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Posts posted by Longshot03XX
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Step 1: Go to said file (ZSCdefines.hpp)
Step 2: Search for line that says ZSC_RscScrollBar
Step 3: Select said line and what follows after it...
class ZSC_RscScrollBar
{
color[] = {1,1,1,0.6};
colorActive[] = {1,1,1,1};
colorDisabled[] = {1,1,1,0.3};
shadow = 0;
scrollSpeed = 0.06;
width = 0;
height = 0;
autoScrollEnabled = 0;
autoScrollSpeed = -1;
autoScrollDelay = 5;
autoScrollRewind = 0;
};Step 4: Delete those lines
Step 5: Save file
And.... Whallah!
Step 6: If needed... Repeat until all conflicting lines are gone.
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getting this error :
File mpmissions\DayZ_Overpoch_1.Chernarus\zupa\advancedTrading\advancedTrading.hpp, line 0: .AT_Zupa_BlueButton: Undefined base class 'ZSC_RscButtonMenu'
added the ZSCDefines in the description.ext... anyone knows how to fix this?
go into advancedTrading.hpp and find the line that starts with ZSC_RscButtonMenu and delete it from the file.
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You need to add an extra check in selfactions
if (_isMan && !_isPZombie && _traderType in serverTraders) then {
to
if (_isMan && !_isPZombie && _traderType in serverTraders && !(isPlayer _cursorTarget) ) then {
Doesn't work -_-
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my players are complaining about the loot boxes not appearing. Anyone else having problems with this or know a fix?
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I've been having an issue on my server where players can access the trader menu on other players that have the same skin as the traders. (i.e., Functionary_EP1_DZ, and etc.) Has anyone in this great community have a way to fix this problem?
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How would I do that? I'm fairly new to scripting/editing
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Okay so i found a better script but im having problems with the trader spawning off the map in debug sometimes... can anyone please help me?
this is the init.sqf for maca134's roaming trader
/*
Epoch Dynamic Traders my maca134
http://www.epochservers.com
You will need to go into each file in the traders file and change the model/skin to the relevent trader for the map you are using.
Look in server_traders.sqf in the mission pbo for more information.
*/
private ["_trader_config", "_markers"];
DT_fnc_ObjectsMapper = compile preprocessFileLineNumbers "\z\addons\dayz_server\roamingTrader\objectMapper.sqf";
DT_fnc_CreateTrader = compile preprocessFileLineNumbers "\z\addons\dayz_server\roamingTrader\createTrader.sqf";
_trader_config = [
[1, "vehicles.sqf", "Roaming Trader", "ColorRed"]
];
_markers = [];
waitUntil { sleep 1; !isNil "sm_done" };
{
for [{_i=0}, {_i<(_x select 0)}, {_i=_i+1}] do {
private ["_position", "_found_position", "_j", "_near_trader"];
waitUntil { !isNil "BIS_fnc_findSafePos" };
_found_position = false;
_j = 0;
while {!_found_position} do {
_j = _j + 1;
if ((_x select 1) == "boat.sqf") then {
_position = [getMarkerPos 'center',0,DynamicVehicleArea,20,0,2000,1] call BIS_fnc_findSafePos;
} else {
if (!isNil "RoadList" and {(random 1) > 0.5}) then {
waitUntil{!isNil "BIS_fnc_selectRandom"};
_position = RoadList call BIS_fnc_selectRandom;
_position = _position modelToWorld [0,0,0];
waitUntil{!isNil "BIS_fnc_findSafePos"};
_position = [_position,5,40,20,0,2000,0] call BIS_fnc_findSafePos;
} else {
waitUntil{!isNil "BIS_fnc_findSafePos"};
_position = [getMarkerPos 'center',0,DynamicVehicleArea,20,0,2000,0] call BIS_fnc_findSafePos;
};
};
{
if (((_x select 0) distance _position) < 1000) exitWith {
_position = [];
};
true
} count _markers;
if ((count _position) == 2 or _j > 10) then {
_found_position = true;
};
};
if ((count _position) == 2) then {
diag_log format["Trader Caravans: Spawning %1 at %2 (%3)", _x select 1, _position, mapGridPosition _position];
_position execVM format["\z\addons\dayz_server\roamingTrader\traders\%1", _x select 1];
_markers set [count _markers, [_position, _x select 2, _x select 3]];
};
};
true
} count _trader_config;
PV_TraderMarkers = _markers;
publicVariable "PV_TraderMarkers"; -
The trader spawns in debug sometimes, how do i fix this?
