-
Posts
2853 -
Joined
-
Last visited
-
Days Won
244
Reputation Activity
-
vbawol got a reaction from fr1nk in The currency system needs a complete do over
I am fine with Base 10 and it will make it easier to code, We will re-purpose the copper and silver, You already can make tin and Aluminum from tin cans and empty soda cans. All the bar types will be able to be traded in for gold coins.
-
vbawol got a reaction from happysan in The currency system needs a complete do over
Changing the animation is something we are going to do, as well as giving change. I think next patch 1.0.2.3-ish I will add a magazine item for a "coin pouch" that would hold 0-900 coins to replace all other lower bars as currency. All bars lower than 1oz of gold will just be trade-able into coins. This would be used for trades on items lower than 1oz of gold. When making change this item will be consumed and a item will be replaced with the proper change. Over 1oz Gold Bars will still be used and made to stack in 1oz increments (1-10oz). Briefcases will function the same as they always have but will store increments of 1oz (0-100oz). On selling the trade would look for partially filled "coin pouches","Bar Stacks","Briefcases" and append the output. On buying the trade will look first for the exact Item/change consume that item and return nothing. Otherwise it will give the highest denominations back as change, for example: Player has a coin pouch with 900 coins, makes a purchase costing 50 coins Returns: (900 - 50 = 850). Player has a coin pouch with 500 coins, makes a purchase costing 50 coins Returns: (500 - 50 = 450). Player has 10 x 1oz Gold Bars, makes a purchase costing 50 coins Returns: (10 - 1 = 9oz + 900 - 50 = 850). Player has 10 x 1oz Gold Bars, makes a purchase costing 1oz bar Returns: (10 - 1 = 9oz). Player has a Briefcase with 100 x 1oz bars, makes a purchase costing 1oz bar Returns: (100 - 1 = 99oz). Player has a Briefcase with 100 x 1oz bars, makes a purchase costing 50 coins Returns: (100 - 1 = 99oz + 900 - 50 = 850). (1-900) Coins (900-9000) Bars (9000-90000) Briefcase -
vbawol got a reaction from Kind-Sir in The currency system needs a complete do over
Changing the animation is something we are going to do, as well as giving change. I think next patch 1.0.2.3-ish I will add a magazine item for a "coin pouch" that would hold 0-900 coins to replace all other lower bars as currency. All bars lower than 1oz of gold will just be trade-able into coins. This would be used for trades on items lower than 1oz of gold. When making change this item will be consumed and a item will be replaced with the proper change. Over 1oz Gold Bars will still be used and made to stack in 1oz increments (1-10oz). Briefcases will function the same as they always have but will store increments of 1oz (0-100oz). On selling the trade would look for partially filled "coin pouches","Bar Stacks","Briefcases" and append the output. On buying the trade will look first for the exact Item/change consume that item and return nothing. Otherwise it will give the highest denominations back as change, for example: Player has a coin pouch with 900 coins, makes a purchase costing 50 coins Returns: (900 - 50 = 850). Player has a coin pouch with 500 coins, makes a purchase costing 50 coins Returns: (500 - 50 = 450). Player has 10 x 1oz Gold Bars, makes a purchase costing 50 coins Returns: (10 - 1 = 9oz + 900 - 50 = 850). Player has 10 x 1oz Gold Bars, makes a purchase costing 1oz bar Returns: (10 - 1 = 9oz). Player has a Briefcase with 100 x 1oz bars, makes a purchase costing 1oz bar Returns: (100 - 1 = 99oz). Player has a Briefcase with 100 x 1oz bars, makes a purchase costing 50 coins Returns: (100 - 1 = 99oz + 900 - 50 = 850). (1-900) Coins (900-9000) Bars (9000-90000) Briefcase -
vbawol got a reaction from itsatrap in The currency system needs a complete do over
Changing the animation is something we are going to do, as well as giving change. I think next patch 1.0.2.3-ish I will add a magazine item for a "coin pouch" that would hold 0-900 coins to replace all other lower bars as currency. All bars lower than 1oz of gold will just be trade-able into coins. This would be used for trades on items lower than 1oz of gold. When making change this item will be consumed and a item will be replaced with the proper change. Over 1oz Gold Bars will still be used and made to stack in 1oz increments (1-10oz). Briefcases will function the same as they always have but will store increments of 1oz (0-100oz). On selling the trade would look for partially