Rythron Posted April 11, 2014 Report Share Posted April 11, 2014 Recheck step 12 Done changed them both.. Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted April 11, 2014 Author Report Share Posted April 11, 2014 Either you did some thing wrong when you edited player_build.sqf as the characterID field in the SQL should contain your PlayerUID and should not change at all. Or you have the SQL trigger to update on death, then remove it. This is a rewrite of the epoch system and is not depended of SQL trigger, actually you will fuck it up if you have the SQL trigger Link to comment Share on other sites More sharing options...
Rythron Posted April 11, 2014 Report Share Posted April 11, 2014 i have 3 triggers delete deadbodies DELETE FROM `Character_DATA` WHERE Alive = 0 delete vehicles DELETE FROM `Object_DATA` WHERE Damage = 1 and update stock UPDATE `Traders_DATA` SET qty=99 WHERE qty<10 every 12 hrs Link to comment Share on other sites More sharing options...
Rythron Posted April 11, 2014 Report Share Posted April 11, 2014 my player build Link to comment Share on other sites More sharing options...
Rythron Posted April 11, 2014 Report Share Posted April 11, 2014 im also using fast build as admin is that the trick? Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted April 11, 2014 Author Report Share Posted April 11, 2014 Trick to what? This solution works on both normal vanilla epoch and otternas and my version of build system As I say in the guide it's for vanilla but with simple logic you can apply it to both otternas and my build version, I even say at the point in the guide where you need to be aware if you use one of the snap build systems. Link to comment Share on other sites More sharing options...
Rythron Posted April 11, 2014 Report Share Posted April 11, 2014 perhaps that is messing the things up i mean. i use snap build I will try it as normal player! Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted April 11, 2014 Author Report Share Posted April 11, 2014 Nope I'm using my own snap build with this just fine. I might post my file tomorrow for you to compare with Link to comment Share on other sites More sharing options...
Nexarion Posted April 11, 2014 Report Share Posted April 11, 2014 I tried at least 5 hours to get this working onto my testserver until I realised, that there are no xxxxxxxxxxAX UID´s. There are just xxxxxxxxxx UID´s. I think the same problem will be at the main server? I can build up anything I want to but my Plotpole doens´t recognize any buildables and I´m not able to remove anything. I use your Custom right click with admin build and snap build and changed the player_build (the only where something is not like the installation) right I think. Edit: Forget about that. Just have seen your post in the help request thread about the UID´s. Have to figure out what I´m missing tomorrow. Think it´s too late to work through the code :) Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted April 12, 2014 Author Report Share Posted April 12, 2014 The changes will only test for ax and change ax to 999 if found, that's about it Link to comment Share on other sites More sharing options...
Nexarion Posted April 12, 2014 Report Share Posted April 12, 2014 I´ve double and tripple checked everything now... It seem´s like I can do everything exept of removing. The buildables are stored with the UID into the Database and I can upgrade all I want. Could there be a mess up with following code snipped out of the fn_selfActions.sqf ? // CURSOR TARGET ALIVE if(_isAlive) then { //Allow player to delete objects if(_isDestructable or _isWreck or _isRemovable or _isWreckBuilding) then { if(_hasToolbox and "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; //Allow owners to delete modulars if(_isModular and (dayz_characterID == _ownerID)) then { if(_hasToolbox and "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; // CURSOR TARGET VEHICLE if(_isVehicle) then { //flip vehicle small vehicles by your self and all other vehicles with help nearby if (!(canmove _cursorTarget) and (player distance _cursorTarget >= 2) and (count (crew _cursorTarget))== 0 and ((vectorUp _cursorTarget) select 2) < 0.5) then { _playersNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]); if(_isVehicletype or (_playersNear >= 2)) then { _player_flipveh = true; }; }; if(!_isMan and _ownerID != "0" and !(_cursorTarget isKindOf "Bicycle")) then { _player_lockUnlock_crtl = true; }; }; }; Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted April 12, 2014 Author Report Share Posted April 12, 2014 good catch forgot to add that to the tut, even in the one on my website. thx mate updating the tut now. it's a bit hard to remember all steps when doing it without notes and then when writing the tut have to retrace all the steps i did. :) Stupid me i know ;) Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted April 12, 2014 Author Report Share Posted April 12, 2014 Step 12 updated Link to comment Share on other sites More sharing options...
Cramps2 Posted April 12, 2014 Report Share Posted April 12, 2014 Now if we could convince AWOL that losing access to your plot pole upon death is really bad, and to integrate this into the next version of Epoch, we'd be good. +1 Link to comment Share on other sites More sharing options...
