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He-Man

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Posts posted by He-Man

  1. The Trader system has been updated a lot in the last months!

    Sure, we are not finished with it and I have also some more ideas, but I think the current state is much better configureable then a half year before.

    AI-Vehicles can already be sold after this Update in the experimental files: https://github.com/EpochModTeam/Epoch/commit/561012b09cd89b0588a7d91a90faabaa10fc297a

    What I take from your statements, we should add / change the following:

    - Move the config into a separate file (where it doesn't matter if Server side in epoch_server_settings.pbo or Client side in the mission file)

    - Define Trader types for:
       - Static Traders
       - City Traders
       - Random Traders

    - Add separate Start-Items for these 3 Trader Types

    - Change the Start-Items arrays to: 
    {
       {"Item1","count1"},
       {"Item2","count2"}
    };

    Defining, specific Trader for specifed Items is a bit more difficult. There are some things to clearify first:
    - If you have for example a "Weapon-Trader", can you also sell other items there?
    - If so, what would we then do with these sold items? Delete?
    - Or can you really only deal with Weapons there and you have to drive / walk to several Traders to sell your looted Stuff?

     

  2. You are talking about goggles or headgear? Headgear should work fine, but not goggles...

    The Player connect as a "Ghost", then the Server create a new unit and set the loadout on this new unit. At least, the Server trigger it to the Client and the Client switch from the Ghost to the new Unit.

    I think this "switching" will overwrite the default goggles and take it from the Player profile.

    Here a small test:

    http://plays.tv/video/5ada1915ce596f5f3e/selectplayer-goggles

  3. I have also noted this "bug".

    I am pretty sure, setunitloadout works correct, but the cosmetic items (glasses) are overwritten when switching into the Unit.

    But you could Test it by creating a unit, give him a loadout with these goggles and switch into it with selectplayer.

  4. As the Advanced Vehicle Repair only handle defined HitPoints, all not defined Hitpoints will not be repairable.

    So I have added a function to repair the not defined Hitpoints automatically while choosing "Vehicle Maintenance".

    I will check, if we should only do this, if all defined Hitpoints are already repaired.

    From what VehicleClass are you talking atm?

    Here are the defined HitPoints:
    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp#L214-L232

  5. I have doublechecked it and the problem was a missing recalculation of the current stock in the cleanup checks.

    Anyway the "old" cfgtraderlimit is no longer needed and has been removed (last post).

    Edit:
    I am currently sorting some last things out..

     

    Edit2:
    I think I got everything now. Please take these 2 changed files and let me know, if it works as expected:

    https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server/compile/epoch_traders/EPOCH_server_loadTraders.sqf

    https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_code/compile/traders/EPOCH_npcTraderAdd.sqf

  6. Oh lol, haven't known that this is possible inside Vehicles.

    I will have a look on it.

    I think the easiest and best way is to block building inside Vehicles?!

    Another solution would to check distance2d instead of distance...

     

    Edit: Just checked and there is already a "inside Vehicle" check. So it should not be possible?!

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