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infiniti

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Posts posted by infiniti

  1. Hi,

     

    I have the A3 epoch launcher and mod installed, I am also whitelisted to a couple of servers. But when i try and join any server it goes to load in then boots me back to the multiplayer server browser. This happens for official servers also.

     

    Is there another universal whitelist or key I need to actually play the mod in alpha state?

     

    thanks

  2. So i know how to add things into my database using the command string i posted below for example

     

    INSERT IGNORE INTO traders_data (`item`, `qty`, buy, sell, `tid`, `afile`) VALUES ('["pook_H13_civ",2]', 20, '[6,"ItemGoldBar10oz",1]', '[3,"ItemGoldBar10oz",1]', 519, 'trade_any_vehicle');
    INSERT IGNORE INTO traders_data (`item`, `qty`, buy, sell, `tid`, `afile`) VALUES ('["pook_H13_civ_white",2]', 20, '[6,"ItemGoldBar10oz",1]', '[3,"ItemGoldBar10oz",1]', 519, 'trade_any_vehicle');
    INSERT IGNORE INTO traders_data (`item`, `qty`, buy, sell, `tid`, `afile`) VALUES ('["pook_H13_civ_slate",2]', 20, '[6,"ItemGoldBar10oz",1]', '[3,"ItemGoldBar10oz",1]', 519, 'trade_any_vehicle');
    INSERT IGNORE INTO traders_data (`item`, `qty`, buy, sell, `tid`, `afile`) VALUES ('["pook_H13_civ_yellow",2]', 20, '[6,"ItemGoldBar10oz",1]', '[3,"ItemGoldBar10oz",1]', 519, 'trade_any_vehicle');
    INSERT IGNORE INTO traders_data (`item`, `qty`, buy, sell, `tid`, `afile`) VALUES ('["pook_H13_civ_black",2]', 20, '[6,"ItemGoldBar10oz",1]', '[3,"ItemGoldBar10oz",1]', 519, 'trade_any_vehicle');
     
    thats what i use to insert the pook choppers into the aircraft dealer
     
    what i was wondering was if it was possible to do a string like that that i can paste in as a query which will alter existing values in the database.
     
    say i didnt want to manually have to find the plot pole in the tables and then edit the value of how much it costs. Is there a way to use a string like i did above which will adjust an existing item/value in the tables.
     
    i can then just copy paste the queries to easily change values of things. 
  3. What i want to achieve is basically to move the Black Market Trader who is currently at Stary, to my own new location on the map where im building a black market camp.

     

    I dont want to create a new trader i just want to know if somewhere in the server files where i can find the code for individual trader coords and then change it to where i want him to be on the map. i know how to add a marker for his new location afterwards but i cant seem to see where it gives there individual coordinates for each trader. or if it even does.

     

    i will link my mission.sqm as thats where i thought it would be, but i couldnt see it myself in there.

     

    mission.sqm here http://www.sendspace.com/file/l3l76q

     

    any help with this would be great, thankyou

  4.  

    There's a "//" missing near the bottom. This works:

    DELIMITER ;
    DROP TRIGGER IF EXISTS epoch.`update_owner`;
    DELIMITER //
    CREATE TRIGGER epoch.`update_owner`
    AFTER INSERT ON epoch.character_data
    FOR EACH ROW
    BEGIN
    UPDATE epoch.object_data SET CharacterID= NEW.CharacterID WHERE CharacterID IN
    (SELECT CharacterID FROM player_login WHERE PlayerUID= NEW.PlayerUID)
    AND (Classname = 'WoodSmallWall_DZ' OR Classname = 'WoodSmallWallThird_DZ' OR Classname = 'WoodLargeWall_DZ' OR Classname = 'Land_DZE_GarageWoodDoor' OR Classname = 'WoodLargeWallDoor_DZ' OR Classname = 'WoodSmallWallDoor_DZ' OR Classname = 'WoodStairs_DZ' OR Classname = 'WoodStairsSans_DZ' OR Classname = 'WoodSmallWallWin_DZ' OR Classname = 'WoodLargeWallWin_DZ' OR Classname = 'WoodShack_DZ' OR Classname = 'WoodRamp_DZ' OR Classname = 'WoodLadder_DZ' OR Classname = 'WoodFloor_DZ' OR Classname = 'WoodFloorQuarter_DZ' OR Classname = 'WoodFloorHalf_DZ' OR Classname = 'Wooden_shed_DZ' OR Classname ='Land_DZE_WoodDoor' OR Classname = 'Land_DZE_LargeWoodDoor' OR Classname = 'Land_DZE_GarageWoodDoor' OR Classname = 'CinderWall_DZ' OR Classname = 'CinderWallHalf_DZ' OR Classname = 'CinderWallDoorway_DZ' OR Classname = 'CinderWallDoor_DZ' OR Classname = 'CinderWallSmallDoorway_DZ' OR Classname = 'CinderWallDoorSmall_DZ' OR Classname = 'Plastic_Pole_EP1_DZ' OR Classname = 'TentStorage' OR Classname = 'TentStorageDomed' OR Classname = 'TentStorageDomed2' OR Classname = 'LightPole_DZ' OR Classname ='SandNest_DZ' OR Classname = 'MetalFloor_DZ' OR Classname = 'Hedgehog_DZ' OR Classname = 'Sandbag1_DZ' OR Classname = 'WoodGate_DZ' OR Classname = 'Land_HBarrier1_DZ' OR Classname = 'Land_HBarrier3_DZ' OR Classname = 'Fence_corrugated_DZ' OR Classname = 'M240Nest_DZ' OR Classname = 'CanvasHut_DZ' OR Classname = 'ParkBench_DZ' OR Classname = 'MetalGate_DZ' OR Classname = 'OutHouse_DZ' OR Classname = 'WoodShack_DZ' OR Classname = 'StorageShed_DZ' OR Classname = 'StickFence_DZ' OR Classname = 'DesertCamoNet_DZ' OR Classname = 'ForestCamoNet_DZ' OR Classname = 'DesertLargeCamoNet_DZ' OR Classname = 'ForestLargeCamoNet_DZ' OR Classname = 'DeerStand_DZ' OR Classname = 'MetalPanel_DZ' OR Classname = 'WorkBench_DZ' );
    END//
    DELIMITER ;
    

     

    so if i run this as a query in my database, when people die there buildables will updated to there new player id and there is no more replacing plot pole when they die?

  5. first off i would like to say what a great script this is that you have here.

     

    the 2 questions i have are.. firstly is there somewhere in the missions custom_publishVehicle.sqf that we can change to effect how damaged some of the mission vehicles spawn.

     

    and secondly if i wanted them to spawn them with full fuel from the missioncfg.sqf what would be the correct value, by default its

     

    // fuel the mission vehicles spawn with 0-100.

    wai_mission_fuel = .5;
     
    would you change that to 1.0 or 100, to spawn them with full fuel
     
    thanks :)
  6. That u cant  sell spawned in vehicles

     

    This is from WIA

     

    _vehname    = getText (configFile >> "CfgVehicles" >> _vehclass >> "displayName");

    _position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos;

    diag_log format["WAI: Mission Armed Vehicle Started At %1",_position];

    _veh = createVehicle [_vehclass,_position, [], 0, "CAN_COLLIDE"];

    _vehdir = round(random 360);

    _veh setDir _vehdir;

    _veh setVariable ["ObjectID","1",true];

    PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_veh];

    diag_log format["WAI: Mission Armed Vehicle spawned a %1",_vehname];

     

      this is working coz u spawn in vehicles from Config.cpp , no more hassle with names and u got a tradersitem id (ObjectID)

     

    so EMS can be modified to make mission vehicles sellable at traders? and if so where is this edited?

  7. i dont think its a problem with not being able to sell them because they arnt written to the database. if that was true i wouldn't be able to sell non hive versions of vehicles i spawn in with my admin tool. they are not database vehicles but i can still sell them fine.

     

    its only mission vehicles i cant sell so i think the problem is something different other than them just being none database vehicles. vehicles shouldn't save to the database because of the spam to the server that would happen. i just hope there is a fix soon so that we can sell them to traders again.

  8. if for 1.3.1 you used a custom complies.sqf file for self blood bag and you simply copied your existing file when you did the update to get your self blood bag script to work again then you will have these problems at your traders.

     

    you need to go into the new server files and use the new complies.sqf from 1.0.4 and then add your modified code to that for your other scripts. dont just use your old complies file, 1.0.4 is new.

     

    traders will work fine again then

  9. Im not sure if its because of the latest patch or not but we are not currently able to sell the mission vehicles back to traders. it starts the trade but then at almost completing it says you need to sit in the driver seat to be able to sell. Obviously we have sat in the divers seat before trying to sell.

     

    we have no other problems selling other non mission vehicles, it only happens with the mission vehicles

  10. Hi,

     

    in the minor mission which has the escaped axe murderer you need to kill. When he is killed it says check him for medical supplies. But all he has is an axe and an empty coyote backpack.

     

    is this a known bug or is there a file in the EMS folder somewhere to check the loot the axe murderer should have?

     

    thanks

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