Draftkid Posted January 29, 2015 Report Share Posted January 29, 2015 Ok.. not sure if anyone has noticed this.. also it could relate to some pictures I've seen while skimming through the 17 pages to see if someone has noticed this.. So when our players build a door / garage door etc.. and upgrade with a lock everything is good, sql Db updates with there Id and Name and they can manage it BUT If a player "crafts" a door way and upgrades it with a lock while its still in their inventory and then places it down ( the door comes with a lock on it ) the door does not have the players name or ID in the DB inventory to be managed.. Do I just have a old version, messed it up, forgot something or am I the first to notice this? Draftkid Out! Bump? rossco5378 1 Link to comment Share on other sites More sharing options...
N4mEL3sS Posted January 29, 2015 Report Share Posted January 29, 2015 It's a fantastic script but I have a problem, since I have this, everyone who get a broken leg dies. Link to comment Share on other sites More sharing options...
Nexy Posted February 1, 2015 Report Share Posted February 1, 2015 Finally ive made progress on merging and getting p4l snap pro vector and door\plot management working, just 2 errors i run into that i need help with. 1. Door management "access" list resets after server restart 2. plot management's list does save, but the building rights is determined by if the player is tagged friendly with the owner. Will gladly share server\mission files if anyone can offer assistance. Link to comment Share on other sites More sharing options...
SimpleMan Posted February 1, 2015 Report Share Posted February 1, 2015 I've tried to look through all the posts...either skimmed by it or it isn't asked. I'm new to the scripting...just trying to help out the other scripters on our server. I've go the DM installed and works great. Tested it out on test server with some players. The only thing is, how can only the "owner" manage the doors and not the "friends" on the list? How can I prevent Owner from adding Player1 and then Player1 adding Player2? I apologize if this has been asked before. *Added* If I only want the owner (or admin) to only have access to the manage door, do I have to edit the initDoorManagement.sqf file? Or is it one of the variables file? Like I said, I new to this. TIA! Simple Man Link to comment Share on other sites More sharing options...
Badduck Posted February 3, 2015 Report Share Posted February 3, 2015 Entered codes to multiple doors and got "Eye Scan Failed" everytime, is there a fix? Im not using plot 4 life. Link to comment Share on other sites More sharing options...
rossco5378 Posted February 4, 2015 Report Share Posted February 4, 2015 Bump? Looks like you may have an outdated build or you have broken something. I do not have this issue http://puu.sh/fryAJ/a11ffd9dbc.png Excuse my crap snipping tool work ;p Link to comment Share on other sites More sharing options...
SimpleMan Posted February 4, 2015 Report Share Posted February 4, 2015 I've tried to look through all the posts...either skimmed by it or it isn't asked. I'm new to the scripting...just trying to help out the other scripters on our server. I've go the DM installed and works great. Tested it out on test server with some players. The only thing is, how can only the "owner" manage the doors and not the "friends" on the list? How can I prevent Owner from adding Player1 and then Player1 adding Player2? I apologize if this has been asked before. *Added* If I only want the owner (or admin) to only have access to the manage door, do I have to edit the initDoorManagement.sqf file? Or is it one of the variables file? Like I said, I new to this. TIA! Simple Man Bump :) Link to comment Share on other sites More sharing options...
SimpleMan Posted February 6, 2015 Report Share Posted February 6, 2015 Alright...not going to worry about who can manage the doors, but I do have an error now. I've put the script it. I can start the server and test out the script. If I reboot the server and try again, no one can join. In the server error log, this is what I get: 23:23:33 Error in expression < _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; _objWpnTypes = (_> 23:23:33 Error position: <count _objWpnTypes; _objWpnTypes = (_> 23:23:33 Error count: Type String, expected Array 23:23:33 File mpmissions\__cur_mp.Chernarus\custom\server_monitor.sqf, line 222 According to the first thread, there are some stuff that needs to be added to this file. I did that (believe misspelling in the example: _intentory instead of _inventory). Here is the area: Starting line is 205 (comment of what it was) and the last line is 227. Sorry, dont' know how to add line# in. //if ((count _inventory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then { if ((count _inventory > 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 _objWpnTypes = (_inventory select 0) select 0; _objWpnQty = (_inventory 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; Any ideas why? Simple Link to comment Share on other sites More sharing options...
smokingred Posted February 6, 2015 Report Share Posted February 6, 2015 @badduck i need too a way to find that this script work with no plot4life than i have custom scripts and can not add the plot4life in my server files ^^ Link to comment Share on other sites More sharing options...
