Jump to content

Zupa

Collaborator
  • Posts

    1887
  • Joined

  • Last visited

  • Days Won

    21

Reputation Activity

  1. Like
    Zupa got a reaction from koms in [Release] Advanced Trading 2.1 !UPDATED!   
    Fix for the duping video:
     
    https://github.com/DevZupa/AdvancedTrading/commit/f403d9632c78103558926e2d14560134b6a8da0a
     
    Also in the master branch of the github repository
  2. Like
    Zupa got a reaction from koms in [Release] Advanced Trading 2.1 !UPDATED!   
    1 ) COnfig traders are better for your server. Since the server doesn't need to check the database for prices. It can just look in the files local to the client.
     
     
    2 ) If you want to edit prices, you simply get those files which u linked to.
     
    Add them to your mission file, edit them and change the path
    #include "customfolder\cfgServerTrader.hpp"
  3. Like
    Zupa got a reaction from poolacko in [0.2 Release] Unofficial Epoch Redis Database Manager - Live Map   
    DevBlog: 
     

  4. Like
    Zupa got a reaction from poolacko in [0.2 Release] Unofficial Epoch Redis Database Manager - Live Map   
    Restarted development : )
     
    Going for a material design look. to make it look cleaner and modern.
     
    I'm planning to improve possibilities alot. 
     
    Even spawning stuffingame with a server pbo attached.
     
     
     

     

     

  5. Like
    Zupa got a reaction from axeman in Exile or Epoch   
    All 4 mods look good in there own ways/
     
    - Epoch: Good concept. Had my fun playing it. Lacks survival ( the mobs are just not really my thing). I'm only dying because i get randomly shot driving into a town. ( Loot, build, die in random pvp)
     
    - BreakingPoint: Looks good. Nice category system. Didn't play it that much. Looks hard to get started. Found almost no loot and got shot fast ( everyone spawns at same place it seems ?).
     
    - Exile: Nice potential. Simular to Epoch. No Mobs in it ( survival aspect again). Going for the modern look and activities. Promissing side features like teritories.
     
    -2017 : Long waiting time. Video's does look good (Love the survival clothings and atmosphere). Survival aspects looks better. No clue about customization and further gameplay.
  6. Like
    Zupa got a reaction from Georgie in Scripting For Noobs   
    I hope u aren't asking money for this ^^
  7. Like
    Zupa got a reaction from LunatikCH in [Release] Advanced Trading 2.1 !UPDATED!   
    I'm sorry. I'm not going to log in on such a weird site (Why would i need to login?).
     
    If it is legit, can you upload it to a known website?
  8. Like
    Zupa got a reaction from BigEgg in [FIX] Plot Management Object Counter   
    It's nice people finally start contributing on this. Since i'm now way past beginner lvl on this, i want to give you some advice. 
     
    There is no need of putting stuff into local variables ^^ 
     
    The following would work 2 :
    _count = count (nearestObjects [player, DZE_maintainClasses, DZE_PlotPole select 0]); 6 to 1 line ^^ performance x 6
  9. Like
    Zupa got a reaction from RipSaw in [FIX] Plot Management Object Counter   
    It's nice people finally start contributing on this. Since i'm now way past beginner lvl on this, i want to give you some advice. 
     
    There is no need of putting stuff into local variables ^^ 
     
    The following would work 2 :
    _count = count (nearestObjects [player, DZE_maintainClasses, DZE_PlotPole select 0]); 6 to 1 line ^^ performance x 6
  10. Like
    Zupa got a reaction from ElDubya in [FIX] Plot Management Object Counter   
    It's nice people finally start contributing on this. Since i'm now way past beginner lvl on this, i want to give you some advice. 
     
    There is no need of putting stuff into local variables ^^ 
     
    The following would work 2 :
    _count = count (nearestObjects [player, DZE_maintainClasses, DZE_PlotPole select 0]); 6 to 1 line ^^ performance x 6
  11. Like
    Zupa reacted to vbawol in Epoch 0.3.2.0 Released   
    Epoch Mod 0.3.2.0 Client Files have been released on Steam Workshop and the rest of the download links on epochmod.com will be updated soon.
     
    Server files released on github.com/EpochModTeam
     
    Change logs - Also see what server files have changed here.
     
