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ViktorReznov

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Posts posted by ViktorReznov

  1. 12 hours ago, inneedofhelp said:

    @ViktorReznov is there anything in this script that would stop players being bale to remove walls/floors they have placed. My server is having a issue with players not being able to remove anything they have built and i am unsure if it is down to soemthing in this script or soemthing else we have added

    This script modifies the calculations to plot pole radius based on certain built objects contained within its boundary. I re-read the code to verify there was nothing that "should" be interferring with removal. Crack open your logs and look for undefined player action variables or any other errors. Feel free to pm me if you continue to have issues.

  2. On 10/22/2019 at 12:16 PM, Khyron said:

    bump? anyone get this working right?

    2 Years ago, I made this script work with many other scripts, that being said, I would have to look at you log files to see what is going on. I no longer have a dayz server with which to test my script on, and Im not entirely sure I want to reinstall. I will try to help as best I can.

     

    On 1/20/2020 at 7:49 PM, inneedofhelp said:

    How dose this work ?
    where do we see the options to upgrade plot size?

    By itself, you can not reap the benefits of this script. It requires a deploy script of some kind, i recommend alchemical crafting or my edit of it, to build these additional structures. If you build one of the dependent structures in your affected plot pole radius, the radius will expand. It does not increase the number of objects you can build but extends the area on which you can build on. I think the last tier takes over most of NWAF? I cannot recall now. 

  3. On 11/4/2018 at 2:24 AM, sjd6795 said:

    Found another problem, when purchasing a vehicle it does not spawn, something with publishvehicle2 in the RPT. I removed the script and vehicles seem to be spawning again.

    Ah yes, i need to push a fix to my script since epoch updated.

    in z_at_buyItems.sqf (mpmissions, dayz_code\AdvancedTrading\functions\z_at_buyItems.sqf)

    if (_buyingType in DZE_tradeVehicleKeyless) then {
    	PVDZE_veh_Publish2 = [[_dir,_location],_part_out,true,"0",_activatingPlayer,dayz_authKey];
    } else {
    	PVDZE_veh_Publish2 = [[_dir,_location],_part_out,false,_keySelected,_activatingPlayer,dayz_authKey];
    };

    the change is the dayz_authKey

  4. 6 hours ago, sjd6795 said:

    Seems to be working pretty good, but something I don't like is that the sell price on attachments seem to be way higher then the buy price. Players could literally just buy and sell to make huge profits. 

    Maybe I just catch it at a bad time and always see the sell higher then the buy. I just noticed it the exact opposite just now, so maybe false alarm.

    Would there be a way to set it so the sell price always matches the last buy price?

    Yes, yes it would. I designed this to be pretty fairly balanced and had hoped i had eliminated any possibility for cheating the system.

    There are 2 places you could make the modifications.

    1. inside the AdvancedTrading\functions\adv_econFlucArray.sqf

    _multArray = [ //array to hold values and keep the scaling of the market
    					[2.0,0.5], //select 0 [BuyMult,SellMult] = select 0, select 1
    					[1.9,0.6], //select 1
    					[1.8,0.7], //select 2
    					[1.6,0.8], //select 3
    					[1.5,0.9], //select 4
    					[1.4,1.1], //select 5
    					[1.2,1.2], //select 6
    					[0.9,1.3], //select 7
    					[0.8,1.4], //select 8
    					[0.7,1.5], //select 9
    					[2.5,1.0], //select 10
    					[0.8,2.0]  //select 11

    the numbers inside the smaller arrays handle the changing of prices. The first number modifies the buy multiplier and the second handles the sell multiplier

    2. This method is A LOT more drawn out and it is modifing the cfgs that handle the items that are even sold by the traders. Here is where I made the price changes. I built it against the highest sell array and tried to make it so there was never a time when selling netted more gain than buying took away.

    Also, I havent technically updated this yet although it still works. There were changes to Zupas advanced trading and the cfg traders that I need to update to

  5. really loving the update EAT. Thank you m8.

    after a month of heavy use, this is the first pair of errors ive ever seen for this

    Spoiler

    Error in expression <ected > -1) then {
    _vehicle = ((vhnlist select TempDialogSelected) select 0);
    hi>
      Error position: <select TempDialogSelected) select 0);
    hi>
      Error Zero divisor
    File mpmissions\__CUR_MP.Chernarus\admintools\tools\addvehicleDialog.sqf, line 137
    Error in expression <ist*cos(_dir),0];

    EAT_PVEH_vehSpawn = [_vehtospawn,[_dir,_pos],_player,dayz_aut>
      Error position: <_vehtospawn,[_dir,_pos],_player,dayz_aut>
      Error Undefined variable in expression: _vehtospawn
    File mpmissions\__CUR_MP.Chernarus\admintools\tools\addtempvehicle.sqf, line 10

