Jump to content

mimic

Member
  • Posts

    367
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by mimic

  1. The size of your base is probably why it was attacked and destroyed. General comment, not directed at you specifically, I honestly don't understand why people build these behemoth sized bases for 2-4 people? 90% of the time you're all running together anyways, so why do you need a 4 story base, with 8 vehicles, and 4 helicopters, and 12 safes, and 9 lock boxes, and 5 storage sheds, etc, etc? All you're doing is putting a giant target on your base and supplies.

     

    Less is better people...

  2. qqtp3o.jpg

     

     

    I forgot to mention someone duped a load of satchel charges. glitched through 4 locked doors and blew up our entire 4 story base + garage.

     

    Also Stolen: (from a lockbox somehow)

     

    40~ Scrap Metal

    20+ Weapons

    60k Krypto (in bars)

    5 Cars destroyed (included garage)

    5 Lockboxes that we had spare..

     

    But just try to imagine what it looked like before some low-life decided to ruin the fun :)

     

    Update: "Exnation" claimed to have destroyed the base with around 30 explosives. we're still questioning this..as a group of 9 we found 4 explosives in a week.

    I'm not trying to cause a problem, or be rude or anything...

     

    But that's part of the game. Just because you guys don't go around and try to break into other's bases, doesn't mean other people can't or won't either. Some people are bandits. This is what they do, and how they play. I'm a server admin, and I have players constantly complain about some guy breaking into their base and stealing vehicles, or building supplies. You know what I tell them? "Suck it up, it's part of the game, they haven't done anything wrong. Don't like it? Go do it in return then. Fight back." Why do you think walls and floors are destructible objects? It's so people can break in to them and steal stuff. That is one thing the developers have always stuck to, and it's why the game is made the way it is. If this scenario was real, you can bet your butt that people would be trying to break into your base to steal whatever resources you have. It's a PVP game at it's heart. I understand that there are those that prefer PVE, but you'll have to wait for custom servers to have that.

     

    Personally, if someone is able to amass the explosives, or take the time to break into your base, then they deserve whatever they get. So quit your whining and go get revenge.

     

    P.S.

    It looked like a very nice base, which is probably why it was targeted. Maybe next time, less is more. A subtle base that doesn't look like much probably won't draw so much attention. It's how I do things, and so far it's worked very well for me.

  3. Hi guys. How to make a bot to have removed NVGoggles

    For mission AI open up "WAI/compiles/spawn_group.sqf".

     

    Around line 135 look for:

    if (sunOrMoon != 1) then {
          _unit addweapon "NVGoggles";
    };
    

    and change it to:

    /*
    if (sunOrMoon != 1) then {
          _unit addweapon "NVGoggles";
    };
    */
    

    For static AI open up "WAI/compiles/spawn_static.sqf".

     

    Around line 161 look for:

    if (sunOrMoon != 1) then {
          _unit addweapon "NVGoggles";
    };
    

    and change it to:

    /*
    if (sunOrMoon != 1) then {
          _unit addweapon "NVGoggles";
    };
    */
    

    That will prevent AI from spawning with NVG's.

  4. Well at least it could be nice if you would say what did you edit / add to Batteye filters, because they are not compatible with InfiStar filters :)

    If you need help sorting out the BE filters with infiSTAR and this script let me know. I'll share mine with you. I basically used infiSTAR's BE filters and added exceptions for what this script was kicking me for. Think it was only 1 or 2 things. Wasn't that hard to sort out.

  5. Maybe in some free time author of this topic can get post all the changed files codes lines...?

    Because my server it not vanilla, I have added more then 20 scripts from this forum, also some of my own work..

    I have different folder system in my Mission and so on... I cannot simple download this pack and use it, I think 80 % of server admins cannot....

     

    And now if I want to create a Single curency system in my server, I need to go throw all this downloaded files to check what is changed...

    It`s kinda a dumb :(

    This has already been addressed by the author. It's never going to happen. He's done too many changes and not documented all of them. This really begs the question, what's going to happen to the Single Currency System when 1.0.5.2 or 1.0.6 comes out?

