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cheech

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  1. Like
    cheech got a reaction from Vap0rub in [OLD] JAEM - Just another Evac-Chopper Mod v1.4 (Updated 06/14/2014) ** OUT OF DATE **   
    LOL. like that short answer...  but could we all know why not?  thx
     
    now i also got that client side RPT error:
    Error in expression < "PartVRotor"; }; if (_damage >= 1 && (_part == "PartEngine" || _part == "PartV> Error position: <_part == "PartEngine" || _part == "PartV> Error Undefined variable in expression: _part File mpmissions\__CUR_MP.Chernarus\custom\JAEM\CallEvacChopper.sqf, line 94 and yesss, my HeliPad and everything else is still there after server restart!  (cause i also changed to oldGUID)
     
    So anyway i would give 1.6 a try. But i am on Coins now.
     
    if i just throw in my 1.4 SetEvacChopper.sqf i get those errors:
      Error in expression <rRescueFields; }; player removeAction s_player_makeEvacChopper; s_player_makeE> Error position: <s_player_makeEvacChopper; s_player_makeE> Error Undefined variable in expression: s_player_makeevacchopper File mpmissions\__CUR_MP.Chernarus\custom\JAEM\SetEvacChopper.sqf, line 37 Error in expression < to cancel",_cnt]); if (player distance _locationPlayer > 0.2) then { systemChat> Error position: <_locationPlayer > 0.2) then { systemChat> Error Undefined variable in expression: _locationplayer File mpmissions\__CUR_MP.Chernarus\custom\JAEM\SetEvacChopper.sqf, line 108 Error in expression < to cancel",_cnt]); if (player distance _locationPlayer > 0.2) then { systemChat> Error position: <_locationPlayer > 0.2) then { systemChat> Error Undefined variable in expression: _locationplayer File mpmissions\__CUR_MP.Chernarus\custom\JAEM\SetEvacChopper.sqf, line 108 Error in expression <perFieldsUpdate"; player removeAction s_player_evacCall; s_player_evacCall = -> Error position: <s_player_evacCall; s_player_evacCall = -> Error Undefined variable in expression: s_player_evaccall File mpmissions\__CUR_MP.Chernarus\custom\JAEM\SetEvacChopper.sqf, line 152 Cannot create non-ai vehicle c_grasstall, Error in expression < cursorTarget >= 20 && speed player < 1 && actionMenu) then { callEvac = true; }> Error position: <&& actionMenu) then { callEvac = true; }> Error &&: Type Array, expected Bool,code File mpmissions\__CUR_MP.Chernarus\custom\JAEM\EvacChopper_init.sqf, line 231 Error in expression < "PartVRotor"; }; if (_damage >= 1 && (_part == "PartEngine" || _part == "PartV> Error position: <_part == "PartEngine" || _part == "PartV> Error Undefined variable in expression: _part File mpmissions\__CUR_MP.Chernarus\custom\JAEM\CallEvacChopper.sqf, line 12 Could someone please make a fix for the 1.6  from this / my 1.4  coins SetEvacChopper.sqf
     



     
    Thanxxx
  2. Like
    cheech reacted to SchwEde in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    I didn't feel like I was offended by anyone, so no apologies needed ;)
    You guys shouldn't fight. Its not worth it and getting you nowhere :)
    maybe both of you have a point here but just drop it and get along, neither of you has to waste your time with nonsense lie this.
    all of us here just want go get help with our problems and not get more with other users ;)
  3. Like
    cheech reacted to cheech in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    @dangeruss
    thanks again for calling me an asshole, nice language u learned.
     
    and you talking now in the name of SchwEde? Are you his Secretary?
     
    Wow...
     
    if it sounds like rude what i had typed to SchwEde,
     
    dann möchte ich mich mal dafür beim SchwEde dafür entschuldigen. War vielleicht falsch ausgedrückt, und ich hatte halt ne andere Antwort erwartet. Was ich erwartet habe, hatte ich bereits hier drüber schon 2x geschrieben.
     
    Bei dir entschuldige ich mich mal garned, erst betitelste mich als Kiffer und dann noch als Arschloch, wunderbar vielen Dank, Du mich auch mal!
  4. Like
    cheech reacted to cheech in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    @dangeruss
     
    first of all, i am not taking any weed as you mentioned!
    i only like the movies and the actors, cause i am from the 80s!
     
    and then dude, i am also german and i have to translate it in my head first. sometimes i dont get it all.
     
    then we working now on this plot/vector/ etc..pp  stuff over 7 days / 8hrs per day.
     
    it ended up that we have to restore an older version.
     
    i am not an scripter / coder pro as you dangerruss, so i dont understand sometimes that scripting thing. but i have other skills you will never get...
     
    i am just a noob who tries to understand the whole thing!
     