/*
Epoch Dynamic Traders my maca134
http://www.epochservers.com
You will need to go into each file in the traders file and change the model/skin to the relevent trader for the map you are using.
Look in server_traders.sqf in the mission pbo for more information.
*/
private ["_trader_config", "_markers"];
DT_fnc_ObjectsMapper = compile preprocessFileLineNumbers "\z\addons\dayz_server\roamingTrader\objectMapper.sqf";
DT_fnc_CreateTrader = compile preprocessFileLineNumbers "\z\addons\dayz_server\roamingTrader\createTrader.sqf";
_trader_config = [
[1, "vehicles.sqf", "Roaming Trader", "ColorRed"]
];
_markers = [];
waitUntil { sleep 1; !isNil "sm_done" };
{
for [{_i=0}, {_i<(_x select 0)}, {_i=_i+1}] do {
private ["_position", "_found_position", "_j", "_near_trader"];
waitUntil { !isNil "BIS_fnc_findSafePos" };
_found_position = false;
_j = 0;
while {!_found_position} do {
_j = _j + 1;
if ((_x select 1) == "boat.sqf") then {
_position = [getMarkerPos 'center',0,DynamicVehicleArea,20,0,2000,1] call BIS_fnc_findSafePos;
} else {
if (!isNil "RoadList" and {(random 1) > 0.5}) then {
waitUntil{!isNil "BIS_fnc_selectRandom"};
_position = RoadList call BIS_fnc_selectRandom;
_position = _position modelToWorld [0,0,0];
waitUntil{!isNil "BIS_fnc_findSafePos"};
_position = [_position,5,40,20,0,2000,0] call BIS_fnc_findSafePos;
} else {
waitUntil{!isNil "BIS_fnc_findSafePos"};
_position = [getMarkerPos 'center',0,DynamicVehicleArea,20,0,2000,0] call BIS_fnc_findSafePos;
};
};
{
if (((_x select 0) distance _position) < 1000) exitWith {
_position = [];
};
true
} count _markers;
if ((count _position) == 2 or _j > 10) then {
_found_position = true;
};
};
if ((count _position) == 2) then {
diag_log format["Trader Caravans: Spawning %1 at %2 (%3)", _x select 1, _position, mapGridPosition _position];
_position execVM format["\z\addons\dayz_server\roamingTrader\traders\%1", _x select 1];
_markers set [count _markers, [_position, _x select 2, _x select 3]];
};
};
true
} count _trader_config;
PV_TraderMarkers = _markers;
publicVariable "PV_TraderMarkers"; -
This trader sometimes spawns off the map of chernarus. Is there a way to fix this that way it stays inside chernarus?
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That's because the trader uses the same skin. We need to build in a check if the target is not a player in the selfactions. ( also with normal trading an issue i guess then since it's placed in the same check°.
So would I need to just remove the player skin so that the option doesn't become available zupa?
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Okay so I am interested in setting up a roaming trader that only moves after every restart and sells high-end weapons/vehicles. If anyone has a way to help or contribute please feel free.
**This is not my script** This work is Inkko's
/*-----------------------------------
|Roaming Trader (RT) Script by Inkko |
[] execVM "script.sqf"; bottom of server_functions.sqf
-----------------------------------*/
//Config
RT_TraderArray = ["Functionary2","RU_Functionary1","CIV_EuroMan02_EP1","GUE_Soldier_MG","RU_WorkWoman5","RU_Citizen1","menu_CIV_EuroMan01_EP1","RU_Profiteer4","Woodlander3","Doctor","GUE_Woodlander2","HouseWife1"]; // list of traders that are randomly chosen
RT_MaxDistance = 6000; // Max distance away from center of map to look for safe spot
RT_CloseObject = 30; // Max distance to closest object; BIS_fnc_findSafePos
RT_Timer = 900; // random number between 0-900, added to RT_Timer2 for fluctuating times.
RT_Timer2 = 300; // Base wait time.
RT_Wait = 120; // delay for warning that trader will move soon.
RT_Wait2 = 360; // Time till new trader shows up once previous trader has been deleted. Random number between 0-360.
RT_Color = "ColorBlack"; // Color of marker
RT_SpawnedMessage = "Roaming trader has setup on the map."; // message broadcast when trader spawns
RT_LeaveSoonMessage = "The roaming trader is about to travel to a new location."; // warning that trader will move soon.
RT_MovedMessage = "Roaming trader has packed up and is looking for a new spot."; // Broadcasts that trader has moved and looking for new spot.