  6.  

    v0.5 is out 

     

    Changes : 

     

    v0.5 :
     
    • Fixed storing over 999,999 duplicating

     

    Simply change the init.sqf in Scripts\Gold_Coin_system\

     

    Having a problem with the most recent update (0.5). I can no longer deposit money into my bank account.

     

    I'm seeing this error in my client RPT file.

    Error in expression <y)) then{
    if( (getPlayerUID player in DonorBank ) && ((_bank + _amount ) < M>
    Error position: <DonorBank ) && ((_bank + _amount ) < M>
    Error Undefined variable in expression: donorbank
    File mpmissions\__CUR_MP.Chernarus\Scripts\Gold_Coin_system\init.sqf, line 57
    

    This only started happening after upgrading to Souls 2.0 with v0.5 fixes. I replaced the init.sqf in Scripts\Gold_Coin_System\ as per your instructions. Left all other files the same.

  7. I'm having the exact same problem. Can't deposit money in the bank. It just started recently. Only thing I've installed recently is the Mystery Briefcase addon, but that doesn't touch anything to do with the Single Currency System.

     

    I'm seeing this error in my client RPT file.

    Error in expression <y)) then{
    if(   (getPlayerUID player in DonorBank )  && ((_bank + _amount ) <  M>
      Error position: <DonorBank )  && ((_bank + _amount ) <  M>
      Error Undefined variable in expression: donorbank
    File mpmissions\__CUR_MP.Chernarus\Scripts\Gold_Coin_system\init.sqf, line 57
    
    

    Here's my Variables.sqf:

    //----------------------------------- Configs Start ---------------------------------//
    CurrencyName = "Coins"; // name of your currency
    Bank_Object = ["BAF_VehicleBox"]; // Object to get option to bank
    LimitOnBank = true; // false = no limits, true = banks are limited on the value below
    MaxBankMoney = 1000000; // limit on bank for normal players
    DonatorBank = [
    	"76561197970729264",	// Canuck Brian
    	"76561198081194367",	// Samwise Gamgee
    	"76561198027571076",	// Scoots
    	"76561198051873726"	// SGD
    ]; // Bigger banks, Players ID
    MaxDonatorBankMoney = 5000000; // Bank size for donators
    InstantTrading = true; // (True = No Animation / False = Animation)
    //----------------------------------- Configs End -----------------------------------//
    
    

    This only started happening after upgrading to Souls 2.0 with v0.5 fixes. said to just update the init.sqf in the Scripts\Gold_Coin_system\ folder and repack the PBO. Ever since doing this my deposit doesn't work.

  8. Got another problem. I went over all the code again and I've got it all setup properly as per the instructions.

     

    Client ArmA2OA.RPT file is being spammed (200,000+ lines) with the following when I'm not looking at a banker NPC:
     

    _banker = _cursorTarget getVariable["BankerBot",0]>
      Error position: <_cursorTarget getVariable["BankerBot",0]>
      Error Undefined variable in expression: _cursortarget
    File mpmissions\__CUR_MP.Chernarus\Scripts\Fn_SelfActions\fn_selfActions.sqf, line 927
    Error in expression <
    s_player_calldog = 		-1;
    };
    

    And when I am looking at a banker NPC it spams this:
     

    "fn_actons: [PlayerUID: 76561197970729264] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: Hooker1]"
    "fn_actons: [PlayerUID: 76561197970729264] [_ownerID: 0] [_isModular: false] [typeOfCursorTarget: Hooker1]"
    "fn_actons: [PlayerUID: 76561197970729264] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: Hooker1]"
    "fn_actons: [PlayerUID: 76561197970729264] [_ownerID: 0] [_isModular: false] [typeOfCursorTarget: Hooker1]"
    "fn_actons: [PlayerUID: 76561197970729264] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: Hooker1]"
    "fn_actons: [PlayerUID: 76561197970729264] [_ownerID: 0] [_isModular: false] [typeOfCursorTarget: Hooker1]"
    "fn_actons: [PlayerUID: 76561197970729264] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: Hooker1]"
    "fn_actons: [PlayerUID: 76561197970729264] [_ownerID: 0] [_isModular: false] [typeOfCursorTarget: Hooker1]"
    "fn_actons: [PlayerUID: 76561197970729264] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: Hooker1]"
    "fn_actons: [PlayerUID: 76561197970729264] [_ownerID: 0] [_isModular: false] [typeOfCursorTarget: Hooker1]"
    "fn_actons: [PlayerUID: 76561197970729264] [_ownerID: 0] [_isModularDoor: false] [typeOfCursorTarget: Hooker1]"
    