filled "coin pouches","Bar Stacks","Briefcases" and append the output. On buying the trade will look first for the exact Item/change consume that item and return nothing. Otherwise it will give the highest denominations back as change, for example: Player has a coin pouch with 900 coins, makes a purchase costing 50 coins Returns: (900 - 50 = 850). Player has a coin pouch with 500 coins, makes a purchase costing 50 coins Returns: (500 - 50 = 450). Player has 10 x 1oz Gold Bars, makes a purchase costing 50 coins Returns: (10 - 1 = 9oz + 900 - 50 = 850). Player has 10 x 1oz Gold Bars, makes a purchase costing 1oz bar Returns: (10 - 1 = 9oz). Player has a Briefcase with 100 x 1oz bars, makes a purchase costing 1oz bar Returns: (100 - 1 = 99oz). Player has a Briefcase with 100 x 1oz bars, makes a purchase costing 50 coins Returns: (100 - 1 = 99oz + 900 - 50 = 850). (1-900) Coins (900-9000) Bars (9000-90000) Briefcase -
vbawol got a reaction from babylonstew in The currency system needs a complete do over
Changing the animation is something we are going to do, as well as giving change. I think next patch 1.0.2.3-ish I will add a magazine item for a "coin pouch" that would hold 0-900 coins to replace all other lower bars as currency. All bars lower than 1oz of gold will just be trade-able into coins. This would be used for trades on items lower than 1oz of gold. When making change this item will be consumed and a item will be replaced with the proper change. Over 1oz Gold Bars will still be used and made to stack in 1oz increments (1-10oz). Briefcases will function the same as they always have but will store increments of 1oz (0-100oz). On selling the trade would look for partially filled "coin pouches","Bar Stacks","Briefcases" and append the output. On buying the trade will look first for the exact Item/change consume that item and return nothing. Otherwise it will give the highest denominations back as change, for example: Player has a coin pouch with 900 coins, makes a purchase costing 50 coins Returns: (900 - 50 = 850). Player has a coin pouch with 500 coins, makes a purchase costing 50 coins Returns: (500 - 50 = 450). Player has 10 x 1oz Gold Bars, makes a purchase costing 50 coins Returns: (10 - 1 = 9oz + 900 - 50 = 850). Player has 10 x 1oz Gold Bars, makes a purchase costing 1oz bar Returns: (10 - 1 = 9oz). Player has a Briefcase with 100 x 1oz bars, makes a purchase costing 1oz bar Returns: (100 - 1 = 99oz). Player has a Briefcase with 100 x 1oz bars, makes a purchase costing 50 coins Returns: (100 - 1 = 99oz + 900 - 50 = 850). (1-900) Coins (900-9000) Bars (9000-90000) Briefcase -
vbawol got a reaction from Tactical Ex in The currency system needs a complete do over
Changing the animation is something we are going to do, as well as giving change. I think next patch 1.0.2.3-ish I will add a magazine item for a "coin pouch" that would hold 0-900 coins to replace all other lower bars as currency. All bars lower than 1oz of gold will just be trade-able into coins. This would be used for trades on items lower than 1oz of gold. When making change this item will be consumed and a item will be replaced with the proper change. Over 1oz Gold Bars will still be used and made to stack in 1oz increments (1-10oz). Briefcases will function the same as they always have but will store increments of 1oz (0-100oz). On selling the trade would look for partially filled "coin pouches","Bar Stacks","Briefcases" and append the output. On buying the trade will look first for the exact Item/change consume that item and return nothing. Otherwise it will give the highest denominations back as change, for example: Player has a coin pouch with 900 coins, makes a purchase costing 50 coins Returns: (900 - 50 = 850). Player has a coin pouch with 500 coins, makes a purchase costing 50 coins Returns: (500 - 50 = 450). Player has 10 x 1oz Gold Bars, makes a purchase costing 50 coins Returns: (10 - 1 = 9oz + 900 - 50 = 850). Player has 10 x 1oz Gold Bars, makes a purchase costing 1oz bar Returns: (10 - 1 = 9oz). Player has a Briefcase with 100 x 1oz bars, makes a purchase costing 1oz bar Returns: (100 - 1 = 99oz). Player has a Briefcase with 100 x 1oz bars, makes a purchase costing 50 coins Returns: (100 - 1 = 99oz + 900 - 50 = 850). (1-900) Coins (900-9000) Bars (9000-90000) Briefcase -
vbawol got a reaction from axeman in when running in windowed mode crafting will freeze when window focus is lost
Pretty sure it keeps chopping add -nopause to your command line if you want to allow the game to continue rendering.
