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Swordsworn

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  1. Like
    Swordsworn reacted to DeanReid in Infistar or any other anti hack and Epoch Linux   
    If you are spawning cars with EAT then disable 
    /*  Vehicle Tradercheck   */ _VTC =  true; /* true or false */ /* checks if a player is near a trader when 'purchasing' a vehicle */ that will stop you getting kicked when spawning perm vehicles.   I'd recommend keeping that true though and limit your spawning to trader zones only    also if you have the spam the AH generates then remove all lines that have _key call server_hiveWrite; _key call server_hiveReadWrite; and that should get rid of most of the console spam. its only a temp fix. I'd keep a backup of both your database and ah.sqf just incase bad things happen. I was working on a Linux conversion, but at the rate Chris updates the AH it gets annoying having to re-do it all I'm going to speak to him about adding an option for Linux to main releases
  2. Like
    Swordsworn reacted to BetterDeadThanZed in Custom trader cities   
    This post started as a request for information on how add traders. The question was answered, so I thought I'd update my original post with instructions on how to do this:
     
    It is easier to add traders if you don't want them to have their own inventory. This tutorial will start with explaining how to add traders and have them use the same database data/inventory as other traders.
     
    Using the 3D editor, create a trader city. Place units at the locations where you want to have the traders standing. I am not going to explain how to use the 3D editor. You should already know how to do that.
    Open server_traders.sqf for reference and keep it open.
    Open mission.sqf and add an entry for your first new trader:
    _unit_13001 = objNull; if (true) then {   _this = createAgent ["GUE_Soldier_1", [2550.658, 8326.5928, 2.3534577], [], 0, "CAN_COLLIDE"];   _unit_13001 = _this;   _this setDir 114.59087;   _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";   _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;}; _unit_#### can be a unique number not being used anywhere else in mission.sqf
     
    "createAgent" should match one of the traders in the server_traders.sqf file. For example:
    // Ammunition Neutral P menu_BAF_Soldier_AMG_W = [ [["Assault Rifle Ammo",480],["Light Machine Gun Ammo",481],["Pistol Ammo",484],["Shotguns and Single-shot Ammo",573],["Sniper Rifle Ammo",482],["Submachine Gun Ammo",483]], [], "neutral" ]; This is a neutral ammunition trader. You can select "BAF_Soldier_AMG_W" and put it in the above mission.sqf file:
    _this = createAgent ["BAF_Soldier_AMG_W", [2550.658, 8326.5928, 2.3534577], [], 0, "CAN_COLLIDE"]; Change the coordinates above with the coordinates from the new trader city you created. Also change these lines:
    _unit_13001 = _this; _this setDir 114.59087; _unit matches the _unit number you chose above and setDir is in the mission file from the trader city you created.
     
    What this does is spawns a trader with the classname "BAF_Soldier_AMG_W"", which the server recognizes is the neutral ammo trader as defined in the server_traders.sqf file. Please note that I pulled this from a Panthera server_traders.sqf so yours might be different.
     
    After you've added all the traders this way, feel free to copy over the other items, such as tents, boxes, etc that you created in the mission you created in the 3D editor. Place all of this above the "processInitCommands;" commands at the bottom of the server's mission.sqf.
     
    Creating traders with their own inventory
     
    If you want to create unique traders that do not use the inventory of an existing trader, you need to do a little more.
     
    After adding the tents, boxes, etc that make up your new trader city, and adding the traders as above, you perform the following steps.
     
    In server_traders.sqf, you have to add the trader. It has to use a unique classname not being used by any other trader and it can not be used by any AI that you have on the server. If, for example, you use the same classname for this new trader as that of a bandit AI in your mission system, when you come across a dead bandit, you will get a trader prompt on your scroll menu!
     
    For my example, I will use "Fiona". She is a trader I added to my Napf and Panthera servers that sells and buys rare food and drinks. This is what I added to server_traders.sqf:
    // Rare Food and Drinks menu_RU_Damsel5 = [ [["Rare Food/Drinks",700]], [], "neutral" ]; I used the model "RU_Damsel5". When you bring up the menu, it says "Rare Food/Drinks" and it uses trader ID 700. Whatever model you use, it needs to be added to the top of server_traders.sqf:
    serverTraders = ["Tanny_PMC","BAF_Soldier_AMG_W","BAF_Soldier_AAA_DDPM","CZ_Special_Forces_MG_DES_EP1","Damsel5","GUE_Commander","GUE_Woodlander1","GUE_Woodlander3","GUE_Soldier_Sab","GUE_Soldier_Pilot","GUE_Soldier_2","Soldier_PMC","Citizen2_EP1","Rita_Ensler_EP1","RU_Farmwife1","US_Soldier_Medic_EP1","USMC_Soldier_TL","USMC_SoldierS_Engineer","UN_CDF_Soldier_AAT_EP1","ValentinaVictim","UN_CDF_Soldier_MG_EP1","GUE_Soldier_1","FR_Corpsman","GUE_Soldier_AR","Dr_Hladik_EP1","RU_Villager1","Reynolds_PMC","RU_Damsel5"]; In your database, you have to add the trader:
    REPLACE INTO `server_traders` (`id`, `classname`, `instance`, `status`, `static`, `desc`) VALUES (700, 'RU_Damsel5', 24, 'friendly', NULL, 'Fionas Pub'); Then you have add the items the new trader will stock:
    REPLACE INTO `traders_data` (`id`, `item`, `qty`, `buy`, `sell`, `order`, `tid`, `afile`) VALUES (7589, '["ItemSodaRabbit",1]', 1000, '[6,"ItemGoldBar",1]', '[3,"ItemGoldBar",1]', 0, 700, 'trade_items'); This adds the item "ItemSodaRabbit" with a quantity of 1000, selling for 6oz gold, buying for 3oz gold, to trader ID #700.
     