    

    Here's the end of my fn_selfActions.sqf file:

    	player removeAction s_bank_dialog;
    	s_bank_dialog = -1;
    	player removeAction s_bank_dialog2;
    	s_bank_dialog2 = -1;
    	player removeAction s_bank_dialog9;
    	s_bank_dialog9 = -1;
    	player removeAction s_player_packOBJ;
    	s_player_packOBJ = -1;
    };
    
    _dogHandle = player getVariable ["dogID", 0];
    
    if (_dogHandle > 0) then {
    	_dog = _dogHandle getFSMVariable "_dog";
    	_ownerID = "0";
    	if (!isNull cursorTarget) then { _characterID = cursorTarget getVariable ["CharacterID","0"]; };
    	if (_canDo && !_inVehicle && alive _dog && _characterID != dayz_characterID) then {
    		if (s_player_movedog < 0) then {
    			s_player_movedog = player addAction [localize "str_actions_movedog", "\z\addons\dayz_code\actions\dog\move.sqf", player getVariable ["dogID", 0], 1, false, true, "", ""];
    		};
    		if (s_player_speeddog < 0) then {
    			_text = (localize "str_epoch_player_249");
    			_speed = 0;
    			if (_dog getVariable ["currentSpeed",1] == 0) then { _speed = 1; _text = (localize "str_epoch_player_250"); };
    			s_player_speeddog = player addAction [format[localize "str_actions_speeddog", _text], "\z\addons\dayz_code\actions\dog\speed.sqf",[player getVariable ["dogID", 0],_speed], 0, false, true, "", ""];
    		};
    		if (s_player_calldog < 0) then {
    			s_player_calldog = player addAction [localize "str_actions_calldog", "\z\addons\dayz_code\actions\dog\follow.sqf", [player getVariable ["dogID", 0], true], 2, false, true, "", ""];
    		};
    	};
    } else {
    	player removeAction s_player_movedog;		
    	s_player_movedog =		-1;
    	player removeAction s_player_speeddog;
    	s_player_speeddog =		-1;
    	player removeAction s_player_calldog;
    	s_player_calldog = 		-1;
    };
    
    _banker = _cursorTarget getVariable["BankerBot",0];
    
    if((_banker == 1) and (player distance _cursorTarget < 3)) then {		
    		if (s_bank_dialog9 < 0) then {
    			s_bank_dialog9 = player addAction ["Hooker Savings", "Scripts\Gold_Coin_system\Bank_Dialog\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""];
    		};			
    	} else {		
    		player removeAction s_bank_dialog9;
    		s_bank_dialog9 = -1;
    	};
    
  9. Hey Rocu,

    I made some changes to the files myself. Added support for the ItemSilvercase_Base. I'll just post them here so you can have a look and see if there's anything usefull in it for you :)

     

    Cheers,

     

    f3cuk

     

    /*
            Mystery Briefcase addon by Rocu
            Configuration file
    */
    
    MBT_NAME = "EpochPacks"; //Name of the item that spawns the reward (this is just a visual thing, code won't break if you change this to something random)
    MBT_CRATEDELAY = 900; //How long until the reward crate disappears (in seconds) Default: 900 (15 minutes)
    MBT_DIALOG_TITLE = "EpochPack opening"; //Reward dialog title
    MBT_DIALOG_CLAIM = "Claim Your Reward"; //Claim reward button
    MBT_DIALOG_NOTE = "* After claiming your prize the reward crate will disappear in 15 minutes."; //Notation warning about the crate's delay
    
    /*
            REWARD CONFIGURATION
            Everything that has to do with the prize you get from the briefcase
    */
    
