Jump to content

DangerRuss

Member
  • Posts

    963
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by DangerRuss

  1. Hello DangerRuss,

     

    thanxx for your reply!

     

    Now i  understand something more^^

     

    1) so should i use then my modified ui_selectSlot.sqf  ?   http://pastebin.com/PptvJWHa    <--- thats for me the hardest thing to understand, with all those modified right clicks, scroll mouse buttons, etc...confusing me everytime...

     

     

    2) server_functions.sqf i know very well ;-)

    3) whats with that Building folder which i cant find, should i make a new one?

    4) ok, i should use the random hemp spawn

    1. Here is a copy of my ui_selectslot.sqf which uses Macas' right click system.

    private ["_control","_button","_parent","_group","_pos","_item","_conf","_name","_cfgActions","_numActions","_height","_menu","_config","_type","_script","_outputOriented","_compile","_array","_outputClass","_outputType"];
    disableSerialization;
    _control = 	_this select 0;
    _button =	_this select 1;
    _parent = 	findDisplay 106;
    
    //if ((time - dayzClickTime) < 1) exitWith {};
    if (!DZE_SelfTransfuse && ((gearSlotData _control) == "ItemBloodBag")) exitWith {};
    if (_button == 1) then {
    	//dayzClickTime = time;
    	_group = _parent displayCtrl 6902;
    	
    	_pos = 		ctrlPosition _group;
    	_pos set [0,((_this select 2) + 0.48)];
    	_pos set [1,((_this select 3) + 0.07)];
    	
    	_item = gearSlotData _control;
    	
    	_conf = configFile >> "cfgMagazines" >> _item;
    	if (!isClass _conf) then {
    		_conf = configFile >> "cfgWeapons" >> _item;
    	};
    	_name = getText(_conf >> "displayName");
    	
    	_cfgActions = _conf >> "ItemActions";
    	_numActions = (count _cfgActions);
    	_height = 0;
    	
    	//Populate Menu
    	for "_i" from 0 to (_numActions - 1) do 
    	{
    		_menu = 	_parent displayCtrl (1600 + _i);
    		_menu ctrlShow true;
    		_config = 	(_cfgActions select _i);
    		_type = 	getText	(_config >> "text");
    		_script = 	getText	(_config >> "script");
    		_outputOriented = 	getNumber	(_config >> "outputOriented") == 1;
    		_height = _height + (0.025 * safezoneH);
    		_compile =  format["_id = '%2' %1;",_script,_item];
    		uiNamespace setVariable ['uiControl', _control];
    		if (_outputOriented) then {
    			/*
    				This flag means that the action is output oriented
    				the output class will then be transferred to the script
    				&& the type used for the name
    			*/			
    			_array = 	getArray	(_config >> "output");
    			_outputClass = _array select 0;
    			_outputType = _array select 1;
    			_name = getText (configFile >> _outputType >> _outputClass >> "displayName");
    			_compile =  format["_id = ['%2',%3] %1;",_script,_item,_array];
    		};
    		
    		_menu ctrlSetText format[_type,_name];
    		_menu ctrlSetEventHandler ["ButtonClick",_compile];
    	};
    	// Add extra context menus
    		_erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item);
    		_erc_numActions = (count _erc_cfgActions);
    	if (isClass _erc_cfgActions) then {
        for "_j" from 0 to (_erc_numActions - 1) do
        {
            _menu =  _parent displayCtrl (1600 + _j + _numActions);
            _menu ctrlShow true;
            _config =  (_erc_cfgActions select _j);
            _text =  getText (_config >> "text");
            _script =  getText (_config >> "script");
            _height = _height + (0.025 * safezoneH);
            uiNamespace setVariable ['uiControl', _control];
            _menu ctrlSetText _text;
            _menu ctrlSetEventHandler ["ButtonClick",_script];
        };
    };
    	_pos set [3,_height];
    	//hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos];		
    
    	_group ctrlShow true;
    	ctrlSetFocus _group;
    	_group ctrlSetPosition _pos;
    	_group ctrlCommit 0;
    };
    

    Try comparing it to yours it might help you understand better, or just use it.