SimpleMan Posted February 8, 2015 Report Share Posted February 8, 2015 Alright...not going to worry about who can manage the doors, but I do have an error now. I've put the script it. I can start the server and test out the script. If I reboot the server and try again, no one can join. In the server error log, this is what I get: 23:23:33 Error in expression < _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; _objWpnTypes = (_> 23:23:33 Error position: <count _objWpnTypes; _objWpnTypes = (_> 23:23:33 Error count: Type String, expected Array 23:23:33 File mpmissions\__cur_mp.Chernarus\custom\server_monitor.sqf, line 222 According to the first thread, there are some stuff that needs to be added to this file. I did that (believe misspelling in the example: _intentory instead of _inventory). Here is the area: Starting line is 205 (comment of what it was) and the last line is 227. Sorry, dont' know how to add line# in. //if ((count _inventory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then { if ((count _inventory > 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 _objWpnTypes = (_inventory select 0) select 0; _objWpnQty = (_inventory 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; Any ideas why? Simple Last attempt to see if I can get this working. I did follow another post in this thread to try and resolve the issue, but still not having any luck. I did google part of the error message and have seen others have this error...but not so much with this particular script. Like I said before, first time loading script in server starts up fine. If I add someone to the door and then restart the server, this is when the error appears. There were 36 rows in object_data table that had the same ObjectUID. I deleted those records but still didn't load. Anyone have any idea? I would really appreciate any help, if possible. Simple Link to comment Share on other sites More sharing options...
ElDubya Posted February 10, 2015 Report Share Posted February 10, 2015 So this is not working for server which do not use Plot for Life? Entered codes to multiple doors and got "Eye Scan Failed" everytime, is there a fix? Im not using plot 4 life. From page one, very first post. First release ONLY for Plot 4 Life users. Link to comment Share on other sites More sharing options...
McToots Posted February 12, 2015 Report Share Posted February 12, 2015 Right-o. Works fine BUT safes are empty after restart. Rolling back server to previous iteration with everything else but door management and they work fine. The moment I add door management to the server, safes work as they should until restart and boom empty. Their contents do save to database but opening a safe after restart wipes it. Any ideas where I should look? Edit: dug a bit. In server_monitor.sqf, if I change (_inventory select 1) and (_inventory select 2) to zero in example below, safes work correctly but door management breaks. _object setVariable ["bankMoney", 0, true]; }; /*ZSC*/ 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 Link to comment Share on other sites More sharing options...
McToots Posted February 15, 2015 Report Share Posted February 15, 2015 Anyone? Link to comment Share on other sites More sharing options...
PTYKiller Posted February 23, 2015 Report Share Posted February 23, 2015 Zupa, everything seems to work except adding friends to door. I assume that removing doesn't work as well. What do you need to help me out or can we Skype or TS about the issue? Link to comment Share on other sites More sharing options...
OsirisCRO Posted March 2, 2015 Report Share Posted March 2, 2015 i have a defines.hpp from zupa SC 3.0...now what? hahah Link to comment Share on other sites More sharing options...
