Pro_Speedy Posted September 19, 2014 Report Share Posted September 19, 2014 Got an issue with players not showing up for non admins assuming AH related. Didn't happen before has just started. Any help Thanks Link to comment Share on other sites More sharing options...
Zupa Posted September 19, 2014 Author Report Share Posted September 19, 2014 Got an issue with players not showing up for non admins assuming AH related. Didn't happen before has just started. Any help Thanks Use the closeby file, it seems AH blocks the command to see all people on the map. Link to comment Share on other sites More sharing options...
HiiShinoo Posted September 19, 2014 Report Share Posted September 19, 2014 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 Link to comment Share on other sites More sharing options...
Anarior Posted September 20, 2014 Report Share Posted September 20, 2014 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. Link to comment Share on other sites More sharing options...
Gr8 Posted September 20, 2014 Report Share Posted September 20, 2014 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; Link to comment Share on other sites More sharing options...
HiiShinoo Posted September 20, 2014 Report Share Posted September 20, 2014 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? Link to comment Share on other sites More sharing options...
HiiShinoo Posted September 20, 2014 Report Share Posted September 20, 2014 Is this a type? you have put player_upgrade.sqf twice here? what should one of them be? 5 E Remember to change the paths to any files you've moved to your mission folder! player_upgrade.sqf player_buildingDowngrade.sqf player_upgrade.sqf" Link to comment Share on other sites More sharing options...
HiiShinoo Posted September 20, 2014 Report Share Posted September 20, 2014 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 !!! Link to comment Share on other sites More sharing options...
Pro_Speedy Posted September 20, 2014 Report Share Posted September 20, 2014 Use the closeby file, it seems AH blocks the command to see all people on the map. I am using this now and it works at some plots but not for others (players report) even when they are right next to eachother? Thanks Link to comment Share on other sites More sharing options...
calamity Posted September 20, 2014 Report Share Posted September 20, 2014 quick question how is this different that plot4life ?? I have not used either but from what I can see they both allow you to use plot even after death... should or could this be used instead of plot4life ?? If only use this what will I be missing that plot4life has ??? Link to comment Share on other sites More sharing options...
HiiShinoo Posted September 20, 2014 Report Share Posted September 20, 2014 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! Link to comment Share on other sites More sharing options...
Guest Posted September 20, 2014 Report Share Posted September 20, 2014 this script is perfect, if you build that plotpole you dont need to be added to the list on the right side, you will have access anyway ... Link to comment Share on other sites More sharing options...
poweredbypot Posted September 21, 2014 Report Share Posted September 21, 2014 I can confirm this is working with: Epoch 1.0.5.2 Plot For Life 2.2.x Snap Build Pro 1.4.1 Build Vectors for SBP 1.4.1 and P4l Precise builds 1.0.3 It is a long and very delicate series of merges and edits but it is absolutely possible and so far is 100% functioning. Good work Zupa Link to comment Share on other sites More sharing options...
calamity Posted September 21, 2014 Report Share Posted September 21, 2014 could anyone answer my question ? ok thats not the question.. my question is.... if I install this why would I want to install plot4life... this seems to do all and more than plot4life Link to comment Share on other sites More sharing options...
paddy1223 Posted September 21, 2014 Report Share Posted September 21, 2014 You want both, This works properly with P4L. Doesnt work to well without it :) Basically instead of tagging people. You can add them to your plotpole and they can build on that plotpole even if your offline :) Link to comment Share on other sites More sharing options...
redmarstrd Posted September 21, 2014 Report Share Posted September 21, 2014 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. Link to comment Share on other sites More sharing options...
Skyway Posted September 21, 2014 Report Share Posted September 21, 2014 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? Link to comment Share on other sites More sharing options...
calamity Posted September 21, 2014 Report Share Posted September 21, 2014 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... Link to comment Share on other sites More sharing options...
calamity Posted September 22, 2014 Report Share Posted September 22, 2014 I am getting alot of my systems rpt for _intentory if (count _intentory > 0) then { Should all of the _intentory be changed to _inventory ???? Link to comment Share on other sites More sharing options...
calamity Posted September 23, 2014 Report Share Posted September 23, 2014 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", []]; Link to comment Share on other sites More sharing options...
Zupa Posted September 23, 2014 Author Report Share Posted September 23, 2014 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. Link to comment Share on other sites More sharing options...
Zupa Posted September 23, 2014 Author Report Share Posted September 23, 2014 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 ? Link to comment Share on other sites More sharing options...
Skyway Posted September 23, 2014 Report Share Posted September 23, 2014 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 Link to comment Share on other sites More sharing options...
calamity Posted September 24, 2014 Report Share Posted September 24, 2014 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 Link to comment Share on other sites More sharing options...
ukko Posted September 24, 2014 Report Share Posted September 24, 2014 Hi Im getting the same error as calamity, I wondered if it was how I edited the file a that point, but mine is the same as yours, sorry I cant be of any help :( cheers Link to comment Share on other sites More sharing options...
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