    I hope that helps everyone! Let me know if you have questions. Thank you for everyone that answered the original post I made which led me to making this new post!
  3. Like
    Swordsworn reacted to LordDutton in [Chernarus] Balota by |SAS|Oprah Windfury   
    Here is a custom made Balota made by |SAS| Oprah Windfury for my server. Posting here to see what everyone thinks of his work !  SQF included !
    This is open for anyone to download and use !  :) Enjoy 
     
    https://www.dropbox.com/sh/8mz5nfdj5botwr4/AACLhERy5V9LiSS_3J_4KPCxa?dl=0
     
     

     
     
     
     
     
     
     
     
     
  4. Like
    Swordsworn reacted to x2dezjohn in Chernarus Secret Airfield   
    Hi 
     
    Built a secret military airfield up north of devils castle(location on pic), C130 can barely take off from it going south and doing a hard right at the end. 
     
    Enjoy
    Original version (small file)
     
    Images: http://imgur.com/a/p7sEr#1
    Download: http://pastebin.com/tMXzKqgZ
     
     
    Updated version (big file)
     
    Road to the dam and new area added
     
    Image: http://gyazo.com/febcf71f909b80642f9d20d4d171b363
    Download: http://pastebin.com/cQ6qJP7W
     
    Place it in your server pbo
     
    Create a folder called building and put the sqf file in there,
    then open the init and edit the server_functions.sqf by adding this to the bottom
    [] ExecVM "\z\addons\dayz_server\building\Secret_Airfield.sqf"; Edit your Mission.sqm file to look like this
    "chernarus", "ca_modules_animals", "dayz_anim", "dayz_code", "dayz_communityassets", "dayz_weapons", "dayz_equip", "dayz_epoch", "dayz_vehicles", "cacharacters_pmc", "ca_modules_functions", "glt_m300t", "pook_h13", "csj_gyroac", "map_eu", "jetskiyanahuiaddon", "warehouse", "mbg_killhouses", "mbg_buildings_3", "aif_arma1buildings", "mbg_african_buildings" Map marker
     
     
    http://pastebin.com/sa8nkrwg

    i put it here





    in the mission pbo go to the init and at the bottom put

     
    //custom marker [] execVM "Secretairfield.sqf";
  5. Like
    Swordsworn reacted to f3cuk in Sometimes character stops updating after skin change   
    Okay i have asked our players and none have experienced issues the last couple of days. Although I'm still not confident if the changes really fix the issue, I'm pretty sure they won't do any harm either. If anyone wants to test here goes.

    --
    Files that are changed with this.
    player_humanityMorph.sqf player_switchModel.sqf player_monitor.sqf (/dayz_code/system/player_monitor.sqf) player_monitor.fsm (/dayz_code/system/player_monitor.fsm) server_playerSync.sqf (/dayz_server/compile/server_playerSync.sqf) compiles.sqf (/dayz_code/init/compiles.sqf) init.sqf 1.) In your mission folder create a folder called "reset_fix" inside your custom folder. 
    2.) Copy over the following files into that folder (Skip if you already have these in your mission pbo)
    player_monitor.sqf (/dayz_code/system/player_monitor.sqf) player_monitor.fsm (/dayz_code/system/player_monitor.fsm) compiles.sqf (/dayz_code/init/compiles.sqf) 3.) Open your init.sqf 
    Find

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";Replace
    call compile preprocessFileLineNumbers "custom\reset_fix\compiles.sqf";4.) Open compiles.sqf 
    Find

    player_switchModel =        compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf"; Replace with

    player_switchModel =        compile preprocessFileLineNumbers "custom\reset_fix\player_switchModel.sqf"; Find

    player_humanityMorph =        compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf"; Replace with

    player_humanityMorph =        compile preprocessFileLineNumbers "custom\reset_fix\player_humanityMorph.sqf"; Find

    _model call player_switchModel; Replace with

    [_model] call player_switchModel;
    5.) Open player_monitor.sqf

    Find

    _id = [] execFSM "\z\addons\dayz_code\system\player_monitor.fsm";Replace with
    _id = [] execFSM "custom\reset_fix\player_monitor.fsm";
    6.) Open player_monitor.fsm

    Find

    "_model call player_switchModel;" \n Replace with

    "[_model] call player_switchModel;" \n 

    7.) Create a file called player_humanityMorph.sqf and place it in the reset_fix folder
     
    Add this




     


    8.) Create a file called player_switchModel.sqf in your reset_fix folder
     
    Add this
     



     


    9.) Open your /dayz_server/compile/server_playerSync.sqf

    Replace with
     



     
     
     
    10.) Repack your mission and dayz_server pbo
  6. Like
    Swordsworn reacted to Mezo in where or what is the Serverlog?   
    Glad you found it :)
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