ALKINDA Posted November 20, 2014 Report Share Posted November 20, 2014 Hey great mod. one question about the fn_selfactions part. You state to find player removeAction s_player_barkdog; s_player_barkdog = -1; player removeAction s_player_warndog; s_player_warndog = -1; player removeAction s_player_followdog; s_player_followdog = -1; and place 2 lines underneath it, but inside my self actions there is 2 sets of these exact lines. Which one should it go under? most likely not both. Link to comment Share on other sites More sharing options...
smexy Posted November 20, 2014 Report Share Posted November 20, 2014 Hey great mod. one question about the fn_selfactions part. You state to find player removeAction s_player_barkdog; s_player_barkdog = -1; player removeAction s_player_warndog; s_player_warndog = -1; player removeAction s_player_followdog; s_player_followdog = -1; and place 2 lines underneath it, but inside my self actions there is 2 sets of these exact lines. Which one should it go under? most likely not both. Based on install instructions of P4L I'd say the top one. EDIT: Scratch that it's the bottom Link to comment Share on other sites More sharing options...
smexy Posted November 20, 2014 Report Share Posted November 20, 2014 Also, when I click unlock door I get the option for eye scan management and all that. But after that I can't do it again?? Is it supposed to pop up everytime or how would I manage it again without relogging in?? xSkilledElitex 1 Link to comment Share on other sites More sharing options...
ALKINDA Posted November 20, 2014 Report Share Posted November 20, 2014 okay, trying to debug a few things. I had this working before but i guess i have installed something or screwed it up somehow. ive installed p4L after I installed this :( my doors work everything is fine. The gui opens when i havent opened the door before - then the gui never shows again (dont know if this is supposed to happen) The problem im having is old doors arent able to be managed. might be pre install of this mod issue? I can however manage doors that i just placed and they are still able to be managed after restart. Is there a way to make all the doors be able to manage without having them to be recreated? It started doing it to the new doors too so I dont know. My rpt server side is error less. my client rpt is giving me some weird errors. ============================================ "fn_actons: [PlayerUID: 234234243281501] [_ownerID: 234234243281501] [DZE_Lock_Door: ] [_characterID: 238] [typeOfCursorTarget: CinderWallDoorLocked_DZ]" "[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]" "fn_actons: [PlayerUID: 234234243281501] [_ownerID: 234234243281501] [_isModularDoor: false] [typeOfCursorTarget: CinderWallDoorLocked_DZ]" "[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]" Error in expression < _player_deleteBuild = true; }; }; if(_isModular && (_playerUID == _ownerID)) > Error position: <_isModular && (_playerUID == _ownerID)) > Error Undefined variable in expression: _ismodular File mpmissions\__CUR_MP.Chernarus\Custom\fn_selfActions.sqf, line 231 ============================================ Line 231 starts after the commented first row. This is my fn_selfactions.sqf snippet. //Allow owners to delete modulars if(_isModular && (_playerUID == _ownerID)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; Link to comment Share on other sites More sharing options...
