On our test server we use the standard Survivor2_dz skin whilst testing things.
I'll run your code to test side in the next day or two when I'm not working.
I noticed that even when I'm the sole player on the server, if DZGM is working, I can click my own name to make the "Invite" button...
Yeah, DZGM works fine now Plot Management has been removed.
Normally I enjoy hunting down little problems like this... but this one has me genuinely stuck.
Anyway...
I have emailed the download link to you, ShootingBlanks.
I agree with your rant. I'm of the same mentality, DayZ should be difficult. That's part of the experience.
That being said, I mod the server for a friend because he doesn't have the time or know-how to do it himself. I rarely enter the server myself.
I'll roll back my files to a back-up from...
No no, I stumbled across Zupa's Single Currency Storage and decided to use that as a base instead and scrapped the old files.
Over the past 2 weeks or so I've slowed added things in. (Yes, some of it's crap but it's want the players want.)
I add stuff, test it for 2/3 days with a friend or two...
Here's my files:
https://www.dropbox.com/s/q31neo9t0pwv7od/Epoch Napf Coins.zip?dl=0
There's no problems at all in the .rpt.
I mention the the defines.hpp because the Plot Management install instructions say:
"Note If you already have a custom defines.hpp don't use ours."
Here...
.RPT is completely fine.
My description.ext looks like this:
http://pastebin.com/TNhLh9Sx
I'm currently digging through the defines.hpp of DZGM and PlotManagement to see what's the same/different.
A quick search of GitHub code reveals plenty of people running the 2 mods alongside...
Has anyone got this working along side Zupa's Plot Mangement?
After adding Plot Management we'd suddenly lost the "Invite" button.
Any ideas?
Here's the Plot Management code on GitHub should anyone wish to see.
https://github.com/DevZupa/PlotManagement
Thanks.
Here you go, thanks for taking the time to assist. I've probably over-looked something silly.
http://pastebin.com/nHvi9CsC
I renamed the dzgm\defines.hpp to DZGMdefines.hpp as a defines.hpp already existed. (Contains things like "#define CT_STATIC 1" and "RscStructuredText" but no RscTitles.
Thanks for the reply, however I'm on the latest DZGM version.
I've done some digging and come to the conclusion that the AsRemixHud is conflicting with DZGM somehow.
I disabled AsRemixHud in the init.sqf and DZGM worked fine. (However, icons were missing. Even some of the defaults.)
So my...
@ebay -
Ahh - gotcha!
I had the global variable braces/brackets code setup correctly.
I just didn't realize/notice the code that needed removing at the start and end of the .sqf's on pastebin as you mentioned.
I'll amend and test when I get home.
Thank you.
Instead of copying + pasting the code, would it be possible to keep it a bit neater and load .sqf's from the same folder?
i.e:
[] execVM "\z\addons\dayz_server\init\dropNukeCherno.sqf";
This looks like it would work but isn't for me.
I've probably missed something though.
Is it possible to alter your Bury Corpses code so that burying dead AI bandits isn't possible?
Not sure what the value for a bot/AI would be to add to:
if (!_isAlive and !_isZombie and !_isAnimal and _hasETool and _isMan and _canDo) then {
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