    Report bugs
     
    Feedback
  12. Like
    Zupa reacted to BigEgg in [FIX] Plot Management Object Counter   
    I found that the default object counter with plot management counted every object within the plot radius. So trees etc were counted which got very annoying. Here is what I did to fix it (it is very simple):
     
    Open plotObjects.sqf
     
    Replace this code:
    _range = DZE_PlotPole select 0; _count = count ((getPosATL player) nearObjects ["All",_range]); With this code: 
    _range = DZE_PlotPole select 0; _cptarget = player; _objectClasses = DZE_maintainClasses; _objects = nearestObjects [_cptarget, _objectClasses, _range];   _objectsnearcount = count _objects; _count = _objectsnearcount; Done :)
     
    Credits for Plot Management and the original Object counter go toward Zupa :)
  13. Like
    Zupa got a reaction from Liquid84 in Epoch 1.0.6   
    Fellow epoch 2 players and server owners
     
    We are currently working together with community developers to get the 1.0.6 patch ready for release. Awol gave me rights to the codebase of Epoch Arma 2. This means I can code review and accept/deny any code passed to the Github. I'm also reviewing all the issues reported on the Github to see if it's relevant and debate if coding needs to be done. I understand not everyone is Github experienced. So i kindly accept bug reports or requests in this topic. I do not guarantee it's get fixed or added. But it will definitely throw it into discussion.
     
    In the future i'm planning to get a dev server up so we can do some testing on everything we added since the latest patch.
    I already want to thank every person who worked or will work on the DayZ-Epoch code.
     
    A full (rolling) change log will be posted over time ( When i get free time to check all merge request done by everyone since last patch).
    All progress can be followed on the DayZ-Epoch Github:
     
    https://github.com/vbawol/DayZ-Epoch
     
    The following link show you all the changes since the 1051 release.
     
    https://github.com/vbawol/DayZ-Epoch/compare/Release_1.0.5.1...master
     
    Changelog: 
     
    [NEW] RedRyder BB Gun by @arma2WillRobinson
    [NEW] DB Backup script. @RimBlock
    [NEW] Use DayZ_UseSteamID = false; in your init.sqf to use the old PlayerUID, instead of SteamID @icomrade
    [NEW] UI Update - Graphical and code changes, enable using Dayz_Dark_UI = true; in init.sqf. @hogscraper
    [NOTE] It's recommend to convert to the new SteamID system if possible, new servers should not use DayZ_UseSteamID = false;
    [NEW] Snap building (disabled by default), use DZE_modularBuild = true; in your init.sqf to enable. @raymix
    [NEW] Modular/Function based player_build for addon makers and modders. @raymix (more info and concepts - )
    [NEW] Added "RedRyder" and "350Rnd_BB_Magazine" to loot pile. #1456 #1457 @Namindu
    [NEW] Added tree support for Isla Duala. @Utomnia

    [CHANGED] An infection chance of -1 disables self-transfusion infection. 0 is always infected. (DZE_selfTransfuse_Values) @icomrade
    [CHANGED] Removed weapons from Traders hands and made them stand with arms by their side. @SilvDev
    [CHANGED] Tweaked fuel capacity variables for vehicles. @RimBlock
    [CHANGED] Tweaked rotate_logs.bat to incorporate the day of the week for better organization @Raziel23x

    [FIXED] Backpack wipes when changing clothes. #1361 @icomrade
    [FIXED] CH53 gear when locked #1364 @icomrade
    [FIXED] Infinite loop when crafting ore into bars #1351 @icomrade
    [FIXED] Only first kill showing on death boards #1362 #1124 @vbawol @icomrade
    [FIXED] Crossbow quivers not working #1355 @icomrade
    [FIXED] Crash_spawner & Supply_drop modules spawning inaccessible loot piles #1408 #1390 @Uro1
    [FIXED] Undefined variable "_weapon" in fnc_plyrHit.sqf when killer is driving a vehicle #1420 @ebaydayz
    [FIXED] Fire cleanup diag_log error in server_functions.sqf #1421 @ebaydayz
    [FIXED] NearestObjects position error in server_playerSync.sqf #1425 @ebaydayz
    [FIXED] Corrected ClassName type for CH53_DZE and BAF_Merlin_DZE. @Cinjun
    [FIXED] Some counts reverted to forEach - count loops can not be nested inside other count loops #1491-#1495 @ebaydayz
    [FIXED] Safes empty when opening after restart #1467 @ebaydayz
    [FIXED] Dynamic_vehicle spawning non-upgradable classes of hilux1 & datsun1. @Uro1
    [FIXED] Eating while inside a vehicle did not drop empty can @deadeye2
    [FIXED] Zombie loot error when using loot tables in mission file @deadeye2
    [FIXED] Trader menu expected array error #1618-1620 @ebaydayz
    [FIXED] Loading screen issue where you can walk around and see a black screen #1610 @deanreid
    [FIXED] Rare inventory wiping on login. @Mikeeeyy
    [FIXED] Wrong items return when deconstruction a bag fence. @seb3sec
     