    As u can see in my post #596 i told that we have currently installed plot4life 2.35 working with snap build pro 1.4.1 together with doormanagement 3.0
     
    you wrote: If you click the install directions, literally the very first thing you read
    "If you have not installed Rimblock's A Plot for Life v2.34, do so now (ignore the server_monitor.sqf file as I will cover it)."
     
    you just trying to confuse me more with that answer.
     
    a simple answer like, no, stay on your 2.35 or downgrade to 2.34 would be clear and enough!
     
    and what we have to do now with that build vector i also didt got it. i simply dont understand what you saying.
     
    maybe my english is not so professional as yours.
     
    a simple answer would be: yes, you have to install version 3, after that go to 4.
     
    or:
     
    no, you just can go directly over to install version 4.
     
    i just found that under Step 1:
    Download the following files from this link (Without Admin Build and Plot 4 Life): http://bitly.com/BuildVectorsV3
     
    what it means?  does it mean with plot 4 life, or without plot 4 life???
     
    thanks
  5. Like
    cheech reacted to dgx in [Release] Advanced Trading 2.1 !UPDATED!   
    Fix for this bug:
     
    Change in your zupa\advancedTrading\init.sqf:
    Z_toBuyingList = { _index = _this select 0; _amount = parseNumber(_this select 1); if(!isNil"_index" && _index > -1 && (typeName _amount == "SCALAR") && _amount > 0 )then { _temp = Z_BuyArray select _index; _item = [_temp select 0,_temp select 1 ,_temp select 2,_temp select 3, _temp select 4, _amount ]; Z_BuyingArray set [count(Z_BuyingArray),_item]; _index2 = lbAdd [7422, format["%1x: %2",_item select 5,_item select 3]]; lbSetPicture [7422, _index2, _item select 4]; call Z_calcPrice; }; }; to
    Z_toBuyingList = { _index = _this select 0; _amount = parseNumber(_this select 1); if(!isNil"_index" && _index > -1 && (typeName _amount == "SCALAR") && _amount > 0 )then { _temp = Z_BuyArray select _index; _amountfix = ceil _amount; _item = [_temp select 0,_temp select 1 ,_temp select 2,_temp select 3, _temp select 4, _amountfix ]; Z_BuyingArray set [count(Z_BuyingArray),_item]; _index2 = lbAdd [7422, format["%1x: %2",_item select 5,_item select 3]]; lbSetPicture [7422, _index2, _item select 4]; call Z_calcPrice; }; }; Every amount with "." will round up
  6. Like
    cheech reacted to SchwEde in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    if understand that right he has problems, that as soon as he maintain buildings, they lose they vectorial direction and get back to normal.
     
    Zur not kann man da auch glaube mal auf deutsch supporten =)
     
    isnt there nothing in the release thread to get this solved?
  7. Like
    cheech reacted to MattL in [Release] Base Copy/Paste   
    That's the point. It's an admin tool.
  8. Like
    cheech reacted to DangerRuss in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    i think he did ? unless he edited it lol
  9. Like
    cheech reacted to SchwEde in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    well seems like you missed the step with the variable:
    Error Undefined variable in expression: dze_norotate check the steps again and take a closer look at your variables.sqf
  10. Like
    cheech reacted to Floyd in DayZ Epoch - Smoking The Bong!   
    Where's Dave?
  11. Like
    cheech got a reaction from SchwEde in [TUTORIAL] Harvestable hemp, smoking weed, pot farms.   
    wow, i am very impressed... again best work!

    now everything runs really perfect! ;-)
  12. Like
    cheech reacted to SchwEde in [TUTORIAL] Harvestable hemp, smoking weed, pot farms.   
    change every 
    Flare into
    _smoke this should do the trick
  13. Like
    cheech reacted to DangerRuss in [TUTORIAL] Harvestable hemp, smoking weed, pot farms.   
    glad you finally got what you were looking for. Schwede is the man.
  14. Like
    cheech got a reaction from DangerRuss in [TUTORIAL] Harvestable hemp, smoking weed, pot farms.   
    Yeah, you´re the greatest, SchwEde!

