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hopsi66

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Posts posted by hopsi66

  1. I would have 4 portals with spawnpoint, how i can get a 4. portal and what i must write here with this script function?

     

    telePos[] = {

    { "Transport_C_EPOCH", { 13812.6,6878.95,0.6 }, "", { 14121.2,11331.5,0.000305176 } },

    { "Transport_W_EPOCH", { 13813.2,6876.4,0.75 }, "", { 1322.18,8733.92,0.0136757 } },

    { "Transport_E_EPOCH", { 13811.7,6881.92,0.4 }, "", { 15639.3,191.995,0.000153065 } },

    { "Transport_Random spawn", { 13810.7,6881.92,0.4 }, "", { ???? } }

    };

  2. I hope next update come a better physics for building items !!!

     

    1) The foundation must be have higher, so player can build in deeper water and foundation go until ground.

    2) Some of Woodenfloor are not plane when more foundations in a row.

    3) Founfations must have a deeper place function

     

    Cant build a great wall on ground when it is not plane, and foundations I can not place deeper :(

  3. Hello,

     

    i install v0.0.5 but i changed this rows to get Sappers.

    But the Suppers do nothing. there only stand and run a little round of me?

     

    What i must change?

     

    "Epoch_Sapper_F" createUnit [_coords, _aiGroup, "_ai = this", .1, "PRIVATE"];
    //"b_g_survivor_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"];

  4. Hi,

     

    i have problems with Launcher, AI dont use Launchers because they have no ammo i thing ???

     

    Can anyone help me please?

     

    Here the entries!

     

    ----------------------------------------------------------------------------

     

    WAI/config.sqf

     

            wai_use_launchers            = true;                                // add a rocket launcher to each spawned AI group

    ---

            ai_wep_launchers_AT            = ["M136","RPG18","JAVELIN"];
            ai_wep_launchers_AA            = ["Strela","Igla","STINGER"];

     

     

    ----------------------------------------------------------------------------

     

    WAI/compile/spawn_group.sqf

     

        if (!isNil "_launcher" && wai_use_launchers) then {
            call {
                //if (_launcher == "Random") exitWith { _launcher = (ai_launchers_AT + ai_launchers_AA) call BIS_fnc_selectRandom; };
                if (_launcher == "at") exitWith { _launcher = ai_wep_launchers_AT call BIS_fnc_selectRandom; };
                if (_launcher == "aa") exitWith { _launcher = ai_wep_launchers_AA call BIS_fnc_selectRandom; };
            };
            _rocket = _launcher call find_suitable_ammunition;
            _unit addMagazine _rocket;
            _unit addMagazine _rocket;
            _unit addWeapon _launcher;
        };

     

    ----------------------------------------------------------------------------

  5.  

    now i try copy the trade_items.sqf to trade_items_old.sqf but it doesn't work.

    Trade start write the trade-letters but nothing change in inventory.

     

    Here is my copy

    private ["_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_textPartIn","_textPartOut","_bos","_needed","_started","_finished","_animState","_isMedic","_total_parts_out","_abort","_removed","_activatingPlayer","_traderID","_done"];
    // [part_out,part_in, qty_out, qty_in,];
     
    if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"] };
    DZE_ActionInProgress = true;
     
    _activatingPlayer = player;
     
    _part_out = (_this select 3) select 0;
    _part_in = (_this select 3) select 1;
    _qty_out = (_this select 3) select 2;
    _qty_in = (_this select 3) select 3;
    _buy_o_sell = (_this select 3) select 4;
    _textPartIn = (_this select 3) select 5;
    _textPartOut = (_this select 3) select 6;
    _traderID = (_this select 3) select 7;
     
    _bos = 0;
    if(_buy_o_sell == "sell") then {
            _bos = 1;
    };
     
    _abort = false;
     
    // perform number of total trades
    r_autoTrade = true;
    while {r_autoTrade} do {
     
            _removed = 0;
            cutText [(localize "str_epoch_player_105"), "PLAIN DOWN"];
             
          r_interrupt = false;
            r_doLoop = true;
            _started = false;
            _finished = false;
           
     
            //////////////
           
                _position = getPos player; // gets the position [x,y,z]
            _posX = _position select 0; // 1th element -> x
            _posY = _position select 1; // 2nd element -> y
     
            _counter = 0.0; // animation duration checker
           
            while {r_doLoop} do {
                    _positionCheck = getPos player;
                    _newX = _positionCheck select 0; // 1th element -> x
                    _newY = _positionCheck select 1; // 2nd element -> y
     
                    _counter = _counter + 0.1; // same as the sleep timer: 0.1 sec
     
                    if (_counter >  1.5) then { // amount of secs the animation takes estimated ? 2 secs?
                            r_doLoop = false;
                                                    _counter = 0.0;
                            _finished = true;
                                                   