    3. You dont need a building folder. That is where they are telling you to place the script, so if you're following the instructions you would create one, BUT you dont have to do that.. Like I said earlier, you can call the folders whatever you want as long as you direct the paths correctly.  You can make a folder called prettypinkbow and name the script chocolatemarshmallows.sqf for all it matters, as long as the paths reflect that.

     

    4. I'll simplify this even further for you. Use my ui_selectslot.sqf that I pasted above. 

     

    Use this for your extra_rc.hpp

     

    extra_rc.hpp

    class ExtraRc {
        class ItemKnife {
    		class farmhemp {
    			text = "Harvest the weed";
    			script = "execVM 'scripts\hemp.sqf'";
    		};
        };
    class ItemKiloHemp {
    	class smokeweed {
    		text = "Smoke the shit";
    		script = "execVM 'scripts\smokeshit.sqf'";
    		};
    	};
    };
    

     

     

    Use these files, put them in a folder called scripts. If you dont have a folder called scripts make one and put it in the root of your mission pbo.

     

    hemp.sqf

        /*
        put together for DayZ Epoch
        Credits to Shogun338 from Insurrection gaming
        modified for separate "gather weed" script
        */
         
        private ["_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"];
        _playerPos = getPosATL player;
        _hempqty = {_x == "ItemKiloHemp"} count magazines player;
        _nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0;
        _weed = nearestObject [player, "fiberplant"];
         
        if !(_nearWeed) exitWith {
        cutText [format["You need to be near the weed plants in order to gather."], "PLAIN DOWN"];
        };
        if (_hempqty > 2) exitWith {
        cutText [format["WARNING: %1, You have maximum amount of weed in your inventory! You could get arrested by the police ;)", name player], "PLAIN DOWN"];
        };
        if (dayz_combat == 1) then {
        cutText [format["You are in Combat and Cannot Gather the Weed."], "PLAIN DOWN"];
        } else {
        disableSerialization;
        _gearmenu = FindDisplay 106;
        _gearmenu CloseDisplay 106;
        player playActionNow "Medic";
        r_interrupt = false;
        sleep 6;
        _objectID = _weed getVariable["ObjectID","0"];
        _objectUID = _weed getVariable["ObjectUID","0"];
        deleteVehicle _weed;
        [_objectID,_objectUID] call server_deleteObj;
        _weed setDamage 1;
        player addMagazine "ItemKiloHemp";
        sleep 2;
        cutText [format["You've Gathered Some Weed! Smoke that shit or sell it at Black market dealer!!"], "PLAIN DOWN"];	
        };
    

     

    smokeshit.sqf

    /*
    by: ZeroK00L    
    */
        [] spawn {
        hint "You roll a fatty and smoke it! Damn! That shit is the chronic!";
        player removeMagazine 'ItemKiloHemp';
        Remove_Drug_effects =
        {
        {
        ppEffectDestroy _x;
        } forEach (_this select 0);
        ppEffectDestroy ppe2;
        ppEffectDestroy ppe3;
        setaperture 0;
        };
        _time = time;
        _effects = [];
    player playMoveNow "ActsPercMstpSnonWpstDnon_sceneBardak01";
        while {true} do
        {
        ppe2 = ppEffectCreate ["chromAberration", 1555];
        _effects = _effects + [ppe2];
        ppe2 ppEffectAdjust [random 0.25,random 0.25,true];
        ppe2 ppEffectCommit 1;
        ppe2 ppEffectEnable true;
        ppe3 = ppEffectCreate ["radialBlur", 1555];
        _effects = _effects + [ppe3];
        ppe3 ppEffectEnable true;
        ppe3 ppEffectAdjust [random 0.02,random 0.02,0.15,0.15];
        ppe3 ppEffectCommit 1;
        sleep random(1);
    r_player_blood = r_player_bloodTotal;            //set their blood to the maximum allowed
    r_player_lowblood = false;                        //set lowblood setting to false
    10 fadeSound 1;                                    //slowly fade their volume back to maximum
    "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;    //disable post processing blur effect
    "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1],  [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5;    //give them their colour back
    r_player_lowblood = false;                        //just double checking their blood isnt low
    player setVariable["USEC_BloodQty",r_player_bloodTotal,true];    //set their blood back up to maximum again
        if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;};
        };
        };
    