    From what should i knew else that those ppe´s have to enabled first...LOL

    now the effects working as i like to have em:D

    for the kicks, i have to relog as normal player and check my logs..

    million thanks! now the odysse is over after almost 3 weeks ;-)

  15. Like
    cheech reacted to SchwEde in Some Probs with WPD´s Action Menu Script - Take Clothes 2.0   
    2 fn_selfactions is allways bad. Try to compare them and merge them into one file and see for the results
  16. Like
    cheech reacted to SchwEde in [TUTORIAL] Harvestable hemp, smoking weed, pot farms.   
    to get rid of the smoke just remove this part of the code:
    Flare = "SmokeShellGreen" createVehicle position player; if (vehicle player != player) then { Flare attachTo [vehicle player,[0,0,0.]];} else {Flare attachTo [player,[0,0,0.]];} The effects should be visible if you have ppeffects enabled in your Video Options
  17. Like
    cheech reacted to hobovu in Rcon tool for Mac OS   
    I was wondering if there was a dayz Rcon tool similar to Dart that is able to be run on the mac OS. The reason being is that I am away from my main desktop a lot of the time now that school is back up, but i still want to be able to maintain the server while I am on my laptop.
  18. Like
    cheech reacted to Slinky in [Alpha Release] Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).   
    Ok, so after many many hours of testing and bugging other server owners i've finally found a fix for the glitch so i can now let everyone know how it is done and how to prevent it.
     
    To perform the glitch (Using Safe as example) requires 2 people.
    Unlock the safe
    Have a second player stand by with the 'Money Storage' option highlighted ready to click.
    Lock the safe
    As the person locking the safe bends down to perform the action, have the second player open the 'Money Storage' and keep the dialog open.
    Allow the safe to lock and ask the person locking to move away. (To confirm the locking is complete)
    Then ask the player with the Bank dialog open to enter any number and click 'Withdraw'
    The player will then be given the amount they entered.
     
    The reason this works is because of the following function in the ZSCinit.sqf:
     
    This function performs 1 vital check before giving you any money. It checks to see if the amount of coins entered into the dialog is less than 0 OR more than the amount of money in the object.
    However _bank is the bank value of the UNLOCKED safe. So when the safe becomes LOCKED _bank effectively becomes null. And you can't have a number greater than null (Apparently) 
     
    So when you type in a number, it doesnt have a _bank value to check against so it allows you to withdraw any amount of money.
     
    The way i have fixed this is quite simple (Even though it took me over 8 hours to figure it out -.-)
     
    Simply replace the entire function with the following:
     
     
    All i have done is added an if statement to check to see if the object still exists before checking the withdraw amount, If the object is no longer there (has been locked) it exits with an error message. I've tested this on my server and i can't see any issues. The withdraw function works fine with normal use of locked storage, and if i try to perform the glitch it throws an error message at me instead of giving me infinite coins. 
     
    If anyone could please check this for me, it would be much appreciated. I'm not the best at script writing and i may have overlooked something crucial. But this fix has worked for my particular glitch.
  19. Like
    cheech reacted to Slinky in [Alpha Release] Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).   
    After further testing, on Cheech's server, I can confirm that with as little as 2 players i can generate ANY amount of coins with a locked storage item. 
     
    I logged into the server, asked an admin to spawn me a safe. Performed glitch attempt 1 on my own. got hit with an error. Attempt 2 with the admin assisting, i generated 1 million coins from the safe which had 0 coins inside.
  20. Like
    cheech reacted to DangerRuss in [TUTORIAL] Harvestable hemp, smoking weed, pot farms.   
    where did you get the variable hookahhit from? I dont remember seeing that in the script. Anyways, post your fn_selfactions.sqf, just the part where this is, not the whole thing.
  21. Like
  22. Like
    cheech reacted to Cubitron in [OLD] JAEM - Just another Evac-Chopper Mod v1.4 (Updated 06/14/2014) ** OUT OF DATE **   
    im using version 1.4 on 3 server and works fine, the pad stay after restart
  23. Like
    cheech reacted to Logi in Spawn a Tame Dog   
    I have been playing Epoch for about 3 months and I have never had a tame dog or seen anyone with one. So I thought rather than chasing after one with some raw meat, I would do it the easy way.
    I had no idea how the dogs worked so I just looked at the Epoch files and throw this basic script together. I am sure that it is not perfect and it has only been used for a very short time on my test server.
    I was intending to create some custom scripts for the dog to give it some actual purpose. But I don't really have the time at the moment.
    I did create a little script which made the dog bark every 5 seconds if there was another player or zombie within 100m. But I am sure that there are better uses for the dog.
    You could have a dog spawn when the player spawns or let players buy a dog. There is a dog kennel in the editor.
    On my test server I was just spawning the dog with a bar of gold.
    The script will probably need a bit of tweaking if you are going to put it on a live server.
     
    http://youtu.be/ZPFQltAZTw8
     
    Script.



