haba Posted March 11, 2016 Report Share Posted March 11, 2016 can someone help me? I have installed plotmanagement and doormanagement and p4l When i upgrade door with combination lock at client side i see this errors: Spoiler Error in expression <VDZE_veh_Update"; PVDZE_veh_Update call server_updateObject; _friendUID = getPl> Error position: <server_updateObject; _friendUID = getPl> Error Undefined variable in expression: server_updateobject File mpmissions\__CUR_MP.Napf\Custom\A_Plot_for_Life\Action\player_upgrade.sqf, line 172 Error in expression <VDZE_veh_Update"; PVDZE_veh_Update call server_updateObject; _friendUID = getPl> Error position: <server_updateObject; _friendUID = getPl> Error Undefined variable in expression: server_updateobject File mpmissions\__CUR_MP.Napf\Custom\A_Plot_for_Life\Action\player_upgrade.sqf, line 172 I can manage door, it show mee online people and door friends and i'm a friend of this door. But when i try to unlock it with eye scan nothing happen and when i try again i receive message that doors is allready opening. After restart i try to manage door and at client side i see this error: Spoiler Error in expression <"doorfriends",[]]; { if ((_x select 0) == (getPlayerUID player)) then{ _canOpen> Error position: <== (getPlayerUID player)) then{ _canOpen> Error ==: Type Array, expected Number,String,Object,Side,Group,Text,Config entry,Display (dialog),Control,Team member,Task,Location File mpmissions\__CUR_MP.Napf\doorManagement\initDoorManagement.sqf, line 13 When i try open door i see this at client side: Spoiler Error in expression <; }; _allowed = []; { _friendUID = _x select 0; _allowed = _allowed + [_fri> Error position: <select 0; _allowed = _allowed + [_fri> Error select: Type Number, expected Array,Config entry File mpmissions\__CUR_MP.Napf\doorManagement\player_unlockDoor.sqf, line 24 Error in expression <; }; _allowed = []; { _friendUID = _x select 0; _allowed = _allowed + [_fri> Error position: <select 0; _allowed = _allowed + [_fri> Error Generic error in expression File mpmissions\__CUR_MP.Napf\doorManagement\player_unlockDoor.sqf, line 24 and this at server side: Spoiler 3:39:03 "infiSTAR.de Log: DOOR UNLOCK ATTEMPT: ID:654 UID:0 BY habahaba(76561198071372372) @154109 Code Entered: 000 | Correct Code: 733" EDIT1: I have removed one thing that i have addet. It's at first post and it's only for non p4l users. now i do not have errors when build doors and upgrade them. But i do not able to manage dor after restart and unable to open door not before restart not after restart. I found that inventory of doors at database is empty. So that mean that problem stored at server_updateObject.sqf inside _object_inventory = { Here is my part of that file: Spoiler _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, /*ZSC*/ _object getVariable["bankMoney",0] /*ZSC*/ ]; }; _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]; }; //diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; }; }; EDIT2: I have added _object setVariable ["ownerPUID", _ownerPUID, true]; to my server_monitor.sqf file. Problem is here. :( When object (pole or door) created inventory show as [], when i add someone to pole or to the door oject invetrory become [[[],[]],[[],[]],[[],[]],0] So as i can see plot and door do not put ID's to the database. EDIT3: Yes, i continue my scary storry my friends. I have solved problem with database store. I found taht i have duplicate of my lovely server_updateObject.sqf. I removed dublicate (diffet before remove to check what file i need) and now when i add people to plot or door friend they add to database. But i found other problem. When owner build door or plot owner do not stored at database at plot friends. I do not know is it normal (cause p4l is installed) so if someone give me a light on it i will appresiate it. Link to comment Share on other sites More sharing options...
Skyler95 Posted April 9, 2016 Report Share Posted April 9, 2016 I'm having a problem trying to add someone to the door friends everything shows up like it's suppose to but when I click their name and hit add it doesn't move them over to doorfriends. I got everything fixed. Link to comment Share on other sites More sharing options...