    [uPDATED] .hpp files updated in dayz_epoch_b CfgLootPos > CfgBuildingPos. @Uro1
    [uPDATED] .bat files updated in Config-Examples @Raziel23x
    [uPDATED] Updated all config.cfg in Config-Examples, Added Default Steam Ports and Updated Layout. @Namindu
    [uPDATED] Epoch.sql, 1.0.5_Updates.sql & CfgServerTraders with correct classnames for upgradable hilux1 & datsun1 versions. @Uro1
    [uPDATED] mission.sqm to compact format from DayZ Mod 1.8.3 @ebaydayz

    [iNFO] (EXTREMELY IMPORTANT) Server owners MUST update their required build and beta to 125548
    [iNFO] requiredSecureId is deprecated in server.cfg.
  14. Like
    Zupa got a reaction from speaR in [Release] ZHB - Zupa's Hud & Builder. V1.2   
    ZHB - Zupa's Hud & Builder. V1.2 Hotfix
     

    This is a selfbooting addon inside your mission pbo with easy installation. 
    It will add a hud and hud builder on your server. Default pressing 8 for hud builder and 9 to toggle on and of.
     
     
    Future plans
    Opacity on images. More options. Saving to redis. Config to allow hud builder or to disable it Define your own keybinds.  
    Changelog
     
    V1.2
    Fixed a wrongly named variable Infistar should work now correctly.  
    Commits
    https://github.com/DevZupa/ZHB-A3/commit/070b15162a10c475d2872c564fb73a22a8e377d8
    https://github.com/DevZupa/ZHB-A3/commit/abb6e4da1d32d953528fd27f5302fa83388dae16
    https://github.com/DevZupa/ZHB-A3/commit/afc50e71910c4ab684b41aea444cff6c981055d6
     
    V1.1
    KeyUp Handlers.  
    Download

     
    https://github.com/DevZupa/ZHB-A3
     
    Feel free to push fixes/addition to the git.
     
    Installation
     
    Battleye Filters in Scripts.txt
     
    Edit the following exceptions to the 7 xxx , only copy the part that starts with !
    Search for the tag word and place the rest behind it.

    7 displayAddEventHandler !"ZupaKeyUpWorking = (findDisplay 46) displayAddEventHandler ['KeyUp', '_this call ZHB_fnc_handleKey'];" 7 displayRemoveEventHandler !"(findDisplay 46) displayRemoveEventHandler ['KeyUp',ZupaKeyUpWorking];" 7 createDialog !="createDialog \"Z_HUD_Builder\";" 7 playableUnits  !",count playableUnits ,_align,_valign" Edit your filters as stated above. Place the ZHB folder in your mission pbo. Place the folowing on the bottom of your description.ext If you already have a RscTiles or CfgFunctions, place the includes in there ofcourse.

    #include "ZHB\ZHudBuilder.hpp" class RscTitles { #include "ZHB\ZHud.hpp" }; class CfgFunctions { #include "ZHB\ZHB_Functions.hpp" }; 4. Add the following in your antihack as exception.
    Z_HUD_Builder 5001, -3 5. DONE - Change the fn_initVariables to your likings.
     
    You can edit the default hud in the initVariables.sqf
     
    // Starting positions Z_HUD_pos = [ 0,0,0,0,0,0,0,0, // Bottom SIde -> left to right 0,0,3,4,5,6,0,0, // Right Side -> bottom to top 0,0,0,0,0,0,0,0, // Top side -> right to left 0,0,0,0,0,0,0,0 // Left side -> top to bottom ];  
    Numbers are as following:
     
    // 0 = Nothing/ Blank // 1 fps // 2 players // 3 damage // 4 crypto // 5 hunger // 6 thirst // 7 grid // 8 fatique // 9 Restart // 10 Toxicity // 11 Stamina // 12 Energy Extra
    Restart timer is default disabled to be picked ( change in initVariables.sqf) icons are 6 kb paa's, CAN U BELIEVE IT? SO SMALL  
    Screenshot
     

     

  15. Like
    Zupa got a reaction from Brody in [Alpha Release] Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).   
    Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).
     
    AKA: ZSC 
     
     
    RELEASE 1: INDEPENDENT RELEASE ( No converting script yet to convert old SC money to this version).
     
     
     
            REQUEST: If someone is good with MYSQL can he complete the qyuery on the bottom of this post? ^^ limited time here ^^.
     
     
    What is it?
     
    This script replaces gold,silver,tin,copper,briefcases by 1 virtual currency with a configurable name. You can buy,sell, give, receive, take (from dead bodies) and STORE this money like it was a normal inventory item. ( It will work with a different dialog then your gear dialog.) 
     
    No more smelting gold into silver or anything related to that. Everything is in one currency ( For example "ZupasticiumCoins"). 
     
    Features.
     