  24. Like
    cheech reacted to Snakeyes in [OLD] JAEM - Just another Evac-Chopper Mod v1.4 (Updated 06/14/2014) ** OUT OF DATE **   
    Here is the post that describes the fix for the evac field disappearing after server restarts. Post# 387 by Frito.
     

  25. Like
    cheech reacted to Zupa in [Alpha Release] Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).   
    Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).
     
    AKA: ZSC 
     
     
    RELEASE 1: INDEPENDENT RELEASE ( No converting script yet to convert old SC money to this version).
     
     
     
            REQUEST: If someone is good with MYSQL can he complete the qyuery on the bottom of this post? ^^ limited time here ^^.
     
     
    What is it?
     
    This script replaces gold,silver,tin,copper,briefcases by 1 virtual currency with a configurable name. You can buy,sell, give, receive, take (from dead bodies) and STORE this money like it was a normal inventory item. ( It will work with a different dialog then your gear dialog.) 
     
    No more smelting gold into silver or anything related to that. Everything is in one currency ( For example "ZupasticiumCoins"). 
     
    Features.
     
    Store Money in storage objects and vehicles ( max money in 1 storage depends on the size).  No global access to your money. Anyone can take the money out ( for vault/lockbox it must be open of course). Trade with this currency for cars/items. Give money to other players. NO inventory issues with gold!    
    Whats the difference with your other single currency scripts?
     
    You can use the default hive! No global bank! Back to normal epoch danger to lose cash!  Cleaned up code Very low changes to default saving system. (DB friendly) NO database changes needed. NO ATMs, Safezones, atms in trader whatsoever... Store money in vehicles.  
    Technical data:
    Storage money is saved in the gear section of the object in the Database Player Money is added to gear section of the player in the Database ( Again thanks to maca for pointing this out for me).  
    Extra
     
    This build will have all of the fixes on errors out there ( Build on peterbeers all in on packages with the bugfixes). Reworked the  transfering money between players to be sure trade goes to the right object/player. Store money in vehicles Credits
     
    Maca - Original private single currency. Peterbeer -  for putting all fixes together in 1 pack. Soul - Hives modifications and code changes for it. ( not applied on this script, jsut credited for hard work). Rocu - Great help on forums and fixes. DraftKid - Testing and screenshots  
     
    Please report bugs so I can solve them!
     
     
    The config located IN
    ZSC/gold/ZSCconfig.sqf /* Single Currency 3.0 uses storages to store money which can be accessed by anyone if open of course (safe,lockbox). Each storage has his own money, so no global access. */ // Name of your currency CurrencyName = "Coins"; // Objects that can hold money. Vehicles are added automaticly. Size of money capacity is depended on ammount of magazines the object can hold. ZSC_MoneyStorage = ["VaultStorage","LockboxStorage","StorageShed_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","GunRack_DZ","WoodCrate_DZ","TentStorage","TentStorageDomed","TentStorageDomed2"]; // Multiplier how much money an object can hold. This number X ammount of magazines it can hold. ( so URAL -> 500 items * 1000 = 5 MIL cash). ZSC_MaxMoneyInStorageMultiplier = 1000; // (True = No Animation / False = Animation) InstantTrading = false; // If TRUE: overwrite yours player_switchmodel with mine. | IF False: Change content yourself @ step D ZSC_Overwrite_SwitchModel = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_SelfActions = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_UnLockVault = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_LockVault = true; /* IF YOU USE different mods like P4L it's recommended to do changes yourself or it wont work */ There are pbo's provided for cherno 11. Or follow the installation instructions
     
    https://github.com/EpochSC/SingleCurrencyStorage
     
    Installation instructions. ( TRIED TO KEEP IT NOOB FRIENDLY ^^)
     
     
    If u are going to use the full pbo?!
     
    The missions.sqm is build for OVERPOCH. Delete the overwatch addons if you are just using it for Epoch. 
     