-
vbawol got a reaction from axeman in Arma 3 Dayz Epoch
More or less, yes we are going to make a new mod for Arma 3 using all our assets/code furthermore it will not involve dayz.
-
vbawol got a reaction from Axle in Epoch Should have it's own Ai Bandit's etc.
Since there are pretty good AI mods to choose from we will likely keep the AI out of epoch base. If we develop/collaborate on our own that is somehow better we will include it.
-
vbawol got a reaction from Axle in Arma 3 Dayz Epoch
More or less, yes we are going to make a new mod for Arma 3 using all our assets/code furthermore it will not involve dayz.
-
vbawol got a reaction from jamastiene in Axeman's new lighting system in 1.0.2.1
Axeman has graciously added to 1.0.2.1 a very cool new lighting system that actually allows a running generator to light up streetlights, non enter-able houses, and light towers in a radius around the generator.
Please test this with players by editing your servers mission init.sqf. Change the following line from:
//Lights //[] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; To:
//Lights [] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Post your feedback or bugs here, Thanks!
-
-
vbawol got a reaction from Radiix in Way Too Much Loot
We will be reworking the loot system completely in the next patch after 1.0.2.1.
-
vbawol got a reaction from boxman80 in Base objects disappering
If CleanupPlacedAfterDays does not exist make sure its added under the [Objects] section.
-
vbawol got a reaction from axeman in Base Building Feedback pt2
Kind-Sir, it currently allows about 45 seconds, I think that 50 seconds sounds fine so I will go ahead and change that for the next patch.
-
vbawol got a reaction from PetuniaEpoch in 1.0.2 Numpad controls not working with custom debug monitor?
If you are using that version of dayz_spaceInterrupt then several other things are likely broken. You need to merge your custom changes with our most recent files otherwise you are loosing functionality.
Support for issues with custom changes need to be hashed out by the community as I simply cannot support every single custom change and still develop the mod. I will move this into the scripting help thread so you can get some input on your issue from others that may have already fixed it.
-
vbawol got a reaction from DayZCenter in [Release] Official Isla Duala Traders 1.0 - For Epoch 1.0.2
Thanks, This will be added to 1.0.2.1.
-
-
vbawol got a reaction from DanucasB in Base Building Feedback pt2
Kind-Sir, it currently allows about 45 seconds, I think that 50 seconds sounds fine so I will go ahead and change that for the next patch.
-
vbawol got a reaction from BetterDeadThanZed in Patch 1.0.2, should I wipe the database or keep it?
I know we already talked about this but for everyone else no database changes should be needed and the 1.0.2 sql will only update some trader data leaving everything else intact.
-
vbawol got a reaction from Achmed in Modular Building System [Large Door Locked]
This is a part of the next patch 1.0.2.
-
vbawol got a reaction from Kind-Sir in Server FPS
This is because we are not cleaning up properly in the current build. This will be addressed in the next patch and from our tests server and client FPS should get a nice increase.
-
vbawol got a reaction from Bungle in Hey Epoch Team
I think that is a good idea, I have added on the TODO list for the next patch.
-
vbawol got a reaction from Axle in 1.0.2 update - any eta?... FPS is low on current build :(
There is no set date, it will be released as soon as its ready.
-
vbawol got a reaction from jj808 in Vehicle list with cargo sizes
Good, I am slowing getting back into it.