DemonsGo Posted October 18, 2014 Report Share Posted October 18, 2014 If u have PlotMangement installed, keep using the plotManagement defines.hpp OR I did a visual update of the script. Download all HPP files again and overwrite them. This will fix your problems and makes all the buttons blue buttons Zupa what about my question? Link to comment Share on other sites More sharing options...
Tricks Posted October 18, 2014 Report Share Posted October 18, 2014 (edited) Ok got the defines.hpp issue resolved thank you. Now when I approach the door, "Manage Door" flashes for a second and then disappears. When I try unlock door, the combo appears but you cannot manipulate the lock. Is that a fn_selfactions.sqf error or InfiSTAR related? Client side RPT error: "fn_actons: [PlayerUID: 76561198096922910] [_ownerID: 76561198096922910] [DZE_Lock_Door: 000] [_characterID: 004] [typeOfCursorTarget: CinderWallDoorSmallLocked_DZ]" "[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]" Error in expression <ce getVariable['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location "fn_actons: [PlayerUID: 76561198096922910] [_ownerID: 76561198096922910] [_isModularDoor: false] [typeOfCursorTarget: CinderWallDoorSmallLocked_DZ]" "[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]" Edited October 18, 2014 by Tricks Link to comment Share on other sites More sharing options...
monkeybrain Posted October 18, 2014 Report Share Posted October 18, 2014 Ok got the defines.hpp issue resolved thank you. Now when I approach the door, "Manage Door" flashes for a second and then disappears. When I try unlock door, the combo appears but you cannot manipulate the lock. Is that a fn_selfactions.sqf error or InfiSTAR related? Client side RPT error: "fn_actons: [PlayerUID: 76561198096922910] [_ownerID: 76561198096922910] [DZE_Lock_Door: 000] [_characterID: 004] [typeOfCursorTarget: CinderWallDoorSmallLocked_DZ]" "[s_player_downgrade_build:-1 ] [s_player_lastTarget: [<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>] ] [_isRemovable: false ] [_isWreckBuilding: false ]" Error in expression <ce getVariable['UIDA',[]]; if !(_puid in _getvarID) then { if (count _get> Error position: <in _getvarID) then { if (count _get> Error in: Type String, expected Array,Object,Location "fn_actons: [PlayerUID: 76561198096922910] [_ownerID: 76561198096922910] [_isModularDoor: false] [typeOfCursorTarget: CinderWallDoorSmallLocked_DZ]" "[_isDestructable:false ] [_isWreck: false ] [_isRemovable: false ] [_isWreckBuilding: false ]" How did you fix your defines? Im using the new plotpole management ones now. zupa\skins\SkinGuui.hpp, line 7:MensClothing/Controls.RscText_9000: Undefined base class 'RscTextT' thats my problem still Link to comment Share on other sites More sharing options...
Tricks Posted October 18, 2014 Report Share Posted October 18, 2014 How did you fix your defines? Im using the new plotpole management ones now.zupa\skins\SkinGuui.hpp, line 7:MensClothing/Controls.RscText_9000: Undefined base class 'RscTextT' thats my problem still I was still calling the old defines from my description.txt that came with PlotManagement. I simply deleted those lines and pointed to the new ones from door management. But I'm still having the issue above. I think it has to do with my variables, but I followed the steps exactly. Hoping Zupa can help me tomorrow. Link to comment Share on other sites More sharing options...
Tricks Posted October 19, 2014 Report Share Posted October 19, 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 How did you fix this? Link to comment Share on other sites More sharing options...
Tricks Posted October 20, 2014 Report Share Posted October 20, 2014 My issue fixed. My anti hack was too old. Updated today and Zupa's awesome script works! Thanks Zupa and Chris! Link to comment Share on other sites More sharing options...
