BigEgg Posted December 28, 2017 Author Report Share Posted December 28, 2017 10 hours ago, _Lance_ said: Hey BigEgg, I noticed plot pole limits and plot size limits are merged into 1062, if I add this just to get the location restrictions and I don't add the parts about plot pole limits and plot sizes to the init - think this'll work? Guess I'm about to find out :D Hey Lance, I will have this updated in a couple hours when I am able to get on my P.C. Thanks for reminding me! HiThisIsTalla, hootytherednecknigger, Hooty ุ and 3 others 6 Link to comment Share on other sites More sharing options...
BigEgg Posted December 28, 2017 Author Report Share Posted December 28, 2017 I have gone ahead and updated the code for 1.0.6.2. I did make some small changes, which are untested. Please let me know if it fails to work :) Link to comment Share on other sites More sharing options...
_Lance_ Posted December 28, 2017 Report Share Posted December 28, 2017 Just now, BigEgg said: I have gone ahead and updated the code for 1.0.6.2. I did make some small changes, which are untested. Please let me know if it fails to work :) Ok I'm about to make a test run right now I'll add this in and let you know shortly, thanks! BigEgg 1 Link to comment Share on other sites More sharing options...
_Lance_ Posted December 28, 2017 Report Share Posted December 28, 2017 Sorry that took so long but I wanted to be sure - all I did was empty my dze_buildChecks.sqf and paste in the new code, verified I only had the buildings and cities blacklists in init.sqf - when on the server I am unable to build a plot pole anywhere, no message. Nothing in server RPT but these were in my client RPT: Spoiler ......"dayz_preloadFinished reset"..... ....."Loading custom client compiles"..... Error in expression <all fnc_getPos; _chk = count(nearObjects[_pos, [_x select 1], _dis]); if (_chk > Error position: <[_pos, [_x select 1], _dis]); if (_chk > Error Missing ) File mpmissions\__CUR_MP.Chernarus\scripts\BuildingRestrictions\dze_buildChecks.sqf, line 121 Error in expression <all fnc_getPos; _chk = count(nearObjects[_pos, [_x select 1], _dis]); if (_chk > Error position: <[_pos, [_x select 1], _dis]); if (_chk > Error Missing ) File mpmissions\__CUR_MP.Chernarus\scripts\BuildingRestrictions\dze_buildChecks.sqf, line 121 //--------------------------------------------------------------------------------------------------- .....[283.405,"onPreloadFinished"].... Error in expression < _this, true] call dze_buildChecks; if (_canBuild select 0) then { _classname = > Error position: <_canBuild select 0) then { _classname = > Error Undefined variable in expression: _canbuild File z\addons\dayz_code\actions\modular_build.sqf, line 90 Link to comment Share on other sites More sharing options...
BigEgg Posted December 28, 2017 Author Report Share Posted December 28, 2017 7 minutes ago, _Lance_ said: Sorry that took so long but I wanted to be sure - all I did was empty my dze_buildChecks.sqf and paste in the new code, verified I only had the buildings and cities blacklists in init.sqf - when on the server I am unable to build a plot pole anywhere, no message. Nothing in server RPT but these were in my client RPT: Hide contents ......"dayz_preloadFinished reset"..... ....."Loading custom client compiles"..... Error in expression <all fnc_getPos; _chk = count(nearObjects[_pos, [_x select 1], _dis]); if (_chk > Error position: <[_pos, [_x select 1], _dis]); if (_chk > Error Missing ) File mpmissions\__CUR_MP.Chernarus\scripts\BuildingRestrictions\dze_buildChecks.sqf, line 121 Error in expression <all fnc_getPos; _chk = count(nearObjects[_pos, [_x select 1], _dis]); if (_chk > Error position: <[_pos, [_x select 1], _dis]); if (_chk > Error Missing ) File mpmissions\__CUR_MP.Chernarus\scripts\BuildingRestrictions\dze_buildChecks.sqf, line 121 //--------------------------------------------------------------------------------------------------- .....[283.405,"onPreloadFinished"].... Error in expression < _this, true] call dze_buildChecks; if (_canBuild select 0) then { _classname = > Error position: <_canBuild select 0) then { _classname = > Error Undefined variable in expression: _canbuild File z\addons\dayz_code\actions\modular_build.sqf, line 90 Yup you did everything right. I have updated the code again (I don't have a test server going atm due to me reformatting my dedi). It should fix it, if not, please let me know. Thanks for helping me out :) Dumb mistake haha Link to comment Share on other sites More sharing options...
_Lance_ Posted December 28, 2017 Report Share Posted December 28, 2017 5 minutes ago, BigEgg said: Yup you did everything right. I have updated the code again (I don't have a test server going atm due to me reformatting my dedi). It should fix it, if not, please let me know. Thanks for helping me out :) Dumb mistake haha Alright give me a few mins and I'll let you know what I get, thanks. Link to comment Share on other sites More sharing options...
BigEgg Posted December 29, 2017 Author Report Share Posted December 29, 2017 Can confirm it is now working :) Link to comment Share on other sites More sharing options...
BigEgg Posted January 2, 2018 Author Report Share Posted January 2, 2018 I have updated this after @iben brought to my attention a good performance booster. The script will no longer check for black listed buildings if the player has already been blocked in a black listed location. OP updated. _Lance_ 1 Link to comment Share on other sites More sharing options...
kingpapawawa Posted January 24, 2018 Report Share Posted January 24, 2018 @BigEgg any way to block building above roads? Or make a setting that it has to be at least X meters above it. Link to comment Share on other sites More sharing options...
Relentless Posted January 24, 2018 Report Share Posted January 24, 2018 57 minutes ago, kingpapawawa said: @BigEgg any way to block building above roads? Or make a setting that it has to be at least X meters above it. Currently Epoch is using isOnRoad to check that. I don't think there is a way to check the height on that. The only solution that comes to my mind is using nearRoads. When building, you would have to check whether this gives something back and if the given back array is filled you have to cancel the building because roads are near but that would mean it blocks building near roads in general not only in height. Link to comment Share on other sites More sharing options...
Tricks Posted March 2, 2018 Report Share Posted March 2, 2018 Nevermind, I fixed the issue myself! Link to comment Share on other sites More sharing options...
l1nkrx7 Posted March 4, 2018 Report Share Posted March 4, 2018 should add this variables.sqf objects_requirePlot = ["FuelPump_DZ","LockboxStorageLocked","LockboxStorage","VaultStorage","VaultStorageLocked","TentStorage","TentStorageDomed","TentStorageDomed2"]; dze_buildChecks.sqf (merge) _classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create"); _requireplot = DZE_requireplot; if (isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then { _requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot"); }; if (_classname in objects_requirePlot) then { _requireplot = 1; }; this idea was not mine just got it from old snap build addon Link to comment Share on other sites More sharing options...
Tweety060286 Posted May 19, 2018 Report Share Posted May 19, 2018 wrong post Link to comment Share on other sites More sharing options...
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