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SideShowFreak

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Posts posted by SideShowFreak

  1. 11 hours ago, JonasF said:

    I have tried now to make wood destructible but think Im missing something and would be really thankfull for some help... on 1.0.6.1 in init.sqf after include I put

    DZE_GodModeBase = true; // Make player built base objects indestructible
    DZE_GodModeBaseExclude = [
    "WoodFloor_DZ",
    "WoodFloorhalf_DZ",
    "WoodFloorQuarter_DZ",
    "WoodLargeWallWin_DZ",
    "WoodLargeWallDoor_DZ",
    "Land_DZE_LargeWoodDoorLocked",
    "WoodSmallWallDoor_DZ",
    "WoodSmallWallWin_DZ",
    "Land_DZE_GarageWoodDoor",
    "Land_DZE_GarageWoodDoorLocked",
    "WoodLadder_DZ",
    "WoodRamp_DZ",
    "WoodStairsSans_DZ",
    "WoodSmallWall_DZ",
    "WoodSmallWallThird_DZ",
    "WoodStairs_DZ",
    "WoodShack_DZ"
    ]

    But this doesnt seem to work :( 

    I would love to have wood items destructible on the server... 

     

    Its for sure after that line so not sure why its not kicking in..

    I do have a custom Variables as I did put in the coins and so... but where in the variables should I put it in?

    Thanks alot for answering !

    Be sure to put a ; at the end

    DZE_GodModeBase = true; // Make player built base objects indestructible
    DZE_GodModeBaseExclude = [
    "WoodFloor_DZ",
    "WoodFloorhalf_DZ",
    "WoodFloorQuarter_DZ",
    "WoodLargeWallWin_DZ",
    "WoodLargeWallDoor_DZ",
    "Land_DZE_LargeWoodDoorLocked",
    "WoodSmallWallDoor_DZ",
    "WoodSmallWallWin_DZ",
    "Land_DZE_GarageWoodDoor",
    "Land_DZE_GarageWoodDoorLocked",
    "WoodLadder_DZ",
    "WoodRamp_DZ",
    "WoodStairsSans_DZ",
    "WoodSmallWall_DZ",
    "WoodSmallWallThird_DZ",
    "WoodStairs_DZ",
    "WoodShack_DZ"
    ];

     

  2. 59 minutes ago, NateDaBeast said:

    Hi, I have a couple issues that I hope you guys can help me solve.

     

    1. For some reason when using a custom class, I get this message when selecting it: "No entry bin\config.bin/CfgMagazines.VIP_ITEMS". I then don't spawn in with the stuff defined in my VIP_ITEMS thing in spawn_config.sqf.

    Which I'm not sure what's causing this issue, because I defined the entry like so:

    
    #define VIP_ITEMS 	"ItemBandage",4,"ItemPainkiller","ItemSodaRabbit","FoodCanRusStew","ItemBloodbag","ItemMorphine","ItemAntibiotic"

    I also have VIP_TOOLS but don't get a message for them. I don't spawn with any of these either. The code is like so:

    
    #define VIP_TOOLS 	"ItemMap","ItemRadio","ItemToolbox","ItemHatchet","Binocular_Vector","NVGoggles_DZE","ItemEtool","ItemKnife","ItemGPS","ItemCompass"

     

     

    2. I gave a friend a loadout but he claims it doesn't work. Which is odd because I created it under "class_private = [ // These are only visible to players in their respective class levels". I then added his UID to "class_level2" which is what the loadout number is.

     

    Here is the loadout:

    
    ["Assassin","Sniper1_DZ","SurvivorW2_DZ",["5Rnd_762x51_M24",6,"15Rnd_9x19_M9SD",4,"VIP_ITEMS","VIP_TOOLS"],["M24_DZ","M9_SD_DZ"],"DZ_Backpack_EP1",[],[],2,-20000,0,"MeleeHatchet"],

    Here is he listed under the class level:

    
    class_level2 = ["76561198331405151","0","0"];		// Assassin Loadout

     

     

     

    try this:

     

        ["Assassin","Sniper1_DZ","SurvivorW2_DZ",["5Rnd_762x51_M24",6,"15Rnd_9x19_M9SD",4,VIP_ITEMS,VIP_TOOLS],["M24_DZ","M9_SD_DZ"],"DZ_Backpack_EP1",[],[],2,-20000,0,"MeleeHatchet"],

     

    you had "" around the VIP_ITEMS,and VIP_TOOLS 

     

    should do the trick!

