Green_Thumb Posted July 10, 2015 Report Share Posted July 10, 2015 Hi guys, since ivé installed plot management by zupa i dont get an option to remove a cinder wall or other modular base building items. Plot management is working fine. but i think there is some mistake in step 5c in https://github.com/DevZupa/PlotManagement/blob/master/Modded_Epoch.md When i use this code //Allow owners to delete modulars if(_isModular && (dayz_characterID == _ownerID)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor && (dayz_characterID == _ownerID)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; instead of this ///Allow owners to delete modulars if(_isModular) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["ownerPUID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if ( _playerUID in _allowed && _ownerID in _allowed ) then { // // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(_ownerID == _playerUID)then{ _player_deleteBuild = true; }; }; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["ownerPUID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if ( _playerUID in _allowed && _ownerID in _allowed) then { // // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(_ownerID == _playerUID)then{ _player_deleteBuild = true; }; }; }; }; its working fine. i can remove all buildings i build. Link to comment Share on other sites More sharing options...
0 Green_Thumb Posted July 13, 2015 Author Report Share Posted July 13, 2015 bump Link to comment Share on other sites More sharing options...
0 NGHD Posted July 13, 2015 Report Share Posted July 13, 2015 ingame have you added your name to plotpole.. Link to comment Share on other sites More sharing options...
0 Thunderstorm0 Posted July 24, 2015 Report Share Posted July 24, 2015 //Allow owners to delete modulars if(_isModular) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["CharacterID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if ( dayz_characterID in _allowed && _ownerID in _allowed ) then { // // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(_ownerID == dayz_characterID)then{ _player_deleteBuild = true; }; }; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["CharacterID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if ( dayz_characterID in _allowed && _ownerID in _allowed) then { // // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(_ownerID == dayz_characterID)then{ _player_deleteBuild = true; }; }; }; }; That's What I changed and it seemed to be Functioning for me now Link to comment Share on other sites More sharing options...
0 Green_Thumb Posted July 29, 2015 Author Report Share Posted July 29, 2015 //Allow owners to delete modulars if(_isModular) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["CharacterID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if ( dayz_characterID in _allowed && _ownerID in _allowed ) then { // // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(_ownerID == dayz_characterID)then{ _player_deleteBuild = true; }; }; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["CharacterID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if ( dayz_characterID in _allowed && _ownerID in _allowed) then { // // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(_ownerID == dayz_characterID)then{ _player_deleteBuild = true; }; }; }; }; That's What I changed and it seemed to be Functioning for me now Dont work for me. Cant remove anything. no fresh placed walls and stuff Link to comment Share on other sites More sharing options...
0 ElDubya Posted July 29, 2015 Report Share Posted July 29, 2015 ///Allow owners to delete modulars if(_isModular) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["CharacterID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if (_owner == dayz_characterID || (getPlayerUID player) in _allowed) then { // // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(_owner == dayz_characterID)then{ _player_deleteBuild = true; }; }; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["CharacterID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if (_owner == dayz_characterID || (getPlayerUID player) in _allowed) then { // // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(_owner == dayz_characterID)then{ _player_deleteBuild = true; }; }; }; }; Link to comment Share on other sites More sharing options...
0 Green_Thumb Posted July 29, 2015 Author Report Share Posted July 29, 2015 ///Allow owners to delete modulars if(_isModular) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["CharacterID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if (_owner == dayz_characterID || (getPlayerUID player) in _allowed) then { // // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(_owner == dayz_characterID)then{ _player_deleteBuild = true; }; }; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["CharacterID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; if (_owner == dayz_characterID || (getPlayerUID player) in _allowed) then { // // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(_owner == dayz_characterID)then{ _player_deleteBuild = true; }; }; }; }; THANK YOU SO MUCH!!!!! WORKS! Link to comment Share on other sites More sharing options...
Question
Green_Thumb
Hi guys,
since ivé installed plot management by zupa i dont get an option to remove a cinder wall or other modular base building items.
Plot management is working fine. but i think there is some mistake in step 5c in https://github.com/DevZupa/PlotManagement/blob/master/Modded_Epoch.md
When i use this code
instead of this
its working fine. i can remove all buildings i build.
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