    Store Money in storage objects and vehicles ( max money in 1 storage depends on the size).  No global access to your money. Anyone can take the money out ( for vault/lockbox it must be open of course). Trade with this currency for cars/items. Give money to other players. NO inventory issues with gold!    
    Whats the difference with your other single currency scripts?
     
    You can use the default hive! No global bank! Back to normal epoch danger to lose cash!  Cleaned up code Very low changes to default saving system. (DB friendly) NO database changes needed. NO ATMs, Safezones, atms in trader whatsoever... Store money in vehicles.  
    Technical data:
    Storage money is saved in the gear section of the object in the Database Player Money is added to gear section of the player in the Database ( Again thanks to maca for pointing this out for me).  
    Extra
     
    This build will have all of the fixes on errors out there ( Build on peterbeers all in on packages with the bugfixes). Reworked the  transfering money between players to be sure trade goes to the right object/player. Store money in vehicles Credits
     
    Maca - Original private single currency. Peterbeer -  for putting all fixes together in 1 pack. Soul - Hives modifications and code changes for it. ( not applied on this script, jsut credited for hard work). Rocu - Great help on forums and fixes. DraftKid - Testing and screenshots  
     
    Please report bugs so I can solve them!
     
     
    The config located IN
    ZSC/gold/ZSCconfig.sqf /* Single Currency 3.0 uses storages to store money which can be accessed by anyone if open of course (safe,lockbox). Each storage has his own money, so no global access. */ // Name of your currency CurrencyName = "Coins"; // Objects that can hold money. Vehicles are added automaticly. Size of money capacity is depended on ammount of magazines the object can hold. ZSC_MoneyStorage = ["VaultStorage","LockboxStorage","StorageShed_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","GunRack_DZ","WoodCrate_DZ","TentStorage","TentStorageDomed","TentStorageDomed2"]; // Multiplier how much money an object can hold. This number X ammount of magazines it can hold. ( so URAL -> 500 items * 1000 = 5 MIL cash). ZSC_MaxMoneyInStorageMultiplier = 1000; // (True = No Animation / False = Animation) InstantTrading = false; // If TRUE: overwrite yours player_switchmodel with mine. | IF False: Change content yourself @ step D ZSC_Overwrite_SwitchModel = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_SelfActions = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_UnLockVault = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_LockVault = true; /* IF YOU USE different mods like P4L it's recommended to do changes yourself or it wont work */ There are pbo's provided for cherno 11. Or follow the installation instructions
     
    https://github.com/EpochSC/SingleCurrencyStorage
     
    Installation instructions. ( TRIED TO KEEP IT NOOB FRIENDLY ^^)
     
     
    If u are going to use the full pbo?!
     
    The missions.sqm is build for OVERPOCH. Delete the overwatch addons if you are just using it for Epoch. 
     
     
     
    MISSION PBO
     
    A ) In your init.sqf:
     
    A 1) You must have 
    /*ZSC*/ DZE_ConfigTrader = true; /*ZSC*/ in the top section ( for example right above "EpochEvents"); Place if you do not have it yet. ZSC requires Config traders, It will also help your server reduce lag!
     
    A 2) PLACE
    /*ZSC*/ call compile preprocessFileLineNumbers "ZSC\gold\ZSCinit.sqf"; /*ZSC*/ ABOVE
    progressLoadingScreen 0.5; A 3) PLACE
    execVM "ZSC\compiles\playerHud.sqf"; RIGHT UNDER
    _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; A 4 )
     
    Change
    call compile preprocessFileLineNumbers "server_traders.sqf"; to
    call compile preprocessFileLineNumbers "server_traders_cherno_11.sqf"; ON THE BOTTOM OF THIS TOPIC THERE WILL BE AN EXPLANATION FOR OTHER MAPS / INSTANCES.
     
    A 5 ) MAKE SURE 
    _serverMonitor = [] execVM "\z\addons\dayz_server\system\server_monitor.sqf"; this line is custom and doesnt have dayz_code in it. It should point at dayz_server or if u use another script to where ever that places it.
     
    B ) In your description.ext
     
    B 1) Place 
    #include "ZSC\config\cfgServerTrader.hpp" on the complete top.
     
    B 2 ) Add if you do not have a RscTitles yet!
    class RscTitles { #include "ZSC\config\ZSChud.hpp" }; at the bottom.
     
    IF U ALREADY HAVE IT just add
    #include "ZSC\config\ZSChud.hpp" behind whatever is in there.
     
    B 3 ) JUST ADD AT THE COMPLETE BOTTOM
    #include "ZSC\config\ZSCdefines.hpp" #include "ZSC\config\ZSCdialogs.hpp" B 4 ) If you come from another currency, u can remove the shit that was extra added in that one  :).
     
