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Zupa got a reaction from j0sty in [WIP] Extended Clothing Concept - Who would want this?
This can be solved.
[_newUnit] joinSilent createGroup WEST; -
Zupa got a reaction from j0sty in [WIP] Extended Clothing Concept - Who would want this?
player_switchModel
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Zupa got a reaction from StiflersM0M in [WIP] Extended Clothing Concept - Who would want this?
player_switchModel
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Zupa got a reaction from Glenn in Anyone have a Gold Only Currency/Coin Script
lol, digging up old threads are we? ^^
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Zupa got a reaction from davetd in Retexture Vehicles server-side!
Alot of vehicles use multiple textures.
The number states which area is retextured.
This differes from vehicle to vehicle
_vehicle setObjectTexture [0, _texture ]; _vehicle setObjectTexture [1, _texture ]; _vehicle setObjectTexture [2, _texture ]; -
Zupa got a reaction from don2k7 in Paint vehicles?
Link me up ^^, maybe we can do something with it then ^^ , but 26 mb is big xp
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Zupa reacted to Rocu in [FIX] Better trade_ files (proper logging, etc)
I was browsing through the files that SC provided us and I noticed that most of the trade_* files lack some features and have some bugs in them. For me the most annoying thing was logging which made it rather difficult to keep track of who's buying what. So I took the time to review all of the trade_ files and fixed what needed fixing.
Currently these files only work with Soul's DLL.
What did I change?
trade_any_bicycle.sqf - logging fixed trade_any_boat.sqf - logging fixed trade_any_vehicle.sqf - logging fixed trade_backpacks.sqf - logging fixed, added a check if player already has a backpack when buying a new one trade_items.sqf - logging added (didn't have any logging at all) trade_weapons.sqf - logging fixed, added a check that prevents buying 2 primaries in a single slot So instead of these logs:
18:44:11 "EPOCH SERVERTRADE: Player: ROCU[] (xx) sold a Coins in/at trader city Branibor for 1x Coins" You now get something much more readable like:
18:44:11 "EPOCH SERVERTRADE: Player: ROCU[] (xx) bought a FoodmuttonCooked in/at trader city Branibor for 120x Coins" 18:45:12 "EPOCH SERVERTRADE: Player: ROCU[] (xx) sold a FoodmuttonCooked in/at Unknown Trader for 60x Coins" 18:52:33 "EPOCH SERVERTRADE: Player: ROCU[] (xx) bought a DZ_GunBag_EP1 in/at trader city Sabina for 6000x Coins" 19:28:16 "EPOCH SERVERTRADE: Player: ROCU[] (xx) sold a ItemVault in/at trader city Bilgrad for 100000x Coins" On top of that I tidied the code up a bit where possible. I removed the systemChat messages because they were unnecessary and full of grammar errors. Also logs now display "Unknown trader" instead of "Any" if you aren't in a trader zone.
Download
Download available here! [GitHub]
Mirror link available here! [upload.ee]
Edit// Due to popular demand I also made a second version of these files without the trading animation in it. They're in my GitHub (link above) in the folder gold (No Animation). If you don't want to use the "No Animation" files then just ignore/delete that folder.
Copy & replace these files into your \gold\ folder inside your mission's PBO. Remember to back up the old files just in case.
If you want a step-by-step guide instead of copy & replace, check here:
(Note! It is recommended that you use my files instead of doing it step-by-step. Step-by-step only includes the more critical fixes and not much else.)
Be aware
Even tho I tested these files pretty thoroughly I can't guarantee that they work perfectly on your server. It all depends which mods you have installed and how heavily modified your files are. Speaking of which, if you have modified your trade_ files before for a different mod, I suggest applying the mod changes to my fixed files not the other way around. And remember: backup.
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Zupa got a reaction from Airwaves Man in [Release] 2.1 Plot Management - UPDATED Object Counter
Plot Management 2.1 With Object Counter
By Zupa & rosska85
Explanation
This scripts adds a dialog to the plotpole where you can add people form the surroundings to your plotpole. They will be able to build for ALWAYS in the radius of that plotpole untill he gets removed from the plotpole. Everyone on the plot can "Manage" the plot. Owner will always be the highest power on the plote.
If you dont use plotForLife mod and you add yourself to the plot, you will alwyas be able to build even after you die.
Add yourself in admin list (fn selfactions section), so admin can manage all plots.
Technical
The people on the plotpole gets saved to the DB in the gear variable of the plotpole. The friends are in the plotfriends variable.
[["46446465","Zupa],["456749879","MyLonelyFriend"]
Maintain Version:
You can use the maintain version with Default of SingleCurrency version of Epoch. This will allow you to maintain the area in your plot management menu!
Show the plot area with a fancy dome made by Zero Remorse's Scripter!
Preview any cost before it gets spent!
Credits
rosska85 : His people saving on the plotpole gear field! Maca: The idea and code inspiration for this public mod Zero Remorse: Great Dome to show plot area.
