Angrygargamel Posted May 26, 2015 Report Share Posted May 26, 2015 i tried to install the plot4life mod today (which is needed for the doormanagement which my players also want to have)... but since there is no real what-to-add-manual instead of the copy-the-whole-files-in-and-overwrite-everything i just gave up... to many files for my brain today... i worked around for hours to get the origins hud working bugfree :wacko: has anyone managed it to get it installed so it does its job and works bugfree yet? Link to comment Share on other sites More sharing options...
Cash Posted May 30, 2015 Report Share Posted May 30, 2015 I know I am being dense, but where in the heck are the trader config files? I need to adjust prices. Link to comment Share on other sites More sharing options...
ElDubya Posted May 30, 2015 Author Report Share Posted May 30, 2015 Mission / ZSC / Config / Category Link to comment Share on other sites More sharing options...
Cash Posted May 30, 2015 Report Share Posted May 30, 2015 Thanks El :) Link to comment Share on other sites More sharing options...
Boris62 Posted May 31, 2015 Report Share Posted May 31, 2015 Excellent assemblage, ElDubya. Health to you and prosperity to your family! There is the pair of questions as I not so well understand English. For what are necessary mining.area? Hasn't understood and at approach to sector swears on absence of the file. And, so, it is more and errors yet hasn't noticed. Yours faithfully, Boris. Link to comment Share on other sites More sharing options...
theduke Posted May 31, 2015 Report Share Posted May 31, 2015 i tried to install the plot4life mod today (which is needed for the doormanagement which my players also want to have)... but since there is no real what-to-add-manual instead of the copy-the-whole-files-in-and-overwrite-everything i just gave up... to many files for my brain today... i worked around for hours to get the origins hud working bugfree :wacko: has anyone managed it to get it installed so it does its job and works bugfree yet? I tried and had a hard time also..gave up for now. Then i stumbled upon a script somewhat similar to the plot for life. Plot management 2.1 I noticed it is already installed on this server as i was trying to install it. Maybe these 2 are causing a conflict. There are instructions for plot 2.1 for someone that already has plot for life. my understanding on plot 2.1 is that it is similar to plot for life. so i got a little confused. After dying, im still the plot owner, but i must add myself to the plot once i place the plot. The only issue ive had so far is it does not count the parts within the plot. I think im going to remove plot management if i can and try to reinstall it with plot for life. Will attempt in a couple days, will post back my findings. Link to comment Share on other sites More sharing options...
Angrygargamel Posted May 31, 2015 Report Share Posted May 31, 2015 yeah my issue is that i need the plot4life mod in order to get the doormanagement working... iirc it only works with plot4life... at least it says so in the entry text... EDIT: ok i finally read through the whole post of doormanagement and plot4life isnt needed for it... so i will stick with plotmanagement which does the same more or less... Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted June 1, 2015 Report Share Posted June 1, 2015 Two questions: Is there a way to make it so you don't have to build the houses in order (ie: Just build a stronghold if you want)? Is there a way to add other Origins buildables, like fortifications (http://dayz-origins.wikia.com/wiki/Fortifications)? Link to comment Share on other sites More sharing options...
Angrygargamel Posted June 1, 2015 Report Share Posted June 1, 2015 you can add every building if you know the classname... for skipping the lower levels and build only level3: also possible... just bypass the build checks of the lower levels... Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted June 1, 2015 Report Share Posted June 1, 2015 you can add every building if you know the classname... for skipping the lower levels and build only level3: also possible... just bypass the build checks of the lower levels... Ok, well if I figure out how to add the buildings and bypass the checks, I'll be sure to share it unless someone else does it first. Link to comment Share on other sites More sharing options...
BrendanP123 Posted June 1, 2015 Report Share Posted June 1, 2015 I've edited your scriptpack to work on namalsk but the only problem i have is when i have coins on my person and i log out i lose them, Any fixes for this? Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted June 1, 2015 Report Share Posted June 1, 2015 I've edited your scriptpack to work on namalsk but the only problem i have is when i have coins on my person and i log out i lose them, Any fixes for this? I've adapted this for Chernarus, Napf and Takistan and do not have this issue. I don't think it's an issue with the files as they are posted. Link to comment Share on other sites More sharing options...
ElDubya Posted June 1, 2015 Author Report Share Posted June 1, 2015 I've edited your scriptpack to work on namalsk but the only problem i have is when i have coins on my person and i log out i lose them, Any fixes for this? Yes, there is. Go back over the files and reverse whatever you did to cause this error. SchwEde 1 Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted June 2, 2015 Report Share Posted June 2, 2015 you can add every building if you know the classname... for skipping the lower levels and build only level3: also possible... just bypass the build checks of the lower levels... I've looked over the code and I just don't see where it checks to see if you've built in the right order. I think I figured out how to add other Origins building items in but even that I'm not entirely sure about. I tried adding a level 1 tower, but there's no option to build it when I build the construction box, only the option to build the level 1 house. Link to comment Share on other sites More sharing options...
