define _intentory 

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