    // Junk
    _junk_group = ["HandRoadFlare","TrashTinCan","FoodCanUnlabeled","HandChemBlue","HandChemRed","HandChemGreen","ItemBook3","ItemBook4","ItemSodaR4z0rEmpty","ItemSodaDrwasteEmpty","ItemSodaLemonadeEmpty","ItemSodaLvgEmpty","ItemSodaMzlyEmpty","ItemSodaRabbitEmpty","ItemSodaClaysEmpty","TrashJackDaniels","TrashTinCan","ItemLetter","ItemBook1","ItemBook2","ItemTrashRazor","FoodCanOrlokEmpty","FoodCanDemonEmpty","FoodCanTylersEmpty","FoodCanCornEmpty","FoodCanBoneboyEmpty","FoodCanBadguyEmpty","FoodCanGriffEmpty","FoodCanPowellEmpty","FoodCanHerpyEmpty","FoodCanUnlabeledEmpty","FoodCanCurgonEmpty","FoodCanFraggleosEmpty","ItemTrashToiletpaper"];
    
    // Common
    _food_group = ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","FoodCanGriff","FoodCanTylers","FoodCanDemon","FoodCanPowell","FoodCanCorn","FoodCanOrlok","FoodCanHerpy","FoodCanBadguy","FoodCanBoneboy","FoodCanCurgon","FoodCanFraggleos","ItemSodaRabbit","ItemSodaMtngreenEmpty","ItemSodaSmashtEmpty","ItemSodaMtngreen","ItemSodaDrwaste","ItemSodaSmasht","ItemSodaClays","ItemSodaLemonade","ItemSodaLvg"];
    _military_group = ["FlareWhite_M203","FlareGreen_M203","1Rnd_Smoke_M203","HandGrenade_west","HandGrenade_east","SmokeShell","SmokeShellRed","SmokeShellGreen","FoodMRE","Skin_Camo1_DZ","Skin_Rocket_DZ","Skin_Soldier1_DZ","Skin_Drake_Light_DZ"];
    _medical_group = ["ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"];
    _vehicle_repair_group = ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"];
    
    _common_group = ["ItemPlotDeed","ItemComboLock","ItemSledgeHead","ItemSledgeHandle","Skin_Sniper1_DZ","bulk_ItemSandbag"];
    _assault_group = ["M16A4_ACG","Sa58V_RCO_EP1","SCAR_L_STD_Mk4CQT","M8_sharpshooter","M4A1_HWS_GL_camo","SCAR_L_STD_HOLO","M4A3_CCO_EP1","M4A1_AIM_SD_camo","M16A4","m8_carbine","BAF_L85A2_RIS_Holo","Sa58P_EP1","Sa58V_CCO_EP1","Sa58V_EP1","AKS_74_kobra","AKS_74_U","AKS_GOLD","AK_47_M","AK_74","FN_FAL","FN_FAL_ANPVS4","m8_compact","G36A_camo","G36C","m8_holo_sd","G36C_camo","G36K_camo","G36_C_SD_camo","M16A2","M16A2GL","M4A1","M4A1_Aim"];
    _lmg_group = ["RPK_74","M249_EP1_DZ","M249_DZ","M240_DZ","m240_scoped_EP1_DZE","M249_m145_EP1_DZE","M60A4_EP1_DZE"];
    _sniper_group = ["M14_EP1","SVD_CAMO","SVD","VSS_Vintorez","DMR_DZ","M40A3","M24","M24_des_EP1","SVD_des_EP1"];
    _tools_group = ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"];
    _chainbullets_group    = ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"];
    
    // Rares
    _rares_group = ["ItemVault","ItemBriefcase100oz","ItemLockbox","30m_plot_kit"];
    _rare_weapons_group = ["KSVK_DZE","MK_48_DZ","Pecheneg_DZ","M110_NVG_EP1","SCAR_H_LNG_Sniper_SD","M107_DZ","BAF_LRR_scoped"];
    
    // Legendaries
    _legend_group = ["PipeBomb","ItemHotwireKit"];
    _chainsaw_group = ["Chainsaw","ChainsawB","ChainsawG","ChainsawP","BAF_AS50_scoped"];
    
