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Posts posted by Gr8
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I would say it is better and worst than Github.
Cloudforge allows user to pick between Git and Subversion.
It also makes your work private (for free) one thing that github lack on free version.
It also makes callaborative work easier and faster. I would recomend this for Server Owners who compile all the hard work of developers and scripters into thier server.
With subversion and compare tool on notepad++ works awesome together. Comparing Old and new versions of your code.
Add a script, commit the files. Start the server and script doesnt work, just click revert :)
It is almost similar to Github, but makes private and callaborative work easier and cheap
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musy have took you ages to put the all walls together :3
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Thanks, i got it working
Can i post a noob instructions post on a new thread? i will make sure to give credits to you?
pls, and thanks for your help
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Well, i figured it out, Instead of linking the script right under Dedicated loop. I put it at the end before };
Thanks for the awesome script. What are the whitelist action names for infistar AH?
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@ Gr8Boi
I think your problem is on line 19.
After a quick search of character models, I found that 'BAF_Soldier_AAA_MT' is not a proper model.
Try another trader and if it works fine then your problem is just a typo.
Its not "BAF_Soldier_AAA_MT" its "BAF_Soldier_AAA_MTP"
Typo on your part
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Which files do i need in my fixes folder, this is what i got so far:
trade_items
trade_weapons
trade_backpacks
trade_any_vehicle
trade_any_vehicle
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Thanks, i will try it now and get back to your with errors or success :P
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Also Add CloudForge, it is perfect for backups, debuging and reverting
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Well, looks like it doesnt work on mine.
This is my init and RPT doesnt show any errors
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Will this conflict if we put different trader prices than the database? probably not :)
Is there an easier way of finding out which weps did i add rather than the defualt epoch weapons, becuase i added in too many and i cant remember. Do I have to remove any weps from your list if they are custom on your server ?
Thanks, for the awesome script. I think you should put a note on the animation per items that putting this to a high value will put pressure on the database and can lag trading for others. (does this use the database at all?)
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yay, been waiting for this, thanks @Csus
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Already put a trader there :(
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This RPT error doesn't have anything to do with the script?
Sorry, Any ideas why its not working? When i take the Smoking part out, it works.
But thats the main part of this script :(
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awesome script :) Is there anyway i can change the AI skills?
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I saw the medic animation is coded in trade_items.sqf/trade_vehicles.sqf/... in dayz_code. But I dont think there is a way to redifine all those files in mission.pbo
I checked compiles, self actions, but no luck :(
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Hi,
I am looking to make a Big Ai base for my napf server.
Is there a place i can build it on flat space with no trees, roads, or any other obstacles?
thanks
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Are you going to release the biedi file for testing? Can you PM me? i can proably help you add some more stuff in
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You first need to make a TID named drugs
Then add ItemKiloHemp in traders_data and link it to the drugs
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Whats up with them? I have no probs so far.
if you cancel your service with them and buy a dedi it will work. Seriously. Just don't use Survival Servers.
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The server doesnt start up after i add in this script.