atvrider647 Posted March 3, 2015 Report Share Posted March 3, 2015 Getting this error after installing door management. Let me know what files you'd like to see! This is my RPT File Version 1.63.125548 Item STR_EQUIP_NAME_41 listed twice Item STR_EQUIP_DESC_41 listed twice Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/ Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/ Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/ Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/ Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/ Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/ Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/ Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/ Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/ Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/ Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/ Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/ Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/ Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/ Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/ Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/ Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/ Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/ Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/ Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/ Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/ Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/ Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/ Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/ Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/ Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/ Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/ Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/ Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/ Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/ Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/ Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/ Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/ Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/ Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/ Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/ Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/ Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/ Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/ Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/ Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/ Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/ Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/ Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/ Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/ Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/ Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/ Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/ Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/ Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/ Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/ Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/ Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/ Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/ Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/ Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/ Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/ Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/ Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/ Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/ Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/ Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/ Obsolete class Animations defined in bin\config.bin/RscCompass/ Obsolete class Animations defined in bin\config.bin/RscWatch/ 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:12 Server error: Player without identity Austin (id 1910424861) 9:22:19 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire 9:22:23 Strange convex component288 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component289 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component290 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component291 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component292 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component293 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component294 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component295 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component296 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component297 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component298 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component299 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component300 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component301 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component302 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component303 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component304 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component305 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component306 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component307 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component308 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component309 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component310 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component311 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component312 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component313 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component314 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component315 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component316 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component317 in warehouse\models\warehouse.p3d:geometry 9:22:23 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire 9:22:23 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView 9:22:23 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView 9:22:28 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon 9:22:29 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl 9:22:29 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]" 9:22:29 "DayZ Epoch: MPframework inited" 9:22:33 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:33 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView 9:22:59 "Res3tting B!S effects..." 9:22:59 "HIVE: Starting" 9:22:59 "HIVE: trying to get objects" 9:23:00 "HIVE: found 330 objects" 9:23:00 "HIVE: Commence Object Streaming..." 9:23:00 "HIVE: got 143 Epoch Objects and 187 Vehicles" 9:23:01 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852 9:23:02 No speaker given for Tyler Hutchinson 9:23:09 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret 9:23:09 UH1Y_DZE: ObsGun - unknown animation source ObsGun 9:23:09 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret 9:23:09 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun 9:23:11 Error in expression <n { _object setVariable ["doorfriends", _intentory, true]; }; _object setVariabl> 9:23:11 Error position: <_intentory, true]; }; _object setVariabl> 9:23:11 Error Undefined variable in expression: _intentory 9:23:11 File custom\system\server_monitor.sqf, line 140 9:23:12 Error in expression <n { _object setVariable ["doorfriends", _intentory, true]; }; _object setVariabl> 9:23:12 Error position: <_intentory, true]; }; _object setVariabl> 9:23:12 Error Undefined variable in expression: _intentory 9:23:12 File custom\system\server_monitor.sqf, line 140 This is my 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}; //means all the functions are now defined diag_log "HIVE: Starting"; waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player) // Custom Configs if(isnil "MaxVehicleLimit") then { MaxVehicleLimit = 50; }; if(isnil "MaxDynamicDebris") then { MaxDynamicDebris = 100; }; if(isnil "MaxAmmoBoxes") then { MaxAmmoBoxes = 3; }; if(isnil "MaxMineVeins") then { MaxMineVeins = 50; }; // Custon Configs End 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; // break }; }; _BuildingQueue = []; _objectQueue = []; if ((_hiveResponse select 0) == "ObjectStreamStart") then { // save superkey 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; //diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]); 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 { _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)); }; if (_damage < 1) then { //diag_log format["OBJ: %1 - %2", _idKey,_type]; //Create it _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; if (typeOf (_object) in DZE_DoorsLocked) then { _object setVariable ["doorfriends", _intentory, true]; }; _object setVariable ["lastUpdate",time]; _object setVariable ["ObjectID", _idKey, true]; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then { _object setVariable ["plotfriends", _intentory, 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; _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) && !(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", (_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 # // preload server traders menu data into cache if !(DZE_ConfigTrader) then { { // get tids _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; //diag_log "HIVE: Request sent"; //Process result _result = call compile format ["%1",_data]; _status = _result select 0; if (_status == "ObjectStreamStart") then { _val = _result select 1; //Stream Objects //diag_log ("HIVE: Commence Menu Streaming..."); 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]; }; //diag_log ("HIVE: Streamed " + str(_val) + " objects"); }; } forEach (_traderData select 0); }; } forEach serverTraders; }; if (_hiveLoaded) then { // spawn_vehicles _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!"; }; }; // spawn_roadblocks diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris)); for "_x" from 1 to MaxDynamicDebris do { [] spawn spawn_roadblocks; }; // spawn_ammosupply at server start 1% of roadblocks diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes)); for "_x" from 1 to MaxAmmoBoxes do { [] spawn spawn_ammosupply; }; // call spawning mining veins 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; }; // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire] if(OldHeliCrash) then { _nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite; }; if (isDedicated) then { // Epoch Events _id = [] spawn server_spawnEvents; // server cleanup [] spawn { private ["_id"]; sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart waitUntil {!isNil "server_spawnCleanAnimals"}; _id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm"; }; // spawn debug box _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]; // max number of spawn markers if(isnil "spawnMarkerCount") then { spawnMarkerCount = 10; }; actualSpawnMarkerCount = 0; // count valid spawn marker positions 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 { // exit since we did not find any further markers _i = spawnMarkerCount + 99; }; }; diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount]; endLoadingScreen; }; ExecVM "\z\addons\dayz_server\WAI\init.sqf"; [] call compile preprocessFileLineNumbers "\z\addons\dayz_server\DZAI\init\dzai_initserver.sqf"; allowConnection = true; sm_done = true; publicVariable "sm_done"; }; Where should I go? Mods list -Plot4Life -SnapPro -doorManagement -plotManagement -Enhanced Spawn Select After a long time, I get this - Link to comment Share on other sites More sharing options...