     

  6. couple errors that dont stop script from working but are populating my log

    Spoiler

    Error in expression <le) then {_class select 2} else {_class select 1};
    _weps = _class select 4;
    _bag>
      Error position: <select 1};
    _weps = _class select 4;
    _bag>
      Error Zero divisor
    File mpmissions\__CUR_MP.Chernarus\scripts\spawn\functions\class_preview.sqf, line 13

     

    Error in expression <bClear _lb;
    {
    _name = _x select 0;
    if !(_name in _block) then {
    if (count _x == >
      Error position: <_name in _block) then {
    if (count _x == >
      Error Undefined variable in expression: _name
    File mpmissions\__CUR_MP.Chernarus\scripts\spawn\functions\spawn_fill.sqf, line 56

    Fresh installed with no other conflicting mods. Works proper it just populates my report. I believe its due to not having a class selected when you first populate the menu.

  7. would you mind posting your fn_selfActions.sqf? Ill take a look for ya and see if we can get this to work. As for the chop shops. The gas station to the SE of balota airfield. That little garage looking thing with the Wrench Icon is what I defined as a chop shop. However, there are settings to enable you to change that

  8. On 11/6/2017 at 11:16 AM, Runewulv said:

    With the last two instructions, where it says add to the two schedulers. It's a bit vague. Should I just place that snip of code in front of the code that's already on line 4 and 45 respectively? Or should I replace the code that is already on line 4 and 45 respectively?

    sched safety line should like this if you have not modified it (ie epoch admin tools)

    if (vehicle _x != _x && !(vehicle _x in dayz_serverObjectMonitor) && !((typeOf vehicle _x) in DZE_safeVehicle) && (vehicle _x getVariable ["Sarge",0] != 1) && !((typeOf vehicle _x) in DZE_safeStatic)) then {

    and sched corpses

    if ((_x getVariable["bodyName",""] != "") && !(_x getVariable ["SAR_protect",false])) then {

  9. On 10/26/2017 at 2:46 PM, Dango said:

    I would be willing to share my working dayzmod version if you like. There are still some errors but nothing that breaks the server or affects performance. All of the items and weapons are vanilla dayz so it should just work.

    that would be awesome m8!

  10. Just now, Schalldampfer said:

    Thanks, but the script seems to have those statements to check vehicle lock.
    monitor_action.sqf:

      Reveal hidden contents

                    LOG_OBJECT_TRAILER_VALID = (vehicle player == player && (alive _target) && (count crew _target == 0) &&
                            isNull LOG_OBJECT_MOVES && isNull (_target getVariable "LOG_moves_by") &&
                            (isNull (_target getVariable "LOG_moves_by") || (!alive (_target getVariable "LOG_moves_by"))) &&
                            !(_target getVariable "LOG_disabled") && ( [_target] call LOG_FNCT_LOCKED ) && ( [_target,2] call LOG_FNCT_CHAINING ) );    
                    LOG_HELI_LIFT_VALID = (driver LOG_OBJECT_ADDACTION == player &&
                        ({_x != LOG_OBJECT_ADDACTION && !(_x getVariable "LOG_disabled") &&  [_x] call LOG_FNCT_LOCKED  } count (nearestObjects [LOG_OBJECT_ADDACTION, LOG_CFG_ISLIFTABLE, 10]) > 0) &&
                        isNull (LOG_OBJECT_ADDACTION getVariable "LOG_heliporte") && ([0,0,0] distance velocity LOG_OBJECT_ADDACTION < 8 ) && (getPos LOG_OBJECT_ADDACTION select 2 > 1) &&
                        !(LOG_OBJECT_ADDACTION getVariable "LOG_disabled"));
     

    compiles.sqf:

      Reveal hidden contents

        LOG_FNCT_LOCKED = { 
            private ["_return","_target"]; 
            _target = (_this select 0);
            _return = true; 
                if ( !(LOG_CFG_ALLOW_LOCKED) && (locked _target) ) then { 
                    _return = false; 
                };
            _return
            };


    I'll check where the actual vehicle gets lifted. 

    I wont lie, I dont use this lift because its so deprecated. Are you building a 1.0.5.1 server or are you on 1.0.6? There are alternatives (and in my opinion better) to this script you may be interested in looking into. If im not mistaken, this is a snipped R3F script. Tow alt I would use MF-Tow, Lift alt I would use BTC Logistic Lift and transport alt I Use Pack/Lock/Move script. If you need help at anytime, feel free to pm me. I have the former 3 scripts working on my server and would happily help you get those 3 or this 1 working.