    MBC_REWARDLIST = [
        //Reward List format:
        //[type,item,quantity,raritylevel,rarity]
        //        type - item type. Available options:
        //            magazine - any type of magazine and most general items (briefcases, cinder blocks, ammunition, etc)
        //            weapon - any type of weapon, note that toolbelt items are also considered weapons in Arma
        //            group_mag - a group of magazines. This is an array of items from which only 1 will be randomly picked
        //            group_wep - a group of weapons. An array of weapons from which only 1 will be randomly picked
        //            group_tool - a group of tools. An array of tools from which only 1 will be randomly picked
        //            coins - this is for Zupa's Single Currency script only. Only use it if you have that script. If you don't do not use coins as a type for reward
        //            script - this is an experimental feature for more advanced users. I haven't tested it thoroughly so use it at your own risk.
        //                It was meant to work as a power-up rather than having an item as a reward. If you use "script" as a type, you must type the script's full path to the "item" field
        //        item - class name of item. If type is group, insert the group's variable. Example: 30m_plot_pole, ItemHotwireKit, _sniper_group, _junk_group
        //        quantity - number of items, set it to 1 if you're using grouping. Example: 15 (in case item is ItemHotwireKit then it will give you 15 Hotwire Kits)
        //        raritylevel - the level of rarity from 1 to 4 (1 = least rare, 4 = rarest), this is just visual for the UI
        //        rarity - how likely this item will be picked in percentage (from 0 to 100)
        //            Note: total sum of rarity must equal 100
        
        // Bad luck (junk items with low possibility)
         ["group_mag",_junk_group,1,1,4]
        
        // Common
        ,["group_wep",_assault_group,1,2,6]
        ,["group_wep",_lmg_group,1,2,6]
        ,["group_wep",_sniper_group,1,2,6]
        ,["group_mag",_military_group,1,2,4]
        ,["group_mag",_medical_group,5,2,4]
        ,["group_mag",_vehicle_repair_group,2,2,4]
        ,["group_mag",_common_group,1,2,6]
        ,["group_mag",_chainbullets_group,5,2,4]
        ,["group_tool",_tools_group,1,2,6]
        ,["coins","Coins",2500,2,5]
        ,["coins","Coins",3000,2,4]
        ,["coins","Coins",5000,2,3]
        ,["magazine","ItemGoldBar10oz",3,2,3]
        ,["magazine","PartPlywoodPack",15,2,3]
        ,["magazine","PartPlankPack",15,2,3]
        
        // Rare
        ,["group_wep",_rare_weapons_group,1,3,5]
        ,["group_mag",_rares_group,1,3,5]
        ,["magazine","ItemGoldBar10oz",6,3,2]
        ,["coins","Coins",10000,3,2]
        ,["magazine","CinderBlocks",15,3,2]
        ,["magazine","ItemSilvercase_Base",1,3,2]
        ,["magazine","PartPlywoodPack",30,3,2]
        ,["magazine","PartPlankPack",30,3,2]
        ,["magazine","ItemPole",30,3,2]
        
        // Legendary
        ,["group_wep",_chainsaw_group,1,4,1]
        ,["group_mag",_legend_group,1,4,1]
        ,["magazine","ItemBriefcase_Base",1,4,1]
        ,["coins","Coins",20000,4,1]
        ,["coins","Coins",50000,4,1]
    ];
    
    disableSerialization;
    
    private ["_slots","_type","_item","_spawnCrate","_crateName","_pos","_crateClass","_dir","_selectDelay","_inVehicle"];
    
    _type = _this select 0;
    
    call {
    
        if(_type == "Premium") exitWith {
            _slots = 6;
            _item = "ItemBriefcase_Base";
        };
    
        if(_type == "Silver") exitWith {
            _slots = 3;
            _item = "ItemSilvercase_Base";
        };
    };
    
    (findDisplay 106) closedisplay 0;
    closeDialog 0;
    