Angrygargamel Posted June 2, 2015 Report Share Posted June 2, 2015 start your server.. and check the rpt log find this line 14:28:25 "HOUSE SERVER: Owners Are: B1 [] B2 [] B3 [] H1 ["xxxxxxxxxxx","xxxxxxxxxxx"] H2 ["xxxxxxxxxxx"] H3 [] SG ["xxxxxxxxxxx"] LG [] KING [] SH []" where xxxxxxxxxxx is the playerid of a houseowner... Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted June 2, 2015 Report Share Posted June 2, 2015 start your server.. and check the rpt log find this line 14:28:25 "HOUSE SERVER: Owners Are: B1 [] B2 [] B3 [] H1 ["xxxxxxxxxxx","xxxxxxxxxxx"] H2 ["xxxxxxxxxxx"] H3 [] SG ["xxxxxxxxxxx"] LG [] KING [] SH []" where xxxxxxxxxxx is the playerid of a houseowner... Yeah, I've seen that in the log. Link to comment Share on other sites More sharing options...
theduke Posted June 2, 2015 Report Share Posted June 2, 2015 Anyone getting this error in their RPT? _nil = [] execVM "\z\addo> 21:09:05 Error Undefined variable in expression: _handle 21:09:05 File mpmissions\DayZ_Epoch_13.Tavi\init.sqf, line 118 21:09:05 Error in expression <pawnCompiles.sqf"; waitUntil{scriptDone _handle}; }; Line 118 is the line in the init if (true) then { private "_handle"; _handle = [] execVM "\z\addons\dayz_server\FS_SpawnVehicles\FS_StaticVehicleSpawnCompiles.sqf"; waitUntil{scriptDone _handle}; //THIS IS LINE 118 }; FS_StaticVehicleSpawnCompiles.sqf does exist in my server files but beyond that, I'm not a coder so I don't know what is going wrong. Thanks in advance Try repacking your pbo with a new prefix, it might be corrupted. I had a similar error and repacked it using this and it worked. Use the files in the authentication fix folder and place them in the root of your server pbo and repack https://github.com/dayzai/DZAI Link to comment Share on other sites More sharing options...
Angrygargamel Posted June 2, 2015 Report Share Posted June 2, 2015 Yeah, I've seen that in the log. and in the file custom\fixes\fn_selfactions.sqf you can find this _hasLevel1 = (_playerUID in owner_H1 || _playerUID in owner_B1); _hasLevel2 = (_playerUID in owner_H2 || _playerUID in owner_B2); _hasLevel3 = (_playerUID in owner_H3 || _playerUID in owner_B3); _hasSG = (_playerUID in owner_SG); _hasLG = (_playerUID in owner_LG); _hasKING = (_playerUID in owner_KING); _hasSH = (_playerUID in owner_SH); { _houselevel = _x select 0; _humanityNeed = _x select 1; _actionText = _x select 2; _classname = _x select 3; _neededMaterials = _x select 4; _canBuildHouse = false; _canBuildGarage = false; _canBuildSH = false; if((_humanityNeed > 0 && _humanity >= _humanityNeed) || (_humanityNeed < 0 && _humanity <= _humanityNeed)) then { if(_houselevel in ["H1","B1"] && !_hasLevel1) then { _canBuildHouse = true; }; if(_houselevel in ["H2","B2"] && !_hasLevel2) then { _canBuildHouse = true; }; if(_houselevel in ["H3","B3"] && !_hasLevel3) then { _canBuildHouse = true; }; if(_houselevel in ["SGH","SGB"] && _hasLevel1 && !_hasSG) then { _canBuildGarage = true; }; if(_houselevel in ["LGH","LGB"] && _hasLevel3 && !_hasLG) then { _canBuildGarage = true; }; if(_houselevel in ["KINGH","KINGB"] && _hasLevel3 && _hasLG && !_hasKING) then { _canBuildGarage = true; }; if(_houselevel in ["SHH","SHB"] && _hasLevel1 && _hasLevel2 && _hasLevel3 && !_hasSH) then { _canBuildSH = true; }; }; ElDubya 1 Link to comment Share on other sites More sharing options...
way420 Posted June 2, 2015 Report Share Posted June 2, 2015 sorry to come off stupid but in sector be it seems like an event and if it is how to you activate it? or for that fact any event? Link to comment Share on other sites More sharing options...
ElDubya Posted June 2, 2015 Author Report Share Posted June 2, 2015 Sector B is active all the time with roaming AI, AI heli's patrolling and urals full of loot as reward. No need to "activate" anything. Isle Krk is the same, minus AI heli patrols. Link to comment Share on other sites More sharing options...
way420 Posted June 3, 2015 Report Share Posted June 3, 2015 Sector B is active all the time with roaming AI, AI heli's patrolling and urals full of loot as reward. No need to "activate" anything. Isle Krk is the same, minus AI heli patrols. ty so much ive been digging threw the files lookin for any super admin commands I thought I was missing sumthin how would I go about adding more men to that area yes noob? but this thing is over my skill level its so hugh Link to comment Share on other sites More sharing options...
Boris62 Posted June 5, 2015 Report Share Posted June 5, 2015 What means, the cobalt file? Where it to take? Link to comment Share on other sites More sharing options...
DaveA Posted June 5, 2015 Report Share Posted June 5, 2015 What means, the cobalt file? Where it to take? Take a look at the bottom of this page http://www.kylania.com/ex/ the item goes into the toolbelt. I used Noxsicarius's Epoch Admin Tools to spawn the crate that has all items it was in there. Link to comment Share on other sites More sharing options...
Boris62 Posted June 5, 2015 Report Share Posted June 5, 2015 Under your reference writes, the page is not found. Bamp, excuse. Link to comment Share on other sites More sharing options...
DaveA Posted June 6, 2015 Report Share Posted June 6, 2015 I am at work right now, but I found it by googling dayz and cobalt file ok home now lets see if I can get the link to work https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=5&cad=rja&uact=8&ved=0CDsQFjAE&url=http%3A%2F%2Fforums.bistudio.com%2Fshowthread.php%3F120736-Collecting-inventory-items&ei=vTRzVZ3kMoGhsQWTnIGADw&usg=AFQjCNHSV5E-UFDVM4x7-oaRW4V9P-VEwg Link to comment Share on other sites More sharing options...
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