  3. try this:

     

        ["Assassin","Sniper1_DZ","SurvivorW2_DZ",["5Rnd_762x51_M24",6,"15Rnd_9x19_M9SD",4,VIP_ITEMS,VIP_TOOLS],["M24_DZ","M9_SD_DZ"],"DZ_Backpack_EP1",[],[],2,-20000,0,"MeleeHatchet"],

     

    you had "" around the VIP_ITEMS,and VIP_TOOLS 

     

    should do the trick!

  4. @salival i just made a pull request/update (i think, sorry first time trying to use github to do anything other than download) on GitHub, check out some changes i made and see what you think.   Changes include 3 different crosses for the graves, gutting uses a bodybag instead of a grave, and added some text for gutting.  my personal version has some custom sounds as well for each action but has some more steps to install in description.ext so i left that out for now, but if you are interested i can upload those as well.  i am going to play with github a bit more and try to figure it out a bit. 

  5.  

    Be sure to check your paths:

    fn_selfAction.sqf

    Spoiler

    add

        if (!_isAlive && {!(_cursorTarget isKindOf "zZombie_base")} && {!(_cursorTarget isKindOf "Animal")} && {_canDo} && {_isMan}) then {
            _isButchered = _cursorTarget getVariable ["bodyButchered",false];
            if (!_isButchered) then {
                if ("ItemEtool" in _itemsPlayer) then {
                    if (s_player_bury_human < 0) then {
                        s_player_bury_human = player addAction ["<t color='#0096ff'>Bury Human</t>","scripts\buryActions.sqf",[_cursorTarget,"bury"],0,false,true];
                    }
                } else {
                    player removeAction s_player_bury_human;
                    s_player_bury_human = -1;
                };
                if ({_x in ["ItemKnife","ItemKnife5","ItemKnife4","ItemKnife3","ItemKnife2","ItemKnifeBlunt"]} count _itemsPlayer > 0) then {
                    if (s_player_butcher_human < 0) then {
                        s_player_butcher_human = player addAction ["<t color='#0096ff'>Butcher Human</t>","scripts\buryActions.sqf",[_cursorTarget,"butcher"],0,false,true];
                    };
                } else {
                    player removeAction s_player_butcher_human;
                    s_player_butcher_human = -1;
                };
            };
        };

     

    under

        //Towing with tow truck
        /*
        if(_typeOfCursorTarget == "TOW_DZE") then {
            if (s_player_towing < 0) then {
                if(!(_cursorTarget getVariable ["DZEinTow", false])) then {
                    s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_ATTACH" "\z\addons\dayz_code\actions\tow_AttachStraps.sqf",_cursorTarget, 0, false, true];                
                } else {
                    s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_DETACH", "\z\addons\dayz_code\actions\tow_DetachStraps.sqf",_cursorTarget, 0, false, true];                
                };
            };
        } else {
            player removeAction s_player_towing;
            s_player_towing = -1;
        };
        */

     

    add

        player removeAction s_player_bury_human;
        s_player_bury_human = -1;
        player removeAction s_player_butcher_human;
        s_player_butcher_human = -1;

     

    under

        player removeAction s_player_manageDoor;
        s_player_manageDoor = -1;

    variables.sqf

    Spoiler

    add

        s_player_butcher_human = -1;
        s_player_bury_human = -1;

    under

        s_player_manageDoor = -1;

    compiles just redirects to fn_selfAction.sqf, so if you already have a custom one then ignore that part

  6. i had one player report this to me as well, i havent tested it personally yet though, will go check it out now and report back.

