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Gr8

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Posts posted by Gr8

  1. 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:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions

    Replace it with:

    call compile preprocessFileLineNumbers "fixes\compiles.sqf"; //Compile regular functions

    2) Now make a folder called fixes
     
    3) copy this file into the fixes folder

    ..\Steam\SteamApps\common\Arma 2 Operation Arrowhead\@DayZ_Epoch\addonsdayz_code.pbo\init\compiles.sqf 
    

    (if you already have a custom compiles.sqf, start here)
     
    4) Open fixes/compiles.sqf
     
    Find:


    call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf";

    Replace it with:

    call compile preprocessFileLineNumbers "fixes\player_traderMenuHive.sqf";

    5) Copy this file into your fixes folder

    ..\Steam\SteamApps\common\Arma 2 Operation Arrowhead\@DayZ_Epoch\addonsdayz_code.pbo\compile\player_traderMenuHive.sqf 
    

    6)  Open fixes/player_traderMenuHive.sqf 
     
    Find: 

    _File = "\z\addons\dayz_code\actions\" + _afile + ".sqf";

    Replace it with:

    _File = "fixes\trade\" + _afile + ".sqf";

    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:

    player playActionNow "PutDown";

    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:

    player playActionNow "PutDown";

    Remove the line whole line, to simple get rid of the animation.
     
     

     

     

     

    Credits:

    Zupa

    PeterBeer

  2. 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

  3. 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?)

  4. 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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