     

    weedfarms.sqf

    /*
    	Script by HALV
    	Create Weed fields (or other objects) in random locations, amount and "random preset" amount of objects,
    	objects are placed "Labyrinth Style" around the middle object
    */
    
    _useLocalMarkers = false;
    
    if (isServer)then{
    	private["_blacklistedAreas"];
    	diag_log "[Random_Weed_Farm]: waiting for BIS_fnc_findSafePos";
    	waitUntil {(!isNil "BIS_fnc_findSafePos")};
    	if(isNil "dayz_MapArea")then{dayz_MapArea = 7000};
    	_WorldName = toLower format ["%1", worldName];
    
    //settings
    	//how many will spawn farms, note that farms can spawn "on top" of eachother (min 1, default 6)
    	_farms = 4;
    	//min farms (min 1, default 2)
    	_farmsmin = 3;
    	//how many plants per farm (min 1, default 9)
    	_plants = 9;
    	//min plants (min 1, default 4)
    	_plantsmin = 4;
    	//min dist (in meters) from roads to build farms (default 200m)
    	_mindist2roads = 200;
    	//the object to spawn, default "Fiberplant"
    	_fiberplant = "Fiberplant";
    	_spawnarea = (dayz_MapArea/2);
    	switch(_WorldName)do{
    		case "napf":{
    		_blacklistedAreas = [
    		[[8246.3184,15485.867,0],	500],
    		[[15506.952,13229.368,0],	500],
    		[[12399.751,5074.5273,0],	500],
    		[[10398.626,8279.4619,0],	500],
    		[[5149.9814,4864.1191,0],	500],
    		[[6633.1538,7254.916,0],	500],
    		[[13288.313,19590.338,0],	800]
    		];
    		};
    		case "chernarus":{
    		_blacklistedAreas = [
    		[[23999.742,2.4571743,0],	500],
    		[[6325.6772,7807.7412,0],	500],
    		[[4063.4226,11664.19,0],	500],
    		[[11447.472,11364.504,0],	500],
    		[[1606.6443,7803.5156,0],	500],
    		[[12944.227,12766.889,0],	500],
    		[[8122.35,13464.5,0],		500] // <-- no comma for last entry
    		];
    		};
    		default{
    		_blacklistedAreas = [
    			[[0,0,0],	0]
    		];
    		};
    	};
    //function to find x amount of positions around a position (on ground, z axis not included) in a size you define - "labyrinth style"
    //[start position, amount of positions to return (ex start pos), distance between positions,include startposition (optional, default true)] call _fnc_positions_array
    	_fnc_positions_array = {
    		private ["_posi"];
    		_pos = _this select 0;
    		_amnt = _this select 1;
    		_adjust = _this select 2;
    		_include = if(count _this > 3)then{_this select 3}else{true};
    		_positions = [];
    		_buildDir = 0;
    		_buildRow = 0;
    		_Row = 0;
    		_build = 0;
    		if(_include)then{_positions set [count _positions,[_pos select 0,_pos select 1,0]];_amnt = _amnt - 1;};
    		for "_i" from 0 to (_amnt-1) do {
    			if(_Row > 1)then{_buildRow = _buildRow + 1;_Row = 0;};
    			if(_buildDir > 3)then{_buildDir = 0;};
    			for "_i" from 0 to _buildRow do {
    				switch (_buildDir) do{
    					case 0:{
    						_posi = [(_pos select 0),(_pos select 1) + _adjust]; //up
    						_positions set [count _positions,[_posi select 0,_posi select 1,0]];
    					};
    					case 1:{
    						_posi = [(_pos select 0) + _adjust,(_pos select 1)]; //left
    						_positions set [count _positions,[_posi select 0,_posi select 1,0]];
    					};
    					case 2:{
    						_posi = [(_pos select 0),(_pos select 1) - _adjust]; //down
    						_positions set [count _positions,[_posi select 0,_posi select 1,0]];
    					};
    					case 3:{
    						_posi = [(_pos select 0) - _adjust,(_pos select 1)]; //right
    						_positions set [count _positions,[_posi select 0,_posi select 1,0]];
    					};
    				};
    				_pos = _posi;
    				_build = _build + 1;
    				if(_build >= _amnt)exitWith{};
    			};
    			_buildDir = _buildDir + 1;
    			_Row = _Row + 1;
    			if(_build >= _amnt)exitWith{};
    		};
    //		diag_log format["[Random_Weed_Farm]: Debug - _build: '%1' _amnt: '%2' _positions: '%3' %4",_build,_amnt,(count _positions),_positions];
    		_positions
    	};
    
