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Posts posted by poweredbypot
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OK, I was able to fix my own issue which was totally unrelated to this script ofc and I got the new version by swarfer working just fine, except it is still reading prices from the hive and not my custom traders.
If there is anything I can do to help you get this working with cfgtraders please let me know.
EDIT: I've been looking over the github and I do not see some of the modifications you made in the files I got from the zip, is it possible the zip on the main page is not directed to the proper files?
2nd EDIT: MY FAULT! i may have confused the zips from csus' version to yours..... my bad
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please halp me bump!
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dwarfer you are awesome, I'm testing your build right now and I will let you know what I find ( I also have an outstanding bug I was hoping was related to this script but couldnt prove, so you are also allowing me to test that theory but if I'm wrong then I can't help unitl I fix it :angry: )
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can we get a re-release of the original version please Csus. I had lost my copy, and now I have no backpack trader at all :(.
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can anyone tell me whether or not the original version modified anything other than init.sqf? I'm having some strange interaction problems since removing this temporarily while waiting for the update.
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i vote for vehicle menu
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loaded this on my test server and it seems great only thing I wish it had was to be able to chose which weapons to sell. If I chose sell from car and then sell weapons it sells everything in there.
while that is technically a limitation of this script, it does make the overall process much easier. I found a simple repeating announcement on the server that states:
"When using the vehicle/backpack trade option please be sure you intend to sell ALL items of a particular type, it does not discriminate!"
Otherwise Zupa is soon to release a complete re-work of traders that I would keep an eye on, this is intended as a more light-weight and simplistic option.
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Would it be possible to explain how to add item requirements to right click options inside config.sqf? I am trying to merge over all my other RC's to this method and most of them worked flawlessly but they only call the script, I am having a hardtime moving over the Zombie shield generator script and keeping it fully functioning. It has requirements inside its condition to include the required parts instead of them being checked inside the script itsself.
The line reads like this in its default state:
["PartEngine","Zombie Shield","[""Garbage_container"",[""ItemToolbox"",""ItemEtool"],[[""ItemPole"", 2],[""metal_panel_kit"", 2],[""PartEngine"",2],[""ItemBriefcase100oz"", 2]],[0,3,0.5]] execVM ""custom\PlotForLifev2\player_build.sqf"";","true"],
The action option appears and it even successfully builds the generator, but it completely bypasses the requirements for the additional parts or the tools and simply builds it with only the engine used to trigger the script.
Your script is awesome so far, and if this isn't something you can help with I understand but any advice would be much appreciated.
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ooh I didn't notice the fancy appearance update until now, but I was going to note that what you had suggested about the change to items count worked perfectly and cars, zombies, players and loot piles are no longer being counted against the build limit. :D
I was also wondering if there was a specific method of doing a damage action on items for a decay of indestructible bases that would work best with plot/door management, or if it really makes any difference at all how I choose to do it?
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vehicle trade disable works flawlessly thanks man, I'm excited for the update to config traders.
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@poweredbypot & fireplace. I've found the solution to adding compatability with config traders, I just have to implement it. A fix should be not too far away!
You're a beast, and I'm on the fence about trading from vehicles and will probably eventually cave and allow it. My goal is realism and I feel it detracts just a tiny bit, while backpack trading is something I feel should have always been a reality.
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Csus,
Maybe this is just on my end, but i will do my best to explain..
When trading magazines from vehicle, the count of items, and items sold per stage do not add up..... Just say 100 total magazines, in 5 different categories, INIT set to sell 10 per stage-----The trader tells you 28 stages.....
Also,
Going to any trader that sells items (not wepons) Like the medic guy, building, magazine guy---- It will tell you the same number of stages as stated above, even if you dont have an item they will buy from you, and will let you go through the motion of selling the items, but they dont sell... So if you have a truck full of ammo, and a few food items, and go to the food guy first, it will count all the items in truck, but only sell the 2 food items, 50 stages later..
Yuck, I certainly did not experience that and beyond sympathy I unfortunately have nothing to offer you. Do you get any errors in client/server RPT?
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Ok, the first thing I noticed is that while I can turn backpack trading "ON" I cannot turn trading from vehicles "OFF", unless I am blind ( which I am so if I missed it I apologize).
Secondly and sadly it appears not to be working with config traders, and is pulling prices from somewhere else which is strange because you only pull PVDZE_plr_TradeMenuResult, and since the "cfgservertraders = true" handles which menu to pull from it SHOULD be getting the right answer.
The only thing I can think of is if you somehow know of why it would be pulling PVDZE_plr_TradeMenuResult from player_traderMenuHive.sqf instead of Player_traderMenuConfig.sqf
Other than those two issues I really enjoy the new version and you have done some fantastic work here! It is much appreciated.
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I use config traders, and the previous version worked fine for me. I will test the new version here in the next hour and let you know what I find.
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Sorry it took me so long to report back, i forgot I had posted the issue.
The solution for the restarts creating multiple server copies can be solved by simply creating a separate task set to run at the same time that issues the restart command, for some reason the scheduler will not allow two commands in one task.
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does anyone know if it is possible to adjust the towing position of specific vehicles. Even after using anarior's edit there are still a few vehicles that tow a few feet in the air, or a few feet underground. Its not a huge issue as the context options usually still appear and disconnected them usually happens without fire and and explosions but it agitates my OCD.