Screenshot
Default Version:
NEW Maintain version:
Installation
Files needed:
https://github.com/DevZupa/PlotManagement
Download it with the zip button on right side.
Installation Instructions are on the github readme's
MAINTAIN VERSION 2.1 !:
Which files are updated:
plotObjects.sqf (new) initPlotManagement.sqf (udpated) plotManagement.hpp add extra line in compiles.sqf change 1 number in player_build.sqf
Same as the default but also add
MaintainPlot = compile preprocessFileLineNumbers "zupa\plotManagement\maintain_area.sqf"; PlotPreview = compile preprocessFileLineNumbers "zupa\plotManagement\plotToggleMarkers.sqf"; PlotObjects = compile preprocessFileLineNumbers "zupa\plotManagement\plotObjects.sqf"; // NEW to your compiles.sqf after
if (!isDedicated) then { Now default max range is 30m to check if there are too many objects in one spot.
Lets change that to the plotRadius, so my plot menu can show u how many objects ( that can be maintain) are still able to be build.
in player_build.sqf
look in a IF for:
nearObjects ["All",30]change that to
nearObjects ["All",DZE_PlotPole select 0]To change maintani price ( for default very obvious in maintain_area.sqf). for single currency
change the 1 to any price you want per object.
_theCost = _count * 1;For example
_theCost = _count * 150; // 150 coins per object. INFINISTAR:
Add the following number to the dialogs array:
711194 AND
Add
"PlotManagement" to
_cMenu = You've succesfull have plotManagement
NEW Update 1.1:
Github updated with file:
plotNearbyHumans - ALLPLAYERS.sqf
Rename to:
plotNearbyHumans.sqf (overwrite default)
IF YOU WANT ALL PLAYERS LISTED ON THE LEFT
New Update 2.0:
Fixed all players showing in list Added maintain area/ preview area cost/ preview area (in a dome)
IF you have single currency user the maintain_areaSC as maintain_area ( rename it and delete the other one).
Important info:
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Zupa got a reaction from CartoonrBOY in BTC Fast Rope - Overpoch
I'm probably releasing a enchanced version of this . With smoother controlls ( sometimes pain in the ass to get the option to do it withthe default one).
And godmode from actually actions to catch the fall damage, instead of 8 seconds sleep.
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Zupa got a reaction from Thay-skill3d in [RELEASE] Vehicle Godmode in Plotpoles & Safezones & Everywhere Locked 2.0
Updated the first post.
In the config you can activate it now.
default true ^^
NOT tested, but should work
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Zupa got a reaction from looter809 in [RELEASE] Vehicle Godmode in Plotpoles & Safezones & Everywhere Locked 2.0
Vehicle Godmode in Plotpoles & Safezones & Everywhere Locked 2.0 Fixed
This scripts adds a configurable file where u can set the following options:
Vechicles godmode in safezones Vechiles godmode in plotpole areas Locked or all vehicles godmoded Only donaters godmode vehicles in plotpole areas. As soon someone is in them, DESTROY THEM Added later: Locked Vechicles all over the map.
Added later: Option to allow damage on vehicles with gear in them even when locked at plotpoles
In your compiles.sqf ABOVE:
initialized = true; place
fnc_usec_damageVehicle = compile preprocessFileLineNumbers "zupa\fn_damageHandlerVehicle.sqf"; //Event handler run on damage vehicle_handleDamage = compile preprocessFileLineNumbers "zupa\vehicle_handleDamage.sqf"; and make a file in "zupa" folder called "vehicle_handleDamage.sqf" with inside:
FIXED CODE
private["_selection","_state","_strH","_total","_unit"]; //***Zupa Config ****// _godmodeVechilesEverywhere = false; // Godmode on all locked vehicles _onlyLockedVehicles = true; //Plotarea: Godmode for Only locked vehicles (true) or locked and unlocked(false) _onlyVehicleWithoutGear = true; // Only godmode on vehicles that hold no gear. _safeZoneGodVehicle = true; // Godmode vehicles in safezones. (or specific zone's) // donator plotpole only works with PLOT FOR LIFE, set FALSE if you dont have it. _donatorsPlots = false; // True = only godmode vehicles for donaters in the list, False = godmode for every guy. _plotDonators = ["76561198101253426","505"]; // PUID's of poeple who donated for plotpole // Chernarus safezone area's - change these to other coordinates for other maps. ( You can also add specific locations on the map. _safezones = [ [[5070.75,9729.54],100,"Air"], [[1606.6443,7803.5156],100,"Bandit"], [[4063.4226,11664.19],100,"Bash"], [[12944.227,12766.889],100,"Hero"], [[11447.472,11364.504],100,"Klen"], [[6315.88,7791.3],100,"Stary"] // [[x,y],distance,"just name"] ]; //***END Config ****// _unit = _this select 0; _selection = _this select 1; _total = _this select 