    	_amnt = round(random _farms);
    	if(_amnt < _farmsmin)then{_amnt = _farmsmin};
    	if(_amnt < 1)then{_amnt = 1};
    
    	diag_log format["[Random_Weed_Farm]: Function loaded ... Server Building %1 Weed Farm(s)",_amnt];
    
    	_locations = [];
    	for "_i" from 0 to (_amnt-1) do {
    		private ["_coords"];
    		while{true}do{
    			scopeName "posiscope";
    			_coords = [getMarkerPos 'Center',0,_spawnarea,25,0,2000,0] call BIS_fnc_findSafePos;
    			_roadlist = _coords nearRoads _mindist2roads;
    			_IsBlacklisted = false;
    			{if(_coords distance (_x select 0) < (_x select 1))exitWith{_IsBlacklisted = true};}forEach _blacklistedAreas;
    			if((count _roadlist < 1) and !_IsBlacklisted)then{breakOut "posiscope"};
    		};
    		_locations set [count _locations,[_coords select 0,_coords select 1,0]];
    		_amnt = round(random _plants);
    		if(_amnt < _plantsmin)then{_amnt = _plantsmin};
    		if(_amnt < 1)then{_amnt = 1};
    		diag_log format["[Random_Weed_Farm]: Found Location for a farm (%1) %2 with %3 plants",mapGridPosition _coords,_coords,_amnt];
    		//aparently sizeOf has problems sometimes, so we iput this manually - else perhaps use [position, amount, sizeOf "object"]
    		_plantpositions = [[(_coords select 0),(_coords select 1),0],_amnt,5] call _fnc_positions_array;
    		{
    			_plant = createVehicle [_fiberplant, _x, [], 0, "CAN_COLLIDE"];
    			_plant setPos _x;
    			_uID = str(round(random 999999));
    			_plant setVariable ["ObjectID", _uID, true];
    			_plant setVariable ["ObjectUID", _uID, true];
    			_plant setVariable ["lastUpdate",time,true];
    		}forEach _plantpositions;
    	};
    	diag_log "[Random_Weed_Farm]: Weed Farm(s) Done ... Broadcasting locations for clients";
    	PV_HALV_Broadcast_weedlocations = _locations;
    	publicVariable "PV_HALV_Broadcast_weedlocations";
    };
    
    //comment out for no markers
    if(!isDedicated)then{
    	diag_log "[Random_Weed_Farm]: Client awaiting markers ...";
    	waitUntil{(!isNil "PV_HALV_Broadcast_weedlocations")};
    	//create markers
    	_nr = 1;
    	for "_i" from 0 to ((count PV_HALV_Broadcast_weedlocations)-1) do {
    		_markername = format["WeedFarm_%1",_nr];
    		_markertext = format["Weed Farm %1",_nr];
    		if(_useLocalMarkers)then{
    			_marker = createMarkerLocal [_markername, (PV_HALV_Broadcast_weedlocations select _i)];
    			_marker setMarkerTypeLocal "Warning";
    			_marker setMarkerTextLocal _markertext;
    			_marker setMarkerColorLocal "ColorGreen";
    		}else{
    			if (getMarkerColor _markername == "") then {
    				_marker = createMarker [_markername, (PV_HALV_Broadcast_weedlocations select _i)];
    				_marker setMarkerType "Warning";
    				_marker setMarkerText _markertext;
    				_marker setMarkerColor "ColorGreen";
    			};
    		};
    		diag_log format["[Random_Weed_Farm]: Client created marker %1 ...",_nr];
    		_nr = _nr + 1;
    	};
    	PV_HALV_Broadcast_weedlocations = nil;
    };
    