DemonsGo Posted October 21, 2014 Report Share Posted October 21, 2014 My clients have that error! Error in expression <false]; }; } else { player removeAction s_player_manageDoor; s_player_manageDoor> Error position: <s_player_manageDoor; s_player_manageDoor> Error Undefined variable in expression: s_player_managedoor File mpmissions\__CUR_MP.Napf\custom\fn_selfActions.sqf, line 590 Solved! Link to comment Share on other sites More sharing options...
Proximus Posted October 22, 2014 Report Share Posted October 22, 2014 Im getting these errors in client rpt.. any ideas ? Error Undefined variable in expression: server_updateobject File mpmissions\__CUR_MP.chernarus\Mods\snap_build\player_upgrade.sqf, line 207 Error in expression <VDZE_veh_Update"; PVDZE_veh_Update call server_updateObject; } else { {player a> Error position: <server_updateObject; } else { {player a> Taa :) I also have this error. Zupa tells him to define it in the compiles.sqf or he is missing files. It is this piece of code to add if not using p4l: _friendUID = getPlayerUID player; _friendName = name player; _friends = [[_friendUID,_friendName]] ; _object setVariable ["doorfriends", _friends, true]; PVDZE_veh_Update = [_object,"gear"]; publicVariableServer "PVDZE_veh_Update"; PVDZE_veh_Update call server_updateObject; I don't know how to do this, anyone willing to show me how to define it? ^_^ EDIT: Got this fixed! The code for non-plot4life you need to add in the player_upgrade.sqf is talking about server side. Because Build Vectors has his own player_upgrade.sqf i added it in there, but because this is client side, the server_updateObject couldn't be called. What i did is: if (isServer) then { PVDZE_veh_Update call server_updateObject; }; Done :D Link to comment Share on other sites More sharing options...
Proximus Posted October 22, 2014 Report Share Posted October 22, 2014 Eveything seems to work, except when i do the following steps Build cinder_garage_kit Upgrade it with door Upgrade it with lock Use eye-scan to unlock door Lock door Unlock door Then i'm getting this error: Error in expression < }; }; }; }; _y = _this call oplayer_unlockDoor; _y> Error position: <= _this call oplayer_unlockDoor; _y> Error Generic error in expression I have a feeling it is still trying to get the original player_unlockDoor My compiles looks like this (only contains lines from scripts that tell you to edit the compiles.sqf): //DZE Banking epoch_totalCurrency = { // total currency _total_currency = 0; { _part = (configFile >> "CfgMagazines" >> _x); _worth = (_part >> "worth"); if isNumber (_worth) then { _total_currency = _total_currency + getNumber(_worth); }; } count (magazines player); //------------------------------------------------------------------------DZE Piggd Banking System Start ------------------------------------------------------------------------ if(PDZE_PiggdBankSystem) then { _humanity = player getVariable["humanity",0]; _total_currency = _total_currency + _humanity; }; //------------------------------------------------------------------------DZE Piggd Banking System End ------------------------------------------------------------------------ _total_currency }; epoch_itemCost = { _trade_total = 0; { _part_in_configClass = configFile >> "CfgMagazines" >> (_x select 0); if (isClass (_part_in_configClass)) then { _part_inWorth = (_part_in_configClass >> "worth"); if isNumber (_part_inWorth) then { _trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1)); }; }; } count _this; //diag_log format["DEBUG TRADER ITEMCOST: %1", _this]; _trade_total }; //------------------------------------------------------------------------DZE Piggd Banking System Start ------------------------------------------------------------------------ epoch_returnChange = compile preprocessFileLineNumbers "fixes\epoch_returnChange.sqf"; //------------------------------------------------------------------------DZE Piggd Banking System End ------------------------------------------------------------------------ // usage [["partinclassname",4]] call epoch_returnChange; player_wearClothes = compile preprocessFileLineNumbers "fixes\player_wearClothes.sqf"; //Build Vectors if (!isDedicated) then { player_build = compile