2; _state = true; _HPBefore = -1; if (_selection != "") then { _strH = "hit_" + _selection; _HPBefore = [_unit,_strH] call object_getHit; } else { _strH = "totalDmg"; _HPBefore = getDammage _unit; }; if(_total > _HPBefore)then{ if((locked _unit && _godmodeVechilesEverywhere && (count (crew _unit)) < 1))then{_state = false; }; if(_state)then{ if(_safeZoneGodVehicle )then{ {if ((_unit distance (_x select 0)) < (_x select 1)) then {_state = false; };} forEach _safezones; }; }; if(_state)then{ _gearCount = 0; if(_onlyVehicleWithoutGear)then{ //_weaps = count(getWeaponCargo _unit); //_mags = count(getMagazineCargo _unit); //_backs = count(getBackpackCargo _unit); //_gearCount = _gearCount + _weaps + _mags + _backs; }; _plots = nearestObjects [_unit, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; if((count(_plots) > 0))then{ _thePlot = _plots select 0; _plotOwner = _thePlot getVariable ["ownerPUID",0]; if ( (_gearCount == 0) &&(locked _unit || !(_onlyLockedVehicles) ) && (count (crew _unit)) < 1 && ( !(_donatorsPlots) || (_plotOwner in _plotDonators))) then {_state = false; }; }; }; }; //fix if(_state)then{ if (_total >= 0.98) then { _total = 1.0; }; if (local _unit) then { if (_total > 0) then { _unit setVariable [_strH, _total, true]; _unit setHit [_selection, _total]; if (isServer) then { [_unit, "damage"] call server_updateObject; } else { PVDZE_veh_Update = [_unit,"damage"]; publicVariableServer "PVDZE_veh_Update"; }; }; } else { // vehicle is not local to this client, ask the client which vehicle is local to set damage /* PVS/PVC - Skaronator */ PVDZE_send = [_unit,"VehHandleDam",_this]; publicVariableServer "PVDZE_send"; }; }else{ _total = _HPBefore; }; // all "HandleDamage event" functions should return the effective damage that the engine will record for that part _total AND in "zupa" folder: fn_damageHandlerVehicle.sqf
scriptName "Functions\misc\fn_damageHandler.sqf"; /*********************************************************** PROCESS DAMAGE TO A UNIT - Function - [unit, selectionName, damage, source, projectile] call fnc_usec_damageHandler; ************************************************************/ private ["_unit","_hit","_damage","_total"]; _unit = _this select 0; _hit = _this select 1; _damage = _this select 2; //_source = _this select 3; //_ammo = _this select 4; _total = _damage; _state = true; //***Zupa Config ****// _godmodeVechilesEverywhere = false; // Godmode on all locked vehicles _onlyLockedVehicles = true; //Plotarea: Godmode for Only locked vehicles (true) or locked and unlocked(false) _onlyVehicleWithoutGear = true; // Only godmode on vehicles that hold no gear. _safeZoneGodVehicle = true; // Godmode vehicles in safezones. (or specific zone's) // donator plotpole only works with PLOT FOR LIFE, set FALSE if you dont have it. _donatorsPlots = false; // True = only godmode vehicles for donaters in the list, False = godmode for every guy. _plotDonators = ["76561198101253426","505"]; // PUID's of poeple who donated for plotpole // Chernarus safezone area's - change these to other coordinates for other maps. ( You can also add specific locations on the map. _safezones = [ [[5070.75,9729.54],100,"Air"], [[1606.6443,7803.5156],100,"Bandit"], [[4063.4226,11664.19],100,"Bash"], [[12944.227,12766.889],100,"Hero"], [[11447.472,11364.504],100,"Klen"], [[6315.88,7791.3],100,"Stary"] // [[x,y],distance,"just name"] ]; //***END Config ****// systemChat "checks"; if((locked _unit && _godmodeVechilesEverywhere && (count (crew _unit)) < 1))then{_state = false; }; if(_state)then{ if(_safeZoneGodVehicle )then{ {if ((_unit distance (_x select 0)) < (_x select 1)) then {_state = false; };} forEach _safezones; }; }; if(_state)then{ _gearCount = 0; if(_onlyVehicleWithoutGear)then{ //_weaps = count(getWeaponCargo _unit); //_mags = count(getMagazineCargo _unit); //_backs = count(getBackpackCargo _unit); //_gearCount = _gearCount + _weaps + _mags + _backs; }; _plots = nearestObjects [_unit, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; if((count(_plots) > 0))then{ _thePlot = _plots select 0; _plotOwner = _thePlot getVariable ["ownerPUID",0]; if ( (_gearCount == 0) &&(locked _unit || !(_onlyLockedVehicles) ) && (count (crew _unit)) < 1 && ( !(_donatorsPlots) || (_plotOwner in _plotDonators))) then {_state = false; }; }; }; //diag_log ("DAMAGE VEH: " + typeof(_unit) + " / " + str(_hit) + " / " + str(_damage) + " / " + str(getDammage _unit)); if (local _unit && _state) then { _total = [_unit,_hit,_damage] call object_setHitServer; }; _total -
Zupa got a reaction from Mama41 in [ALL] The Great Library Of Single Currency Scripts & Solutions
The following topic contains addons or rewritten scripts for single currency.