    C )  COPY FILES
     
    C 1 ) Place the ZSC folder in your mission pbo ( take it out of the github's missions pbo).
    C 2 ) Place server_traders_cherno_11.sqf in your missions pbo. ( If other map/instance check bottom of the topic.).
     
    D ) fn_selfactions ( IF you use my overwrite, u do not have to to this step.
     
    D 1 )PLACE
    if(_typeOfCursorTarget in ZSC_MoneyStorage && (player distance _cursorTarget < 5)) then { if (s_bank_dialog < 0) then { s_bank_dialog = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_bank_dialog; s_bank_dialog = -1; }; // cars if( _isVehicle && !_isMan &&_isAlive && !_isMan && !locked _cursorTarget && !(_cursorTarget isKindOf "Bicycle") && (player distance _cursorTarget < 5)) then { if (s_bank_dialog2 < 0) then { s_bank_dialog2 = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_bank_dialog2; s_bank_dialog2 = -1; };  
    AFTER
    } else { {player removeAction _x} count s_player_combi;s_player_combi = []; s_player_unlockvault = -1; }; D 2 )
    if (_isMan and _isAlive and !_isZombie and !_isAnimal and !(_traderType in serverTraders)) then { if (s_givemoney_dialog < 0) then { s_givemoney_dialog = player addAction [format["Give Money to %1", (name _cursorTarget)], "ZSC\actions\give_player_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; }; ABOVE
    if(_typeOfCursorTarget in dayz_fuelpumparray) then { D 3 ) CHANGE
    if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [localize "str_action_studybody", "\z\addons\dayz_code\actions\study_body.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; INTO
    if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [("<t color=""#FF0000"">"+("Check Wallet") + "</t>"), "ZSC\actions\check_wallet.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; D 4 ) 
     
    ADD 
    player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; player removeAction s_bank_dialog; s_bank_dialog = -1; player removeAction s_bank_dialog2; s_bank_dialog2 = -1; BEHIND
    player removeAction s_player_towing; s_player_towing = -1; player removeAction s_player_fuelauto; s_player_fuelauto = -1; player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; D 5 )  TO remove the client side errors u getting add in your VARIABLES.SQF
    s_givemoney_dialog = -1; s_bank_dialog = -1; s_bank_dialog2 = -1; TO
    dayz_resetSelfActions = { E ) player_switchModel.sqf again, if u overwriten with mine in first step, u can skip.
     
    E 1 ) add 
    _cashMoney = player getVariable["cashMoney",0]; behind
    _weapons = weapons player; _countMags = call player_countMagazines; _magazines = _countMags select 0; E 2 ) Add
    player setVariable ["cashMoney",_cashMoney,true]; on the BOTTOM
     
    E 3 ) CHANGE
    //Create New Character _group = createGroup west; _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; _newUnit setPosATL _position; _newUnit setDir _dir; into
    _group = createGroup west; _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; [_newUnit] joinSilent createGroup WEST; _newUnit setPosATL _position; _newUnit setDir _dir; _newUnit setVariable ["cashMoney",_cashMoney,true]; F) You can use my unclockVault in ZSCinit, If u got a custom one, do the following changes:
     
    F1)
     
    place 
    _objMoney = _obj getVariable["bankMoney",0]; behind
    _dir = direction _obj; _pos = _obj getVariable["OEMPos",(getposATL _obj)]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; F 2)
    place
    _holder setVariable ["bankMoney", _objMoney, true]; behind
    _holder setVariable["CharacterID",_ownerID,true]; _holder setVariable["ObjectID",_objectID,true]; _holder setVariable["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos", _pos, true]; E) in LockVault.sqf if u got a custom one, otherwise use mine and set true in config:
     
    E1 ) place) 
    _objMoney = _obj getVariable["bankMoney",0]; behind
    _ownerID = _obj getVariable["CharacterID","0"]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; E2 ) 
     
    place
    _holder setVariable ["bankMoney", _objMoney, true]; behind
    _holder setVariable["CharacterID",_ownerID,true]; _holder setVariable["ObjectID",_objectID,true]; _holder setVariable["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos", _pos, true]; SERVER PBO
     
    A ) REPLACE your "compiles/server_tradeObject.sqf"  With my one ( not other script uses that anyways).
     
    B )  IN compiles/server_updateObject.sqf
     
    Change 
    _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; into
    _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object /*ZSC*/ , _object getVariable["bankMoney",0] /*ZSC*/ ]; C ) In your server_monitor.sqf ( NOTE: the " _intentory' variable can be called "_inventory" at your files, so change my code to that, if it's the case).
     