KamikazeXeX Posted November 21, 2014 Report Share Posted November 21, 2014 Hey Zupa! What would you advise i do if I have a completely separate custom compiles for my modded files? Init.sqf call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "custom\dayz_code\init\compiles.sqf"; my custom compiles /* KamikazeXeX @XeXGaming.com FUNCTION COMPILES */ if (!isDedicated) then { fnc_usec_damageActions = compile preprocessFileLineNumbers "custom\dayz_code\compile\fn_damageActions.sqf"; fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self player_spawnCheck = compile preprocessFileLineNumbers "custom\dayz_code\compile\player_spawnCheck.sqf"; player_packTent = compile preprocessFileLineNumbers "custom\dayz_code\compile\player_packTent.sqf"; player_packVault = compile preprocessFileLineNumbers "custom\dayz_code\compile\player_packVault.sqf"; player_unlockVault = compile preprocessFileLineNumbers "custom\dayz_code\compile\player_unlockVault.sqf"; player_removeObject = compile preprocessFileLineNumbers "custom\dayz_code\actions\remove.sqf"; player_lockVault = compile preprocessFileLineNumbers "custom\dayz_code\compile\player_lockVault.sqf"; player_craftItem = compile preprocessFileLineNumbers "custom\dayz_code\actions\player_craftItem.sqf"; //Smelting fix player_switchModel = compile preprocessFileLineNumbers "custom\dayz_code\compile\player_switchModel.sqf"; player_wearClothes = compile preprocessFileLineNumbers "custom\dayz_code\actions\player_wearClothes.sqf"; player_updateGui = compile preprocessFileLineNumbers "custom\dayz_code\compile\player_updateGui.sqf"; //PltPoleFix player_tentPitch = compile preprocessFileLineNumbers "custom\dayz_code\actions\tent_pitch.sqf"; player_vaultPitch = compile preprocessFileLineNumbers "custom\dayz_code\actions\vault_pitch.sqf"; player_useMeds = compile preprocessFileLineNumbers "custom\dayz_code\actions\player_useMeds.sqf"; // SelfBB zombie_generate = compile preprocessFileLineNumbers "custom\dayz_code\compile\zombie_generate.sqf"; player_selectSlot = compile preprocessFileLineNumbers "custom\dayz_code\compile\ui_selectSlot.sqf"; //ExtraRc vehicle_handleDamage = compile preprocessFileLineNumbers "custom\dayz_code\compile\vehicle_handleDamage.sqf"; local_lockUnlock = compile preprocessFileLineNumbers "custom\dayz_code\compile\local_lockUnlock.sqf"; //SBP player_build = compile preprocessFileLineNumbers "custom\dayz_code\actions\player_build.sqf"; snap_build = compile preprocessFileLineNumbers "custom\dayz_code\actions\snap_build.sqf"; dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\dayz_code\actions\dayz_spaceInterrupt.sqf"; //P4L FNC_check_owner = compile preprocessFileLineNumbers "custom\dayz_code\compile\fn_check_owner.sqf"; //GoldCoin BIS_fnc_numberDigits = compile preprocessFileLineNumbers "custom\dayz_code\compile\numberDigits.sqf"; BIS_fnc_numberText = compile preprocessFileLineNumbers "custom\dayz_code\compile\numberText.sqf"; call compile preprocessFileLineNumbers "gold\player_traderMenu.sqf"; /*PlotManagement*/ PlotGetFriends = compile preprocessFileLineNumbers "plotManagement\plotGetFriends.sqf"; PlotNearbyHumans = compile preprocessFileLineNumbers "plotManagement\plotNearbyHumans.sqf"; PlotAddFriend = compile preprocessFileLineNumbers "plotManagement\plotAddFriend.sqf"; PlotRemoveFriend = compile preprocessFileLineNumbers "plotManagement\plotRemoveFriend.sqf"; MaintainPlot = compile preprocessFileLineNumbers "plotManagement\maintain_area.sqf"; PlotPreview = compile preprocessFileLineNumbers "plotManagement\plotToggleMarkers.sqf"; PlotObjects = compile preprocessFileLineNumbers "plotManagement\plotObjects.sqf"; // NEW /*PlotManagement End*/ }; SC_fnc_removeCoins= { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable["cashMoney",0]; if(_amount > 0)then{ if (_wealth < _amount) then { _result = false; } else { _newwealth = _wealth - _amount; _player setVariable["cashMoney",_newwealth, true]; _player setVariable ["moneychanged",1,true]; _result = true; PVDZE_plr_Save = [_player,(magazines _player),true,true] ; publicVariableServer "PVDZE_plr_Save"; }; }else{ _result = true; }; _result }; SC_fnc_addCoins = { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable["cashMoney",0]; _player setVariable["cashMoney",_wealth + _amount, true]; PVDZE_plr_Save = [_player,(magazines _player),true,true] ; publicVariableServer "PVDZE_plr_Save"; _player setVariable ["moneychanged",1,true]; _newwealth = _player getVariable["cashMoney",0]; if (_newwealth >= _wealth) then { _result = true; }; _result }; MDC_fnc_numberToString = { _number = _this; _str = ""; if (_number == 0) then { _str = "0"; } else { _negative = false; if (_number < 0) then { _number = abs _number; _negative = true; }; if (_number % 1 == 0) then { while { _number > 0 } do { _digit = floor (_number % 10); _str = (str _digit) + _str; _number = floor (_number / 10); }; } else { _decimals = _number % 1; _decimals = _decimals * 1000000; _number = floor _number; _str = _number call MDC_fnc_numberToString; _str = _str + "." + str _decimals; }; if (_negative) then { _str = "-" + _str; }; }; _str; }; FNC_GetPlayerUID = { private ["_object","_version","_PID"]; _object = _this select 0; _version = productVersion select 3; if (DayZ_UseSteamID) then { _PID = GetPlayerUID _object; } else { if (_version >= 125548) then { _PID = call (compile "GetPlayerUIDOld _object"); } else { _PID = GetPlayerUID _object; diag_log format["Your game version, %1, is less than the required for the old UID system; using Steam ID system instead. Update to 1.63.125548 (or latest steam beta)", _version]; }; }; _PID }; Link to comment Share on other sites More sharing options...