     

    and then open your init.sqf, at the very bottom below EVERYTHING else paste this

    //Weed Farms
    [] execVM "scripts\weedfarms.sqf";
    
  2. I might also recommend in your deploy and pack scripts you add a unique variable so players aren't able to repack any bicycle they come across, only one that has been deployed. Also I recommend having it placed directly in front of the player.For example in the deploy script

       	 sleep 6;
    	_Offset = [0,5,0]; //change how far from player vehicle spawns
    	_worldPos = player modelToWorld _Offset; // spawn in front of player
        _object = "MMT_USMC" createVehicle (_worldPos);
       	_object setVariable ["ObjectID", "1", true];
       	_object setVariable ["ObjectUID", "1", true];
    	_object setVariable ["Deployed", "1", true];
     	_degrees = getDir player;
    	_object setDir _degrees;
       	 player reveal _object;
    

    and in the pack script

    if ((typeOf cursorTarget == "Old_bike_TK_INS_EP1" or typeOf cursorTarget == "MMT_USMC") and (cursorTarget getVariable ["Deployed", "0"] == "1")) then {
    

    Now if someone could help me figure out a way to cancel the build by moving, lets say you suddenly change your mind or you're getting shot at and need to move... that would be spectacular. I have it working on my overwatch server but that uses a scroll wheel option to deploy. I can't seem to get it working on the right click script. Here's my deploy script

    _weapons = [currentWeapon player] + (weapons player) + (magazines player);
    closeDialog 0;
    
    _toolbox = "ItemToolbox" in _weapons;
    
    if (!_toolbox) then {
        cutText [format["Missing Toolbox"], "PLAIN DOWN"];
    } else {
        player removeAction s_player_deploybike;
        player playActionNow "Medic";
        r_interrupt = false;
    	player removeWeapon "ItemToolbox";
        	_dis=10;
        	_sfx = "repair";
        	[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
        	[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
     
       	 sleep 6;
    	_Offset = [0,5,0]; //change how far from player vehicle spawns
    	_worldPos = player modelToWorld _Offset; // spawn in front of player
        _object = "MMT_USMC" createVehicle (_worldPos);
       	_object setVariable ["ObjectID", "1", true];
       	_object setVariable ["ObjectUID", "1", true];
    	_object setVariable ["Deployed", "1", true];
     	_degrees = getDir player;
    	_object setDir _degrees;
       	 player reveal _object;
     
        	cutText [format["Here's your bike you lazy bum!"], "PLAIN DOWN"];
       	 r_interrupt = false;
       	 player switchMove "";
       	 player playActionNow "stop";
     
        	sleep 10;
     
       	 cutText [format["Warning: Spawned bikes DO NOT SAVE after server restart! If you wish to keep it - deconstruct it!"], "PLAIN DOWN"];
     
    	
    };
    

  3. I've been stumped on it for ages. :/

    Im not so sure wether you will have the time or if you could be bothered at all, but if I could contact you on skype for example to show you how I am installing it, maybe you'll be able to notice something that I am doing wrong? If you could that'd be awesome, my skype is on my Epoch profile.

    Switched over to Zupas 3.0, possibly come back to this once and if I open another server.

    I dont know how much help I would be either man. I simply installed this and it worked :-\

  4. hi all,

     

    this would be a nice script, if i ever get this to work...

     

     

    1) i dont understand this with that macas right clickable system, many others use the custom right click actions 3.03. is there a workaround with this click system?

        we  have the WPDs-Action-Menu-master  which contains  also an modified ui_selectSlot.sqf.

     

    2) i dont have a buildings folder in my dayz_server.pbo unpacked. should i make a new one for the weedfarm.sqf?

     

    3) i dont have that system_functions.sqf, should i call it then from the missions init.sqf?

