ElDubya Posted March 18, 2015 Report Share Posted March 18, 2015 Hi all, Just wondering what I have to alter to make it a requirement to have a plotpole to place safes and tents down? I have DZE_requireplot = 1; enabled on the server, but people can still dot the landscape with safes and plotpoles, and I want to remove that option. Thanks Link to comment Share on other sites More sharing options...
0 seelenapparat Posted March 18, 2015 Report Share Posted March 18, 2015 it is not implemented, that theye items require a plotpole. you would need to alter the code for placing tents and safes to achieve this. Link to comment Share on other sites More sharing options...
0 cen Posted March 18, 2015 Report Share Posted March 18, 2015 You would need to change the .hpp files to requireplot = 1 instead of 0. https://github.com/vbawol/DayZ-Epoch/blob/bbfd03dbf701f0496b239522a4db10516ceb5dab/SQF/dayz_code/Configs/CfgVehicles/DZE/LockboxStorage.hpp https://github.com/vbawol/DayZ-Epoch/blob/bbfd03dbf701f0496b239522a4db10516ceb5dab/SQF/dayz_code/Configs/CfgVehicles/DZE/VaultStorage.hpp https://github.com/vbawol/DayZ-Epoch/blob/bbfd03dbf701f0496b239522a4db10516ceb5dab/SQF/dayz_code/Configs/CfgVehicles/DZE/TentStorage.hpp Link to comment Share on other sites More sharing options...
0 SchwEde Posted March 18, 2015 Report Share Posted March 18, 2015 wouldnt it be easier to define an array in player_build with items which require a pole instead of including new configs? EDIT: Something like this: player_build.sqf search for _requireplot = DZE_requireplot; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then { _requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot"); }; add after: if (_classname in schwedes_requirePlot) then { _requireplot = 1; }; in your variables.sqf search for DZE_UnLockedStorage = ... add below schwedes_requirePlot = ["VaultStorage","VaultStorageLocked","TentStorage","TentStorageDomed","TentStorageDomed2"]; buildings which should require a plot you can add/remove as many buildings as you want to, test it tell us the results =) Buck0 and cen 2 Link to comment Share on other sites More sharing options...
0 ElDubya Posted March 19, 2015 Author Report Share Posted March 19, 2015 Works great man, cheers :) Link to comment Share on other sites More sharing options...
0 ElDubya Posted March 28, 2015 Author Report Share Posted March 28, 2015 Is there a script in circulation that limits each player to one plotpole? Like if they go to put another one down, a message pops up telling them they already have a plotpole and can not place another? Link to comment Share on other sites More sharing options...
0 SchwEde Posted March 28, 2015 Report Share Posted March 28, 2015 Yes this can be done. As soon as I got time I will look how to get this done, or someone else will show how in the meantime ^^ Link to comment Share on other sites More sharing options...
0 ElDubya Posted March 28, 2015 Author Report Share Posted March 28, 2015 SchwEde to the rescue! :) Link to comment Share on other sites More sharing options...
0 ElDubya Posted May 7, 2015 Author Report Share Posted May 7, 2015 Any news on this single plotpole front SchwEde? :) Link to comment Share on other sites More sharing options...
0 SchwEde Posted May 7, 2015 Report Share Posted May 7, 2015 sry totally forgot about this ;D Will have a look on it today:) This only can be done with P4L. the reason should be obvious? Link to comment Share on other sites More sharing options...
0 ElDubya Posted May 7, 2015 Author Report Share Posted May 7, 2015 Hmm, I don't use P4L, I am using Plot Management :( Link to comment Share on other sites More sharing options...
0 SchwEde Posted May 7, 2015 Report Share Posted May 7, 2015 Is Plot Management setting an owner of the plot? If so it is possible to get this done with it, otherwise it is easy to exploit, by simply remove this player from the plot and add them after he build his pole back. Link to comment Share on other sites More sharing options...
0 Buck0 Posted May 7, 2015 Report Share Posted May 7, 2015 do it for pp4l lots of others will find a use for it Link to comment Share on other sites More sharing options...
0 SchwEde Posted May 7, 2015 Report Share Posted May 7, 2015 will first finish some real life things, then will try to get this done, shouldnt take to long :) Link to comment Share on other sites More sharing options...
0 SchwEde Posted May 7, 2015 Report Share Posted May 7, 2015 ok here it is: For PP4L Users: after the variables _classname is defined place this: _hasPole = false; if (_classname == "Plastic_Pole_EP1_DZ") then { _hasPole = [] call Schwedes_Plot_Check; }; if (_hasPole) exitWith { DZE_ActionInProgress = false; cutText ["You cannot build another Pole!", "PLAIN DOWN"];}; go to your compiles.sqf place this in the !isDedicated Section Schwedes_Plot_Check = compile preprocessFileLineNumbers "Path_to\maxplotcheck.sqf"; create a file called maxplotcheck paste this in there and safe everything: //Author: Schwede //Credits: ElDubya private ["_hasPole","_Pole","_playerUID"]; _playerUID = getPlayerUID player; //get all the Poles on Map _Pole = []; _Pole = [0,0,0] nearEntities [["Plastic_Pole_EP1_DZ"], 10000000]; { //get Owner ID for each Pole if ((_x getVariable["OwnerPUID","0"]) == _playerUID) exitWith { _hasPole = true;}; } count _Pole; _hasPole Safe and Done This will allow players only to have one Pole on the Map, but it also could be added an option to have a max number of plots. Will add this in if you guys want it, till then...wll here you go, a plot pole limitation ;D Buck0 1 Link to comment Share on other sites More sharing options...
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ElDubya
Hi all,
Just wondering what I have to alter to make it a requirement to have a plotpole to place safes and tents down? I have
enabled on the server, but people can still dot the landscape with safes and plotpoles, and I want to remove that option.
Thanks
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