                    };
                    if (_newX != _posX || _newY != _posY) 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 [(localize "str_epoch_player_106") , "PLAIN DOWN"];
            };
     
            if (_finished) then {
                   
                    _canAfford = false;
                    if(_bos == 1) then {
                           
                            //sell
                            _qty = {_x == _part_in} count magazines player;
                            if (_qty >= _qty_in) then {
                                    _part_inClass =  configFile >> "CfgMagazines" >> _part_in;
                                    _removed = _removed + ([player,_part_inClass,_qty_in] call BIS_fnc_invRemove);
                                    if (_removed == _qty_in) then {
                                            _canAfford = [[[_part_out,_qty_out]],1] call epoch_returnChange;
                                    };
                            };
     
                    } else {
                           
                            //buy
                            _trade_total = [[_part_in,_qty_in]] call epoch_itemCost;
                            _total_currency = call epoch_totalCurrency;
                            _return_change = _total_currency - _trade_total;
                            if (_return_change >= 0) then {
                                    _canAfford = true;
                            };
                    };
     
                    diag_log format["DEBUG TRADER DONE?: %1", _canAfford];
                   
                    if (_canAfford) then {
                           
                            // Continue with trade.
                            if (isNil "_part_in") then { _part_in = "Unknown Item" };
                            if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" };
                            if(_bos == 1) then {
                                    // Selling
                                    PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_in,inTraderCity,_part_out,_qty_out];
                            } else {
                                    // Buying
                                    PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_out,inTraderCity,_part_in,_qty_in];
                            };
                            publicVariableServer  "PVDZE_obj_Trade";
     
                            if(_bos == 0) then {
                                    // only wait for result when buying
                                    waitUntil {!isNil "dayzTradeResult"};
                                    if(dayzTradeResult == "PASS") then {
                                            _done = [[[_part_in,_qty_in]],0] call epoch_returnChange;
                                            if (_done) then {
                                                    for "_x" from 1 to _qty_out do {
                                                            player addMagazine _part_out;
                                                    };
                                                    cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
                                            };
                                    } else {
                                            _abort = true;
                                            cutText [format[(localize "str_epoch_player_183"),_textPartOut] , "PLAIN DOWN"];
                                    };
                            } else {
                                    cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
                            };
                            dayzTradeResult = nil;
                           
                    } else {
                            _qty = {_x == _part_in} count magazines player;
                            _needed =  _qty_in - _qty;
                            cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"];
                            _abort = true;
                    };
            };
            if(_abort) exitWith {r_autoTrade = false};
           
            sleep 1;
    };
     
    DZE_ActionInProgress = false;
    

    Kann noone help me? Please !!!

  6. You need to add trade_items_old.sqf in your folder

    now i try copy the trade_items.sqf to trade_items_old.sqf but it doesn't work.

    Trade start write the trade-letters but nothing change in inventory.

     

    Here is my copy

    private ["_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_textPartIn","_textPartOut","_bos","_needed","_started","_finished","_animState","_isMedic","_total_parts_out","_abort","_removed","_activatingPlayer","_traderID","_done"];
    // [part_out,part_in, qty_out, qty_in,];
     
    if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"] };
    DZE_ActionInProgress = true;
     
    _activatingPlayer = player;
     
    _part_out = (_this select 3) select 0;
    _part_in = (_this select 3) select 1;
    _qty_out = (_this select 3) select 2;
    _qty_in = (_this select 3) select 3;
    _buy_o_sell = (_this select 3) select 4;
    _textPartIn = (_this select 3) select 5;
    _textPartOut = (_this select 3) select 6;
    _traderID = (_this select 3) select 7;
     
    _bos = 0;
    if(_buy_o_sell == "sell") then {
            _bos = 1;
    };
     
    _abort = false;
     
    // perform number of total trades
    r_autoTrade = true;
    while {r_autoTrade} do {
     
            _removed = 0;
            cutText [(localize "str_epoch_player_105"), "PLAIN DOWN"];
             
          r_interrupt = false;
            r_doLoop = true;
            _started = false;
            _finished = false;
           
     
            //////////////
           
                _position = getPos player; // gets the position [x,y,z]
            _posX = _position select 0; // 1th element -> x
            _posY = _position select 1; // 2nd element -> y
     
            _counter = 0.0; // animation duration checker
           
            while {r_doLoop} do {
                    _positionCheck = getPos player;
                    _newX = _positionCheck select 0; // 1th element -> x
                    _newY = _positionCheck select 1; // 2nd element -> y
     
                    _counter = _counter + 0.1; // same as the sleep timer: 0.1 sec
     
                    if (_counter >  1.5) then { // amount of secs the animation takes estimated ? 2 secs?
                            r_doLoop = false;
                                                    _counter = 0.0;
                            _finished = true;
                                                   