Nexarion Posted April 12, 2014 Report Share Posted April 12, 2014 good catch forgot to add that to the tut, even in the one on my website. thx mate updating the tut now. it's a bit hard to remember all steps when doing it without notes and then when writing the tut have to retrace all the steps i did. :) Stupid me i know ;) Glad I could help ;) And now I know that I understand the coding a bit :D Link to comment Share on other sites More sharing options...
Nexarion Posted April 12, 2014 Report Share Posted April 12, 2014 Sorry for OT, but I try to figure out why I don´t get the option to remove things I´ve built... Where do I find a "list" of "ModularItems"? It seems like there is my problem and I just want to check everything... Another thing I could imagine, is there an option to deactivate the removing of builditems global? Link to comment Share on other sites More sharing options...
MrAlfred Posted April 12, 2014 Report Share Posted April 12, 2014 (edited) Can you remove wrecks? Because i cant anymore.. Maybe i fu*ked up something.. nvm i hade removed the whole if(_player_deleteBuild) then { if (s_player_deleteBuild < 0) then { s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "custom\remove.sqf",_cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_deleteBuild; s_player_deleteBuild = -1; }; haha Edited April 12, 2014 by MrAlfred Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted April 12, 2014 Author Report Share Posted April 12, 2014 Sorry for OT, but I try to figure out why I don´t get the option to remove things I´ve built... Where do I find a "list" of "ModularItems"? It seems like there is my problem and I just want to check everything... Another thing I could imagine, is there an option to deactivate the removing of builditems global? variables.sqf search "DZE_isRemovable" Link to comment Share on other sites More sharing options...
Rythron Posted April 12, 2014 Report Share Posted April 12, 2014 the same still after death the id changes with the character in the database but i cannot build .. any thoughts? Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted April 12, 2014 Author Report Share Posted April 12, 2014 on your SQL run show triggers; i'm sure you have a trigger that update the character field Link to comment Share on other sites More sharing options...
Nexarion Posted April 12, 2014 Report Share Posted April 12, 2014 variables.sqf search "DZE_isRemovable" Not much in there: DZE_isRemovable = ["Fence_corrugated_DZ","M240Nest_DZ","ParkBench_DZ","Plastic_Pole_EP1_DZ","FireBarrel_DZ","Scaffolding_DZ"]; But I havn´t changed anything in there... would it be ok, If I place all of the dayz_allowedObjects in it or would that cause any trouble? Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted April 12, 2014 Author Report Share Posted April 12, 2014 only add objects that you wat to be able to remove :) and remember any objects in that array every one will be able to remove Link to comment Share on other sites More sharing options...
Nexarion Posted April 12, 2014 Report Share Posted April 12, 2014 One last thing... in fn_sefSctions.sqf I find: _isModular = _cursorTarget isKindOf "ModularItems"; _isRemovable = _typeOfCursorTarget in DZE_isRemovable; . .. ... //Allow player to delete objects if(_isDestructable or _isWreck or _isRemovable or _isWreckBuilding) then { if(_hasToolbox and "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; //Allow owners to delete modulars if(_isModular and (_playerUID == _ownerID)) then { if(_hasToolbox and "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; For me this sounds like these are different Array´s of items. "Modular" and "IsRemovable". Could it be that I smashed up my "modular" Items? They have to be declared somewhere but I can´t find them. I know which one are Modular, but because of some events or missing files my system doesn´t know what is a modular item, so I can´t remove it. I found it... havn´t had declared _playerUID. I gave you the hint that there is missing something and havn´t made it myself :D Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted April 12, 2014 Author Report Share Posted April 12, 2014 ModularItems is a class definition and not an array and is defined in the hpp files where DZE_isRemovable is an array in the variables array. refer to my last post as i've updated it Link to comment Share on other sites More sharing options...
WGC GeekGarage Posted April 12, 2014 Author Report Share Posted April 12, 2014 To be able to remove custom items as an owner this is how you would go about it: In your variables.sqf i would recommend near dayz_allowedObjects create a new public array containing the objects you would be able to remove i call mine WG_OwnerRemove =[]; insert any classname you want from the custom build system. in the custom fn_selfAction.sqf find _isModular = _cursorTarget isKindOf "ModularItems"; and change it to _isModular = ((_cursorTarget isKindOf "ModularItems") or ((typeOf _cursorTarget) in WG_OwnerRemove)); now as we have a custom remove also change this _isModular = _obj isKindOf "ModularItems"; to this _isModular = ((_obj isKindOf "ModularItems") or ((typeOf _cursorTarget) in WG_OwnerRemove)); Now please lets get back to OT if you have any more custom build related questions post them there Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now