salival Posted May 8, 2016 Report Share Posted May 8, 2016 Hey guys, I installed this on my server, works great, I applied the fixes that ebaydayz and Proximus (I think?) suggested for automatically adding people to the door on upgrade and removing on downgrade for non plot for life users. The downgrade works perfectly every time and the users are removed from the door in the mysql database, but when upgraded again SOMETIMES it publishes to the database and others it doesn't. I did a test of 4 cinder garage doors and 4 cinder small doors, 3/8 published to the database, all 8 I am in door friends which I am guessing on 5 of those I will lose access to on restart. I got a friend to test with me and I added him to the same doors, all 8 published to the database when manually added via Manage Door. I then removed him from all 8 doors again and once again it published the changes to the database. So the problem seems isolated to the automatic upgrading. This is the code im using in my player_upgrade.sqf: _friendUID = getPlayerUID player; _friendName = name player; _friends = [[_friendUID,_friendName]] ; _object setVariable ["doorfriends", _friends, true]; PVDZE_veh_Update = [_object,"gear"]; publicVariableServer "PVDZE_veh_Update"; if (isServer) then { PVDZE_veh_Update call server_updateObject; }; This is the code im using in player_buildingdowngrade.sqf: _obj setVariable ["doorfriends",[],true]; PVDZE_veh_Update = [_obj,"gear"]; publicVariableServer "PVDZE_veh_Update"; There are no client or server side errors in either RPT. My next step is to add a lot of debug lines to see what is going on Any suggestions? Cheers. Link to comment Share on other sites More sharing options...
alienpop Posted August 8, 2016 Report Share Posted August 8, 2016 On 4/4/2015 at 8:16 PM, GudrunGisela said: I've got the same problem like SteamROLLER. I thought this additional line:"IMPORTANT FOR NON PLOT4 LIFE USERS" means that this script works now without P4L. I have no notion of installing P4L because I think this is a unnecessary complicated Script. Other more easier scripts do have the same impact and are much more compatible with modded servers. Anyway I've installed ZSC 3.0, PlotManagement and Advanced Trading and they all work fine (Many Thanks Zupa). Only doorManagement rebels persistent. If you upgrade a door with a code lock you're not the owner of this. I hope anyone find a solution for this. Many Thanks! Best regards, GudrunGisela I'm having this issue currently, I don't have Plot4Life and I tried doing the non-plot4life fix at the bottom of the instructions but after restart I'm no longer the owner of any locked doors I've placed and the only way I can fix it is by removing and placing the lock down again. I don't have any errors in my log file so I'm not sure where the issue could be coming from. Has anyone managed to get door management to work without using plot4life? Link to comment Share on other sites More sharing options...
salival Posted August 8, 2016 Report Share Posted August 8, 2016 This mod doesn't actually automatically add you to locked doors or remove you when you downgrade them. You have to add that manually, there are steps inside this thread on how to do it. There is information that Zupa has linked from a user on the first post at the end of it on how to add the user to the door automatically: On 9/16/2014 at 4:26 AM, joelash said: To add the owner as default to the doors on placement, edit your Player_Upgrade.sqf Locate this: player reveal _object; Paste the following code underneath: _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; Link to comment Share on other sites More sharing options...
alienpop Posted August 9, 2016 Report Share Posted August 9, 2016 7 hours ago, salival said: This mod doesn't actually automatically add you to locked doors or remove you when you downgrade them. You have to add that manually, there are steps inside this thread on how to do it. There is information that Zupa has linked from a user on the first post at the end of it on how to add the user to the door automatically: To add the owner as default to the doors on placement, edit your Player_Upgrade.sqf I figured out what the issue was: * At step 6 when editing server_updateObject.sqf make sure you are editing the appropriate section relating to whether you have plot management installed - I had plot management installed and followed the instructions for not having it installed. * Also at step 6, make sure you place a comma after "get_BackpackCargo _object" IF you are using ZSC. So it should look like this: "get_BackpackCargo _object," - so this is how that whole section in step 6 looked for me as a player that has plot management and zupa single coin but not plot4life: Quote _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, /*ZSC*/ _object getVariable["bankMoney",0] /*ZSC*/ ]; }; Link to comment Share on other sites More sharing options...
TheCloud Posted November 10, 2016 Report Share Posted November 10, 2016 If the user choose to manually enter the code, the lock interface doesn't do anything. If you click the numbers they don't rotate or click and you can't enter a number. I've noticed someone else has this issue too. Is there a fix for it? For now I have disable the option for manual code entering. Link to comment Share on other sites More sharing options...
DAKA Posted November 20, 2016 Report Share Posted November 20, 2016 On 9/11/2014 at 2:07 AM, Zupa said: IMPORTANT FOR NON PLOT 4 LIFE USERS To add the owner as default to the doors on placement, edit your Player_Upgrade.sqf Locate this: player reveal _object; Paste the following code underneath: _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; Is this still needing to be done. I don't have access to my dayz_code so I dont know how i would update this? Link to comment Share on other sites More sharing options...