  11. So here I am going to post what I have been working on for quite a while now, well started some 4 months ago, and have nearly completely working. I am hoping that posting this here will inspire the community to assist in bringing back this absolute badass ai script to life.

    This is the stock 1.5.2 SargeAI Framework that you can still download. Right out of the box it does "function" in Epoch 1.0.6.1 but with an extreme amount of errors. I have already modified this version to eliminate most errors, however, most of the Urban Patrol Script is broken. Here is where we begin to demolish the myth that Sarge is dead!

    https://github.com/Arstan13/SargeAI-Genesys

    for install...

    Spoiler

    in init.sqf

    within the (isServer) block, underneath the execVM "\z\addons\dayz_server\traders\chernarus11.sqf"; //Add trader agents add call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf";

    at the bottom add execVM "addons\UPSMON\scripts\Init_UPSMON.sqf"; [] execVM "addons\SARGE\SAR_AI_init.sqf";

    in server.pbo\system\scheduler\sched_safetyVehicle.sqf line 4 add && (vehicle _x getVariable ["Sarge",0] != 1) to if (vehicle _x != _x && !(vehicle _x in dayz_serverObjectMonitor) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { so it looks like if (vehicle _x != _x && !(vehicle _x in dayz_serverObjectMonitor) && !((typeOf vehicle _x) in DZE_safeVehicle) && (vehicle _x getVariable ["EAT_Veh",0] !=1) && (vehicle _x getVariable ["Sarge",0] != 1) && !((typeOf vehicle _x) in DZE_safeStatic)) then {

    in server.pbo\system\scheduler\sched_corpses.sqf line 45 add && !(_x getVariable ["SAR_protect",false]) to if (_x getVariable["bodyName",""] != "") then { so it looks like if ((_x getVariable["bodyName",""] != "") && !(_x getVariable ["SAR_protect",false])) then {

    this is nearly fully working. Ive had very limited number of errors to include

    Spoiler

    Error in expression <c getVariable ["UPSMON_grpid","0"]); if(_grpid==0) then{ KRON_UPS_Instances = KR> 1:01:48 Error position: <_grpid==0) then{ KRON_UPS_Instances = KR> 1:01:48 Error Undefined variable in expression: _grpid 1:01:48 File mpmissions\DayZ_Epoch_11.Chernarus\addons\UPSMON\scripts\upsmon.sqf, line 184

    1:01:49 "Leader is still alive: SAR_leader_14" 1:01:50 "Assigned new leader: " Error in expression <R_AI_debug; };

    _npc setVehicleVarname _leadername; _npc setVariable ["SAR_lea> 1:01:50 Error position: <_leadername; _npc setVariable ["SAR_lea> 1:01:50 Error Undefined variable in expression: _leadername 1:01:50 File mpmissions\DayZ_Epoch_11.Chernarus\addons\UPSMON\scripts\UPSMON\common\MON_functions.sqf, line 2071

    Error in expression <,2] call MON_nearestSoldiers; if (count _vehicles>0) then { _npc = [_vehicles se> 1:01:54 Error position: <_vehicles>0) then { _npc = [_vehicles se> 1:01:54 Error Undefined variable in expression: _vehicles 1:01:54 File mpmissions\DayZ_Epoch_11.Chernarus\addons\UPSMON\scripts\upsmon.sqf, line 298

     

     3:58:34 "SAR_AI: Static Spawning for vehicle patrols finished"
     3:58:34 "SAR_AI: Dynamic and static spawning finished"
     3:58:34 "SAR_AI: applying vehicle fix ..."
     3:58:34 "Leader is still alive: SAR_leader_4"
     3:58:34 "Leader is still alive: SAR_leader_4"
     3:58:34 "Leader is still alive: SAR_leader_4"
     3:58:38 "Leader is still alive: SAR_leader_11"
     3:58:39 "Leader is still alive: SAR_leader_9"
     3:58:39 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end
     3:58:40 "Leader is still alive: SAR_leader_10"
     3:58:40 "Leader is still alive: SAR_leader_11"
     3:58:41 "Assigned new leader: SAR_leader_12"
     3:58:41 "Leader is still alive: SAR_leader_9"
     3:58:41 "Leader is still alive: SAR_leader_9"
     3:58:41 "Leader is still alive: R 1-1-I:2"
     3:58:41 "Leader is still alive: SAR_leader_5"
     3:58:41 Error in expression <KRON_UPS_CIV_SURRENDER>
     3:58:41   Error position: <KRON_UPS_CIV_SURRENDER>
     3:58:41   Error Undefined variable in expression: kron_ups_civ_surrender
     3:58:41 "Leader is still alive: SAR_leader_5"
     3:58:41 "Leader is still alive: SAR_leader_10"
     3:58:41 "Leader is still alive: SAR_leader_10"
     3:58:41 "Leader is still alive: SAR_leader_4"
     3:58:52 "Leader is still alive: SAR_leader_2"
     3:58:52 "Leader is still alive: SAR_leader_2"
     3:58:52 "Leader is still alive: R 1-1-I:2"
     3:58:52 "Leader is still alive: R 1-1-I:2"
     3:58:52 "Leader is still alive: SAR_leader_15"
     3:58:52 "Leader is still alive: SAR_leader_17"
     3:58:52 Error in expression <KRON_UPS_>
     3:58:52   Error position: <KRON_UPS_>
     3:58:52   Error Undefined variable in expression: kron_ups_
     3:58:53 "Leader is still alive: SAR_leader_8"
     3:58:53 "Leader is still alive: SAR_leader_18"
     3:58:53 "Leader is still alive: SAR_leader_15"
     3:58:53 "Leader is still alive: SAR_leader_2"
     3:58:53 "Leader is still alive: SAR_leader_15"

