Jump to content

[Howto/Release] Tie PlayerUID To All Buildable Objects / Keep plot pole after death [No SQL Triggers] UPDATE 16/04/2014


Recommended Posts

line 537 and 538, i said you messed up, you didn't follow the instructions properly

 

I looked over the file three or four times, read the instructions a few times.

 

These are lines 537 and 538. What's wrong with them?

};
} else {

*edit* I think you meant 533 and 534. If so, you need to go back to your first post and take a look at the "packing my tent" instructions. Your formating of the post caused me to replace that code improperly.

 

This is how it should read:

 

now search for
//Packing my tent 
if(_isTent and (player distance _cursorTarget < 3)) then { 
if (_ownerID == dayz_characterID) then {

and replace it with

//Packing my tent 
if(_isTent and (player distance _cursorTarget < 3)) then { 
if (_ownerID == _playerUID) then {

You should probably fix the instructions for the "//Sleep" section, below it too.

Link to comment
Share on other sites

it's already reformatted and i did it multiple times, but no one else had the issue ;) you need to read the code not just blindly copy paste

 

Glad you finally fixed the formatting on the "//Packing my tent" section, so hopefully no one else will misread it. You haven't fixed the //Sleep section. You probably want to do that.

 

Also, I don't blindly copy and paste. In my time here I've made one or two mods on my server so I'm well aware how to follow instructions. However, when the formatting is all messed up in the instructions section, it's easy to miss something. Thanks for this script and hopefully you can convince awol to include this in Epoch (although I think it's a long shot).

Link to comment
Share on other sites

I've found another file that needs to be changed, 

 

I have a player reporting he can't remove doors with locks on them after replacing his plot pole, although he can remove/upgrade/downgrade walls. I haven't tried it but I'm assuming this is a bug or did I screw something else up?

this is due to the player Downgrade, i'm updating the tutorial now, this was a file that i overlooked. But my point still stands, please do multiple tests before reporting anything as a bug or i would have to test every single "bug" that server owners write to me about. i need a full report or I simply just can't make it a priority to look into

 

Updating guide now with a step 13.

Link to comment
Share on other sites

I have the option to downgrade the locks now, but it won't downgrade them because it thinks the plot pole nearby isn't affiliated with your lockable.

 

I put down a plot pole, put up a Large wood wall with locking door, regular wood wall with locking door and a wood garage door with a lock and I had the same result on all of them.

Link to comment
Share on other sites

I have the option to downgrade the locks now, but it won't downgrade them because it thinks the plot pole nearby isn't affiliated with your lockable.

 

I put down a plot pole, put up a Large wood wall with locking door, regular wood wall with locking door and a wood garage door with a lock and I had the same result on all of them.

 

You are correct, I get the same thing.  Other than that its a GREAT mod.

Link to comment
Share on other sites

 

  • any where you want to log anything from the client to the server log you use this code
    _log = (format["your text here: %1 %2 %3",your,variables,here]);WG_admin_Log = [_log];publicVariableServer "WG_admin_Log";
    The above code will show "Client To Server: your text here: your variables here" in the server RPT

Thats it for Client to server logging use it as you want, it helped me out alot! beside the Server and Client RPT

 

 

What does this mean? I do not know what to do, i´m from Germany and my English are not the best :unsure:

Link to comment
Share on other sites

Firstly absolutely brilliant mod !!

The feature works perfectly, but the option to tag a player as friendly is totally missing.

I have triple checked the how to and followed all the calls i can find and cant see anything wrong.

The option is just not there at all :(

Any ideas guys ?

Cheers

Link to comment
Share on other sites

Love this feature and very glad that you took the time to share with the community. Thanks for that. 

 

I am having something really strange that keeps me scratching my head. I followed the steps 1 by 1 and doubled checked but every time i build a plot pole it disappears! I can't build anything anywhere because the plot pole just vanishes. I do have OtterNas3 snap build. (  ) I might try to go full vanilla and try to add everything one by one, but that might be over kill!

 

I was able to build before the changes. Any ideas what would cause that to disappear? I know the OP doesn't want to support the mod so i was just asking to the public because i'm at a lose as to why this might happen. My RPT doesn't show any errors with any of the files that i modified.  Where can i put a diag_log to show me plot pole placement and player id/owner in the .rpt?

 

Any help would be greatly appreciated. Even just pointing in the right direction and i can figure it out from there. Don't normally post for help because i end up just researching and finding it out but this is very unique. 

 

Thank you again. 

 

My files: 

 

KRON_strings.sqf   ( http://pastebin.com/GYi7RdYJ )

 

player_updateGui.sqf ( http://pastebin.com/ih65bXD2 )

 

fn_damageActions.sqf ( http://pastebin.com/bP5tEW9T )

 

player_tagFriendly.sqf ( http://pastebin.com/kEXRKmsi )

 

remove.sqf ( http://pastebin.com/YVipd52d )

 

player_upgrade.sqf ( http://pastebin.com/Q2chAG4J )

 

player_buildingDowngrade.sqf ( http://pastebin.com/SuTj52ya )

 

player_build.sqf ( http://pastebin.com/ZYWFFAh3 )

 

compiles.sqf ( http://pastebin.com/kJeXUmsE )

 

my int.sqf has nul=[] execVM "KRON_Strings.sqf"; at the very bottom. 

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
  • Advertisement
×
×
  • Create New...