RPT ERROR:
Obsolete class Animations defined in bin\config.bin/RscCompass/ Obsolete class Animations defined in bin\config.bin/RscWatch/
Smoke.sqf
/* by: http://infiSTAR.de || http://DayzAntiHack.com */ [] spawn { hint "You took drugs YOLOLOLO"; player removeMagazine 'ItemKiloHemp'; Remove_Drug_effects = { { ppEffectDestroy _x; } forEach (_this select 0); ppEffectDestroy nonapsi_ef; ppEffectDestroy wetdist1; ppEffectDestroy ppe; ppEffectDestroy ppe2; ppEffectDestroy ppe3; setaperture 0; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 16; "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 0.0]]; "colorCorrections" ppEffectCommit 0; }; _time = time; _effects = []; while {true} do { nonapsi_ef = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [nonapsi_ef]; nonapsi_ef ppEffectEnable true; nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.03, [0.0, 0.0, 0.0, 0.0], [3.0, 5.0, 9.0, 5.0],[0.4,0.0,0.0, 0.7]]; nonapsi_ef ppEffectCommit 1; sleep random(1); wetdist1 = ppEffectCreate ["wetDistortion", 2006]; _effects = _effects + [wetdist1]; wetdist1 ppEffectAdjust [0, 8, 0.8,8,8, 0.2, 1, 0, 0, 0.08, 0.08, 0, 0, 0, 0.77]; wetdist1 ppEffectEnable true; wetdist1 ppEffectCommit 0; ppe = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [ppe]; ppe ppEffectAdjust [1, 1, 0, [1.5,6,2.5,0.5], [5,3.5,5,-0.5], [-3,5,-5,-0.5]]; ppe ppEffectCommit 1; ppe ppEffectEnable true; ppe2 = ppEffectCreate ["chromAberration", 1555]; _effects = _effects + [ppe2]; ppe2 ppEffectAdjust [0.01,0.01,true]; ppe2 ppEffectCommit 1; ppe2 ppEffectEnable true; ppe3 = ppEffectCreate ["radialBlur", 1555]; _effects = _effects + [ppe3]; ppe3 ppEffectEnable true; ppe3 ppEffectAdjust [0.02,0.02,0.15,0.15]; ppe3 ppEffectCommit 1; sleep random(1); wetdist1 = ppEffectCreate ["wetDistortion", 2006]; _effects = _effects + [wetdist1]; wetdist1 ppEffectAdjust [1, 1.16, 0.32, 2.56, 0.8, 0.64, 2.64, 0, 0, 1.08, 0.08, 0, 0, 0, 1.77]; wetdist1 ppEffectEnable true; wetdist1 ppEffectCommit 0; sleep random(1); nonapsi_ef = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [nonapsi_ef]; nonapsi_ef ppEffectEnable true; nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.02, [9.5, 1.5, 2.5, 0.2], [2.0, 7.0, 6.0, 2.0],[0.4,0.0,0.0, 0.7]]; nonapsi_ef ppEffectCommit 1; sleep random(1); if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;}; }; };
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Is it possible to use this with non dedicated servers? I have access to RPT. I use survivalservers
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Is there a way, i can make a 6X6 steel heli pad and then activate them all at once to lower?
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Anybody have a working version with Infistar AH? The instructions to make variables private are too complicated for me?
Any body can share thier code so i can replace it to be compatible with AH?
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BUMP!
My players would looove this.
But I think its possible to make you as thier owner on spawn.
Dogs are real glitchy on epoch. Sometimes, they dont listen and run away
[TUTORIAL] Remove/Change Trading Animations (for faster trading)
in A2: Epoch Mods (1.0.5.1)
Posted
This Tutorial will teach you how to alter/change or remove trader animations for faster trading
Requirements:
* Basic knowledge of unpacking pbo's
* Custom compiles
* Common sense
* Text Editor (notepad++)
Installation
(If you already have a compiles file, Skip to #4 please)
1) Open your dayz_mission.pbo and open init.sqf
Find:
Replace it with:
2) Now make a folder called fixes
3) copy this file into the fixes folder
(if you already have a custom compiles.sqf, start here)
4) Open fixes/compiles.sqf
Find:
Replace it with:
5) Copy this file into your fixes folder
6) Open fixes/player_traderMenuHive.sqf
Find:
Replace it with:
7) Make a folder called trade inside the fixes folder
8) Download the appropriate file for your server and extract them inside the traders folder
Epoch
Epoch With Zupa 1.1 Single Currency
Epoch With Soul's Edit
9) Repack and you're done :)
Configuration
If you leave the way you installed it, it will be ready to go on the server. On my version of code, instead of the medic animation, it will do a pickup or lean animation which is way quicker than the medic animation.
however if you want to modify it to your likings, you may do so very easily.
To Change the animation of trading
Open every file inside the fixes/trade folder
Find:
and replace "PutDown" with any other animation you like. Check this link for almost all the arma animation
To Remove the animation of trading
Open every file inside the fixes/trade folder
Find:
Remove the line whole line, to simple get rid of the animation.
Credits:
Zupa
PeterBeer