     
     
    MISSION PBO
     
    A ) In your init.sqf:
     
    A 1) You must have 
    /*ZSC*/ DZE_ConfigTrader = true; /*ZSC*/ in the top section ( for example right above "EpochEvents"); Place if you do not have it yet. ZSC requires Config traders, It will also help your server reduce lag!
     
    A 2) PLACE
    /*ZSC*/ call compile preprocessFileLineNumbers "ZSC\gold\ZSCinit.sqf"; /*ZSC*/ ABOVE
    progressLoadingScreen 0.5; A 3) PLACE
    execVM "ZSC\compiles\playerHud.sqf"; RIGHT UNDER
    _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; A 4 )
     
    Change
    call compile preprocessFileLineNumbers "server_traders.sqf"; to
    call compile preprocessFileLineNumbers "server_traders_cherno_11.sqf"; ON THE BOTTOM OF THIS TOPIC THERE WILL BE AN EXPLANATION FOR OTHER MAPS / INSTANCES.
     
    A 5 ) MAKE SURE 
    _serverMonitor = [] execVM "\z\addons\dayz_server\system\server_monitor.sqf"; this line is custom and doesnt have dayz_code in it. It should point at dayz_server or if u use another script to where ever that places it.
     
    B ) In your description.ext
     
    B 1) Place 
    #include "ZSC\config\cfgServerTrader.hpp" on the complete top.
     
    B 2 ) Add if you do not have a RscTitles yet!
    class RscTitles { #include "ZSC\config\ZSChud.hpp" }; at the bottom.
     
    IF U ALREADY HAVE IT just add
    #include "ZSC\config\ZSChud.hpp" behind whatever is in there.
     
    B 3 ) JUST ADD AT THE COMPLETE BOTTOM
    #include "ZSC\config\ZSCdefines.hpp" #include "ZSC\config\ZSCdialogs.hpp" B 4 ) If you come from another currency, u can remove the shit that was extra added in that one  :).
     
    C )  COPY FILES
     
    C 1 ) Place the ZSC folder in your mission pbo ( take it out of the github's missions pbo).
    C 2 ) Place server_traders_cherno_11.sqf in your missions pbo. ( If other map/instance check bottom of the topic.).
     
    D ) fn_selfactions ( IF you use my overwrite, u do not have to to this step.
     
    D 1 )PLACE
    if(_typeOfCursorTarget in ZSC_MoneyStorage && (player distance _cursorTarget < 5)) then { if (s_bank_dialog < 0) then { s_bank_dialog = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_bank_dialog; s_bank_dialog = -1; }; // cars if( _isVehicle && !_isMan &&_isAlive && !_isMan && !locked _cursorTarget && !(_cursorTarget isKindOf "Bicycle") && (player distance _cursorTarget < 5)) then { if (s_bank_dialog2 < 0) then { s_bank_dialog2 = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_bank_dialog2; s_bank_dialog2 = -1; };  
    AFTER
    } else { {player removeAction _x} count s_player_combi;s_player_combi = []; s_player_unlockvault = -1; }; D 2 )
    if (_isMan and _isAlive and !_isZombie and !_isAnimal and !(_traderType in serverTraders)) then { if (s_givemoney_dialog < 0) then { s_givemoney_dialog = player addAction [format["Give Money to %1", (name _cursorTarget)], "ZSC\actions\give_player_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; }; ABOVE
    if(_typeOfCursorTarget in dayz_fuelpumparray) then { D 3 ) CHANGE
    if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [localize "str_action_studybody", "\z\addons\dayz_code\actions\study_body.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; INTO
    if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [("<t color=""#FF0000"">"+("Check Wallet") + "</t>"), "ZSC\actions\check_wallet.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; D 4 ) 
     
    ADD 
    player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; player removeAction s_bank_dialog; s_bank_dialog = -1; player removeAction s_bank_dialog2; s_bank_dialog2 = -1; BEHIND
    player removeAction s_player_towing; s_player_towing = -1; player removeAction s_player_fuelauto; s_player_fuelauto = -1; player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; D 5 )  TO remove the client side errors u getting add in your VARIABLES.SQF
    s_givemoney_dialog = -1; s_bank_dialog = -1; s_bank_dialog2 = -1; TO
    dayz_resetSelfActions = { E ) player_switchModel.sqf again, if u overwriten with mine in first step, u can skip.
     