Core Scripts
Single Currency 3.0 Storage - Zupa
New independet release, RECOMMENDED
Single Currency 1.1 - Zupa
The Scripts that makes this all happen. Currently always start installing the currency with this topic. It will set up your first version for you to choose to update to souls 2.0 updates (recommendend.)
In the close future i will make an officia SC 2.0 release.
Single Currency 2.0 ( Extension) - Soul
The soon to be official release but currently only an update to 1.1. Install 1.1 and update to this version to enjoy the best performace and support on your server.
Single Currency Development functions - Zupa
These functions provide easy implementation of adding and removing money in your script to support single currency. They should be in the 1.1 and 2.0 release but better check to be sure.
Single Currency Traders - Zupa
This folder contains compatible traders with the cfgtraders provided. I'll try to extend it as soon as possible, if someone has working traders and is willing to share them to the list, please do contact me.
SC Traders
Script Extensions
Maintain Single Currency (2.0 only) - Mcgough
This script allows you maintain at a plotpole with cash.
Smelting Items-Coins - Storm
This script allows you to smelt your coins into bars and the otherway arround next to a burning object.
Admins Tools & Infistar AH Single Currency actions on players - Rocu, Chunk
This script allows an admin to remove/give coins from a player.
Infistar AH Spectate players bank and cash - PeterBeer
This script allows an admin to see cash and bank while spectating a person.
Transfer Money from ATM - Rocu
Allows you to transfer money form one account to antother one.
Scripts made compatible with SC
JAEM Chopper Evac SC - Zupa
Changes to the original script to work with single currency.
Axe Cop Service Points SC - Zupa
Changes to the original script to work with single currency.
http://epochmod.com/forum/index.php?/topic/15464-release-single-currency-axe-cop-service-points-for-sc/
Advanced Alchemical Crafting SC - Zupa
Changes to the original script to work with single currency.
http://epochmod.com/forum/index.php?/topic/16203-advanced-alchemical-crafting-v33/?p=126080
Axe Cop Multy Character Select SC - Soul
Changes to the original script to work with single currency.
Map Addons/Changes
Central Chernarus Bank - Chunk, No Captain Chunk
A big bank in stary
http://epochmod.com/forum/index.php?/topic/16004-addon-central-chernarus-bank/
Napf Banks - Pwn3dNexus
Banks for Napf
Napf Banks
Banker NPC's - MGM
NPC's as bankers
http://epochmod.com/forum/index.php?/topic/16597-release-banker-npcs-to-replace-atm-objects/
Sahrani Banks & Changes - KingRaymond795
Banks for Sahrani
http://epochmod.com/forum/index.php?/topic/28432-sahrani-map-addons/
Usefull Guides
Money on AI - Zupa
Allows you to put money on AI.
http://epochmod.com/forum/index.php?/topic/15737-put-coins-on-ai/?p=117979
Freeze Objects & Banks into place - Soul, Storm
Allows you to make an item static, so it will never move. This stops players from knocking over banks.
http://epochmod.com/forum/index.php?/topic/15485-how-to-stop-users-from-knocking-down-the-atm/?p=121203
Custom Debug Monitor - PeterBeer
Guide + files for a more detailed debug monitor.
http://epochmod.com/forum/index.php?/topic/15437-tutorial-custom-debug-stats/
Custom Default Ammount in Fields - Zupa
Allows you to change the default 1 in your bank and give player dialogs.
http://epochmod.com/forum/index.php?/topic/16591-resolved-in-banking-menu-default-amount-is-prepopulated-with-1/
Remove trade animations - Peterbeer, Zupa
Allows you remove the trading animation
http://epochmod.com/forum/index.php?/topic/15911-tutorial-remove-animation-for-trading/
Add Traders and TradersItems with Single Currency - Chunk
Guide how to make new traders and add items to traders.
http://epochmod.com/forum/index.php?/topic/16386-tutorial-adding-custom-traders-with-single-currency-extras/
Common Issues -> Fixed
Bank Not Saving - Rocu, Soul, Zupa
Common Solution to fix bank value not saving to DB.
http://epochmod.com/forum/index.php?/topic/15924-issue-banking-data-not-saving-for-new-players-fixed/
Fix Money And Bank after skin change - Soul
Fixes the reset of money and bank when you change clothes
http://epochmod.com/forum/index.php?/topic/15449-fix-cashmoney-bankmoney-loss-after-skinchangehumanity-morph/
Fix - Better trade files - Rocu
Fixes the issue of the rpt logs when trading. Does bettter logging of trade activties
http://epochmod.com/forum/index.php?/topic/16750-fix-better-trade-files-proper-logging-etc/
More added later
Do you think your scripts/addon/guide should get added? Give me a message and i will evaluate the possibility. -
Zupa reacted to Sandbird in [Release] Manual execution of Epoch Events
So i figured it out how to do it....Manually start epoch events or any custom event you've made.
There might be too much code to change in your files but i like to keep things tidy, thats why so many additions.