Zupa Posted November 21, 2014 Author Report Share Posted November 21, 2014 Just override the functions in your file then Link to comment Share on other sites More sharing options...
KamikazeXeX Posted November 21, 2014 Report Share Posted November 21, 2014 Well now I feel silly for not checking the files and only noticing the comment out default option, I was just thinking as I don't use a custom override for them and didn't notice that they were being re-addressed in the OP :P my bad xD Link to comment Share on other sites More sharing options...
Zupa Posted November 21, 2014 Author Report Share Posted November 21, 2014 Well now I feel silly for not checking the files and only noticing the comment out default option, I was just thinking as I don't use a custom override for them and didn't notice that they were being re-addressed in the OP :P my bad xD I just say comment out, so it reduces load time, because the files get loaded otherwise and overwritten later, so double loading for a function. KamikazeXeX 1 Link to comment Share on other sites More sharing options...
Proximus Posted November 21, 2014 Report Share Posted November 21, 2014 Also, when I click unlock door I get the option for eye scan management and all that. But after that I can't do it again?? Is it supposed to pop up everytime or how would I manage it again without relogging in?? I have this too, thought it was normal? Link to comment Share on other sites More sharing options...
KamikazeXeX Posted November 21, 2014 Report Share Posted November 21, 2014 I just say comment out, so it reduces load time, because the files get loaded otherwise and overwritten later, so double loading for a function. I have a lot of double loaded functions as I use a secondary compiles file for my servers, it was in a attempt to cut down mission size, might have to put the stock compiles back in and make my changes in there instead as everyone is always saying about the slow load times, anyhow thanks for the help :) Link to comment Share on other sites More sharing options...
smexy Posted November 21, 2014 Report Share Posted November 21, 2014 How do I fix the buttons? Link to comment Share on other sites More sharing options...
KamikazeXeX Posted November 21, 2014 Report Share Posted November 21, 2014 I just say comment out, so it reduces load time, because the files get loaded otherwise and overwritten later, so double loading for a function. So glad I decided to re-do the compiles now xD I've added 23Kb back to the mission file but relogs after death are 20 seconds again :D rather than 3 minutes xD thats an incredible difference with loading times Link to comment Share on other sites More sharing options...
smexy Posted November 22, 2014 Report Share Posted November 22, 2014 I have this too, thought it was normal? No there's a blue menu in the scroll menu that pops up. you need to put the 2 lines of code under the second set of dog bark commands under //engineering. Link to comment Share on other sites More sharing options...