//Config End
RT_Counter = 0;
uisleep 200; //intial delay before trader sets up.
RT_Fnc_Trader = {
RT_Location = [getMarkerPos "Center",0,RT_MaxDistance,RT_CloseObject,0,2,0] call BIS_fnc_findSafePos; //finds safe location
RT_TraderType = RT_TraderArray call BIS_fnc_selectRandom; // Selects trader type
// Locates correct text for trader skin selected. Change text based on what your traders are setup for.
if (RT_TraderType == "Functionary2") then {RT_Text="Gem Trader";};
if (RT_TraderType == "RU_Functionary1") then {RT_Text="Hero Trader";};
if (RT_TraderType == "CIV_EuroMan02_EP1") then {RT_Text="Ammunition Trader";};
if (RT_TraderType == "GUE_Soldier_MG") then {RT_Text="Bandit Trader";};
if (RT_TraderType == "RU_WorkWoman5") then {RT_Text="Supply Trader";};
if (RT_TraderType == "RU_Citizen1") then {RT_Text="Wholesaler";};
if (RT_TraderType == "menu_CIV_EuroMan01_EP1") then {RT_Text="Weapon Trader";};
if (RT_TraderType == "RU_Profiteer4") then {RT_Text="Vehicle Trader";};
if (RT_TraderType == "Woodlander3") then {RT_Text="Building Supply Trader";};
if (RT_TraderType == "Doctor") then {RT_Text="Medical Trader";};
if (RT_TraderType == "HouseWife1") then {RT_Text="Special Trader";};
if (RT_TraderType == "GUE_Woodlander2") then {RT_Text="Black Market Weapons";};
// creating mini-trader; trader, table, pad.
RT_CreateTrader = createAgent [RT_TraderType, [(RT_Location select 0)-18.6689,(RT_Location select 1)-13.2617, 0], [], 0, "CAN_COLLIDE"];
RT_CreateTrader setDir 233.79846;
RT_CreateTrader setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;";
RT_CreateTrader setUnitAbility 0.60000002;
RT_CreateTrader allowDammage false; RT_CreateTrader disableAI 'FSM'; RT_CreateTrader disableAI 'MOVE'; RT_CreateTrader disableAI 'AUTOTARGET'; RT_CreateTrader disableAI 'TARGET'; RT_CreateTrader setBehaviour 'CARELESS'; RT_CreateTrader forceSpeed 0;RT_CreateTrader enableSimulation false;
RT_CreatePad = createVehicle ["HeliHCivil", [(RT_Location select 0),(RT_Location select 1), 0], [], 0, "CAN_COLLIDE"];
RT_CreatePad setDir -29.372313;
RT_CreatePad setPos [(RT_Location select 0),(RT_Location select 1), 0];
RT_CreateObject1 = createVehicle ["MAP_Fortress_01", [(RT_Location select 0)-17.3696,(RT_Location select 1)+10.497, 0], [], 0, "CAN_COLLIDE"];
RT_CreateObject1 setDir 150.883755;
RT_CreateObject1 setPos [(RT_Location select 0)-17.3696,(RT_Location select 1)+10.497, 0];
RT_CreateObject2 = createVehicle ["MAP_Misc_cargo_cont_net3", [(RT_Location select 0)-14.1455,(RT_Location select 1)+3.2548, 0], [], 0, "CAN_COLLIDE"];
RT_CreateObject2 setDir 56.260017;
RT_CreateObject2 setPos [(RT_Location select 0)-14.1455,(RT_Location select 1)+3.2548, 0];
RT_CreateObject3 = createVehicle ["MAP_HBarrier5", [(RT_Location select 0)-16.8638,(RT_Location select 1)-4.3334, 0], [], 0, "CAN_COLLIDE"];
RT_CreateObject3 setDir -123.68772;
RT_CreateObject3 setPos [(RT_Location select 0)-16.8638,(RT_Location select 1)-4.3334, 0];
RT_CreateObject4 = createVehicle ["MAP_HBarrier5", [(RT_Location select 0)-13.5845,(RT_Location select 1)-9.1324, 0], [], 0, "CAN_COLLIDE"];
RT_CreateObject4 setDir -123.68772;
RT_CreateObject4 setPos [(RT_Location select 0)-13.5845,(RT_Location select 1)-9.1324, 0];
RT_CreateObject5 = createVehicle ["MAP_HBarrier5", [(RT_Location select 0)-10.2895,(RT_Location select 1)-13.9164, 0], [], 0, "CAN_COLLIDE"];
RT_CreateObject5 setDir -123.68772;
RT_CreateObject5 setPos [(RT_Location select 0)-10.2895,(RT_Location select 1)-13.9164, 0];
RT_CreateObject6 = createVehicle ["MAP_CamoNet_EAST_var1", [(RT_Location select 0)-17.6933,(RT_Location select 1)+13.2617, 0], [], 0, "CAN_COLLIDE"];
RT_CreateObject6 setDir -122.872;
RT_CreateObject6 setPos [(RT_Location select 0)-17.6933,(RT_Location select 1)+13.2617, 0];
// start timer functions, broadcasts, and logs
_mapgrid = mapGridPosition RT_Location;
diag_log format["Roaming Trader: Spawned at grid %1, trader type selected as %2 trader type %3", _mapgrid, RT_TraderType, RT_Text];