     

    UPDATE:  Checked it out and I cannot replicate the issue on my server.  built a storage_shed_kit into a StorageShed_DZ  (400 slot gear)  and can access it straight away (be sure to look at the white corner for the gear menu).

    So basically nothing new to report.  If anyone else reports the same issue i will report back. 

  7. oh i forgot the self actions:

     

    Spoiler

        _hasShovel = "ItemShovel" in _itemsPlayer;
        _hasETool = "ItemEtool" in _itemsPlayer;
        _hasKnife = "ItemKnife" in _itemsPlayer;

     

    ///////////////////////////////////////////////////BURY BODY START///////////////////////////////////////////////////////////
        _isZombie = _cursorTarget isKindOf "zZombie_base";
        if (_isMan and !_isAlive and !_isZombie and _hasShovel ) then {
            if (s_player_bury_human < 0) then {
                s_player_bury_human = player addAction [format["<t color='#0017ff'>Bury Body</t>"], "Custom\BuryHuman\bury_human.sqf",_cursorTarget,0, false,true];
            }
        } else {
            player removeAction s_player_bury_human;
            s_player_bury_human = -1;
        };

    ///////////////////////////////////////////////////BURY BODY END///////////////////////////////////////////////////////////
    /////////////////////////////////////////CANNIBALISM START/////////////////////////////////////////
        _isHarvested = _cursorTarget getVariable["meatHarvested",false];
        _isZombie = _cursorTarget isKindOf "zZombie_base";
        if (_isMan and !_isAlive and !_isZombie and _hasKnife ) then {
            if (s_player_butcher_human < 0) then {
                s_player_butcher_human = player addAction [format["<t color='#ff6900'>Gut Human</t>"], "custom\cannibalism\gather_meat_human.sqf",_cursorTarget,0, false,true];
            };
        } else {
            
            player removeAction s_player_butcher_human;
            s_player_butcher_human = -1;
        };

    /////////////////////////////////////////CANNIBALISM END/////////////////////////////////////////    
    /////////////////////////////////////////Check Wallet Start//////////////////////////////////////
        

        if (_isMan and !_isAlive and !_isZombie ) then {
            if (s_player_checkWallet < 0) then {
                s_player_checkWallet = player addAction [("<t color=""#FF0000"">"+("Check Wallet") + "</t>"), "scripts\ZSC\actions\check_wallet.sqf",_cursorTarget, 0, false, true];
            };
        } else {
            player removeAction s_player_checkWallet;
            s_player_checkWallet = -1;
        };

    //////////////////////////////////////////Check Wallet End///////////////////////////////////////

    obviously change out shovel for etool if you wish

  8. bury bodies:  i removed the crate option on mine as personally i feel once a body is buried the gear should be gone

    Spoiler

    private ["_corpse", "_type", "_isBuried", "_humanity", "_breakChance", "_nul", "_position", "_dir", "_mound", "_crosstype", "_cross", "_deathMessage"];

    _corpse = _this select 3;
    _type = typeOf _corpse;
    _isBuried = _corpse getVariable["isBuried",false];
    _humanity = player getVariable ["humanity",0];
    _breakChance = floor(random 100);

    player removeAction s_player_bury_human;
    s_player_bury_human = -1;

    if (dayz_actionInProgress) exitWith {};

    if ((_humanity < 5000) && (_humanity > -5000)) then {
        if (_breakChance > 30) then {
            if (!_isBuried) then {
                _corpse setVariable["isBuried",true,true];
                ["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "dig"] call RE;
                player playActionNow "Medic";
                uiSleep 8;

                _position = getPosATL _corpse;
                _dir = getDir _corpse;

                deleteVehicle _corpse;

                _mound = createVehicle ["Grave", _position, [], 0, "CAN_COLLIDE"];
                _mound setpos [(getposATL _mound select 0),(getposATL _mound select 1), 0];
                _crosstype = ["GraveCross1","GraveCross2","GraveCrossHelmet"]  call BIS_fnc_selectRandom;
                _cross = createVehicle [_crosstype, _position, [], 0, "CAN_COLLIDE"];
                _cross setpos [(getposATL _cross select 0),(getposATL _cross select 1)-1.2, 0];