Tanita-Corp Posted November 23, 2014 Report Share Posted November 23, 2014 Ohhh god my friend not save after restart in DB ["VSS_vintorez","aidlpercmstpsraswrfldnon_idlesteady02",37,["765611780443623500"]] my server_updateObject.sqf private ["_object","_type","_objectID","_uid","_lastUpdate","_needUpdate","_object_position","_object_inventory","_object_damage","_isNotOk","_parachuteWest","_firstTime","_object_killed","_object_repair","_isbuildable"]; _object = _this select 0; if(isNull(_object)) exitWith { diag_log format["Skipping Null Object: %1", _object]; }; _type = _this select 1; _parachuteWest = ((typeOf _object == "ParachuteWest") || (typeOf _object == "ParachuteC")); _isbuildable = (typeOf _object) in dayz_allowedObjects; _isNotOk = false; _firstTime = false; _objectID = _object getVariable ["ObjectID","0"]; _uid = _object getVariable ["ObjectUID","0"]; if ((typeName _objectID != "string") || (typeName _uid != "string")) then { diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]); _objectID = "0"; _uid = "0"; }; if (!_parachuteWest && !(locked _object)) then { if (_objectID == "0" && _uid == "0") then { _object_position = getPosATL _object; _isNotOk = true; }; }; if (_isNotOk && _isbuildable) exitWith { }; if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); }; _lastUpdate = _object getVariable ["lastUpdate",time]; _needUpdate = _object in needUpdate_objects; _object_position = { private["_position","_worldspace","_fuel","_key"]; _position = getPosATL _object; _worldspace = [ round(direction _object), _position ]; _fuel = 0; if (_object isKindOf "AllVehicles") then { _fuel = fuel _object; }; _key = format["CHILD:305:%1:%2:%3:",_objectID,_worldspace,_fuel]; _key call server_hiveWrite; }; _object_inventory = { private["_inventory","_previous","_key"]; _isNormal = true; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; _previous = str(_object getVariable["lastInventory",[]]); if (str(_inventory) != _previous) then { _object setVariable["lastInventory",_inventory]; if (_objectID == "0") then { _key = format["CHILD:309:%1:%2:",_uid,_inventory]; } else { _key = format["CHILD:303:%1:%2:",_objectID,_inventory]; }; _key call server_hiveWrite; }; }; _object_damage = { private["_hitpoints","_array","_hit","_selection","_key","_damage"]; _hitpoints = _object call vehicle_getHitpoints; _damage = damage _object; _array = []; { _hit = [_object,_x] call object_getHit; _selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name"); if (_hit > 0) then {_array set [count _array,[_selection,_hit]]}; _object setHit ["_selection", _hit]; } count _hitpoints; _key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage]; _key call server_hiveWrite; _object setVariable ["needUpdate",false,true]; }; _object_killed = { private["_hitpoints","_array","_hit","_selection","_key","_damage"]; _hitpoints = _object call vehicle_getHitpoints; _damage = 1; _array = []; { _hit = [_object,_x] call object_getHit; _selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name"); if (_hit > 0) then {_array set [count _array,[_selection,_hit]]}; _hit = 1; _object setHit ["_selection", _hit]; } count _hitpoints; if (_objectID == "0") then { _key = format["CHILD:306:%1:%2:%3:",_uid,_array,_damage]; } else { _key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage]; }; _key call server_hiveWrite; _object setVariable ["needUpdate",false,true]; if ((count _this) > 2) then { _killer = _this select 2; _charID = _object getVariable ['CharacterID','0']; _objID = _object getVariable['ObjectID','0']; _objUID = _object getVariable['ObjectUID','0']; _worldSpace = getPosATL _object; if (getPlayerUID _killer != "") then { _name = if (alive _killer) then { name _killer; } else { format["OBJECT %1", _killer]; }; diag_log format["Vehicle killed: Vehicle %1 (TYPE: %2), CharacterID: %3, ObjectID: %4, ObjectUID: %5, Position: %6, Killer: %7 (UID: %8)", _object, (typeOf _object), _charID, _objID, _objUID, _worldSpace, _name, (getPlayerUID _killer)]; } else { diag_log format["Vehicle killed: Vehicle %1 (TYPE: %2), CharacterID: %3, ObjectID: %4, ObjectUID: %5, Position: %6", _object, (typeOf _object), _charID, _objID, _objUID, _worldSpace]; }; }; }; _object_repair = { private["_hitpoints","_array","_hit","_selection","_key","_damage"]; _hitpoints = _object call vehicle_getHitpoints; _damage = damage _object; _array = []; { _hit = [_object,_x] call object_getHit; _selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name"); if (_hit > 0) then {_array set [count _array,[_selection,_hit]]}; _object setHit ["_selection", _hit]; } count _hitpoints; _key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage]; _key call server_hiveWrite; _object setVariable ["needUpdate",false,true]; }; _object setVariable ["lastUpdate",time,true]; switch (_type) do { case "all": { call _object_position; call _object_inventory; call _object_damage; }; case "position": { if (!(_object in needUpdate_objects)) then { needUpdate_objects set [count needUpdate_objects, _object]; }; }; case "gear": { call _object_inventory; }; case "damage": { if ( (time - _lastUpdate) > 5) then { call _object_damage; } else { if (!(_object in needUpdate_objects)) then { needUpdate_objects set [count needUpdate_objects, _object]; }; }; }; case "killed": { call _object_killed; }; case "repair": { call _object_damage; }; }; Server monitor private ["_nul","_result","_pos","_wsDone","_dir","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_intentory","_hitPoints","_fuel","_damage","_key","_vehLimit","_hiveResponse","_objectCount","_codeCount","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0","_bQty","_vQty","_BuildingQueue","_objectQueue","_superkey","_shutdown","_res","_hiveLoaded"]; dayz_versionNo = getText(configFile >> "CfgMods" >> "DayZ" >> "version"); dayz_hiveVersionNo = getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion"); _hiveLoaded = false; waitUntil{initialized}; diag_log "HIVE: Starting"; waituntil{isNil "sm_done"}; if(isnil "MaxVehicleLimit") then { MaxVehicleLimit = 50; }; if(isnil "MaxDynamicDebris") then { MaxDynamicDebris = 100; }; if(isnil "MaxAmmoBoxes") then { MaxAmmoBoxes = 3; }; if(isnil "MaxMineVeins") then { MaxMineVeins = 50; }; if (isServer && isNil "sm_done") then { serverVehicleCounter = []; _hiveResponse = []; for "_i" from 1 to 5 do { diag_log "HIVE: trying to get objects"; _key = format["CHILD:302:%1:", dayZ_instance]; _hiveResponse = _key call server_hiveReadWrite; if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then { if ((_hiveResponse select 1) == "Instance already initialized") then { _superkey = profileNamespace getVariable "SUPERKEY"; _shutdown = format["CHILD:400:%1:", _superkey]; _res = _shutdown call server_hiveReadWrite; diag_log ("HIVE: attempt to kill.. HiveExt response:"+str(_res)); } else { diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse)); }; _hiveResponse = ["",0]; } else { diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" ); _i = 99; }; }; _BuildingQueue = []; _objectQueue = []; if ((_hiveResponse select 0) == "ObjectStreamStart") then { profileNamespace setVariable ["SUPERKEY",(_hiveResponse select 2)]; _hiveLoaded = true; diag_log ("HIVE: Commence Object Streaming..."); _key = format["CHILD:302:%1:", dayZ_instance]; _objectCount = _hiveResponse select 1; _bQty = 0; _vQty = 0; for "_i" from 1 to _objectCount do { _hiveResponse = _key call server_hiveReadWriteLarge; if ((_hiveResponse select 2) isKindOf "ModularItems") then { _BuildingQueue set [_bQty,_hiveResponse]; _bQty = _bQty + 1; } else { _objectQueue set [_vQty,_hiveResponse]; _vQty = _vQty + 1; }; }; diag_log ("HIVE: got " + str(_bQty) + " Epoch Objects and " + str(_vQty) + " Vehicles"); }; // # NOW SPAWN OBJECTS # _totalvehicles = 0; { _idKey = _x select 1; _type = _x select 2; _ownerID = _x select 3; _worldspace = _x select 4; _intentory = _x select 5; _hitPoints = _x select 6; _fuel = _x select 7; _damage = _x select 8; _dir = 0; _pos = [0,0,0]; _wsDone = false; if (count _worldspace >= 2) then { if ((typeName (_worldspace select 0)) == "STRING") then { _worldspace set [0, call compile (_worldspace select 0)]; _worldspace set [1, call compile (_worldspace select 1)]; }; _dir = _worldspace select 0; if (count (_worldspace select 1) == 3) then { _pos = _worldspace select 1; _wsDone = true; } }; if (!