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HeroeZGaming

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Posts posted by HeroeZGaming

  1. The issue with the open spaces when buying is still there.   Spams my client RPT with this when I click on one of the open spaces.

     

    Error in expression <{
    (findDisplay 711197 displayCtrl 7445) ctrlSetStructuredText "<t color='#ffffff>
      Error position: <ctrlSetStructuredText "<t color='#ffffff>
      Error ctrlsetstructuredtext: Type String, expected Text
    File mpmissions\__CUR_MP.chernarus\zupa\advancedTrading\functions\z_at_getItemConfig.sqf, line 25

     

    Line 25 in my z_at_getItemConfig.sqf is:

    default {
            (findDisplay Z_AT_DIALOGWINDOW displayCtrl Z_AT_ITEMINFO) ctrlSetStructuredText parseText "<t color='#ffffff'>No info found</t>";
        }

  2. I'm using door management, but here is what my _object_inventory = { looks like

    _object_inventory = {
        private["_inventory","_previous","_key"];
            _isNormal = true;
            if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{
                _isNormal = false;
                _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item
            };
            if (typeOf (_object)in DZE_DoorsLocked) then{
                _isNormal = false;
                _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
            };

            if(_isNormal)then {
                _inventory = [
                getWeaponCargo _object,
                getMagazineCargo _object,
                getBackpackCargo _object,
                /*ZSC*/
                _object getVariable["bankMoney",0]
                /*ZSC*/
            ];
            };
            _previous = str(_object getVariable["lastInventory",[]]);
            if (str(_inventory) != _previous) then {
                _object setVariable["lastInventory",_inventory];
                if (_objectID == "0") then {
                    _key = format["CHILD:309:%1:%2:",_uid,_inventory];
                } else {
                    _key = format["CHILD:303:%1:%2:",_objectID,_inventory];
                };
                //diag_log ("HIVE: WRITE: "+ str(_key));
                _key call server_hiveWrite;
            };
    }

     

    Notice my second line. 

  3. Noticed this tonight testing the updated build at Hero Vendor.   Large block of nothing in between items in the "buy" list.   There were a handfull of items, then this open space, then the rest of the items I could buy.   Is this just representative of the things you can't buy using Advanced Trading, or an issue?  Might have been like that in previous version, I don't play enough to notice. 

     

    7Cv6UVZ.jpg

  4. 1: is this the only mission not completing?

    2: were you able to turn esp on to check if any AI wandered off?

    3: writing this from cell, won't be at computer to check for a few more hours. Any manned vehicles at the farm mission?

    4: can you post the mission file for the farm here so I can take a quick look. Want to look at the completion portion.

    5: last one for now, did it give a "mission failure message" after a while?

  5. If I remember right, you do not need to worry about this part.  Just make sure the deployed vehicles are added to your DZE_safeVehicle list in your Variable.SQF.   If you do not have one already, you can find it in your dayz_code.pbo.   Place it wherever you want, and change the call in your init.sqf.  Then you need to add the vehicles at the end of this line in the Variable.SQF

    DZE_safeVehicle = ["ParachuteWest","ParachuteC"];

  6. Interesting, this was my rpt error before the class name change.

     1:50:49 "WAI: [Mission:[Hero] Junk Yard]: Starting... [7010.73,8159.94,0]"
     1:50:49 Cannot create non-ai vehicle TK_GUE_Soldier_Warlord_EP1,
     1:50:49 Cannot create non-ai vehicle TK_GUE_Soldier_Warlord_EP1,
     1:50:49 Cannot create non-ai vehicle TK_GUE_Soldier_Warlord_EP1,
     1:50:49 Cannot create non-ai vehicle TK_GUE_Soldier_Warlord_EP1,
     1:50:49 "WAI: Spawned a group of 4 AI (Bandit) at [7008.73,8154.94,0]"
     1:50:49 Cannot create non-ai vehicle TK_GUE_Soldier_Warlord_EP1,
     1:50:49 Cannot create non-ai vehicle TK_GUE_Soldier_Warlord_EP1,
     1:50:49 Cannot create non-ai vehicle TK_GUE_Soldier_Warlord_EP1,
     1:50:49 Cannot create non-ai vehicle TK_GUE_Soldier_Warlord_EP1,
     1:50:49 "WAI: Spawned a group of 4 AI (Bandit) at [6991.73,8178.94,0]"
     1:50:49 Cannot create non-ai vehicle TK_GUE_Soldier_Warlord_EP1,
     1:50:49 Cannot create non-ai vehicle TK_GUE_Soldier_Warlord_EP1,
     1:50:49 Cannot create non-ai vehicle TK_GUE_Soldier_Warlord_EP1,
     1:50:49 Cannot create non-ai vehicle TK_GUE_Soldier_Warlord_EP1,

     

    The bandit mission loaded fine.   The hero one did not have any AI at it.   I changed the class name and both worked.  