[nil,nil,rTitleText,RT_SpawnedMessage,"PLAIN",10] call RE;
RT_Active = true;
// marker loop to keep marker active while trader is around
[] spawn {
while {RT_Active} do {
_mrk = createmarker ["Special_Trader",RT_Location];
_mrk setmarkertype "mil_dot";
_mrk setMarkerSize [1, 1];
_mrk setmarkercolor RT_Color;
_mrk setMarkerText RT_Text;
sleep 30;
deletemarker "Special_Trader";
};
};
_cleanuptimer = round (random RT_Timer);
_cleanuptimer = _cleanuptimer + RT_Timer2;
diag_log format["Roaming Trader: (%5) Spawned at grid %1, trader type selected as %2 trader type %3 for %4 seconds", _mapgrid, RT_TraderType, RT_Text,_cleanuptimer,RT_Counter];
uisleep _cleanuptimer;
[nil,nil,rTitleText,RT_LeaveSoonMessage,"PLAIN",10] call RE;
uisleep RT_Wait;
[nil,nil,rTitleText,RT_MovedMessage,"PLAIN",10] call RE;
// timer up, removes trader and objects.
deletevehicle RT_CreateTrader;deletevehicle RT_CreatePad;deletevehicle RT_CreateObject1;RT_Active = false;deletemarker "Special_Trader";
deletevehicle RT_CreateObject2;deletevehicle RT_CreateObject3;deletevehicle RT_CreateObject4;deletevehicle RT_CreateObject5;deletevehicle RT_CreateObject6;
// wait time till next trader spawns
RT_Wait2 = round (random RT_Wait2);
diag_log format["Roaming Trader: Spawning in %1 seconds.", RT_Wait2];
uisleep RT_Wait2;
RT_Counter = RT_Counter+1;
call RT_Fnc_Trader; // starts function all over again.
};
call RT_Fnc_Trader; //initial call of functionSome issues that I've ran into so far are just the design of the trader and it being underground or not spawning on leveled ground.
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I've went through all the pages to find out if there was fix for players being able to pull up a trader menu on the functionary skin, can anyone point me in the right direction to fix this problem?
issue:
Player scrolls on other player that has functionary skin (business suit) and has the advanced trader menu.
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So I got a script restriction and couldn't figure out how to resolve it. Was wondering if anyone could help a brotha out. If you have any solutions please feel free to reply. Thank you in advance!
I've tried multiple things to resolve this kick, but they didn't work. Can anyone please help.
Here is my scripts.log22.05.2015 20:22:47: devildog (75.148.152.101:52038) 41233b5122ba56170047085eb4ed192c - #43 "5 = createMarker["MainMarker752", M2Coords];
_MainMarker75 setMarkerColor "ColorRed";
_MainMarker75 setMarkerShape "ELLIPSE";
_M"
22.05.2015 20:29:19: devildog (75.148.152.101:44869) 41233b5122ba56170047085eb4ed192c - #43 "r75 = createMarker["MainMarker75", MCoords];
_MainMarker75 setMarkerColor "ColorBlue";
_MainMarker75 setMarkerShape "ELLIPSE";
_"
22.05.2015 20:32:45: devildog (75.148.152.101:40860) 41233b5122ba56170047085eb4ed192c - #43 "r75 = createMarker["MainMarker75", MCoords];
_MainMarker75 setMarkerColor "ColorBlue";
_MainMarker75 setMarkerShape "ELLIPSE";
I tried to use these:!=""5 = createMarker["MainMarker752", M2Coords];"
!=""r75 = createMarker["MainMarker75", MCoords];" -
I get a battleye script restriction #43 kick
scripts.log
22.05.2015 20:22:47: devildog (75.148.152.101:52038) 41233b5122ba56170047085eb4ed192c - #43 "5 = createMarker["MainMarker752", M2Coords];
_MainMarker75 setMarkerColor "ColorRed";
_MainMarker75 setMarkerShape "ELLIPSE";
_M"
22.05.2015 20:29:19: devildog (75.148.152.101:44869) 41233b5122ba56170047085eb4ed192c - #43 "r75 = createMarker["MainMarker75", MCoords];
_MainMarker75 setMarkerColor "ColorBlue";
_MainMarker75 setMarkerShape "ELLIPSE";
_"
22.05.2015 20:32:45: devildog (75.148.152.101:40860) 41233b5122ba56170047085eb4ed192c - #43 "r75 = createMarker["MainMarker75", MCoords];
_MainMarker75 setMarkerColor "ColorBlue";
_MainMarker75 setMarkerShape "ELLIPSE";I've tried several things... can anyone help me please?
