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[Release] 3.0 Door Management - No More Codes


Zupa

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Ok got the defines.hpp issue resolved thank you. Now when I approach the door, "Manage Door" flashes for a second and then disappears. When I try unlock door, the combo appears but you cannot manipulate the lock. Is that a fn_selfactions.sqf error or InfiSTAR related? 

 

Client side RPT error:

 

"fn_actons: [PlayerUID: 76561198096922910] [_ownerID: 76561198096922910] [DZE_Lock_Door: 000] [_characterID: 004] [typeOfCursorTarget: CinderWallDoorSmallLocked_DZ]"
"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"
Error in expression <ce getVariable['UIDA',[]];
		if !(_puid in _getvarID) then
		{
			if (count _get>
  Error position: <in _getvarID) then
		{
			if (count _get>
  Error in: Type String, expected Array,Object,Location
"fn_actons: [PlayerUID: 76561198096922910] [_ownerID: 76561198096922910] [_isModularDoor: false] [typeOfCursorTarget: CinderWallDoorSmallLocked_DZ]"
"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

Edited by Tricks
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Ok got the defines.hpp issue resolved thank you. Now when I approach the door, "Manage Door" flashes for a second and then disappears. When I try unlock door, the combo appears but you cannot manipulate the lock. Is that a fn_selfactions.sqf error or InfiSTAR related? 

 

Client side RPT error:

 

"fn_actons: [PlayerUID: 76561198096922910] [_ownerID: 76561198096922910] [DZE_Lock_Door: 000] [_characterID: 004] [typeOfCursorTarget: CinderWallDoorSmallLocked_DZ]"
"[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]"
Error in expression <ce getVariable['UIDA',[]];
		if !(_puid in _getvarID) then
		{
			if (count _get>
  Error position: <in _getvarID) then
		{
			if (count _get>
  Error in: Type String, expected Array,Object,Location
"fn_actons: [PlayerUID: 76561198096922910] [_ownerID: 76561198096922910] [_isModularDoor: false] [typeOfCursorTarget: CinderWallDoorSmallLocked_DZ]"
"[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]"

How did you fix your defines? Im using the new plotpole management ones now.

zupa\skins\SkinGuui.hpp, line 7:MensClothing/Controls.RscText_9000: Undefined base class 'RscTextT'

thats my problem still

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How did you fix your defines? Im using the new plotpole management ones now.

zupa\skins\SkinGuui.hpp, line 7:MensClothing/Controls.RscText_9000: Undefined base class 'RscTextT'
thats my problem still

I was still calling the old defines from my description.txt that came with PlotManagement. I simply deleted those lines and pointed to the new ones from door management.

But I'm still having the issue above. I think it has to do with my variables, but I followed the steps exactly. Hoping Zupa can help me tomorrow.

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Hello guys

 

Everything working fine for me, the only problem i have with manual code. Nothing happens after click, player_changeCombo custom added to compiler, original one "// tagged"

Any idea?

I have P4L, PlotManager, Vector Building, Snapp Pro 1.4

 

 

edit:  ignore my question, just fixed

 

How did you fix this?

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My clients have that error!

Error in expression <false];
};
} 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.Napf\custom\fn_selfActions.sqf, line 590

Solved!
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Im getting these errors in client rpt.. any ideas ?

  Error Undefined variable in expression: server_updateobject
File mpmissions\__CUR_MP.chernarus\Mods\snap_build\player_upgrade.sqf, line 207
Error in expression <VDZE_veh_Update";
PVDZE_veh_Update call server_updateObject;
} else {

{player a>
  Error position: <server_updateObject;
} else {

{player a>

Taa :)

I also have this error.

Zupa tells him to define it in the compiles.sqf or he is missing files.