                "Rest in Peace!" call dayz_rollingMessages;
                [50,0] call player_humanityChange;
                _id = [player,50,true,(getPosATL player)] spawn player_alertZombies;
            };
        } else {
            if (!_isBuried) then {
                ["Working",0,[10,20,7,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "digBreak"] call RE;
                player playActionNow "Medic";
                player removeWeapon "ItemShovel";
                player addWeapon "ItemShovelBroken";
                uiSleep 7;
                "Your shovel broke while you were trying to bury that body!" call dayz_rollingMessages;
            };
        };
    };    

    if (((_humanity > 5000) && (_humanity < 20000 )) || ((_humanity < -5000) && (_humanity > -20000 ))) then {
        if (_breakChance > 15) then {
            if (!_isBuried) then {
                _corpse setVariable["isBuried",true,true];
                ["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "dig"] call RE;
                player playActionNow "Medic";
                uiSleep 8;

                _position = getPosATL _corpse;
                _dir = getDir _corpse;

                deleteVehicle _corpse;

                _mound = createVehicle ["Grave", _position, [], 0, "CAN_COLLIDE"];
                _mound setpos [(getposATL _mound select 0),(getposATL _mound select 1), 0];
                _crosstype = ["GraveCross1","GraveCross2","GraveCrossHelmet"]  call BIS_fnc_selectRandom;
                _cross = createVehicle [_crosstype, _position, [], 0, "CAN_COLLIDE"];
                _cross setpos [(getposATL _cross select 0),(getposATL _cross select 1)-1.2, 0];

                "Rest in Peace!" call dayz_rollingMessages;
                [50,0] call player_humanityChange;
                _id = [player,50,true,(getPosATL player)] spawn player_alertZombies;
            };
        } else {
            if (!_isBuried) then {
                ["Working",0,[10,20,7,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "digBreak"] call RE;
                player playActionNow "Medic";
                player removeWeapon "ItemShovel";
                player addWeapon "ItemShovelBroken";
                uiSleep 7;
                "Your shovel broke while you were trying to bury that body!" call dayz_rollingMessages;
            };
        };    
    };

    if (((_humanity > 20000) && (_humanity < 50000 )) || ((_humanity < -20000) && (_humanity > -50000 ))) then {
        if (_breakChance > 5) then {
            if (!_isBuried) then {
                _corpse setVariable["isBuried",true,true];
                ["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "dig"] call RE;
                player playActionNow "Medic";
                uiSleep 8;

                _position = getPosATL _corpse;
                _dir = getDir _corpse;

                deleteVehicle _corpse;

                _mound = createVehicle ["Grave", _position, [], 0, "CAN_COLLIDE"];
                _mound setpos [(getposATL _mound select 0),(getposATL _mound select 1), 0];
                _crosstype = ["GraveCross1","GraveCross2","GraveCrossHelmet"]  call BIS_fnc_selectRandom;
                _cross = createVehicle [_crosstype, _position, [], 0, "CAN_COLLIDE"];
                _cross setpos [(getposATL _cross select 0),(getposATL _cross select 1)-1.2, 0];

                "Rest in Peace!" call dayz_rollingMessages;
                [50,0] call player_humanityChange;
                _id = [player,50,true,(getPosATL player)] spawn player_alertZombies;
            };
        } else {
            if (!_isBuried) then {
                ["Working",0,[10,20,7,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "digBreak"] call RE;
                player playActionNow "Medic";
                player removeWeapon "ItemShovel";
                player addWeapon "ItemShovelBroken";
                uiSleep 7;
                "Your shovel broke while you were trying to bury that body!" call dayz_rollingMessages;
            };
        };    
    };

    if ((_humanity > 50000) || (_humanity < -50000)) then {
        if (_breakChance > 1) then {
            if (!_isBuried) then {
                _corpse setVariable["isBuried",true,true];
                ["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "dig"] call RE;
                player playActionNow "Medic";
                uiSleep 8;