Step 1 (editing your dayz_server.pbo)
Extract your dayz_server.pbo and go to folder \dayz_server\compile\
Inside there make a new file called: server_adminspawnEvent.sqf and paste the following code inside
private ["_date","_key","_result","_outcome","_datestr","_event"]; diag_log("MANUAL EPOCH EVENT INIT"); _event = _this select 0; _key = "CHILD:307:"; _result = _key call server_hiveReadWrite; _outcome = _result select 0; if(_outcome == "PASS") then { _date = _result select 1; _datestr = str(_date); diag_log ("RUNNING EVENT: " + (_event) + " on " + _datestr); [] execVM "\z\addons\dayz_server\modules\" + (_event) + ".sqf"; }; Open file: init\server_functions.sqf
Under line:
server_maintainArea = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_maintainArea.sqf"; add this:
server_adminspawnEvent = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_adminspawnEvent.sqf"; Step 2 (editing your missionfile.pbo)
Extract your missionfile and locate your publicEH.sqf then search for
"PVDZE_maintainArea" addPublicVariableEventHandler {(_this select 1) spawn server_maintainArea}; under that add this:
"PVDZE_spawnEvent" addPublicVariableEventHandler {(_this select 1) spawn server_adminspawnEvent}; Note: If you dont have publicEH.sqf (meaning you are not overwriting it....then open your compiles.sqf and add this line at the bottom INSIDE if (isServer) then { .... It should work there as well. If not post here.
---------------------------------------------
Now make a new file in the root directory of your mission folder called superadmins.sqf (if you dont have something similar already). Inside there add the UIDs of your admins.
The people allowed to run the events manually.
Example code inside the superadmins.sqf:
["12312321313","232323232","1231231231","2323234","123123131","23232323"]; //An array of 6 admin UIDs ---------------------------------------------
Now open your fn_selfactions.sqf. At the top after the first values are initiated ... (do it somewhere after _onLadder = ......) add this:
_adminsList= call compile preProcessFileLineNumbers "superadmins.sqf"; if(("ItemMap_Debug" in items player) and ((getPlayerUID player) in _adminsList)) then { if (s_player_run_events < 0) then { s_player_run_events = player addaction [("<t color=""#0074E8"">" + ("Events Menu") +"</t>"),"custom\execute.sqf","",5,false,true,"",""]; }; } else { player removeAction s_player_run_events; s_player_run_events = -1; }; Now if are a control freak like me, you would like the script to be executed by admins, and also not to have the select Option in your face all the time.
Thats why i added the if(("ItemMap_Debug" in items player)... So only if you have the Debug map in your inventory you will see the option to start an event. If you dont want this then change the second line above to this:
if((getPlayerUID player) in _adminsList) then { --------------------------------------------
Now make a folder in your root mission folder called custom (or put the script wherever you want...just make sure you put the right path above in the addaction.
Inside the folder make a new file called execute.sqf and add the following code:
private ["_adminList"]; _adminList = call compile preProcessFileLineNumbers "superadmins.sqf"; // Recheck if player is allowed to run this if ((getPlayerUID player) in _adminList) then { adminmenu = [ ["",true], ["Supplyitems", [2], "", -5, [["expression", '["Supplyitems"] call SNDB_CALL']], "1", "1"], ["Treasure", [3], "", -5, [["expression", '["Treasure"] call SNDB_CALL']], "1", "1"], ["Sidemissions", [4], "", -5, [["expression", '["Sidemissions"] call SNDB_CALL']], "1", "1"], ["Construction", [5], "", -5, [["expression", '["Construction"] call SNDB_CALL']], "1", "1"], ["Military", [6], "", -5, [["expression", '["Military"] call SNDB_CALL']], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; }; showCommandingMenu "#USER:adminmenu"; SNDB_CALL = { DO_THIS = { PVDZE_spawnEvent = [_this select 0]; publicVariableServer "PVDZE_spawnEvent"; }; call DO_THIS; }; As you can see this is the menu. If you want to add/change/remove events you have to follow some rules.
Notice the incremental number next to the Event names. (2,3,4,5,6) you have to follow that increment...First one must be 2, last one 12 (make a new page if you want more) You have to add the name of the event twice.....First is the menu option you'll see igame, and just before call SNDB_CALL is the name of the FILENAME of the event, located in your dayz_server\modules.
Step 3 (Initializations and Antihack exceptions)
Open your variables.sqf located somewhere in your mission folder.
Search for dayz_resetSelfActions = {
add this before the end of the last bracket :
s_player_run_events = -1; ----------------------------------------------
If you are using infistar AH add these to your config file.....you know where :)
,s_player_run_events and also this :
,"#USER:adminmenu" This way, lower admins will be able to start events....
-----------------------------------------------------------
PS: Incase you are getting kicked like do this: (he has heavily modified his mission files, so do this only if you are getting kicked)
If you get kicked for Publicvariable 3 then just place this !="PVDZE_spawnEvent" at the end of the 4th line Enjoy.
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Zupa got a reaction from Chunk. No Captain Chunk. in [ADDON] Central Chernarus Bank
yes Sir. Dont forget ; at the end though!