  7. Error for Junkyard is in the class name for the AI.   Not sure why "TK_GUE_Soldier_Warlord_EP1" isn't acting as a valid class name.  Still looking into it, but for right now this fix works.

     

    Change this in junkyard.sqf lines 59-62

    //Troops
        [[(_position select 0) - 2, (_position select 1) - 5, 0],4,"Hard",["Random","AT"],4,"Random","TK_GUE_Soldier_Warlord_EP1","Random","Bandit",_mission] call spawn_group;
        [[(_position select 0) - 19, (_position select 1) + 19, 0],4,"Hard","Random",4,"Random","TK_GUE_Soldier_Warlord_EP1","Random","Bandit",_mission] call spawn_group;
        [[(_position select 0) + 17, (_position select 1) + 21, 0],4,"Hard","Random",4,"Random","TK_GUE_Soldier_Warlord_EP1","Random","Bandit",_mission] call spawn_group;

     

    to this:

    //Troops
        [[(_position select 0) - 2, (_position select 1) - 5, 0],4,"Hard",["Random","AT"],4,"Random","TK_INS_Soldier_EP1_DZ","Random","Bandit",_mission] call spawn_group;
        [[(_position select 0) - 19, (_position select 1) + 19, 0],4,"Hard","Random",4,"Random","TK_INS_Soldier_EP1_DZ","Random","Bandit",_mission] call spawn_group;
        [[(_position select 0) + 17, (_position select 1) + 21, 0],4,"Hard","Random",4,"Random","TK_INS_Soldier_EP1_DZ","Random","Bandit",_mission] call spawn_group;

  8. I have this on my server to go along with a random weed farm script.  It works in conjunction with any right click script using extra_rc.hpp.   This allows my players to harvest the hemp at the random weed farms using the hunting knife, and it turns out, the hemp at the Crop Raider mission.  Credit for the script at top of script.

    hemp.sqf

    /*
    put together for DayZ Epoch
    Credits to Shogun338 from Insurrection gaming
    modified for separate "gather weed" script
    */
     
    private ["_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"];
    _playerPos = getPosATL player;
    _hempqty = {_x == "ItemKiloHemp"} count magazines player;
    _nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0;
    _weed = nearestObject [player, "fiberplant"];
     
    if !(_nearWeed) exitWith {
            cutText [format["You need to be near the weed plants in order to gather."], "PLAIN DOWN"];
    };
    if (_hempqty > 2) exitWith {
        cutText [format["WARNING: %1, You have maximum amount of weed in your inventory! You could get arrested by the police ;)", name player], "PLAIN DOWN"];
    };
    if (dayz_combat == 1) then {
        cutText [format["You are in Combat and Cannot Gather the Weed."], "PLAIN DOWN"];
    } else {
            disableSerialization;
            _gearmenu = FindDisplay 106;
            _gearmenu CloseDisplay 106;
            player playActionNow "Medic";
            r_interrupt = false;
            sleep 6;
            _objectID = _weed getVariable["ObjectID","0"];
            _objectUID = _weed getVariable["ObjectUID","0"];
            deleteVehicle _weed;
            [_objectID,_objectUID] call server_deleteObj;
            _weed setDamage 1;
            player addMagazine "ItemKiloHemp";
            sleep 2;
            cutText [format["You've Gathered Some Weed! Smoke that shit or sell it at the Medical Trader!!"], "PLAIN DOWN"];      
    };

     

    add this to the extra_rc.hpp

    class ItemKnife {
            class farmhemp {
                text = "Harvest the weed";
                script = "execVM 'scripts\hemp.sqf'";
            };

     

    change the location to wherever you place it.

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