It is this piece of code to add if not using p4l:
_friendUID = getPlayerUID player;
_friendName = name  player;
_friends = [[_friendUID,_friendName]] ;


_object setVariable ["doorfriends", _friends, true];
PVDZE_veh_Update = [_object,"gear"];
publicVariableServer "PVDZE_veh_Update";
PVDZE_veh_Update call server_updateObject;

I don't know how to do this, anyone willing to show me how to define it? ^_^

 

 

EDIT: Got this fixed!

The code for non-plot4life you need to add in the player_upgrade.sqf is talking about server side.

Because Build Vectors has his own player_upgrade.sqf i added it in there, but because this is client side, the server_updateObject couldn't be called.

 

What i did is:

if (isServer) then {
PVDZE_veh_Update call server_updateObject;
};

Done :D

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Eveything seems to work, except when i do the following steps

 

Build cinder_garage_kit

Upgrade it with door

Upgrade it with lock

Use eye-scan to unlock door

Lock door

Unlock door

 

Then i'm getting this error:

Error in expression < };
};
};
};
_y = _this call oplayer_unlockDoor;
_y>
  Error position: <= _this call oplayer_unlockDoor;
_y>
  Error Generic error in expression

I have a feeling it is still trying to get the original player_unlockDoor

My compiles looks like this (only contains lines from scripts that tell you to edit the compiles.sqf):

//DZE Banking
epoch_totalCurrency = {
        // total currency
        _total_currency = 0;
        {
            _part =  (configFile >> "CfgMagazines" >> _x);
            _worth =  (_part >> "worth");
           if isNumber (_worth) then {
                _total_currency = _total_currency + getNumber(_worth);
            };
        } count (magazines player);
 //------------------------------------------------------------------------DZE Piggd Banking System Start ------------------------------------------------------------------------
        if(PDZE_PiggdBankSystem) then {
            _humanity = player getVariable["humanity",0];
            _total_currency = _total_currency + _humanity;
        };
//------------------------------------------------------------------------DZE Piggd Banking System End ------------------------------------------------------------------------
        _total_currency
    };


    epoch_itemCost = {
        _trade_total = 0;
        {
            _part_in_configClass =  configFile >> "CfgMagazines" >> (_x select 0);
           if (isClass (_part_in_configClass)) then {
                _part_inWorth = (_part_in_configClass >> "worth");
                if isNumber (_part_inWorth) then {
                    _trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1));
                };
            };
       } count _this;


        //diag_log format["DEBUG TRADER ITEMCOST: %1", _this];
        _trade_total
    };


 //------------------------------------------------------------------------DZE Piggd Banking System Start ------------------------------------------------------------------------
    epoch_returnChange =            compile preprocessFileLineNumbers "fixes\epoch_returnChange.sqf";
 //------------------------------------------------------------------------DZE Piggd Banking System End ------------------------------------------------------------------------
    // usage [["partinclassname",4]] call epoch_returnChange;


player_wearClothes =        compile preprocessFileLineNumbers "fixes\player_wearClothes.sqf"; 


//Build Vectors
if (!isDedicated) then {
player_build =  compile preprocessFileLineNumbers "fixes\player_build.sqf";
snap_build =  compile preprocessFileLineNumbers "custom\snap_pro\snap_build.sqf";
dayz_spaceInterrupt =  compile preprocessFileLineNumbers "fixes\dayz_spaceInterrupt.sqf";


fnc_usec_selfActions =  compile preprocessFileLineNumbers "fixes\fn_selfActions.sqf";
player_lockVault = compile preprocessFileLineNumbers "fixes\player_lockVault.sqf";
player_unlockVault = compile preprocessFileLineNumbers "fixes\player_unlockVault.sqf";
}; 


//Precise Building
KK_fnc_floatToString = {
private "_arr";
if (abs (_this - _this % 1) == 0) exitWith { str _this };
_arr = toArray str abs (_this % 1);
_arr set [0, 32];
toString (toArray str (
abs (_this - _this % 1) * _this / abs _this
) + _arr - [32])
};