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how stable is the test build right now nox?
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as a follow-up issue, now I seem to be launching two copies of the server for some reason. Its not a huge deal because everyone connects on the default port but it is strange.
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I think I can more clearly explain for some why the auto-restart function is not working ( I hope I won't need a disclaimer for this). The way the scheduler is setup by default will after whatever pre-defined time you chose shutdown the server and then wait ten seconds before launching the bat file that will re-launch the server.
Now the problem with that is after the server is shutdown, the BEC will only wait just a few seconds before closing down because it does not detect a server. Since the provided schedule waits ten seconds to run "start.bat" BEC will instead close and that portion of the schedule never even gets a chance to run.
To solve the issue simply run the command to launch "start.bat" in the same function as the #shutdown command. I have provided an example here:
<!-- 12:00 AM restart --> <job id='12'> <day>1,2,3,4,5,6,7</day> <start>23:45:00</start> <runtime>000000</runtime> <loop>0</loop> <cmd>say -1 This server will restart in 15 minutes</cmd> </job> <job id='13'> <day>1,2,3,4,5,6,7</day> <start>23:55:00</start> <runtime>000000</runtime> <loop>0</loop> <cmd>say -1 This server will restart in 5 minute, log out now to prevent item loss!</cmd> </job> <job id='14'> <day>1,2,3,4,5,6,7</day> <start>23:59:00</start> <runtime>000000</runtime> <loop>0</loop> <cmd>say -1 This server will restart in 1 minute, Log out now!</cmd> </job> <job id='15'> <day>1,2,3,4,5,6,7</day> <start>00:00:00</start> <runtime>000000</runtime> <loop>0</loop> <cmd>#shutdown</cmd> <cmd>B:\DayZ Server\restart.bat</cmd> </job> <!-- End 12:00 AM restart -->
Please do not use this code as a copy/paste solution as that will not fix your issue, this is simply provided as a means of reference.
I guess that was my disclaimer <_<
Beans to alecwilcox for originally providing the solution for me:
Also for my problem i just changed it so it shutdown the server and runs the bat at the same time. This is ok becuase there is already a 7 sec delay built into the restart.bat
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Ok, I'll probably do one last round of updates before im ready to go public. But right now I'd rather not fix what isn't broke, thanks man.
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Clearly no -no-beep option in the msqldump line.
Are you using a hosting provider as they may be running a backup for you are well and you may be picking up their error. GIve a check to your Windows scheduler to make sure you do not have another copy running from the distant past or something. The bat file you posted will not be the cause.
Damn, thanks man. I am not using any host it's all here on my home box. I did notice you're original post seems to have changed a bit, is an update reccomended?
####UPDATE#####
SO I did some extensive googling and although I never found a specific case of my error I did find many similar which led me to look in "MySQL Server\my.ini", lo and behold right there was no-beep right in the first line after the [client] class.
Weird Huh?
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Well here is the code as a whole:
@REM *** PARAMETERS/VARIABLES *** SET BackupDir="C:\DSTC\DB Backups" SET mysqldir="B:\MySQL\MySQL Server 5.6\bin" SET mysqlschema=[******] SET mysqlpassword=[****] SET mysqluser=[****] SET housekeepafter=5 SET datestamp=%date:~-10,2%-%date:~-7,2%-%date:~-4,4%_%time:~0,2%.%time:~3,2%.%time:~6,2% @REM *** EXECUTION *** @REM Change to mysqldir B: cd %mysqldir% @REM dump/backup ALL database, this is all in one line mysqldump -u%mysqluser% -p%mysqlpassword% --databases %mysqlschema% >%BackupDir%\%mysqlschema%_backup.%datestamp%.sql @REM - Housekeeping forfiles -p %BackupDir% -s -m *.sql -d -%housekeepafter% -c "cmd /c del @path"
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So I've been fiddling with this and now it appears it is definitely counting everything with anarior's edit, but it is literally counting EVERYTHING. I use the Napf map and I built a brand new plot pole in the radio tower at Ramisgumme, just southeast of bandit trader and milan. The plot counter shows 370/1000 objects, so I have to assume it is counting literally every single object in the radius.
I don't think this is how the building count was intended to work with vanilla plot poles, shouldn't they only be counting DZE_MaintainClasses, BuiltItems, etc etc? Otherwise my build limits will have to be even higher than they already are ( I also have a very high plot build range which is why it finds so much nearby even when I have built nothing). -
Hey zupa, this is another client side RPT error I keep seeing and I'm not sure if it is my fault or not. I have double checked my installation already.
Error in expression <; cutText ["Scanning", "PLAIN DOWN"]; sleep 2; cutText ["Eye Scan SUCCESS."> Error position: <sleep 2; cutText ["Eye Scan SUCCESS."> Error Generic error in expression File mpmissions\__CUR_MP.Napf\Custom\doorManagement\player_unlockDoor.sqf, line 35 Suspending not allowed in this context
Any advice for this Zupa?
[Resources] Scripts | Tools | AIO
in Scripting
Posted
hey dean, I love your list and you have done fantastic work.
I was wondering if you had ever come across a script or SQL event that can help for regulating base maintenance and object decay. I know I have heard a few whispers, or random replies within other topics.