     

    4) i never used the 3D map editor before, so will it enough to start with ctrl-e, choose chernarus, go to decided location, hit F5 to create a new vehicle, choose there under MAP_EU_plants,

        select then your B b_betulaHumilis , place it there how many times i like and then save and close that?

        or do i also need that Center, Unit, Group to create first?   because it wont let me save the mission without that! if i do that, i will get alot of errors in my RPT /Hivelog  regarding that created soldier...

     

    thanks

     

    cheers

    Ok you're really new and really confused. So I'll try and help you the best I can.

     

    1-2. Maca's right click system is pretty easy you're just making an edit in the ui_selectslot to tell it to look for the extra_rc.hpp among other things. In the extra_rc.hpp is where you are defining which item you right click, what it says when you right click on it, and directs to the script that you want to run when you right click on that item. In this case it would be Hemp, it would say "smoke weed" or whatever you want it to say, and direct to the SmokeWeed\smokeshit.sqf.. you can put those anywhere and name them anything so long as in the extra_rc.hpp you define it properly. So if you want to name the script farts.sqf and put it in the folder called smelly, you can certainly do so as long as in the extra_rc.hpp it looks like

    class ExtraRc {
    	class ItemKiloHemp {
    		class smokeweed {
    			text = "Smoke Weed";
    			script = "execVM 'smelly\farts.sqf'";
    		};
    	};
    };
    
    

    3. This is a typo in the instructions. He means server_functions.sqf and yes you do have one in your server PBO. In the server PBO there is a folder called init and inside the folder is server_functions.sqf

    4. Forget the map editor part of the instructions because that is unnecessary to get the script working and just extra confusing for you at this point. BUT in the future when you want to convert something from the map editor to your server you can't just copy the sqf file exactly as it is you need to remove the center/group/unit part of the code and also the fluff at the bottom. You also need to add some things. Here is an example of what it should look like

    if (isServer) then {
    
    _vehicle_1 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Destroyer", [7081.4351, 2235.6873, 0.093513697], [], 0, "CAN_COLLIDE"];
      _vehicle_1 = _this;
      _this setDir 82.911446;
      _this setVehicleInit "this setVectorUp [0,0,1];";
      _this setPos [7081.4351, 2235.6873, 0.093513697];
    };
    
    _vehicle_2 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Fregata", [7168.519, 2421.0925, -0.13990811], [], 0, "CAN_COLLIDE"];
      _vehicle_2 = _this;
      _this setDir -38.434193;
      _this setVehicleInit "this setVectorUp [0,0,1];";
      _this setPos [7168.519, 2421.0925, -0.13990811];
    };
    
    _vehicle_3 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Fregata", [7063.1094, 2299.2778, 0.0078576207], [], 0, "CAN_COLLIDE"];
      _vehicle_3 = _this;
      _this setDir 52.681232;
      _this setVehicleInit "this setVectorUp [0,0,1];";
      _this setPos [7063.1094, 2299.2778, 0.0078576207];
    };
    
    };
    

     

    Your best bet is to just copy paste this http://pastebin.com/juMsuJ1r and name it weedfarms.sqf. You should be able to just call this from the init.sqf in your mission file.

  5. Well I had sent a ticket to them (Vilayer asking if they could change it for me, but I got the response that I am avaliable to do it myself. I've added them myself various times.

    Dont really know what else the problem could be.

    Honestly man I really think it's the dll's because this thing works right out of the box. But tbh if the DLL's weren't right I would suspect the server wouldn't even start so Im really quite stumped.

  6. Sure have.

    Images:

    DATABASE_zpsf5737178.png

    root_zpsf80e4232.png

    HIVE_zpscd2944f9.png

    Edited for: Images added

    Tired repairing everything, removing everything, cleaning the database, replacing the DLL files.

    Nothing seems to work and I am getting the same errors over and over again. -.-

    Any help would be greatly appreciated.

    Are you running this on a dedicated box or are you using a host?  If you're using a host like Vilayer, you need to ask permission to change the DLL files. If you dont have permission to change them, they wont' save. So even though you think you're updating the DLL's you're actually not.  Thats all I can really think of because this worked right out of the box for me once I got permission from vilayer to change my DLL's. 

