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[Alpha Release] Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).


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  On 5/25/2016 at 2:03 AM, Pro_Speedy said:

 

What exactly is the issue?

 

Have you checked both server and client rtp's?

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This arma2server.rpt

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After you combined fn_selfActions for me. I can't open lockbox. Don't have Unlock menu only have open menu.

And i try with vehicles input my coins to vehicles and restart. Still doesn't work.

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  On 5/25/2016 at 5:21 AM, J.Dominic said:

This arma2server.rpt

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After you combined fn_selfActions for me. I can't open lockbox. Don't have Unlock menu only have open menu.

And i try with vehicles input my coins to vehicles and restart. Still doesn't work.

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the open part is a good thing though right? if you place a safe/vault you shouldn't have to put the code in

 

and what about client rpt?

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  On 5/27/2016 at 12:20 AM, Pro_Speedy said:

if you are it's if you install p4l exactly how it's written your server_monitor and server_updateobject ect ect get moved to a 'custom' folder in the root of your game folder on the server

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Ok. I thinking to remove P4L it make my server have a lot of problem :)

Thank you every answers for help me Pro_Speedy.

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  On 5/27/2016 at 12:40 AM, J.Dominic said:

Ok. I thinking to remove P4L it make my server have a lot of problem :)

Thank you every answers for help me Pro_Speedy.

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I wouldn't remove it,

 

Either make your changes to the files and remember some of the server files are in that custom folder, or just move them back over to the server pbo and diffmerge the edits i can try and help you if you want.

 

server_monitor is called in your init and server_functions is called at the bottom of compiles.sqf in your mission

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  On 5/27/2016 at 12:47 AM, Pro_Speedy said:

I wouldn't remove it,

 

Either make your changes to the files and remember some of the server files are in that custom folder, or just move them back over to the server pbo and diffmerge the edits i can try and help you if you want.

 

server_monitor is called in your init and server_functions is called at the bottom of compiles.sqf in your mission

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Oh Thank you very much. I have only 1 problem about merge.

player_build =                compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\modular_build.sqf";

Original file

	player_build =				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";

I try to check modular_build.sqf in P4L only have little bit lines but in original file have a lot of lines.

What do you think about this problem?

http://pastebin.com/pSqWkpKD for  modular_build.sqf

http://pastebin.com/EPh0ue35 for player_build.sqf

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  On 5/27/2016 at 2:48 AM, J.Dominic said:

Oh Thank you very much. I have only 1 problem about merge.

player_build =                compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\modular_build.sqf";

Original file

	player_build =				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";

I try to check modular_build.sqf in P4L only have little bit lines but in original file have a lot of lines.

What do you think about this problem?

http://pastebin.com/pSqWkpKD for  modular_build.sqf

http://pastebin.com/EPh0ue35 for player_build.sqf

Expand  

 

p4l splits up the player build into many different files you should have lik buld_publish build_states ect ect

 

in my compiles mine is this

 

  Quote

if (DZE_modularBuild) then {
        fnc_SetPitchBankYaw =       compile preprocessFileLineNumbers "Custom\snap_pro\fnc_SetPitchBankYaw.sqf";
        DZE_build_vector_file =     "Custom\snap_pro\build_vectors.sqf";
        build_vectors =             compile preprocessFileLineNumbers DZE_build_vector_file;
        player_build =                compile preprocessFileLineNumbers "Custom\PlotForLifev2\modular_build.sqf";
        player_build_countNearby =    compile preprocessFileLineNumbers "Custom\PlotForLifev2\player_build_countNearby.sqf";
        player_build_states =        compile preprocessFileLineNumbers "Custom\PlotForLifev2\player_build_states.sqf";
        player_build_needNearby =    compile preprocessFileLineNumbers "Custom\PlotForLifev2\player_build_needNearby.sqf";
        player_build_getConfig =    compile preprocessFileLineNumbers "Custom\PlotForLifev2\player_build_getConfig.sqf";
        player_build_plotCheck =    compile preprocessFileLineNumbers "Custom\PlotForLifev2\player_build_plotCheck.sqf";
        player_build_buildReq =        compile preprocessFileLineNumbers "Custom\PlotForLifev2\player_build_buildReq.sqf";
        player_build_create =        compile preprocessFileLineNumbers "Custom\PlotForLifev2\player_build_create.sqf";
        player_build_controls =        compile preprocessFileLineNumbers "Custom\PlotForLifev2\player_build_controls.sqf";
        player_build_publish =        compile preprocessFileLineNumbers "Custom\PlotForLifev2\player_build_publish.sqf";
        DZE_snap_build_file =         "Custom\snap_pro\snap_build.sqf"; // Set as a global variable as it is also referenced in snapbuild.sqf
        snap_build =                 compile preprocessFileLineNumbers DZE_snap_build_file;
    } else {
        player_build =                compile preprocessFileLineNumbers "Custom\snap_pro\player_build.sqf";
    };

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  On 5/27/2016 at 1:14 PM, Pro_Speedy said:

 

p4l splits up the player build into many different files you should have lik buld_publish build_states ect ect

 

in my compiles mine is this

 

 

 

Expand  

This my compiles.sqf

if (DZE_modularBuild) then {
	player_build =				compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\modular_build.sqf";
	player_build_countNearby =	compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_countNearby.sqf";
	player_build_states =		compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_states.sqf";
	player_build_needNearby =	compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_needNearby.sqf";
	player_build_getConfig =	compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_getConfig.sqf";
	player_build_plotCheck =	compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_plotCheck.sqf";
	player_build_buildReq =		compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_buildReq.sqf";
	player_build_create =		compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_create.sqf";
	player_build_controls =		compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_controls.sqf";
	player_build_publish =		compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_publish.sqf";
	DZE_snap_build_file = 		"custom\Snap_Pro\snap_build.sqf"; // Set as a global variable as it is also referenced in snapbuild.sqf
	snap_build = 				compile preprocessFileLineNumbers DZE_snap_build_file;
} else {
	player_build =                compile preprocessFileLineNumbers "custom\player_build.sqf";
};

I use Andre Safe Zone and want to add some line to player_build.sqf. Can you help me?

Andre Safe Zone: http://epochmod.com/forum/topic/35701-andre-safe-zones-for-arma-2-its-good-man/

Now my Single Currency work. We must to move from this post?

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  On 5/28/2016 at 10:51 AM, J.Dominic said:

This my compiles.sqf

if (DZE_modularBuild) then {
	player_build =				compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\modular_build.sqf";
	player_build_countNearby =	compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_countNearby.sqf";
	player_build_states =		compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_states.sqf";
	player_build_needNearby =	compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_needNearby.sqf";
	player_build_getConfig =	compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_getConfig.sqf";
	player_build_plotCheck =	compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_plotCheck.sqf";
	player_build_buildReq =		compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_buildReq.sqf";
	player_build_create =		compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_create.sqf";
	player_build_controls =		compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_controls.sqf";
	player_build_publish =		compile preprocessFileLineNumbers "custom\A_Plot_for_Life\Action\player_build_publish.sqf";
	DZE_snap_build_file = 		"custom\Snap_Pro\snap_build.sqf"; // Set as a global variable as it is also referenced in snapbuild.sqf
	snap_build = 				compile preprocessFileLineNumbers DZE_snap_build_file;
} else {
	player_build =                compile preprocessFileLineNumbers "custom\player_build.sqf";
};

I use Andre Safe Zone and want to add some line to player_build.sqf. Can you help me?

Andre Safe Zone: http://epochmod.com/forum/topic/35701-andre-safe-zones-for-arma-2-its-good-man/

Now my Single Currency work. We must to move from this post?

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If you are talking about building near a trader part,

 

that would be in player_build_publish below the build on roads check as normal :)

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  On 5/28/2016 at 3:14 PM, Pro_Speedy said:

 

If you are talking about building near a trader part,

 

that would be in player_build_publish below the build on roads check as normal :)

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I want to add this line. Where i can add this code?

if(!donn_canbuild) then { _cancel = true; _reason = "\nCannot build on the no-build zone!"; }; //DONN

That for block some player build in set area.

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  On 5/29/2016 at 1:30 AM, J.Dominic said:

I want to add this line. Where i can add this code?

if(!donn_canbuild) then { _cancel = true; _reason = "\nCannot build on the no-build zone!"; }; //DONN

That for block some player build in set area.

Expand  

 

Like i said 

 

add it after

 

if (!DZE_BuildOnRoads) then {
	if (isOnRoad _position) then {
		_cancel = true;
		_reason = "Cannot build on a road.";
	};
};

 

 

doesn't really matter as long as it's before  "if(!_cancel) then {"

 

:)

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  On 5/29/2016 at 2:27 AM, Pro_Speedy said:

 

Like i said 

 

add it after

 

if (!DZE_BuildOnRoads) then {
	if (isOnRoad _position) then {
		_cancel = true;
		_reason = "Cannot build on a road.";
	};
};

 

 

doesn't really matter as long as it's before  "if(!_cancel) then {"

 

:)

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Thanks everythings good. Thank for help me Pro_Speedy :)

If i have other question can i PM to you?

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  • 2 weeks later...

having issues causing me to hang on waiting for server. rpt log is as follows. i saw a post about it earlier in the thread but all you said was updated zscdialogs.hpp. did not see any other advice on it.

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  • 1 month later...

Hey all,

Just got 3.0 installed and now I am getting this error that is preventing the server from booting up:

 

13:05:35 Error in expression <		_primary select 1;
_stats =		_primary select 2;
_state =		_primary select 3;
_>
13:05:35   Error position: <select 2;
_state =		_primary select 3;
_>
13:05:35   Error Zero divisor
13:05:35 File z\addons\dayz_server\compile\server_playerSetup.sqf, line 58

 

I have searched this issue and tried the one fix that was available, however it didn't work. Any help would be appreciated please and thanks!

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