    Add
    /*ZSC*/ if( count (_intentory) > 3)then{ _object setVariable ["bankMoney", _intentory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; /*ZSC*/ ABOVE
    if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0),true]; _object setVariable ["MagazineCargo", (_intentory select 1),true]; _object setVariable ["BackpackCargo", (_intentory select 2),true]; } else { D) in compiles/server_playerSync.sqf
     
    Change
    _playerGear = [weapons _character,_magazines];  into
    _playerGear = [weapons _character,_magazines, _character getVariable["cashMoney",0]];  NOTE:
     
    in the gold init i use a custom gearSet.sqf
    If u would have a custom one, it's defined in the ZSCinit.sqf. Only differnecy will be the top where it checks for the money in your gear sections.
     
     
    FAQ!
     
     
    I use a different instance/map to play one! What do i do?
     
    The only things that difference between maps where u need to worrie about is the server_traders.sqf. I included them for 4 maps, if your map is NOT in there u will have to change your original one.
    FAIR SIMPLE:
     
    1) Take your original server_traders
     
    2) Open one of mine
     
    3) Copy my categories with the correct numbes to your traders. You can choose also which traders sells what then ^^.
     
    4) Share your file to me so i can put it in the list
     
     
    Does it work with Overpoch(ins).
     
    Simple: Yes, Everything with epoch as base.
     
    Overwatch items or included in traders, remove the categories if you do not use them.
     
     
    Can i convert from the older system?
     
    You will have to revert your database to the default structure and maybe transfer money. Banks added to the players cash is the best solution.
     
    How do i see my money and bank?
     
    1 - Bank will not be visible cus their is none. You store money in storages like other items ( but in a different dialog). So the money can be accessed by anyone that has access to that storage.
    2- Money is visisble with a money icon on the right side of the screen. Feel free to add it to other places aswell.
     
    This will return your money:
    player getVariable["cashMoney",0]; Can I use it with database traders?
     
    No, this build is made for config traders. No support (Yet).
     
     
    Screenshots
     
     



     
     
     
     
     
     
    I probably will code this inthe default epoch code and send a merge request to Epoch Devs with an option to do 
    DZE_SingleCurrency = true/false; And if they accept it , it might be in 1.6 ^^
  16. Like
    Zupa got a reaction from charliekelly in Epoch 1.0.6   
    Adding the maps in as default would make the epoch download size too big.
  17. Like
    Zupa got a reaction from looter809 in [Release] Advanced Trading 2.1 !UPDATED!   
    Version 2.1 Released.
    Alternative selling/buying system. ( Run default & this one next to each other ).
    Supported:
    Config traders Single Currency & Default Currency Selling/Buying everything from and to Gear/Vehicle/Backpack Not supported
     No database traders (database traders make your server slow)  No ability to buy or sell vehicles. What was added to 2.0  Default Currency Supported Item Filter Info display of selected Item Buying to gear and backpack What was added to 2.1Fixed content display of vehicles and backpacks. Description
    Sell directly from backpack, gear or the vehicle ( close) where you were driver from. Decide which items you sell. Traders will only make it possible to trade the items they accept ( goes fully automatic, so only items they accept will be listed on the left).
    You push items to the right to sell, only the items on the right willl get sold.
    Safety measurements
    Double checks what was deleted from backpacks/vehicles so that people can not cheat. Can only sell from your backpack and the vehicle were u was the last driver from ( in 30m radius)  
    Update 1.0 - 2.0 instructions  Delete your old 'zupa' folder  Paste the new 'zupa' folder  Edit the config.sqf to match your server  Done https://github.com/DevZupa/AdvancedTrading/releases/tag/v2.1   Items only show for admins when using infiSTAR AH & Admintools ?! Update infiSTAR to latest version. edit config.sqf to reflect your server correctly.  
    Installation instructions
    Code:
    https://github.com/DevZupa/AdvancedTrading/releases/tag/v2.1
    Install Instructions
    0. Drop the zupa folder in your mission file   1. In your fn_selfactions.sqf
    Place:
    _buyV = player addAction ["<t color='#0059FF'>Advanced Trading</t>", "zupa\advancedTrading\init.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buyV]; above
    // Database menu _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buy]; 2. in description.ext, add the following on the bottom
    #include "zupa\advancedTrading\ZSCdefines.hpp" // if u don't have it from ZSC #include "zupa\advancedTrading\advancedTrading.hpp" 3. Add the following exceptions to your antihack if needed
    AdvancedTrading 711197 4. Edit the config.sqf to match your server.
     