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Zupa got a reaction from unrealPANDA in [ALL] The Great Library Of Single Currency Scripts & Solutions
The following topic contains addons or rewritten scripts for single currency.
Core Scripts
Single Currency 3.0 Storage - Zupa
New independet release, RECOMMENDED
Single Currency 1.1 - Zupa
The Scripts that makes this all happen. Currently always start installing the currency with this topic. It will set up your first version for you to choose to update to souls 2.0 updates (recommendend.)
In the close future i will make an officia SC 2.0 release.
Single Currency 2.0 ( Extension) - Soul
The soon to be official release but currently only an update to 1.1. Install 1.1 and update to this version to enjoy the best performace and support on your server.
Single Currency Development functions - Zupa
These functions provide easy implementation of adding and removing money in your script to support single currency. They should be in the 1.1 and 2.0 release but better check to be sure.
Single Currency Traders - Zupa
This folder contains compatible traders with the cfgtraders provided. I'll try to extend it as soon as possible, if someone has working traders and is willing to share them to the list, please do contact me.
SC Traders
Script Extensions
Maintain Single Currency (2.0 only) - Mcgough
This script allows you maintain at a plotpole with cash.
Smelting Items-Coins - Storm
This script allows you to smelt your coins into bars and the otherway arround next to a burning object.
Admins Tools & Infistar AH Single Currency actions on players - Rocu, Chunk
This script allows an admin to remove/give coins from a player.
Infistar AH Spectate players bank and cash - PeterBeer
This script allows an admin to see cash and bank while spectating a person.
Transfer Money from ATM - Rocu
Allows you to transfer money form one account to antother one.
Scripts made compatible with SC
JAEM Chopper Evac SC - Zupa
Changes to the original script to work with single currency.
Axe Cop Service Points SC - Zupa
Changes to the original script to work with single currency.
http://epochmod.com/forum/index.php?/topic/15464-release-single-currency-axe-cop-service-points-for-sc/
Advanced Alchemical Crafting SC - Zupa
Changes to the original script to work with single currency.
http://epochmod.com/forum/index.php?/topic/16203-advanced-alchemical-crafting-v33/?p=126080
Axe Cop Multy Character Select SC - Soul
Changes to the original script to work with single currency.
Map Addons/Changes
Central Chernarus Bank - Chunk, No Captain Chunk
A big bank in stary
http://epochmod.com/forum/index.php?/topic/16004-addon-central-chernarus-bank/
Napf Banks - Pwn3dNexus
Banks for Napf
Napf Banks
Banker NPC's - MGM
NPC's as bankers
http://epochmod.com/forum/index.php?/topic/16597-release-banker-npcs-to-replace-atm-objects/
Sahrani Banks & Changes - KingRaymond795
Banks for Sahrani
http://epochmod.com/forum/index.php?/topic/28432-sahrani-map-addons/
Usefull Guides
Money on AI - Zupa
Allows you to put money on AI.
http://epochmod.com/forum/index.php?/topic/15737-put-coins-on-ai/?p=117979
Freeze Objects & Banks into place - Soul, Storm
Allows you to make an item static, so it will never move. This stops players from knocking over banks.
http://epochmod.com/forum/index.php?/topic/15485-how-to-stop-users-from-knocking-down-the-atm/?p=121203
Custom Debug Monitor - PeterBeer
Guide + files for a more detailed debug monitor.
http://epochmod.com/forum/index.php?/topic/15437-tutorial-custom-debug-stats/
Custom Default Ammount in Fields - Zupa
Allows you to change the default 1 in your bank and give player dialogs.
http://epochmod.com/forum/index.php?/topic/16591-resolved-in-banking-menu-default-amount-is-prepopulated-with-1/
Remove trade animations - Peterbeer, Zupa
Allows you remove the trading animation
http://epochmod.com/forum/index.php?/topic/15911-tutorial-remove-animation-for-trading/
Add Traders and TradersItems with Single Currency - Chunk
Guide how to make new traders and add items to traders.
http://epochmod.com/forum/index.php?/topic/16386-tutorial-adding-custom-traders-with-single-currency-extras/
Common Issues -> Fixed
Bank Not Saving - Rocu, Soul, Zupa
Common Solution to fix bank value not saving to DB.
http://epochmod.com/forum/index.php?/topic/15924-issue-banking-data-not-saving-for-new-players-fixed/
Fix Money And Bank after skin change - Soul
Fixes the reset of money and bank when you change clothes
http://epochmod.com/forum/index.php?/topic/15449-fix-cashmoney-bankmoney-loss-after-skinchangehumanity-morph/
Fix - Better trade files - Rocu
Fixes the issue of the rpt logs when trading. Does bettter logging of trade activties
http://epochmod.com/forum/index.php?/topic/16750-fix-better-trade-files-proper-logging-etc/
More added later
Do you think your scripts/addon/guide should get added? Give me a message and i will evaluate the possibility. -
Zupa got a reaction from ispan55 in [ALL] The Great Library Of Single Currency Scripts & Solutions
The following topic contains addons or rewritten scripts for single currency.
