ARC_Solo Posted September 24, 2014 Report Share Posted September 24, 2014 Got this wokring fine except I still cant get the Blue "Manage Door" option to open anything, can only access management via the eye scan interface. Link to comment Share on other sites More sharing options...
CH!LL3R Posted September 24, 2014 Report Share Posted September 24, 2014 And another check.... simply deleted from the description this line #include "custom\Buildables\Crafting_Defines.hpp" and deleted this file from my custom\Buildables-Folder... Startinmg the Server results in stucking @ "Wait for Server to start authentification"..... but, if I do it like I do it, everything works fine... so what....? For me, all is good Link to comment Share on other sites More sharing options...
j0sty Posted September 24, 2014 Report Share Posted September 24, 2014 Everything works on my server Zupa, except the Scoll Menu option for door management. Just doesn't show up at all. Thanks for your work on this! Link to comment Share on other sites More sharing options...
Zupa Posted September 24, 2014 Author Report Share Posted September 24, 2014 Everything works on my server Zupa, except the Scoll Menu option for door management. Just doesn't show up at all. Thanks for your work on this! You have added the fn selfactiosn stuff? then check client.rpt for any mistakes Link to comment Share on other sites More sharing options...
ShaneMartin Posted September 24, 2014 Report Share Posted September 24, 2014 Zupa, I'm currently running an epoch server (non p4l) and if you die you can still manage the door and use eye scan but you can also delete yourself from the list, thus you cannot manage the door. Is it possible for you to not be able to delete yourself, or is it just because I haven't got p4l? Many thanks, Shane Link to comment Share on other sites More sharing options...
j0sty Posted September 24, 2014 Report Share Posted September 24, 2014 I put: //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, 0, false, true, "",""]; }; } else { player removeAction s_player_manageDoor; s_player_manageDoor = -1; }; above: //Allow owner to unlock vault Nothing still :( Link to comment Share on other sites More sharing options...
Zupa Posted September 24, 2014 Author Report Share Posted September 24, 2014 Zupa, I'm currently running an epoch server (non p4l) and if you die you can still manage the door and use eye scan but you can also delete yourself from the list, thus you cannot manage the door. Is it possible for you to not be able to delete yourself, or is it just because I haven't got p4l? Many thanks, Shane You can check if Index = 0 then dont remove fiend from list Link to comment Share on other sites More sharing options...
Anarior Posted September 25, 2014 Report Share Posted September 25, 2014 I put: //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, 0, false, true, "",""]; }; } else { player removeAction s_player_manageDoor; s_player_manageDoor = -1; }; above: //Allow owner to unlock vault Nothing still :( You're not alone. I've tried a few things to get to work but nothing so far. Link to comment Share on other sites More sharing options...
Zupa Posted September 25, 2014 Author Report Share Posted September 25, 2014 i'll have a look this evening, (currently just got at work). SO caan't really do tests. ^^ Link to comment Share on other sites More sharing options...
unicrow Posted September 25, 2014 Report Share Posted September 25, 2014 Hello guys Everything working fine for me, the only problem i have with manual code. Nothing happens after click, player_changeCombo custom added to compiler, original one "// tagged" Any idea? I have P4L, PlotManager, Vector Building, Snapp Pro 1.4 edit: ignore my question, just fixed Link to comment Share on other sites More sharing options...
justchil Posted September 27, 2014 Report Share Posted September 27, 2014 nvm Link to comment Share on other sites More sharing options...
ShaneMartin Posted September 28, 2014 Report Share Posted September 28, 2014 You can check if Index = 0 then dont remove fiend from list Where would I put this? Many thanks, Shane Link to comment Share on other sites More sharing options...
ruubje11 Posted September 28, 2014 Report Share Posted September 28, 2014 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\addons\doorManagement\initDoorManagement.sqf, line 13 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\addons\doorManagement\initDoorManagement.sqf, line 13 Some doors no work, why? Link to comment Share on other sites More sharing options...
MasterHaxor Posted September 29, 2014 Report Share Posted September 29, 2014 I'm currently running the latest P4L (2.33) and I'm having troubles getting the manual code and eye scan to work. Everytime I click the "eye scan" button, I hear a click and nothing happens... In the logs it just says the following: 8:52:32 "infiSTAR.de Log: DOOR UNLOCK ATTEMPT: ID:0 UID:47245257671203 BY Illdo(76561198025994694) @047127 Code Entered: 000 | Correct Code: 377" Clearly, something is wrong... In addition, it doesn't give me any messages such as "eye scan failed." When it comes to the manual code, the numbers won't turn in any direction (visually), but I can still hear the sound of it doing it. I've tried looking through the files for some errors, but I can't seem to find any. Any fix out there? :) Link to comment Share on other sites More sharing options...
cen Posted September 30, 2014 Report Share Posted September 30, 2014 Zupa what's up with this error? 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\addons\doorManagement\initDoorManagement.sqf, line 13 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\addons\doorManagement\initDoorManagement.sqf, line 13 Link to comment Share on other sites More sharing options...