    Screenshots:
     
     

     
  18. Like
    Zupa got a reaction from oldmatechoc in Epoch 1.0.6   
    Fellow epoch 2 players and server owners
     
    We are currently working together with community developers to get the 1.0.6 patch ready for release. Awol gave me rights to the codebase of Epoch Arma 2. This means I can code review and accept/deny any code passed to the Github. I'm also reviewing all the issues reported on the Github to see if it's relevant and debate if coding needs to be done. I understand not everyone is Github experienced. So i kindly accept bug reports or requests in this topic. I do not guarantee it's get fixed or added. But it will definitely throw it into discussion.
     
    In the future i'm planning to get a dev server up so we can do some testing on everything we added since the latest patch.
    I already want to thank every person who worked or will work on the DayZ-Epoch code.
     
    A full (rolling) change log will be posted over time ( When i get free time to check all merge request done by everyone since last patch).
    All progress can be followed on the DayZ-Epoch Github:
     
    https://github.com/vbawol/DayZ-Epoch
     
    The following link show you all the changes since the 1051 release.
     
    https://github.com/vbawol/DayZ-Epoch/compare/Release_1.0.5.1...master
     
    Changelog: 
     
    [NEW] RedRyder BB Gun by @arma2WillRobinson
    [NEW] DB Backup script. @RimBlock
    [NEW] Use DayZ_UseSteamID = false; in your init.sqf to use the old PlayerUID, instead of SteamID @icomrade
    [NEW] UI Update - Graphical and code changes, enable using Dayz_Dark_UI = true; in init.sqf. @hogscraper
    [NOTE] It's recommend to convert to the new SteamID system if possible, new servers should not use DayZ_UseSteamID = false;
    [NEW] Snap building (disabled by default), use DZE_modularBuild = true; in your init.sqf to enable. @raymix
    [NEW] Modular/Function based player_build for addon makers and modders. @raymix (more info and concepts - )
    [NEW] Added "RedRyder" and "350Rnd_BB_Magazine" to loot pile. #1456 #1457 @Namindu
    [NEW] Added tree support for Isla Duala. @Utomnia

    [CHANGED] An infection chance of -1 disables self-transfusion infection. 0 is always infected. (DZE_selfTransfuse_Values) @icomrade
    [CHANGED] Removed weapons from Traders hands and made them stand with arms by their side. @SilvDev
    [CHANGED] Tweaked fuel capacity variables for vehicles. @RimBlock
    [CHANGED] Tweaked rotate_logs.bat to incorporate the day of the week for better organization @Raziel23x

    [FIXED] Backpack wipes when changing clothes. #1361 @icomrade
    [FIXED] CH53 gear when locked #1364 @icomrade
    [FIXED] Infinite loop when crafting ore into bars #1351 @icomrade
    [FIXED] Only first kill showing on death boards #1362 #1124 @vbawol @icomrade
    [FIXED] Crossbow quivers not working #1355 @icomrade
    [FIXED] Crash_spawner & Supply_drop modules spawning inaccessible loot piles #1408 #1390 @Uro1
    [FIXED] Undefined variable "_weapon" in fnc_plyrHit.sqf when killer is driving a vehicle #1420 @ebaydayz
    [FIXED] Fire cleanup diag_log error in server_functions.sqf #1421 @ebaydayz
    [FIXED] NearestObjects position error in server_playerSync.sqf #1425 @ebaydayz
    [FIXED] Corrected ClassName type for CH53_DZE and BAF_Merlin_DZE. @Cinjun
    [FIXED] Some counts reverted to forEach - count loops can not be nested inside other count loops #1491-#1495 @ebaydayz
    [FIXED] Safes empty when opening after restart #1467 @ebaydayz
    [FIXED] Dynamic_vehicle spawning non-upgradable classes of hilux1 & datsun1. @Uro1
    [FIXED] Eating while inside a vehicle did not drop empty can @deadeye2
    [FIXED] Zombie loot error when using loot tables in mission file @deadeye2
    [FIXED] Trader menu expected array error #1618-1620 @ebaydayz
    [FIXED] Loading screen issue where you can walk around and see a black screen #1610 @deanreid
    [FIXED] Rare inventory wiping on login. @Mikeeeyy
    [FIXED] Wrong items return when deconstruction a bag fence. @seb3sec
     
    [uPDATED] .hpp files updated in dayz_epoch_b CfgLootPos > CfgBuildingPos. @Uro1
    [uPDATED] .bat files updated in Config-Examples @Raziel23x
    [uPDATED] Updated all config.cfg in Config-Examples, Added Default Steam Ports and Updated Layout. @Namindu
    [uPDATED] Epoch.sql, 1.0.5_Updates.sql & CfgServerTraders with correct classnames for upgradable hilux1 & datsun1 versions. @Uro1
    [uPDATED] mission.sqm to compact format from DayZ Mod 1.8.3 @ebaydayz

    [iNFO] (EXTREMELY IMPORTANT) Server owners MUST update their required build and beta to 125548
    [iNFO] requiredSecureId is deprecated in server.cfg.
  19. Like
    Zupa got a reaction from koms in [Release] Advanced Trading 2.1 !UPDATED!   
    Fixed @ master.
     