    _inVehicle = (vehicle player) != player;
    if(_inVehicle) exitWith {
        cutText [format["You cannot open %1 in a vehicle.", MBT_NAME], "PLAIN DOWN"];
    };
    
    cutText [format["Opening EpochPack %1 (%2 items)..",_type,_slots], "PLAIN DOWN"];
    player playActionNow "Medic";
    
    r_interrupt = false;
    _animState = animationState player;
    r_doLoop = true;
    _started = false;
    _finished = false;
    _briefSoundPlay = false;
    _briefSoundCount = 0;
    
    while {r_doLoop} do {
        _animState = animationState player;
        _isMedic = ["medic",_animState] call fnc_inString;
        _briefSoundCount = _briefSoundCount + 1;
        if (_briefSoundCount > 10 && !_briefSoundPlay) then { //Just to delay the sound a bit
            [objNull, player, rSAY, "Brief_Open_Sound", 30] call RE;
            _briefSoundPlay = true;
        };
        if (_isMedic) then {
            _started = true;
        };
        if (_started and !_isMedic) then {
            r_doLoop = false;
            _finished = true;
        };
        if (r_interrupt) then {
            r_doLoop = false;
        };
        sleep 0.1;
    };
    r_doLoop = false;
    
    if (!_finished) exitWith {
        r_interrupt = false;
        if (vehicle player == player) then {
            [objNull, player, rSwitchMove,""] call RE;
            player playActionNow "stop";
        };
        cutText [format["Cancelled opening.."], "PLAIN DOWN"];
    };
    
    if (_finished) then {
    
        private ["_dialog","_cashToAdd","_canContinue"];
        mbc_rewardlist_temp = [];
        _canContinue = false;
    
        if (_item in magazines player) then {
            player removeMagazine _item;
            _canContinue = true;
        };
        
        if (!_canContinue) exitWith { //Anti-duping
            cutText [format["Opening EpochPack %1 failed.", _type] , "PLAIN DOWN"];
        };
    
        _crateClass = "USOrdnanceBox";
    
        _dir = getdir player;
        _pos = getposATL player;
        _pos = [(_pos select 0)+1*sin(_dir),(_pos select 1)+1*cos(_dir), (_pos select 2)];
    
        _spawnCrate = _crateClass createVehicleLocal _pos;
    
        _spawnCrate setDir _dir;
        _spawnCrate setposATL _pos;
        
        clearWeaponCargoGlobal _spawnCrate;
        clearMagazineCargoGlobal _spawnCrate;
        clearBackpackCargoGlobal _spawnCrate;
        
        _lootRandomizer = [];
        
        //Let's crate an array to randomize loot depending on rarity
        {
            private ["_forEachTempIndexNo"];
            _forEachTempIndexNo = _forEachIndex;
            for "_i" from 1 to (_x select 4) do {
                _lootRandomizer set [count _lootRandomizer, _forEachTempIndexNo];
            };
        } forEach MBC_REWARDLIST;
        
        Sleep 0.2;
    
        for "_i" from 1 to _slots do {
            private ["_loot","_lootIndex","_lootType"];
            _loot = [];
            _lootIndex = _lootRandomizer call BIS_fnc_selectRandom;
            _loot = + MBC_REWARDLIST;
            _loot = _loot select _lootIndex;
            _lootType = _loot select 0;
            
            //Let's pick the random items out of groups right away, so we can properly display it on the UI
            switch (_lootType) do {
                case "group_wep": {
                    Sleep 0.2;
                    _groupingArray = _loot select 1;
                    _weapon = _groupingArray call BIS_fnc_selectRandom;
                    _loot set [1, _weapon]; // Random weapon
                    _loot set [2, (1 + floor(random 4))]; // Random amount of mags
                };
                case "group_tool": {
                    Sleep 0.2;
                    _groupingArray = _loot select 1;
                    _tool = _groupingArray call BIS_fnc_selectRandom;
                    _loot set [1, _tool]; // Random tool
                };
                case "group_mag": {
                    Sleep 0.2;
                    _mag = (_loot select 1) call BIS_fnc_selectRandom;
                    _loot set [1, _mag]; // Random item
                };
            };
            mbc_rewardlist_temp set [count mbc_rewardlist_temp, _loot];
            _loot = [];
        };
        