                _position = getPosATL _corpse;
                _dir = getDir _corpse;

                deleteVehicle _corpse;

                _mound = createVehicle ["Grave", _position, [], 0, "CAN_COLLIDE"];
                _mound setpos [(getposATL _mound select 0),(getposATL _mound select 1), 0];
                _crosstype = ["GraveCross1","GraveCross2","GraveCrossHelmet"]  call BIS_fnc_selectRandom;
                _cross = createVehicle [_crosstype, _position, [], 0, "CAN_COLLIDE"];
                _cross setpos [(getposATL _cross select 0),(getposATL _cross select 1)-1.2, 0];

                "Rest in Peace!" call dayz_rollingMessages;
                [50,0] call player_humanityChange;
                _id = [player,50,true,(getPosATL player)] spawn player_alertZombies;
            };
        } else {
            if (!_isBuried) then {
                ["Working",0,[10,20,7,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "digBreak"] call RE;
                player playActionNow "Medic";
                player removeWeapon "ItemShovel";
                player addWeapon "ItemShovelBroken";
                uiSleep 7;
                "Your shovel broke while you were trying to bury that body!" call dayz_rollingMessages;
            };
        };    
    };

     

    Same with gut human, i had it show a body bag once they have been gutted,  the bury body shows a grave with a cross

    Spoiler

    private ["_corpse", "_type", "_meatHarvested", "_humanity", "_breakChance", "_nul", "_position", "_dir", "_mound", "_deathMessage"];

    _corpse = _this select 3;
    _type = typeOf _corpse;
    _meatHarvested = _corpse getVariable["meatHarvested",false];
    _humanity = player getVariable ["humanity",0];
    _breakChance = floor(random 100);

    player removeAction s_player_bury_human;
    s_player_bury_human = -1;

    if (dayz_actionInProgress) exitWith {};

    if ((_humanity < 5000) && (_humanity > -5000)) then {
        if (_breakChance > 30) then {
            if (!_meatHarvested) then {
                _corpse setVariable["meatHarvested",true,true];
                ["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "dig"] call RE;
                player playActionNow "Medic";
                uiSleep 8;

                _position = getPosATL _corpse;
                _dir = getDir _corpse;

                deleteVehicle _corpse;

                _mound = createVehicle ["Body", _position, [], 0, "CAN_COLLIDE"];
                _mound setpos [(getposATL _mound select 0),(getposATL _mound select 1), 0];

                "You have gutted a human your hands are covered with blood, you feel your humanity lower" call dayz_rollingMessages;
                [-50,0] call player_humanityChange;
                _id = [player,50,true,(getPosATL player)] spawn player_alertZombies;
                
            };
        } else {
            if (!_meatHarvested) then {
                ["Working",0,[10,20,7,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "cutKnife"] call RE;
                player playActionNow "Medic";
                player removeWeapon "ItemKnife";
                player addWeapon "ItemKnifeBlunt";
                uiSleep 7;
                "Your knife broke while you were trying to slice up that body!" call dayz_rollingMessages;
            };
        };
    };    

    if (((_humanity > 5000) && (_humanity < 20000 )) || ((_humanity < -5000) && (_humanity > -20000 ))) then {
        if (_breakChance > 15) then {
            if (!_meatHarvested) then {
                _corpse setVariable["meatHarvested",true,true];
                ["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "dig"] call RE;
                player playActionNow "Medic";
                uiSleep 8;

                _position = getPosATL _corpse;
                _dir = getDir _corpse;

                deleteVehicle _corpse;

                _mound = createVehicle ["Body", _position, [], 0, "CAN_COLLIDE"];
                _mound setpos [(getposATL _mound select 0),(getposATL _mound select 1), 0];

