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Plot poles placed inside a wall


Sukkaed

Question

Latest trend is to go to other players base, remove their plot pole, place new one inside a wall or underground or inside a safe, wait for 10 days so their safes will unlock and then raid the base.

 

There is nothing that players can do when pot pole is glitched inside another object. So, I was thinking how could we make plot poles so they can't be placed inside another object.

 

Would it work if there is no "CAN_COLLIDE" when creating the object in player_build.sqf?

 

Maybe something like this?

If (_classname == "Plastic_Pole_EP1_DZ") then {
_object = createVehicle [_classname, _location, [], 0, ""];
}else{
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
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i been thinking about something like this aswell, cause im quite tierd of removing glitched plotpoles ... not sure if it will work with a nearobjects check of some kind, but idk where to even begin this.

I belive it will be a bit complex to have it check for objects, yet still let  the player build near them ... also you would still be able to place an object on top of the plotpole giving same glitched pole result.

 

im guessing if its possible to disallow buildings to glitch together (ex. walls crossing) it could possibly solve it, but that would most likely also leave small gaps between the buildings that players could possibly glitch through

 

if an idea strikes my mind, ill be happy to share tho

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I got this working fairly well with nearestObjects.

In player_build.sqf place right after "_location2 = getPosATL player;"

		_objectNear = count (nearestObjects[_location2,["TentStorage","TentStorageDomed","TentStorageDomed2", "VaultStorageLocked", "Hedgehog_DZ", "Sandbag1_DZ","BagFenceRound_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Land_HBarrier5_DZ","Fence_corrugated_DZ","M240Nest_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","Generator_DZ","StickFence_DZ","LightPole_DZ","FuelPump_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","SandNest_DZ","DeerStand_DZ","MetalPanel_DZ","WorkBench_DZ","WoodFloor_DZ","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","LockboxStorageLocked","WoodFloorHalf_DZ","WoodFloorQuarter_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodSmallWallThird_DZ","WoodLadder_DZ","Land_DZE_GarageWoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_WoodDoor","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","MetalFloor_DZ","WoodRamp_DZ","GunRack_DZ","FireBarrel_DZ","WoodCrate_DZ","Scaffolding_DZ","VaultStorage","LockboxStorage"],5]);        
                _poleNear = count (nearestObjects[_location2,["Plastic_Pole_EP1_DZ"],5]);
				
		if(_classname == "Plastic_Pole_EP1_DZ") then {				
		    if(_objectNear > 0) exitWith {	
		        _isOk = false;
			_cancel = true;
			_reason = "\nYou can't place plot pole within 5 meters from another object"; 
			detach _object;
		    };
		} else {					
		if(_poleNear > 0) exitWith {	
			_isOk = false;
			_cancel = true;
			_reason = "\nYou can't build within 5 meters from plot pole";
			detach _object;
		    };
		};

Not sure if 5 meters is too much for second floor but under 5 meters you can reach the plot pole with corner of a wall.

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