_wsDone) then { if (count _worldspace >= 1) then { _dir = _worldspace select 0; }; _pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos; if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; }; diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos)); }; _vector = [[0,0,0],[0,0,0]]; _vecExists = false; _ownerPUID = "0"; if (count _worldspace >= 3) then{ if(count _worldspace == 3) then{ if(typename (_worldspace select 2) == "STRING")then{ _ownerPUID = _worldspace select 2; }else{ if(typename (_worldspace select 2) == "ARRAY")then{ _vector = _worldspace select 2; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }; }; }else{ //Was not 3 elements, so check if 4 or more if(count _worldspace == 4) then{ if(typename (_worldspace select 3) == "STRING")then{ _ownerPUID = _worldspace select 3; }else{ if(typename (_worldspace select 2) == "STRING")then{ _ownerPUID = _worldspace select 2; }; }; if(typename (_worldspace select 2) == "ARRAY")then{ _vector = _worldspace select 2; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }else{ if(typename (_worldspace select 3) == "ARRAY")then{ _vector = _worldspace select 3; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }; }; }else{ //More than 3 or 4 elements found //Might add a search for the vector, ownerPUID will equal 0 }; }; }; // diag_log format["Server_monitor: [ObjectID = %1] [ClassID = %2] [_ownerPUID = %3]", _idKey, _type, _ownerPUID]; if (_damage < 1) then { //diag_log format["OBJ: %1 - %2", _idKey,_type]; //Create it _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ") && !(typeOf( _object) in DZE_DoorsLocked)) then { _object setVariable ["doorfriends", _intentory, true]; }; _object setVariable ["lastUpdate",time]; _object setVariable ["ObjectID", _idKey, true]; _object setVariable ["OwnerPUID", _ownerPUID, true]; _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable"); }; // fix for leading zero issues on safe codes after restart if (_lockable == 4) then { _codeCount = (count (toArray _ownerID)); if(_codeCount == 3) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 2) then { _ownerID = format["00%1", _ownerID]; }; if(_codeCount == 1) then { _ownerID = format["000%1", _ownerID]; }; }; if (_lockable == 3) then { _codeCount = (count (toArray _ownerID)); if(_codeCount == 2) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 1) then { _ownerID = format["00%1", _ownerID]; }; }; _object setVariable ["CharacterID", _ownerID, true]; clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; // _object setVehicleAmmo DZE_vehicleAmmo; _object setdir _dir; if(_vecExists)then{ _object setVectorDirAndUp _vector; }; _object setposATL _pos; _object setDamage _damage; if ((typeOf _object) in dayz_allowedObjects) then { if (DZE_GodModeBase) then { _object addEventHandler ["HandleDamage", {false}]; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; // Test disabling simulation server side on buildables only. _object enableSimulation false; // used for inplace upgrades && lock/unlock of safe _object setVariable ["OEMPos", _pos, true]; }; if (count _intentory > 0) then { if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0),true]; _object setVariable ["MagazineCargo", (_intentory select 1),true]; _object setVariable ["BackpackCargo", (_intentory select 2),true]; } else { //Add weapons _objWpnTypes = (_intentory select 0) select 0; _objWpnQty = (_intentory select 0) select 1; _countr = 0; { if(_x in (DZE_REPLACE_WEAPONS select 0)) then { _x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x); }; _isOK = isClass(configFile >> "CfgWeapons" >> _x); if (_isOK) then { _object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; //Add Magazines _objWpnTypes = (_intentory select 1) select 0; _objWpnQty = (_intentory select 1) select 1; _countr = 0; { if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow if (_x == "ItemTent") then { _x = "ItemTentOld" }; _isOK = isClass(configFile >> "CfgMagazines" >> _x); if (_isOK) then { _object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; //Add Backpacks _objWpnTypes = (_intentory select 2) select 0; _objWpnQty = (_intentory select 2) select 1; _countr = 0; { _isOK = isClass(configFile >> "CfgVehicles" >> _x); if (_isOK) then { _object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; }; }; if (_object isKindOf "AllVehicles") then { { _selection = _x select 0; _dam = _x select 1; if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8}; [_object,_selection,_dam] call object_setFixServer; } count _hitpoints; _object setFuel _fuel; if (!((typeOf _object) in dayz_allowedObjects)) then { //_object setvelocity [0,0,1]; _object call fnc_veh_ResetEH; if(_ownerID != "0" && !(_object isKindOf "Bicycle")) then { _object setvehiclelock "locked"; }; _totalvehicles = _totalvehicles + 1; // total each vehicle serverVehicleCounter set [count serverVehicleCounter,_type]; }; }; //Monitor the object PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object]; }; } count (_BuildingQueue + _objectQueue); // # END SPAWN OBJECTS # if !(DZE_ConfigTrader) then { { _traderData = call compile format["menu_%1;",_x]; if(!isNil "_traderData") then { { _traderid = _x select 1; _retrader = []; _key = format["CHILD:399:%1:",_traderid]; _data = "HiveEXT" callExtension _key; _result = call compile format ["%1",_data]; _status = _result select 0; if (_status == "ObjectStreamStart") then { _val = _result select 1; call compile format["ServerTcache_%1 = [];",_traderid]; for "_i" from 1 to _val do { _data = "HiveEXT" callExtension _key; _result = call compile format ["%1",_data]; call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result]; _retrader set [count _retrader,_result]; }; }; } forEach (_traderData select 0); }; } forEach serverTraders; }; if (_hiveLoaded) then { _vehLimit = MaxVehicleLimit - _totalvehicles; if(_vehLimit > 0) then { diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit)); for "_x" from 1 to _vehLimit do { [] spawn spawn_vehicles; }; } else { diag_log "HIVE: Vehicle Spawn limit reached!"; }; }; diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris)); for "_x" from 1 to MaxDynamicDebris do { [] spawn spawn_roadblocks; }; diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes)); for "_x" from 1 to MaxAmmoBoxes do { [] spawn spawn_ammosupply; }; diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins)); for "_x" from 1 to MaxMineVeins do { [] spawn spawn_mineveins; }; if(isnil "dayz_MapArea") then { dayz_MapArea = 10000; }; if(isnil "HeliCrashArea") then { HeliCrashArea = dayz_MapArea / 2; }; if(isnil "OldHeliCrash") then { OldHeliCrash = false; }; if(OldHeliCrash) then { _nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite; }; if (isDedicated) then { _id = [] spawn server_spawnEvents; [] spawn { private ["_id"]; sleep 200; waitUntil {!isNil "server_spawnCleanAnimals"}; _id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm"; }; _debugMarkerPosition = getMarkerPos "respawn_west"; _debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1]; _vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"]; _vehicle_0 setPos _debugMarkerPosition; _vehicle_0 setVariable ["ObjectID","1",true]; if(isnil "spawnMarkerCount") then { spawnMarkerCount = 10; }; actualSpawnMarkerCount = 0; for "_i" from 0 to spawnMarkerCount do { if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then { actualSpawnMarkerCount = actualSpawnMarkerCount + 1; } else { _i = spawnMarkerCount + 99; }; }; diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount]; endLoadingScreen; }; allowConnection = true; sm_done = true; publicVariable "sm_done"; }; where wrong? please help me boys)))) Link to comment Share on other sites More sharing options...
Zupa Posted November 23, 2014 Author Report Share Posted November 23, 2014 your server_monitor doesnt have the changes for door/plot management :) you should go over the insall instructions again. U did NO changes to the file ^^ Link to comment Share on other sites More sharing options...