preprocessFileLineNumbers "fixes\player_build.sqf"; snap_build = compile preprocessFileLineNumbers "custom\snap_pro\snap_build.sqf"; dayz_spaceInterrupt = compile preprocessFileLineNumbers "fixes\dayz_spaceInterrupt.sqf"; fnc_usec_selfActions = compile preprocessFileLineNumbers "fixes\fn_selfActions.sqf"; player_lockVault = compile preprocessFileLineNumbers "fixes\player_lockVault.sqf"; player_unlockVault = compile preprocessFileLineNumbers "fixes\player_unlockVault.sqf"; }; //Precise Building KK_fnc_floatToString = { private "_arr"; if (abs (_this - _this % 1) == 0) exitWith { str _this }; _arr = toArray str abs (_this % 1); _arr set [0, 32]; toString (toArray str ( abs (_this - _this % 1) * _this / abs _this ) + _arr - [32]) }; KK_fnc_positionToString = { format [ "[%1,%2,%3]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_floatToString, _this select 2 call KK_fnc_floatToString ] }; //Zupa's Doormanagment 3.0 DoorGetFriends = compile preprocessFileLineNumbers "custom\doorManagement\doorGetFriends.sqf"; DoorNearbyHumans = compile preprocessFileLineNumbers "custom\doorManagement\doorNearbyHumans.sqf"; DoorAddFriend = compile preprocessFileLineNumbers "custom\doorManagement\doorAddFriend.sqf"; DoorRemoveFriend = compile preprocessFileLineNumbers "custom\doorManagement\doorRemoveFriend.sqf"; player_unlockDoor = compile preprocessFileLineNumbers "custom\doorManagement\player_unlockDoor.sqf"; player_unlockDoorCode = compile preprocessFileLineNumbers "custom\doorManagement\player_unlockDoorCode.sqf"; player_manageDoor = compile preprocessFileLineNumbers "custom\doorManagement\initDoorManagement.sqf"; player_enterCode = compile preprocessFileLineNumbers "custom\doorManagement\player_enterCode.sqf"; player_changeCombo = compile preprocessFileLineNumbers "custom\doorManagement\player_changeCombo.sqf"; /*DoorManagement End*/ //Walking Zeds by ZUPA zombie_generate = compile preprocessFileLineNumbers "custom\walkers\zombie_generate.sqf"; wild_spawnZombies = compile preprocessFileLineNumbers "custom\walkers\wild_spawnZombies.sqf"; //Remote Lock-Unlock player_selectSlot = compile preprocessFileLineNumbers "fixes\player_selectSlot.sqf"; fn_gearMenuChecks = compile preprocessFileLineNumbers "fixes\fn_gearMenuChecks.sqf"; local_lockUnlock = compile preprocessFileLineNumbers "fixes\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle //Recover Skins if (!isDedicated) then { player_death = compile preprocessFileLineNumbers "fixes\player_death.sqf"; }; Link to comment Share on other sites More sharing options...
CMDR. Taco Posted October 22, 2014 Report Share Posted October 22, 2014 Anyone having an issue where owners are being knocked out for about 30 seconds after a successful eye scan? Link to comment Share on other sites More sharing options...
Anarior Posted October 23, 2014 Report Share Posted October 23, 2014 I'm using the latest versions of Plot and Door management but I'm having occasional issues with the door friends list being wiped on maintenance even with Zupa's maintain_area script. Has anyone else had issues with this? Link to comment Share on other sites More sharing options...
Gebruedergrimm Posted October 25, 2014 Report Share Posted October 25, 2014 Hallo, first i want to thank you Zupa for these great Servermods. The script works fine but ive got the same issue as CMDR. When we open 3 doors all is fine. When we open the 4th door we get a Knockout. The rpt doesnt Show any Errors. I hope somebody can help me to fix it. Best Regards Gebruedergrimm Link to comment Share on other sites More sharing options...
IceBaer Posted October 30, 2014 Report Share Posted October 30, 2014 Anyone having an issue where owners are being knocked out for about 30 seconds after a successful eye scan? I'm using the latest versions of Plot and Door management but I'm having occasional issues with the door friends list being wiped on maintenance even with Zupa's maintain_area script. Has anyone else had issues with this? I got the same Problems, but with the difference i use only Door Managament not the Plot Management, but so far I could not eliminate the problems, if anybody have a fix for this, please let me know what i have to do. Link to comment Share on other sites More sharing options...