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Got it to work for my chernarus server thanks to blckeagls and the rest of the community for posting their fixes in the forum. Wished the zombies actually looked like zombies though, but overall great script!!!
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I got it to work thanks cyncrwler and Halvhjearne I didn't see a run.sqf anywhere in my pbos
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Yea but I run my server through gtxgaming and there are a lot of things that we cannot access unless we purchase the full version through infistar
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Wouldn't i need access to antihacks to be able to whitelist the script?
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Not sure if anyone has pointed this out yet, but I get a script restriction #1 and I don't know how to fix it. Can someone please help me.
scripts.log
12.05.2015 02:23:21: devildog (75.148.152.101:35283) 41233b5122ba56170047085eb4ed192c - #1 "2.0],[safezoneY + 0.01 * safezoneH,0.3],30,0.5] spawn BIS_fnc_dynamicText;};
};"
12.05.2015 02:44:52: devildog (75.148.152.101:15973) 41233b5122ba56170047085eb4ed192c - #1 "zoneY + safezoneH - 0.8,0.7],_onScreenTime,0.5] spawn BIS_fnc_dynamicText;
sleep (_onScreenTime);
} forEach _alltext;
"
12.05.2015 02:53:08: devildog (75.148.152.101:14709) 41233b5122ba56170047085eb4ed192c - #1 "2.0],[safezoneY + 0.01 * safezoneH,0.3],30,0.5] spawn BIS_fnc_dynamicText;};
};"this is what I tried to do
!"sleep (_onScreenTime);} forEach _alltext;"
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your download link isn't working SpiRe
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Im getting battleye kick
25.04.2015 23:35:17: devildog (75.148.152.101:19836) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - #40 "nPoint = false;};uiSleep 5;waitUntil { inSpawnPoint };createDialog "spaz_spawn";[] execVM "Spaz_Spawn.sqf";noesckey = (fin" -
If you have coin currency on your server I recommend adding these lines around line 600 or so
//Spawn Soldier
_driverCount = 1;
_turreterCount = count _ammos;
_cargorsCount = _car select 1;
_crewCount = _driverCount + _turreterCount + _cargorsCount;
_gunnerPos = 0;
_crew = [];
for "_y" from 1 to _crewCount do {
//Create Soldier
//_skin = ["Functionary1_EP1_DZ","TK_INS_Bonesetter_EP1","TK_INS_Bonesetter_EP1","TK_INS_Bonesetter_EP1","TK_INS_Bonesetter_EP1"];
_unit = _rosa_group createUnit ["Functionary1_EP1_DZ",[50,50,50],[],50,"PRIVATE"];
[_unit] joinSilent _rosa_group;
_unit setCombatMode "RED";
_unit setBehaviour "SAFE";
donn_units_motor = donn_units_motor + [_unit];
_unit addEventHandler ["Killed",{
_unit = _this select 0;
_cash = round(random 5) * 1000;
_unit setVariable["cashMoney",_cash,true];
_weapon = (weapons _unit) select 0;
removeAllWeapons _unit;
removeAllItems _unit;
if (random 100 > 50) then {
_unit addWeapon _weapon;
_unit selectWeapon _weapon;
[Release] Advanced Trading 2.1 !UPDATED!
in A2: Epoch Mods (1.0.5.1)
Posted
The problem with this has been mentioned in the previous pages. The player needs to remove items from toolbelt if full (2 items) if im not mistaken then they/you will be able to purchase items.
I would create a server message that states that so it would save you the trouble of having to explain it to your players constantly, because I don't think Zupa has a fix for this problem yet.