BigEgg Posted November 20, 2016 Report Share Posted November 20, 2016 44 minutes ago, DAKA said: Is this still needing to be done. I don't have access to my dayz_code so I dont know how i would update this? Yes - if you have snap building then you have a player_upgrade.sqf juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted November 20, 2016 Report Share Posted November 20, 2016 11 hours ago, DAKA said: Is this still needing to be done. I don't have access to my dayz_code so I dont know how i would update this? or create one see: in your custom fn_Selfactions.sqf you have the call for player_upgrade.sqf if (s_player_upgrade_build < 0) then { // s_player_lastTarget = _cursorTarget; s_player_lastTarget set [0,_cursorTarget]; s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "\z\addons\dayz_code\actions\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""]; }; so change by: if (s_player_upgrade_build < 0) then { // s_player_lastTarget = _cursorTarget; s_player_lastTarget set [0,_cursorTarget]; s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "custom\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""]; }; now player_upgrade.sqf must be into Mpmissions\your instance\custom\ Spoiler /* 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 = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(_ownerID in _friendlies) 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; _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; } 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; or just made it as bigegg says. BigEgg 1 Link to comment Share on other sites More sharing options...
lowbid Posted November 23, 2016 Report Share Posted November 23, 2016 Thank you juandayz... I have now got it working with plot management with that line of code and I do not have p4l. t/y lowbid juandayz 1 Link to comment Share on other sites More sharing options...
Zupa Posted November 30, 2016 Author Report Share Posted November 30, 2016 Just a headsup. Epoch will update today to 1.0.6 [NEW] A much improved version of Zupa's Advanced Trading 2.1+ is now the default config trader menu, NOT COMPATIBLE WITH DATABASE TRADERS @icomrade @Windmolders [NEW] A Plot For Life v2.5+ by RimBlock is now included and enabled by default, see configVariables.sqf @RimBlock @icomrade [NEW] Build Vectors v4+ by Striker is now included, only enabled with Snap building. Note there is no option to turn off Vector Building with Snap Building enabled @strikerforce @icomrade [NEW] Door Management v3.0+ by Zupa is now included and enabled by default with variable DZE_doorManagement, see configVariables.sqf @DevZupa @Bruce-LXXVI @ebayShopper [NEW] Plot Management v2.1+ by Zupa is now included and enabled by default with variable DZE_permanentPlot, see configVariables.sqf @DevZupa @Bruce-LXXVI @icomrade Link to comment Share on other sites More sharing options...
Brody Posted December 18, 2016 Report Share Posted December 18, 2016 b - Place the following: //Allow manage door if((_typeOfCursorTarget in DZE_DoorsLocked)) then { if (s_player_manageDoor < 0) then { s_player_manageDoor = player addAction ["<t color='#0059FF'>Manage Door</t>", "doorManagement\initDoorManagement.sqf", _cursorTarget, 5, false]; }; } else { player removeAction s_player_manageDoor; s_player_manageDoor = -1; }; above //Allow owner to unlock vault I don't have the //Allow owner to unlock vault, anywhere even if i search for the words saparat could some one give me a copy to the fn_selfactions file so i can find the line thank you Link to comment Share on other sites More sharing options...
juandayz Posted December 18, 2016 Report Share Posted December 18, 2016 @Brody find: if((_typeOfCursorTarget in DZE_LockableStorage) && _ownerID != "0" && (player distance _cursorTarget < 3)) then { above past: //Allow manage door if((_typeOfCursorTarget in DZE_DoorsLocked)) then { if (s_player_manageDoor < 0) then { s_player_manageDoor = player addAction ["<t color='#0059FF'>Manage Door</t>", "doorManagement\initDoorManagement.sqf", _cursorTarget, 5, false]; }; } else { player removeAction s_player_manageDoor; s_player_manageDoor = -1; }; also check your inbox, i send a msg with a full tuto for your files. Link to comment Share on other sites More sharing options...
Brody Posted December 20, 2016 Report Share Posted December 20, 2016 some how just doesnt work i dont have plot for life but it should work right ?? Link to comment Share on other sites More sharing options...
Brody Posted December 21, 2016 Report Share Posted December 21, 2016 Defines.hpp is plotmanagement and doormanagemend are the same FIX remove the defines.hpp line that you need to add to the discription Link to comment Share on other sites More sharing options...
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