Core Scripts
Single Currency 3.0 Storage - Zupa
New independet release, RECOMMENDED
Single Currency 1.1 - Zupa
The Scripts that makes this all happen. Currently always start installing the currency with this topic. It will set up your first version for you to choose to update to souls 2.0 updates (recommendend.)
In the close future i will make an officia SC 2.0 release.
Single Currency 2.0 ( Extension) - Soul
The soon to be official release but currently only an update to 1.1. Install 1.1 and update to this version to enjoy the best performace and support on your server.
Single Currency Development functions - Zupa
These functions provide easy implementation of adding and removing money in your script to support single currency. They should be in the 1.1 and 2.0 release but better check to be sure.
Single Currency Traders - Zupa
This folder contains compatible traders with the cfgtraders provided. I'll try to extend it as soon as possible, if someone has working traders and is willing to share them to the list, please do contact me.
SC Traders
Script Extensions
Maintain Single Currency (2.0 only) - Mcgough
This script allows you maintain at a plotpole with cash.
Smelting Items-Coins - Storm
This script allows you to smelt your coins into bars and the otherway arround next to a burning object.
Admins Tools & Infistar AH Single Currency actions on players - Rocu, Chunk
This script allows an admin to remove/give coins from a player.
Infistar AH Spectate players bank and cash - PeterBeer
This script allows an admin to see cash and bank while spectating a person.
Transfer Money from ATM - Rocu
Allows you to transfer money form one account to antother one.
Scripts made compatible with SC
JAEM Chopper Evac SC - Zupa
Changes to the original script to work with single currency.
Axe Cop Service Points SC - Zupa
Changes to the original script to work with single currency.
http://epochmod.com/forum/index.php?/topic/15464-release-single-currency-axe-cop-service-points-for-sc/
Advanced Alchemical Crafting SC - Zupa
Changes to the original script to work with single currency.
http://epochmod.com/forum/index.php?/topic/16203-advanced-alchemical-crafting-v33/?p=126080
Axe Cop Multy Character Select SC - Soul
Changes to the original script to work with single currency.
Map Addons/Changes
Central Chernarus Bank - Chunk, No Captain Chunk
A big bank in stary
http://epochmod.com/forum/index.php?/topic/16004-addon-central-chernarus-bank/
Napf Banks - Pwn3dNexus
Banks for Napf
Napf Banks
Banker NPC's - MGM
NPC's as bankers
http://epochmod.com/forum/index.php?/topic/16597-release-banker-npcs-to-replace-atm-objects/
Sahrani Banks & Changes - KingRaymond795
Banks for Sahrani
http://epochmod.com/forum/index.php?/topic/28432-sahrani-map-addons/
Usefull Guides
Money on AI - Zupa
Allows you to put money on AI.
http://epochmod.com/forum/index.php?/topic/15737-put-coins-on-ai/?p=117979
Freeze Objects & Banks into place - Soul, Storm
Allows you to make an item static, so it will never move. This stops players from knocking over banks.
http://epochmod.com/forum/index.php?/topic/15485-how-to-stop-users-from-knocking-down-the-atm/?p=121203
Custom Debug Monitor - PeterBeer
Guide + files for a more detailed debug monitor.
http://epochmod.com/forum/index.php?/topic/15437-tutorial-custom-debug-stats/
Custom Default Ammount in Fields - Zupa
Allows you to change the default 1 in your bank and give player dialogs.
http://epochmod.com/forum/index.php?/topic/16591-resolved-in-banking-menu-default-amount-is-prepopulated-with-1/
Remove trade animations - Peterbeer, Zupa
Allows you remove the trading animation
http://epochmod.com/forum/index.php?/topic/15911-tutorial-remove-animation-for-trading/
Add Traders and TradersItems with Single Currency - Chunk
Guide how to make new traders and add items to traders.
http://epochmod.com/forum/index.php?/topic/16386-tutorial-adding-custom-traders-with-single-currency-extras/
Common Issues -> Fixed
Bank Not Saving - Rocu, Soul, Zupa
Common Solution to fix bank value not saving to DB.
http://epochmod.com/forum/index.php?/topic/15924-issue-banking-data-not-saving-for-new-players-fixed/
Fix Money And Bank after skin change - Soul
Fixes the reset of money and bank when you change clothes
http://epochmod.com/forum/index.php?/topic/15449-fix-cashmoney-bankmoney-loss-after-skinchangehumanity-morph/
Fix - Better trade files - Rocu
Fixes the issue of the rpt logs when trading. Does bettter logging of trade activties
http://epochmod.com/forum/index.php?/topic/16750-fix-better-trade-files-proper-logging-etc/
More added later
Do you think your scripts/addon/guide should get added? Give me a message and i will evaluate the possibility. -
Zupa got a reaction from ARC_Solo in [RESOLVED] in banking menu, default amount is prepopulated with "1"
gold/bacnk_dialog.hpp
class moneyEdit : Life_RscEdit { idc = 2702; colorText[] = {0.8784,0.8471,0.651,1}; text = "1"; sizeEx = 0.030; x = 0.4; y = 0.41; w = 0.2; h = 0.03; }; change text value to
text = ""; -
Zupa got a reaction from TNT in Advanced Alchemical Crafting v3.3
Try the following ( not tested, i'm at work)
MT_Defines.hpp
custom_builds.sqf
-
Zupa got a reaction from f3cuk in Custom SQL Calls
just replace the dll file in @server_epoch.