        UpdateMBCDialog = {
            {
                private ["_pic","_text","_itemName","_qty","_addInfo"];
                
                ctrlSetText [81401, MBT_DIALOG_TITLE];
                ctrlSetText [81402, MBT_DIALOG_CLAIM];
                ctrlSetText [81403, MBT_DIALOG_NOTE];
                
                _addInfo = "";
                switch (_x select 0) do {
                    case "group_wep": {
                        _pic = getText (configFile >> 'CfgWeapons' >> _x select 1 >> 'picture');
                        _itemName = getText (configFile >> 'CfgWeapons' >> _x select 1 >> 'displayName');
                        _qty = _x select 2;
                        _text = format["%1\n+%2 magazines", _itemName, _qty];
                    };
                    case "group_tool": {
                        _pic = getText (configFile >> 'CfgWeapons' >> _x select 1 >> 'picture');
                        _itemName = getText (configFile >> 'CfgWeapons' >> _x select 1 >> 'displayName');
                        _text = format["%1", _itemName];
                    };
                    case "group_mag": {
                        _pic = getText (configFile >> 'CfgMagazines' >> _x select 1 >> 'picture');
                        _itemName = getText (configFile >> 'CfgMagazines' >> _x select 1 >> 'displayName');
                        _qty = _x select 2;
                        if (_qty > 1) then {
                            _addInfo = format["\nx %1",_qty];
                        };
                        _text = format["%1%2", _itemName, _addInfo];
                    };
                    case "coins": {
                        _pic = getText (configFile >> 'CfgWeapons' >> 'EvMoney' >> 'picture');
                        _qty = _x select 2;
                        _text = format["%1 %2", _qty call BIS_fnc_numberText, _x select 1];
                    };
                    case "weapon": {
                        _pic = getText (configFile >> 'CfgWeapons' >> _x select 1 >> 'picture');
                        _itemName = getText (configFile >> 'CfgWeapons' >> _x select 1 >> 'displayName');
                        _qty = _x select 2;
                        if (_qty > 1) then {
                            _addInfo = format["\nx %1",_qty];
                        };
                        _text = format["%1%2", _itemName, _addInfo];
                    };
                    case "magazine": {
                        _pic = getText (configFile >> 'CfgMagazines' >> _x select 1 >> 'picture');
                        _itemName = getText (configFile >> 'CfgMagazines' >> _x select 1 >> 'displayName');
                        _qty = _x select 2;
                        
                        if((_x select 1) == "ItemBriefcase_Base") then {
                            _itemName = "EpochPack Premium";
                        };
    
                        if((_x select 1) == "ItemSilvercase_Base") then {
                            _itemName = "EpochPack Silver";
                        };                    
                        
                        if (_qty > 1) then {
                            _addInfo = format["\nx %1",_qty];
                        };
                        _text = format["%1%2", _itemName, _addInfo];
                    };
                    case "script": {
                        _pic = "";
                        _text = _x select 1;
                    };
                };
                
                ctrlSetText [81201 + _forEachIndex, _pic];
                ctrlSetText [81301 + _forEachIndex, _text];
                
                _display = findDisplay 81000;
                _frame_ctrl = _display displayCtrl 81101 + _forEachIndex;
                _text_ctrl = _display displayCtrl 81301 + _forEachIndex;
                
                switch (_x select 3) do {
                    case 1: {
                        _frame_ctrl ctrlSetTextColor [0.6,0.6,0.6,0.5];
                        _text_ctrl ctrlSetTextColor [0.6,0.6,0.6,0.5];
                    };
                    case 2: {
                        _frame_ctrl ctrlSetTextColor [1,1,1,0.5];
                        _text_ctrl ctrlSetTextColor [1,1,1,0.5];
                    };
                    case 3: {
                        _frame_ctrl ctrlSetTextColor [0.93,0.79,0,0.9];
                        _text_ctrl ctrlSetTextColor [0.93,0.79,0,0.9];
                    };
                    case 4: {
                        _frame_ctrl ctrlSetTextColor [0.83,0.29,0.41,1];
                        _text_ctrl ctrlSetTextColor [0.83,0.29,0.41,1];
                    };
                };
            } forEach mbc_rewardlist_temp;
        };
    