MarshMallow Posted October 30, 2014 Report Share Posted October 30, 2014 I get this error in the server RPT ErrorMessage: File mpmissions\dayz_epoch_11.Chernarus\doorManagement\defines.hpp, line 57: .RscFrame: Member already defined. Link to comment Share on other sites More sharing options...
Proximus Posted October 30, 2014 Report Share Posted October 30, 2014 Then you have a other .hpp file which already defines the RscFrame, just remove it from the Defines.hpp or you other .hpp Link to comment Share on other sites More sharing options...
MarshMallow Posted October 30, 2014 Report Share Posted October 30, 2014 Thanks :) Link to comment Share on other sites More sharing options...
MarshMallow Posted October 30, 2014 Report Share Posted October 30, 2014 Im now getting this error File mpmissions\dayz_epoch_11.Chernarus\doorManagement\doorUnlock.hpp, line 39: /ComboLockUI/Controls.ZupaButton_1: Undefined base class 'Zupa_RscButtonMenu' Link to comment Share on other sites More sharing options...
Vibe Posted November 1, 2014 Report Share Posted November 1, 2014 installed this, all seemed to have gone well but RPT is spammed with Server error: Player without identity I have Pfl, Vector build, admin build, snap pro, plot management and single currency installed. Link to comment Share on other sites More sharing options...
ShaneMartin Posted November 3, 2014 Report Share Posted November 3, 2014 Hi, I'm still having a problem with people that are deleting the first person who built the door. Is there a fix for this? Many thanks, Shane Link to comment Share on other sites More sharing options...
MG-Maximus Posted November 7, 2014 Report Share Posted November 7, 2014 Im now getting this error File mpmissions\dayz_epoch_11.Chernarus\doorManagement\doorUnlock.hpp, line 39: /ComboLockUI/Controls.ZupaButton_1: Undefined base class 'Zupa_RscButtonMenu' I believe you need to merge zupa's defines with yours? Use the program diffmerge and select the two defines and look for this rscbuttonmenu installed this, all seemed to have gone well but RPT is spammed with Server error: Player without identity I have Pfl, Vector build, admin build, snap pro, plot management and single currency installed. I dont think you need to worry about this as my rpt spams this too but still works Zupa you are the best! I absolutely love this script and its a players wet dream XD Link to comment Share on other sites More sharing options...
Zupa Posted November 7, 2014 Author Report Share Posted November 7, 2014 i'm gonna do a live stream later this evening with main idea of coding single currency default hive in 1 evening. I could make some time then to help out the poor fella's struggeling ^^ MG-Maximus 1 Link to comment Share on other sites More sharing options...
Zupa Posted November 7, 2014 Author Report Share Posted November 7, 2014 And we are life: http://www.twitch.tv/zupalicious Link to comment Share on other sites More sharing options...
Guest Posted November 10, 2014 Report Share Posted November 10, 2014 is there a way to add more than 6 to a plot pole? There are clans with more than 6 players in them that need more than 6. Anyone? nvmd..found out how.. its under plotaddfriends.sqf. is there a reason its set to 6? balancing issue? Link to comment Share on other sites More sharing options...
ShaneMartin Posted November 10, 2014 Report Share Posted November 10, 2014 Hi, currently having a problem with the doors losing the door friends after a restart, is there any fix for this? Link to comment Share on other sites More sharing options...
cen Posted November 10, 2014 Report Share Posted November 10, 2014 Zupa quick request. Can we reset the door owner once a lock is removed/replaced on the door. Right now the issue is that players will brute force a lock, grab the plot pole, replace the door lock, but the player who originally built the door can just use eye scan to open the door even though they don't know the new combination. Can we update the SteamID on the door to the person who places the LOCK, instead of who built the door? Thanks! Link to comment Share on other sites More sharing options...
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