Saulz Posted March 4, 2015 Report Share Posted March 4, 2015 Ok.. not sure if anyone has noticed this.. also it could relate to some pictures I've seen while skimming through the 17 pages to see if someone has noticed this.. So when our players build a door / garage door etc.. and upgrade with a lock everything is good, sql Db updates with there Id and Name and they can manage it BUT If a player "crafts" a door way and upgrades it with a lock while its still in their inventory and then places it down ( the door comes with a lock on it ) the door does not have the players name or ID in the DB inventory to be managed.. Do I just have a old version, messed it up, forgot something or am I the first to notice this? Draftkid Out! I have this problem as well. Did you figure it out? Link to comment Share on other sites More sharing options...
CrispyJane Posted March 18, 2015 Report Share Posted March 18, 2015 Hey! I get this little sweet error and i wonder why :P ErrorMessage: File mpmissions\__cur_mp.tavi\doorManagement\defines.hpp, line 45: .RscButton: Member already defined. I hope someone know why and what i could do! Thanks Link to comment Share on other sites More sharing options...
steamROLLER Posted March 19, 2015 Report Share Posted March 19, 2015 Zupa, I'm using Plot Management and your new 3.0 Coin Currency system which works great by the way. I currently do not have Plot4Life implemented. I'm have a little trouble with the Door Management script though. Everything upgrades and I get the blue "Manage Door" menu but EYE SCAN fails like the door doesn't have an owner. I have myself added to the Plot Management friends list. If I try to "Manage Door" it states "You do not have rights to this manage" message. Now, I specifically made sure under the player_upgrade.sqf to add the strip of code which is shown below along with being called inside my compiles file. Any help would be greatly appreciated :/ string calling within my compiles.sqf player_upgrade = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_upgrade.sqf"; dayz_code\actions\player_upgrade.sqf /* DayZ Base Building Upgrades Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected]. */ private ["_location","_dir","_classname","_missing","_text","_proceed","_num_removed","_object","_missingQty","_itemIn","_countIn","_qty","_removed","_removed_total","_tobe_removed_total","_objectID","_objectUID","_temp_removed_array","_textMissing","_newclassname","_requirements","_obj","_upgrade","_lockable","_combination_1","_combination_2","_combination_3","_combination","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_52") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; player removeAction s_player_upgrade_build; s_player_upgrade_build = 1; _distance = 30; _needText = localize "str_epoch_player_246"; // check for near plot _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; { if (alive _x) then { _findNearestPole set [(count _findNearestPole),_x]; }; } count _findNearestPoles; _IsNearPlot = count (_findNearestPole); _canBuildOnPlot = false; if(_IsNearPlot == 0) then { _canBuildOnPlot = true; } else { // check nearby plots ownership && then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable["CharacterID","0"]; // diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID]; // check if friendly to owner if(dayz_characterID == _ownerID) then { _canBuildOnPlot = true; } else { _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; // check if friendly to owner if(_builder in _fuid) then { _canBuildOnPlot = true; }; }; }; // exit if not allowed due to plot pole if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_157"),_needText,_distance] , "PLAIN DOWN"]; }; // get cursortarget from addaction _obj = _this select 3; // Find objectID _objectID = _obj getVariable ["ObjectID","0"]; // Find objectUID _objectUID = _obj getVariable ["ObjectUID","0"]; if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];}; // Get classname _classname = typeOf _obj; // Find display name _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); // Find next upgrade _upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "upgradeBuilding"); if ((count _upgrade) > 0) then { _newclassname = _upgrade select 0; _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _newclassname >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _newclassname >> "lockable"); }; _requirements = _upgrade select 1; _missingQty = 0; _missing = ""; _proceed = true; { _itemIn = _x select 0; _countIn = _x select 1; _qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player; if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; }; } forEach _requirements; if (_proceed) then { [1,1] call dayz_HungerThirst; player playActionNow "Medic"; [player,20,true,(getPosATL player)] spawn player_alertZombies; _temp_removed_array = []; _removed_total = 0; _tobe_removed_total = 0; { _removed = 0; _itemIn = _x select 0; _countIn = _x select 1; // diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn]; _tobe_removed_total = _tobe_removed_total + _countIn; { if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then { _num_removed = ([player,_x] call BIS_fnc_invRemove); _removed = _removed + _num_removed; _removed_total = _removed_total + _num_removed; if(_num_removed >= 1) then { _temp_removed_array set [count _temp_removed_array,_x]; }; }; } forEach magazines player; } forEach _requirements; // all parts removed proceed if (_tobe_removed_total == _removed_total) then { // Get position _location = _obj getVariable["OEMPos",(getposATL _obj)]; // Get direction _dir = getDir _obj; // Current charID _objectCharacterID = _obj getVariable ["CharacterID","0"]; _classname = _newclassname; // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _object setDir _dir; // Set location _object setPosATL _location; if (_lockable == 3) then { _combination_1 = floor(random 10); _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3]; _objectCharacterID = _combination; cutText [format[(localize "str_epoch_player_158"),_combination,_text], "PLAIN DOWN", 5]; } else { cutText [format[(localize "str_epoch_player_159"),_text], "PLAIN DOWN", 5]; }; PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,player]; publicVariableServer "PVDZE_obj_Swap"; player reveal _object; //Door Management _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; //Door Management End } else { {player addMagazine _x;} count _temp_removed_array; cutText [format[(localize "str_epoch_player_145"),_removed_total,_tobe_removed_total], "PLAIN DOWN"]; }; } else { _textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName"); cutText [format[(localize "str_epoch_player_146"),_missingQty, _textMissing], "PLAIN DOWN"]; }; } else { cutText [(localize "str_epoch_player_82"), "PLAIN DOWN"]; }; DZE_ActionInProgress = false; s_player_upgrade_build = -1; Link to comment Share on other sites More sharing options...
Nekuan Posted March 22, 2015 Report Share Posted March 22, 2015 Any update on the allowed players list not saving over restart - issue? Allthough technically they are saved, I can see the names saved in the database but the eyescan proceeds to fail for them (not the owner). using p4l 2.5 if that matters =/ Link to comment Share on other sites More sharing options...
ElDubya Posted March 22, 2015 Report Share Posted March 22, 2015 Zupa, I'm using Plot Management and your new 3.0 Coin Currency system which works great by the way. I currently do not have Plot4Life implemented. I'm have a little trouble with the Door Management script though. Everything upgrades and I get the blue "Manage Door" menu but EYE SCAN fails like the door doesn't have an owner. I have myself added to the Plot Management friends list. If I try to "Manage Door" it states "You do not have rights to this manage" message. Now, I specifically made sure under the player_upgrade.sqf to add the strip of code which is shown below along with being called inside my compiles file. Any help would be greatly appreciated :/ First page, first post. First release ONLY for Plot 4 Life users. Link to comment Share on other sites More sharing options...
Chong Posted March 25, 2015 Report Share Posted March 25, 2015 can't open the manual input menu. what could it be ? no rpt errors Link to comment Share on other sites More sharing options...