        Sleep 0.2;
        _dialog = createdialog "MBC_DIALOG";
        call UpdateMBCDialog;
        waitUntil { !dialog };
        
        cutText ["Claiming reward..","PLAIN DOWN"];
    
        Sleep 0.2;
    
        _cashToAdd = 0;
    
        {
            private["_type","_magazines","_magazineClass","_currentMoney"];
            
            _type = _x select 0;
            
            call {
                if (_type == "group_wep") exitWith {
                    _spawnCrate addWeaponCargoGlobal [_x select 1, 1];
                    _magazines = getArray (configFile >> "CfgWeapons" >> _x select 1 >> "magazines");
                    if (count _magazines > 0) then
                    {
                        _magazineClass = _magazines select 0;
                        _spawnCrate addMagazineCargoGlobal [_magazineClass, _x select 2];
                    }
                };
                if (_type == "group_tool")     exitWith { _spawnCrate addWeaponCargoGlobal [_x select 1, 1]; };
                if (_type == "group_mag")     exitWith { _spawnCrate addMagazineCargoGlobal [_x select 1, _x select 2];};
                if (_type == "coins")         exitWith { _cashToAdd = _cashToAdd + (_x select 2); };
                if (_type == "weapon")         exitWith { _spawnCrate addWeaponCargoGlobal [_x select 1, _x select 2]; };
                if (_type == "magazine")     exitWith { _spawnCrate addMagazineCargoGlobal [_x select 1, _x select 2]; };
                if (_type == "script") exitWith { [_x select 2] execVM _x select 1; };
            };
        } count mbc_rewardlist_temp;
    
        if (_cashToAdd > 0) then {
            _currentMoney = player getVariable["cashMoney",0];
            player setVariable["cashMoney",_currentMoney + _cashToAdd, true];
        };
    
        PVDZE_plr_Save = [player,(magazines player),true,true] ;
        publicVariableServer "PVDZE_plr_Save";
    
        PVDZE_log = [format["EPOCHPACK: Player %1 (%2) - Reward: %3",name player, getPlayerUID player, mbc_rewardlist_temp]];
        publicVariableServer "PVDZE_log"; // This is not in default Epoch, added it myself.
    
        cutText [format["Reward claimed - the contents have been put inside the box which will auto-remove in %1 minutes",(MBT_CRATEDELAY/60)],"PLAIN DOWN"];
        
        sleep MBT_CRATEDELAY;
        deletevehicle _spawnCrate;
    
    };
    

    f3cuk,

     

    I think you have an error in your loot code. Pretty sure a Hotwire Kit is a tool/item which is classified as a weapon, not a magazine.

    // Legendaries
    _legend_group = ["PipeBomb","ItemHotwireKit"];
    _chainsaw_group = ["Chainsaw","ChainsawB","ChainsawG","ChainsawP","BAF_AS50_scoped"];
    
    ...
    
    ,["group_wep",_chainsaw_group,1,4,1]
    ,["group_mag",_legend_group,1,4,1]
  10. I'm using infiSTAR. Getting kicked by Battleye constantly. Working my way through the filters though.

     

    So far I've had to:

     

    publicvariable.txt - add to the end of line 2:

    !="diagLogr"
    

    That fixed one type of kick. Now I'm getting the following:

    Player Canuck Brian kicked off by BattlEye: PublicVariable Value Restriction #100
    

    Here's the BE Log:

    11.11.2014 00:58:04: Canuck Brian (199.195.149.121:2304) 6271a627658b56eca6e19bd60b6db82e - Value Restriction #100 "diagLogr" = "[BRIEF] Array created: [["coins","Coins",50000,2,5],["group_mag","Skin_Sniper1_DZ",1,2,10],["group_mag","ItemPainkiller",1,1,2],["group_wep","SVD_des_EP1",2,2,8],["group_mag","ItemLockbox",1,2,10],["group_wep","MK_48_DZ",2,3,3]]"
    

    Can you share your publicvariable.txt file with us?

×
×
  • Create New...