The 999 orinal hive doesnt support all 1.0.5.1 features, like maintaining.
But i think u can use one of souls edited version of the 1.0.5.1 hive.
Those are all build on the newest one.
EDIT:
I asked Soul to make the newest one with Only 999/998support on it. Cus those all use single currency, so custom 201 call. ( Char sync). Except for the full 999 hive, (but thats build on an older release) -
Zupa got a reaction from Kisvakond in Custom SQL Calls
just replace the dll file in @server_epoch.
The 999 orinal hive doesnt support all 1.0.5.1 features, like maintaining.
But i think u can use one of souls edited version of the 1.0.5.1 hive.
Those are all build on the newest one.
EDIT:
I asked Soul to make the newest one with Only 999/998support on it. Cus those all use single currency, so custom 201 call. ( Char sync). Except for the full 999 hive, (but thats build on an older release) -
Zupa got a reaction from mgm in [RESOLVED] in banking menu, default amount is prepopulated with "1"
gold/bacnk_dialog.hpp
class moneyEdit : Life_RscEdit { idc = 2702; colorText[] = {0.8784,0.8471,0.651,1}; text = "1"; sizeEx = 0.030; x = 0.4; y = 0.41; w = 0.2; h = 0.03; }; change text value to
text = ""; -
Zupa got a reaction from Tricks in Refresh ALL buildables
UPDATE `object_data` SET `Datestamp`= '2014-09-08 01:01:01.000000' , `LastUpdated`= '2014-09-08 01:01:01.000000' -
Zupa got a reaction from Sandbird in Custom SQL Calls
just replace the dll file in @server_epoch.
The 999 orinal hive doesnt support all 1.0.5.1 features, like maintaining.
But i think u can use one of souls edited version of the 1.0.5.1 hive.
Those are all build on the newest one.
EDIT:
I asked Soul to make the newest one with Only 999/998support on it. Cus those all use single currency, so custom 201 call. ( Char sync). Except for the full 999 hive, (but thats build on an older release) -
Zupa got a reaction from matt6950 in [Outdated] [Release] Single Currency & Banking 1.1
Outdated, already built into Epoch 1.0.7
Single Currency & Banking
Releases:
999 Hive: 1.1 Arme2Net: 0 ExtDB: 0 Own Hive: 2.0 (NEW) DEFAULT HIVE: 3.0 recommended -> EXCLUSIVE NEW
Loud has did the dll changes to have our own support ( Titan did this great work aswell, but Loud his ones are better since it will give a nicer support on axe multichar ( 1 bank for 3 chars). + the bank is seperate from the character, linked to PUID. If character data is corrupt in titans version you will loose your bank.
I will extend this post later ( i have to go in 10min). But find the Topic here already:
About:
This script adds virtual money on a players character. Next to that there is a global banking linked to your playerid. No more gold items in your precious inventory.
Trade with gold coins (not an item) Give coins to other people Take coins from dead bodies Bank coins at ATM's Bank coins at Open Safes/Lockboxes Configurable currency name Configurable limits on bank for normal/donators. The current release will sacrefice your headshots coins for your money, other version releases will probably change this to an independent field. This option will stay for people not willing to change the database.
PlayerMade Addons:
Force Update on disconnect: (Soul)
infiSTAR Anti-Hack Additions - Add Money to player (kaotix)
http://devzupa.be/forum/viewtopic.php?id=3
Issues:
Please make a new topic for every big/issue you want to report. We will get to you as soon as possible.
Known Issues:
No Maintaining with the 999 hive
We are going to revive axes maintain to solve this for the 999 version.
Download and instructions:
Currently on an external website, will be made more clear later
http://devzupa.be/#/dayz/sc999
Changelog:
1.1:
Fixed money duping Configurable banks and Currency name 1.0
Innitial release.
Future:
We are planning to release multiple versions with different backbones. We have 4 versions in mind who all be developped eventually. We know the 999 is the worst solution, but it works for now.
Credits:
Macca : Made the original single currency on ccg servers which is the skeleton of this project. AsReMix: Making the innitial fancy debug. MGM: Making a nice structured Thread and contacting people. All the people helping on the project ( individually added later) Screenshots:
If you still using 1.0, this is the duping fix
Change the followig in your server pbo, compiles/server_playerSync.sqf
at line 117
_headShots = ["headShots",_character] call server_getDiff; to
_headShots = 0; -
Zupa got a reaction from DeanReid in Still looking for a tutorial on the 1.8 hud...
First the lookds and placements, MAYBE the mechanics after