    E 1 ) add 
    _cashMoney = player getVariable["cashMoney",0]; behind
    _weapons = weapons player; _countMags = call player_countMagazines; _magazines = _countMags select 0; E 2 ) Add
    player setVariable ["cashMoney",_cashMoney,true]; on the BOTTOM
     
    E 3 ) CHANGE
    //Create New Character _group = createGroup west; _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; _newUnit setPosATL _position; _newUnit setDir _dir; into
    _group = createGroup west; _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; [_newUnit] joinSilent createGroup WEST; _newUnit setPosATL _position; _newUnit setDir _dir; _newUnit setVariable ["cashMoney",_cashMoney,true]; F) You can use my unclockVault in ZSCinit, If u got a custom one, do the following changes:
     
    F1)
     
    place 
    _objMoney = _obj getVariable["bankMoney",0]; behind
    _dir = direction _obj; _pos = _obj getVariable["OEMPos",(getposATL _obj)]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; F 2)
    place
    _holder setVariable ["bankMoney", _objMoney, true]; behind
    _holder setVariable["CharacterID",_ownerID,true]; _holder setVariable["ObjectID",_objectID,true]; _holder setVariable["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos", _pos, true]; E) in LockVault.sqf if u got a custom one, otherwise use mine and set true in config:
     
    E1 ) place) 
    _objMoney = _obj getVariable["bankMoney",0]; behind
    _ownerID = _obj getVariable["CharacterID","0"]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; E2 ) 
     
    place
    _holder setVariable ["bankMoney", _objMoney, true]; behind
    _holder setVariable["CharacterID",_ownerID,true]; _holder setVariable["ObjectID",_objectID,true]; _holder setVariable["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos", _pos, true]; SERVER PBO
     
    A ) REPLACE your "compiles/server_tradeObject.sqf"  With my one ( not other script uses that anyways).
     
    B )  IN compiles/server_updateObject.sqf
     
    Change 
    _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; into
    _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object /*ZSC*/ , _object getVariable["bankMoney",0] /*ZSC*/ ]; C ) In your server_monitor.sqf ( NOTE: the " _intentory' variable can be called "_inventory" at your files, so change my code to that, if it's the case).
     
    Add
    /*ZSC*/ if( count (_intentory) > 3)then{ _object setVariable ["bankMoney", _intentory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; /*ZSC*/ ABOVE
    if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0),true]; _object setVariable ["MagazineCargo", (_intentory select 1),true]; _object setVariable ["BackpackCargo", (_intentory select 2),true]; } else { D) in compiles/server_playerSync.sqf
     
    Change
    _playerGear = [weapons _character,_magazines];  into
    _playerGear = [weapons _character,_magazines, _character getVariable["cashMoney",0]];  NOTE:
     
    in the gold init i use a custom gearSet.sqf
    If u would have a custom one, it's defined in the ZSCinit.sqf. Only differnecy will be the top where it checks for the money in your gear sections.
     
     
    FAQ!
     
     
    I use a different instance/map to play one! What do i do?
     
    The only things that difference between maps where u need to worrie about is the server_traders.sqf. I included them for 4 maps, if your map is NOT in there u will have to change your original one.
    FAIR SIMPLE:
     
    1) Take your original server_traders
     
    2) Open one of mine
     
    3) Copy my categories with the correct numbes to your traders. You can choose also which traders sells what then ^^.
     
    4) Share your file to me so i can put it in the list
     
     
    Does it work with Overpoch(ins).
     
    Simple: Yes, Everything with epoch as base.
     
    Overwatch items or included in traders, remove the categories if you do not use them.
     
     
    Can i convert from the older system?
     
    You will have to revert your database to the default structure and maybe transfer money. Banks added to the players cash is the best solution.
     
    How do i see my money and bank?
     
    1 - Bank will not be visible cus their is none. You store money in storages like other items ( but in a different dialog). So the money can be accessed by anyone that has access to that storage.
    2- Money is visisble with a money icon on the right side of the screen. Feel free to add it to other places aswell.
     
    This will return your money:
    player getVariable["cashMoney",0]; Can I use it with database traders?
     
    No, this build is made for config traders. No support (Yet).
     
     
    Screenshots
     
     



     
     
     
     
     
     
    I probably will code this inthe default epoch code and send a merge request to Epoch Devs with an option to do 
    DZE_SingleCurrency = true/false; And if they accept it , it might be in 1.6 ^^
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