Zupa Posted September 30, 2014 Author Report Share Posted September 30, 2014 Zupa what's up with this error? 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\addons\doorManagement\initDoorManagement.sqf, line 13 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\addons\doorManagement\initDoorManagement.sqf, line 13 hmm can you check if that happend on plotpole with a player with [ and ] in his name ( clan tag) probably ( in plotfriends, in gear) If so, i need to write some filters on the name to only allow a-z Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted October 1, 2014 Report Share Posted October 1, 2014 Zupa, Works perfectly ! Thank you so much for another terrific script. Link to comment Share on other sites More sharing options...
MasterHaxor Posted October 1, 2014 Report Share Posted October 1, 2014 Nvm, it was all my stupidity... I put the "//" in front of the door manager player sqls instead of the default ones :P Its all good :) Link to comment Share on other sites More sharing options...
IceBaer Posted October 2, 2014 Report Share Posted October 2, 2014 Good Morning, first off all i will thank Zupa for this awesome Script, finally no more Codes in my Head ;-) But we have a few Problems with the Script at the moment, the first thing is, that when we use the Maintain Area Function all Players in the Doors disappeared, that means you have to add yourself and friends again in the DoorManagement, we don´t use Plot4Life at the moment. The second problem is that the ScrollMenu "Manage Door" not come up, but this was already reported by a few people. Otherwise it works perfect. Thanks for your Time and Help. Link to comment Share on other sites More sharing options...
Zupa Posted October 2, 2014 Author Report Share Posted October 2, 2014 Good Morning, first off all i will thank Zupa for this awesome Script, finally no more Codes in my Head ;-) But we have a few Problems with the Script at the moment, the first thing is, that when we use the Maintain Area Function all Players in the Doors disappeared, that means you have to add yourself and friends again in the DoorManagement, we don´t use Plot4Life at the moment. The second problem is that the ScrollMenu "Manage Door" not come up, but this was already reported by a few people. Otherwise it works perfect. Thanks for your Time and Help. Godd you said so, You use my plotMangement 2.0? that should not affect the doors i think. It only refreshes the dates and HP of the door, hmm The object should not be changed UNLESS you use a custom maintain script? Link to comment Share on other sites More sharing options...
Zupa Posted October 2, 2014 Author Report Share Posted October 2, 2014 Update the selfaction function. Be sure u have the DZE_Lockeddoors variable set in variables sqf. Link to comment Share on other sites More sharing options...
IceBaer Posted October 2, 2014 Report Share Posted October 2, 2014 Godd you said so, You use my plotMangement 2.0? that should not affect the doors i think. It only refreshes the dates and HP of the door, hmm The object should not be changed UNLESS you use a custom maintain script? No we don´t use your plotManagement 2.0 at the moment, we don´t use a custom Script for Maintain, we had only adjustments on the Maintainance so that Player don´t have to pay for the Maintain. Update the selfaction function. Be sure u have the DZE_Lockeddoors variable set in variables sqf. The selfaction function is up to date, i have used the code from your frist post again and copied it into the selfaction function and in the variables.sqf is DZE_LockDoors also available, the only thing that is not in the variables.sqf is the code with Admins inside to manage every door, this is because we have it in the initDoorManagement.sqf and that works. That was a hint of a User for non Plot4Life use. Or is here the failure? I think it has nothing to do with the selfaction function (scroll menu "manage doors") or i´m wrong? Link to comment Share on other sites More sharing options...
Zupa Posted October 2, 2014 Author Report Share Posted October 2, 2014 No we don´t use your plotManagement 2.0 at the moment, we don´t use a custom Script for Maintain, we had only adjustments on the Maintainance so that Player don´t have to pay for the Maintain. The selfaction function is up to date, i have used the code from your frist post again and copied it into the selfaction function and in the variables.sqf is DZE_LockDoors also available, the only thing that is not in the variables.sqf is the code with Admins inside to manage every door, this is because we have it in the initDoorManagement.sqf and that works. That was a hint of a User for non Plot4Life use. Or is here the failure? I think it has nothing to do with the selfaction function (scroll menu "manage doors") or i´m wrong? I think you use the old kind o fmaintain script where it replaces the object instead of just updating the data in the database , can you post your maintain? 2. Do u get Manage Doors when u look at a door? Link to comment Share on other sites More sharing options...
IceBaer Posted October 2, 2014 Report Share Posted October 2, 2014 At the moment i can´t exactly say what we have changed for the no Maintainance costs, I'll look at it again and then post it here. 2. No i get nothing when i look at the doors. Link to comment Share on other sites More sharing options...
justchil Posted October 3, 2014 Report Share Posted October 3, 2014 FYI if you are using a mysql script to set damage on building parts to say 0.2 for maintaining... you will need to adjust your script / add a new query to take into account the plot pole no longer has a null/[] value in the inventory field.Otherwise you will have plot poles that do get maintained (damage removed) but the created/lastupdated date won't be updated so they will be removed in X days (whatever you have yours set to). Link to comment Share on other sites More sharing options...
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