                    };
                    if (_newX != _posX || _newY != _posY) 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 [(localize "str_epoch_player_106") , "PLAIN DOWN"];
            };
     
            if (_finished) then {
                   
                    _canAfford = false;
                    if(_bos == 1) then {
                           
                            //sell
                            _qty = {_x == _part_in} count magazines player;
                            if (_qty >= _qty_in) then {
                                    _part_inClass =  configFile >> "CfgMagazines" >> _part_in;
                                    _removed = _removed + ([player,_part_inClass,_qty_in] call BIS_fnc_invRemove);
                                    if (_removed == _qty_in) then {
                                            _canAfford = [[[_part_out,_qty_out]],1] call epoch_returnChange;
                                    };
                            };
     
                    } else {
                           
                            //buy
                            _trade_total = [[_part_in,_qty_in]] call epoch_itemCost;
                            _total_currency = call epoch_totalCurrency;
                            _return_change = _total_currency - _trade_total;
                            if (_return_change >= 0) then {
                                    _canAfford = true;
                            };
                    };
     
                    diag_log format["DEBUG TRADER DONE?: %1", _canAfford];
                   
                    if (_canAfford) then {
                           
                            // Continue with trade.
                            if (isNil "_part_in") then { _part_in = "Unknown Item" };
                            if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" };
                            if(_bos == 1) then {
                                    // Selling
                                    PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_in,inTraderCity,_part_out,_qty_out];
                            } else {
                                    // Buying
                                    PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_out,inTraderCity,_part_in,_qty_in];
                            };
                            publicVariableServer  "PVDZE_obj_Trade";
     
                            if(_bos == 0) then {
                                    // only wait for result when buying
                                    waitUntil {!isNil "dayzTradeResult"};
                                    if(dayzTradeResult == "PASS") then {
                                            _done = [[[_part_in,_qty_in]],0] call epoch_returnChange;
                                            if (_done) then {
                                                    for "_x" from 1 to _qty_out do {
                                                            player addMagazine _part_out;
                                                    };
                                                    cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
                                            };
                                    } else {
                                            _abort = true;
                                            cutText [format[(localize "str_epoch_player_183"),_textPartOut] , "PLAIN DOWN"];
                                    };
                            } else {
                                    cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
                            };
                            dayzTradeResult = nil;
                           
                    } else {
                            _qty = {_x == _part_in} count magazines player;
                            _needed =  _qty_in - _qty;
                            cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"];
                            _abort = true;
                    };
            };
            if(_abort) exitWith {r_autoTrade = false};
           
            sleep 1;
    };
     
    DZE_ActionInProgress = false;
    
  7. Need Help!

     

    I have special trader at my Epoch Napf server, how can i trade with this entries?

     

    '["ItemTopaz",1]', 276, '[2,"ItemGoldBar10oz",1]', '[1,"ItemGoldBar10oz",1]', 0, 700, 'trade_items_old');
    '["ItemCitrine",1]', 275, '[2,"ItemGoldBar10oz",1]', '[1,"ItemGoldBar10oz",1]', 0, 700, 'trade_items_old');
    '["ItemAmethyst",1]', 266, '[2,"ItemGoldBar10oz",1]', '[1,"ItemGoldBar10oz",1]', 0, 700, 'trade_items_old');
    '["ItemEmerald",1]', 263, '[2,"ItemGoldBar10oz",1]', '[1,"ItemGoldBar10oz",1]', 0, 700, 'trade_items_old');
    '["ItemObsidian",1]', 254, '[2,"ItemGoldBar10oz",1]', '[1,"ItemGoldBar10oz",1]', 0, 700, 'trade_items_old');
    '["ItemRuby",1]', 253, '[2,"ItemGoldBar10oz",1]', '[1,"ItemGoldBar10oz",1]', 0, 700, 'trade_items_old');
    '["ItemSapphire",1]', 253, '[2,"ItemGoldBar10oz",1]', '[1,"ItemGoldBar10oz",1]', 0, 700, 'trade_items_old');

     

    '["ItemGoldBar",1]', 276, '[1,"PartOreGold",1]', '[1,"PartOreGold",1]', 0, 703, 'trade_items_old');
    '["ItemGoldBar10oz",1]', 276, '[10,"PartOreGold",1]', '[10,"PartOreGold",1]', 0, 703, 'trade_items_old');
    '["ItemSilverBar",1]', 276, '[1,"PartOreSilver",1]', '[1,"PartOreSilver",1]', 0, 703, 'trade_items_old');
    '["ItemSilverBar10oz",1]', 276, '[10,"PartOreSilver",1]', '[10,"PartOreSilver",1]', 0, 703, 'trade_items_old');
    '["PartGeneric",1]', 276, '[1,"PartOre",1]', '[1,"PartOre",1]', 0, 703, 'trade_items_old');
    '["bulk_PartGeneric",1]', 276, '[12,"PartOre",1]', '[12,"PartOre",1]', 0, 703, 'trade_items_old');

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