     

  12. 1 hour ago, Schalldampfer said:

    To save position after tow/lifting , there must be some fix about dayz_HungerThirst and PVDZE_veh_Update
    change may be on lines 17-20 of logistic\compiles.sqf

    to



    by the way, I heard one can lift a locked vehicle even with LOG_CFG_ALLOW_LOCKED = false;
    how can I fix it

    I believe this post may answer your questions

     

  13. 14 hours ago, Erzengelgames said:

    how did you make them safe  to db? i added them to the safeObjects but they are not saveing for some reason

    did you follow the original install instructions? In the buildables/variables.sqf near the bottom you should have lines of code like this

    Spoiler

    _CraftingArray = _Amethyst + _Citrine + _Emerald + _Lights + _Obsidian + _Ruby + _Sapphire + _Topaz + _Transportation;
    DayZ_SafeObjects = DayZ_SafeObjects + _CraftingArray;
    DZE_maintainClasses = DZE_maintainClasses + _CraftingArray;
    Custom_Buildables = _CraftingArray; 

    with that there shouldnt be anything special you need to do to get it to work. At least, i havent had to, feel free to pm me if the problem persists and we can start up a teamviewed to find the problem

  14. 1 hour ago, salival said:

    Hello, 

    You would need to change every item in the traders unless you modify some of advanced tradings core files to do a ratio of the price.

    @ViktorReznovmade a mod called Advanced Trading Economy to do kind of what you want: https://github.com/Arstan13/AdvancedTradingEconomy

    Maybe you could modify that to suit your needs.

     

    indeed, I changed the value of all the stock overpoch trader configs so that when my script performed its function, It wouldn't be an exploitable bug which changes the price of everything. Old currency items (and all items) are no longer a way of "physical cash" they are just another marketable item. My script will change the prices of all items every thirty minutes so one moment a briefcase is worth 100K, the next 60K and later 150K. but this also applies to the sell attribute as well. One moment you make 6k off that rifle, then 10K and later back down to 3k. Check it out, i wrote it to be rid of static forever prices on my server.

  15. 2 hours ago, juandayz said:

    Hey viktor..cannot understand what exactly it does. Add the objects deployed by an external script in the plot objects count and add a maintain cost? If is only it.. its not more easy add the objects class name in dze_maintain?

    lol no, it enlarges the plot/maintain area based on the structures contained within the plot area. plotpole + amplifier = larger plot area

  16. So here I am going to release this beta code I've been using/testing for making a more dynamic plot boundary. This was built in mind of building real bases, full size air strips etc, Idea is reclaiming the apocalypse and taking back over the world!

    Here is the download here : https://github.com/Arstan13/PlotBoundaries

    What does this do exactly? On its absolute own, Probably nothing, this adds a check on plots that will look for these "Amplifier" structures and change the range of your plot boundary. It multiplies exponentially, but the structures have some cost to them as well. Strongly recommend one of the advanced crafting/ deploy mods out there to go along with this. 

    A lone plot pole will have default DZE_PlotPole settings [30,45]. That is stage 1

    A plot with stage 1 amplifier within the default range will then your new plot boundary will become [60,90]

    Stage 2 amp will be [90,135] and so on and so forth

    Some screenshots below

    Spoiler

    20171008144428_1.jpg
    20171008144346_1.jpg
    20171008144353_1.jpg
    20171008144402_1.jpg
    20171008144406_1.jpg
    20171008144409_1.jpg
    20171008144414_1.jpg

    Install instructions are on github, Dont include the install folder in your installation. add the compiles and change the fn_selfAction call, the rest are a drag and drop install

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