ElDubya Posted March 25, 2015 Report Share Posted March 25, 2015 Getting this error after installing door management. Let me know what files you'd like to see! This is my RPT File Fixed it for you : private ["_nul","_result","_pos","_wsDone","_dir","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_inventory","_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}; //means all the functions are now defined diag_log "HIVE: Starting"; waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player) // Custom Configs if(isnil "MaxVehicleLimit") then { MaxVehicleLimit = 50; }; if(isnil "MaxDynamicDebris") then { MaxDynamicDebris = 100; }; if(isnil "MaxAmmoBoxes") then { MaxAmmoBoxes = 3; }; if(isnil "MaxMineVeins") then { MaxMineVeins = 50; }; // Custon Configs End 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; // break }; }; _BuildingQueue = []; _objectQueue = []; if ((_hiveResponse select 0) == "ObjectStreamStart") then { // save superkey 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; //diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]); 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; _inventory = _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 { _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)); }; if (_damage < 1) then { //diag_log format["OBJ: %1 - %2", _idKey,_type]; //Create it _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; if (typeOf (_object) in DZE_DoorsLocked) then { _object setVariable ["doorfriends", _inventory, true]; }; _object setVariable ["lastUpdate",time]; _object setVariable ["ObjectID", _idKey, true]; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then { _object setVariable ["plotfriends", _inventory, 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; _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 _inventory > 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 _objWpnTypes = (_inventory select 0) select 0; _objWpnQty = (_inventory 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 = (_inventory select 1) select 0; _objWpnQty = (_inventory 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 = (_inventory select 2) select 0; _objWpnQty = (_inventory 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 # // preload server traders menu data into cache if !(DZE_ConfigTrader) then { { // get tids _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; //diag_log "HIVE: Request sent"; //Process result _result = call compile format ["%1",_data]; _status = _result select 0; if (_status == "ObjectStreamStart") then { _val = _result select 1; //Stream Objects //diag_log ("HIVE: Commence Menu Streaming..."); 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]; }; //diag_log ("HIVE: Streamed " + str(_val) + " objects"); }; } forEach (_traderData select 0); }; } forEach serverTraders; }; if (_hiveLoaded) then { // spawn_vehicles _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!"; }; }; // spawn_roadblocks diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris)); for "_x" from 1 to MaxDynamicDebris do { [] spawn spawn_roadblocks; }; // spawn_ammosupply at server start 1% of roadblocks diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes)); for "_x" from 1 to MaxAmmoBoxes do { [] spawn spawn_ammosupply; }; // call spawning mining veins 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; }; // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire] if(OldHeliCrash) then { _nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite; }; if (isDedicated) then { // Epoch Events _id = [] spawn server_spawnEvents; // server cleanup [] spawn { private ["_id"]; sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart waitUntil {!isNil "server_spawnCleanAnimals"}; _id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm"; }; // spawn debug box _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]; // max number of spawn markers if(isnil "spawnMarkerCount") then { spawnMarkerCount = 10; }; actualSpawnMarkerCount = 0; // count valid spawn marker positions 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 { // exit since we did not find any further markers _i = spawnMarkerCount + 99; }; }; diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount]; endLoadingScreen; }; execVM "\z\addons\dayz_server\WAI\init.sqf"; execVM "\z\addons\dayz_server\DZAI\init\dzai_initserver.sqf"; allowConnection = true; sm_done = true; publicVariable "sm_done"; }; Link to comment Share on other sites More sharing options...
DangerRuss Posted March 29, 2015 Report Share Posted March 29, 2015 If anyone was ever bored enough to convert this to a non P4L version, that would be awesome. This is something Ive wanted on my server but I def do not want P4L Link to comment Share on other sites More sharing options...
steamROLLER Posted March 29, 2015 Report Share Posted March 29, 2015 First page, first post. First release ONLY for Plot 4 Life users.ElDubya,If you noticed the last portion of the tutorial states "VERY IMPORTANT FOR NON P4L USERS" which from my understanding means it will work for non P4L servers. The code they provided for us non P4L users specifically is supposed to provide an OwnerID to the owner that upgrades the door, thus giving that owner access to the Manage Door feature. That is where I'm having trouble.. Link to comment Share on other sites More sharing options...
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