Tanita-Corp Posted November 23, 2014 Report Share Posted November 23, 2014 ohhh ok i confused again) this right line? //Create it _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ") && !(typeOf( _object) in DZE_DoorsLocked)) then { _object setVariable ["doorfriends", _intentory, true]; }; _object setVariable ["lastUpdate",time]; _object setVariable ["ObjectID", _idKey, true]; _object setVariable ["OwnerPUID", _ownerPUID, true]; PL4LIFE DOORMANAGER PLOTMANAGER Link to comment Share on other sites More sharing options...
smexy Posted November 23, 2014 Report Share Posted November 23, 2014 How do I fix the buttons? Bump Link to comment Share on other sites More sharing options...
dzrealkiller Posted November 24, 2014 Report Share Posted November 24, 2014 Thanks for the mention Zupa. A chance to break in would be good as I have been playing around with the idea of bobby trapping a door with a frag mod :D .... Just as an aside, I am just writing the instructions for my add-on for A Plot for Life which gives a plot owner the option to take ownership of all buildables on the plot (excluding safes, lockboxes, tents and locked doors - all configurable). Meant mainly for people to align their old buildables to the A Plot for Life v2+ system but would also allow raiders to place their own pole and take ownership. If you are using the inventory (wep / mag / backpack) fields then is should work fine. Ohh Nice a frag mod for doors would be awesome... but set for like 10 fails = explosion... the only problem been would that damage the door? I know its would only slightly but if its badly damaged already you just made it easier :D unless there is a way to stop frag damage on doors? personally I love that Idea... like something you have to craft and upgrade the door like you do with a lock... Same for the safe would be nice :) Link to comment Share on other sites More sharing options...
dzrealkiller Posted November 24, 2014 Report Share Posted November 24, 2014 OMFG! I thought this was working I was reading the posts looking if I could help anyone then seen the posts about door manager not working and was like Crap! I never even tested that part... And guess what It dont work... :( I thought I had it! any help on the door management saying Im not permitted to do that or something along them lines? Link to comment Share on other sites More sharing options...
Zupa Posted November 24, 2014 Author Report Share Posted November 24, 2014 Bump adjust the H= in the config files to a lower number. It's strange it get that big. Link to comment Share on other sites More sharing options...
Tanita-Corp Posted November 24, 2014 Report Share Posted November 24, 2014 Bump show your plotManagement.hpp check class RscShortcutButton_7004: RscShortcutButton { idc = 7004; text = "Add"; x = 0.33 * safezoneW + safezoneX; y = 0.70 * safezoneH + safezoneY; w = 0.08 * safezoneW; h = 0.06 * safezoneH; onButtonClick = "[(lbCurSel 7001)] call PlotAddFriend;"; }; Link to comment Share on other sites More sharing options...
dzrealkiller Posted November 24, 2014 Report Share Posted November 24, 2014 Bump Link to comment Share on other sites More sharing options...
Zupa Posted November 24, 2014 Author Report Share Posted November 24, 2014 Bump then give some details :) i need data to analyse your mistakes ^^ Link to comment Share on other sites More sharing options...
dzrealkiller Posted November 24, 2014 Report Share Posted November 24, 2014 What details do you need.. I'm now to all this stuff all I know Is it says "you do not have the rights to manage" even after replacing my plot pole and a new door, I use Plot4Life, Plot Manager and Door management. If you need to see my files I can Dropbox them but been new to all this I would need directing to what files you need to see. Link to comment Share on other sites More sharing options...
Zupa Posted November 24, 2014 Author Report Share Posted November 24, 2014 What details do you need.. I'm now to all this stuff all I know Is it says "you do not have the rights to manage" even after replacing my plot pole and a new door, I use Plot4Life, Plot Manager and Door management. If you need to see my files I can Dropbox them but been new to all this I would need directing to what files you need to see. 1) Check if your server_mpnitos set ownerPUID Correctly. Capital matters. If it says OwnerPUID then duplicate the line but without a capital :). Link to comment Share on other sites More sharing options...
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