KK_fnc_positionToString = {
format [
"[%1,%2,%3]",
_this select 0 call KK_fnc_floatToString,
_this select 1 call KK_fnc_floatToString,
_this select 2 call KK_fnc_floatToString
]
};


//Zupa's Doormanagment 3.0
DoorGetFriends  =  compile preprocessFileLineNumbers "custom\doorManagement\doorGetFriends.sqf";
DoorNearbyHumans  =  compile preprocessFileLineNumbers "custom\doorManagement\doorNearbyHumans.sqf";
DoorAddFriend  =  compile preprocessFileLineNumbers "custom\doorManagement\doorAddFriend.sqf";
DoorRemoveFriend  =  compile preprocessFileLineNumbers "custom\doorManagement\doorRemoveFriend.sqf";
player_unlockDoor       =  compile preprocessFileLineNumbers "custom\doorManagement\player_unlockDoor.sqf";
player_unlockDoorCode =  compile preprocessFileLineNumbers "custom\doorManagement\player_unlockDoorCode.sqf";
player_manageDoor       =  compile preprocessFileLineNumbers "custom\doorManagement\initDoorManagement.sqf";
player_enterCode       =  compile preprocessFileLineNumbers "custom\doorManagement\player_enterCode.sqf";
player_changeCombo =  compile preprocessFileLineNumbers "custom\doorManagement\player_changeCombo.sqf"; 
/*DoorManagement End*/


//Walking Zeds by ZUPA
zombie_generate =     compile preprocessFileLineNumbers "custom\walkers\zombie_generate.sqf";
wild_spawnZombies =  compile preprocessFileLineNumbers "custom\walkers\wild_spawnZombies.sqf";


//Remote Lock-Unlock
player_selectSlot = compile preprocessFileLineNumbers "fixes\player_selectSlot.sqf";
fn_gearMenuChecks = compile preprocessFileLineNumbers "fixes\fn_gearMenuChecks.sqf";
local_lockUnlock = compile preprocessFileLineNumbers "fixes\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle


//Recover Skins
if (!isDedicated) then {
player_death = compile preprocessFileLineNumbers "fixes\player_death.sqf";
};
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Anyone having an issue where owners are being knocked out for about 30 seconds after a successful eye scan?

 

 

I'm using the latest versions of Plot and Door management but I'm having occasional issues with the door friends list being wiped on maintenance even with Zupa's maintain_area script.

 

Has anyone else had issues with this?

 

I got the same Problems, but with the difference i use only Door Managament not the Plot Management, but so far I could not eliminate the problems, if anybody have a fix for this, please let me know what i have to do.

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Im now getting this error File mpmissions\dayz_epoch_11.Chernarus\doorManagement\doorUnlock.hpp, line 39: /ComboLockUI/Controls.ZupaButton_1: Undefined base class 'Zupa_RscButtonMenu'

 

I believe you need to merge zupa's defines with yours? Use the program diffmerge and select the two defines and look for this rscbuttonmenu

 

installed this, all seemed to have gone well but RPT is spammed with 

 

Server error: Player without identity

 

I have Pfl, Vector build, admin build, snap pro, plot management and single currency installed.

I dont think you need to worry about this as my rpt spams this too but still works

 

 

Zupa you are the best! I absolutely love this script and its a players wet dream XD

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is there a way to add more than 6 to a plot pole? There are clans with more than 6 players in them that need more than 6. Anyone?

 

nvmd..found out how.. its under plotaddfriends.sqf. 

 

is there a reason its set to 6? balancing issue?

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Zupa quick request.

 

Can we reset the door owner once a lock is removed/replaced on the door.

 

Right now the issue is that players will brute force a lock, grab the plot pole, replace the door lock, but the player who originally built the door can just use eye scan to open the door even though they don't know the new combination.

 

Can we update the SteamID on the door to the person who places the LOCK, instead of who built the door?

 

Thanks!

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