  7. This pack doesn't seem to work for me...

    12:28:57 "EPOCH SERVERTRADE: Player: Aliighten (76561198165145706) sold a VWGolf in/at trader city Stary for 2500x Coins"
    12:28:58 "DELETE: B 1-1-B:1 (Aliighten) REMOTE Deleted by UID: 62886780500244"
    12:29:03 Error in expression <object getVariable[(_variable + "_CHK"),_vNew];
    _result = _vNew - _vOld;
    _object>
    12:29:03 Error position: <_vNew];
    _result = _vNew - _vOld;
    _object>
    12:29:03 Error Undefined variable in expression: _vnew
    12:29:03 File z\addons\dayz_server\init\server_functions.sqf, line 549
    12:29:03 Error in expression <_killsH,_killsB,_currentModel,_humanity,_cashMoney];
    _key call server_hiveWrite;>
    12:29:03 Error position: <_cashMoney];
    _key call server_hiveWrite;>
    12:29:03 Error Undefined variable in expression: _cashmoney
    12:29:03 File z\addons\dayz_server\compile\server_playerSync.sqf, line 172
    12:29:03 Error in expression <object getVariable[(_variable + "_CHK"),_vNew];
    _result = _vNew - _vOld;
    _object>
    

    Pretty sure I have ran everything correctly and followed the readme to the letter.

    Any help will be good. :D

    Items will be sold, then no money is given. I've spent some time trying to get my head around it, got no clue.

    Just to rule this out, you installed this on a fresh server first with no other scripts installed?

  8. Your right DangerRuss.  After looking at the 22 pages, I came across a way to do it.  However it did not work.  So I posted on that thread hoping to get it working.  Forgot how much of a pain it is to sell guns 1 by 1 lol.  You were right though the trader menus load faster and are very easy to add items to.

    One question though, on the cfgservertrader there is no quantity.  Does this mean that the servers will never run out of items?

    Correct. They will never run out. For most servers this isn't an issue because when using the database they just had a query to auto update inventory anyway. It's just one less thing to worry about really.

     

    Try removing the trade animations, trading is much quicker then, and really the animations are pointless.

  9. so, has anyone figured out a fix for the changing clothes issue? i mean it's not game breaking, but it is annoying.

     

     

    to clarify, when player changes clothes, his wallet and bank wipe clean. player has to relog to regain his money.

    That doesnt happen for me.

     

    I guess it was fixed by the time I installed this but if you look at the

     

     

    you can quickly find

     

  10. I'm sure theres a way to enter in worldspace and make it like a trader city. (You would be able to call it anything you like I Imagine)   "You can not log out in a banking zone"..or whatever

     

    Like when u join a fresh epoch map and it still wont let u log off in stary even though there isn't a safezone.

     

    I can't help you with that sorry. I'm not that good with it yet, but I do have a friend I can ask so I'll post back tomorrow if I have anything for you

    That's handled in the mission.sqm, the problem is my safe zone script also reads from the mission.sqm  So if I add a sensor it'll automatically make it a safe zone.

  11. Thanks DangerRuss and dansoe.  It is now working.  The only problem is trade from vehicle 2.0 script is now not working 

     

    Any ideas?  If not I will post on that thread.

     

    Thanks again mike

    I believe that script looks to the database, and so it wont work.

  12. I'm unfamiliar with this dupe but couldn't it be fixed with the losing connection dupe fix that is used for safes?

     

     

    This is what i used. From a post in early january. was confused by pervious posts this one helped me the best. The post from Syco

     

    I believe Im actually already using that. I believe the problem is two fold. My banks are NPC's and not objects and Im not entirely sure they are "losing connection" when they dupe. I spectated a guy doing it and I couldn't exactly tell what he was doing but he definitely wasn't losing connection. I think he just logged to the lobby and back during a crucial moment. I think just preventing people from logging out (to the lobby) in a banker area, without making it a safe zone would be best.

×
×
  • Create New...