    Changes:
     
    https://github.com/DevZupa/AdvancedTrading/commit/9c9780df0303973f966a5e1678e281776d106a74
  20. Like
    Zupa got a reaction from DZKitty in [Release] Advanced Trading 2.1 !UPDATED!   
    Version 2.1 Released.
    Alternative selling/buying system. ( Run default & this one next to each other ).
    Supported:
    Config traders Single Currency & Default Currency Selling/Buying everything from and to Gear/Vehicle/Backpack Not supported
     No database traders (database traders make your server slow)  No ability to buy or sell vehicles. What was added to 2.0  Default Currency Supported Item Filter Info display of selected Item Buying to gear and backpack What was added to 2.1Fixed content display of vehicles and backpacks. Description
    Sell directly from backpack, gear or the vehicle ( close) where you were driver from. Decide which items you sell. Traders will only make it possible to trade the items they accept ( goes fully automatic, so only items they accept will be listed on the left).
    You push items to the right to sell, only the items on the right willl get sold.
    Safety measurements
    Double checks what was deleted from backpacks/vehicles so that people can not cheat. Can only sell from your backpack and the vehicle were u was the last driver from ( in 30m radius)  
    Update 1.0 - 2.0 instructions  Delete your old 'zupa' folder  Paste the new 'zupa' folder  Edit the config.sqf to match your server  Done https://github.com/DevZupa/AdvancedTrading/releases/tag/v2.1   Items only show for admins when using infiSTAR AH & Admintools ?! Update infiSTAR to latest version. edit config.sqf to reflect your server correctly.  
    Installation instructions
    Code:
    https://github.com/DevZupa/AdvancedTrading/releases/tag/v2.1
    Install Instructions
    0. Drop the zupa folder in your mission file   1. In your fn_selfactions.sqf
    Place:
    _buyV = player addAction ["<t color='#0059FF'>Advanced Trading</t>", "zupa\advancedTrading\init.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buyV]; above
    // Database menu _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buy]; 2. in description.ext, add the following on the bottom
    #include "zupa\advancedTrading\ZSCdefines.hpp" // if u don't have it from ZSC #include "zupa\advancedTrading\advancedTrading.hpp" 3. Add the following exceptions to your antihack if needed
    AdvancedTrading 711197 4. Edit the config.sqf to match your server.
     
    Screenshots:
     
     

     
  21. Like
    Zupa reacted to Bob_the_K in [Release] Advanced Trading 2.1 !UPDATED!   
    I had been using Advanced Trading 1.0 along with ZSC 3.0.  Not the last alpha release but the one before that, from a few months ago.  All was working great.  So I replaced everything with version 2.0, verified my description.ext and fn_selfActions.sqf.  Everything seems to work except if I sell something, I get no coins but the trader takes my goods.   I left Z_MoneyVariable = "cashMoney"; in config.sqf since I'm using ZSC 3.0.  There are no errors or warnings in either my client side or server side .rpt files.  Any ideas where to look?
     
    Edit - D'oh!   I assumed it defaulted to Z_SingleCurrency = true; and didn't even look a that.  Setting it to true fixed it.   Works great!
  22. Like
    Zupa got a reaction from Th3-Hunter333 in [Release] 3.0 Door Management - No More Codes   
    either the objects doesn't get saved correctly to the DB (server_UpdateObject)
     
    or
     
    the DB doesn't get loaded in correctly after a restart (server_monitor.sqf)
     
    It's one of the 2.
     
    EDIT: A closer guess is that you are editing a server_monitor thats not loaded in or used.
  23. Like
    Zupa got a reaction from ElDubya in [Release] Advanced Trading 2.1 !UPDATED!   
    It's an issue. It was adding stuff without getting the info. If you click on them you can see the item classname ( probably vehicles/backpacks).
     
    Already fixing it in new branch.
     
     
     
    Have you changed the config.sqf ?
     
    ANd where are we talking about? systemChat or in dialog?
     
    + In the new branch i'm making the messages a bit nicer. And i'm going to use the money it's image to display it a more clear.
  24. Like
    Zupa got a reaction from Saltzman in [Release] Advanced Trading 2.1 !UPDATED!   
    Probably releasing a test build later this evening that you guys can try to break to find bugs.
  25. Like
    Zupa got a reaction from Th3-Hunter333 in [Release] Advanced Trading 2.1 !UPDATED!   
    Sneakpeak. 
     

×
×
  • Create New...