                "You have gutted a human your hands are covered with blood, you feel your humanity lower!" call dayz_rollingMessages;
                [-50,0] call player_humanityChange;
                _id = [player,50,true,(getPosATL player)] spawn player_alertZombies;
            };
        } else {
            if (!_meatHarvested) then {
                ["Working",0,[10,20,7,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "cutKnife"] call RE;
                player playActionNow "Medic";
                player removeWeapon "ItemKnife";
                player addWeapon "ItemKnifeBlunt";
                uiSleep 7;
                "Your knife broke while you were trying to slice up that body!" call dayz_rollingMessages;
            };
        };    
    };

    if (((_humanity > 20000) && (_humanity < 50000 )) || ((_humanity < -20000) && (_humanity > -50000 ))) then {
        if (_breakChance > 5) then {
            if (!_meatHarvested) then {
                _corpse setVariable["meatHarvested",true,true];
                ["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "dig"] call RE;
                player playActionNow "Medic";
                uiSleep 8;

                _position = getPosATL _corpse;
                _dir = getDir _corpse;

                deleteVehicle _corpse;

                _mound = createVehicle ["Body", _position, [], 0, "CAN_COLLIDE"];
                _mound setpos [(getposATL _mound select 0),(getposATL _mound select 1), 0];

                "You have gutted a human your hands are covered with blood, you feel your humanity lower" call dayz_rollingMessages;
                [-50,0] call player_humanityChange;
                _id = [player,50,true,(getPosATL player)] spawn player_alertZombies;
            };
        } else {
            if (!_meatHarvested) then {
                ["Working",0,[10,20,7,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "cutKnife"] call RE;
                player playActionNow "Medic";
                player removeWeapon "ItemKnife";
                player addWeapon "ItemKnifeBlunt";
                uiSleep 7;
                "Your knife broke while you were trying to slice up that body!" call dayz_rollingMessages;
            };
        };    
    };

    if ((_humanity > 50000) || (_humanity < -50000)) then {
        if (_breakChance > 1) then {
            if (!_meatHarvested) then {
                _corpse setVariable["meatHarvested",true,true];
                ["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "dig"] call RE;
                player playActionNow "Medic";
                uiSleep 8;

                _position = getPosATL _corpse;
                _dir = getDir _corpse;

                deleteVehicle _corpse;

                _mound = createVehicle ["Body", _position, [], 0, "CAN_COLLIDE"];
                _mound setpos [(getposATL _mound select 0),(getposATL _mound select 1), 0];

                "You have gutted a human your hands are covered with blood, you feel your humanity lower" call dayz_rollingMessages;
                [-50,0] call player_humanityChange;
                _id = [player,-0,true,(getPosATL player)] spawn player_alertZombies;
            };
        } else {
            if (!_meatHarvested) then {
                ["Working",0,[10,20,7,0]] call dayz_NutritionSystem;
                _nul = [objNull, player, rSAY, "cutKnife"] call RE;
                player playActionNow "Medic";
                player removeWeapon "ItemKnife";
                player addWeapon "ItemKnifeBlunt";
                uiSleep 7;
                "Your knife broke while you were trying to slice up that body!" call dayz_rollingMessages;
            };
        };    
    };

     

     

    Check_wallet

     

    Spoiler

    private ["_body","_hisMoney","_myMoney"];

    _body = _this select 3;
    _walletCheck = _body getVariable [Z_MoneyVariable,0];

    _PlayerNear = _body call dze_isnearest_player;
    if (_PlayerNear) exitWith { localize "str_pickup_limit_4" call dayz_rollingMessages; };

    player playActionNow "PutDown";
    if (_walletCheck == 0) exitWith { "Wallet is empty." call dayz_rollingMessages;};

    _hisMoney = _body getVariable [Z_MoneyVariable,0];
    _myMoney = player getVariable [Z_MoneyVariable,0];
    _myMoney = _myMoney + _hisMoney;
    _body setVariable [Z_MoneyVariable, 0 , true];

    player setVariable [Z_MoneyVariable, _myMoney , true];

    format ['You found %1 Gold in this Wallet!',[_hisMoney] call BIS_fnc_numberText] call dayz_rollingMessages;
    uiSleep 2;

    _cid =    player getVariable ["CharacterID","0"];
    _cashMoney = player getVariable [Z_MoneyVariable,0];

    if !(_cashMoney > 0) then {
        _cashMoney = 0;
    };
     

     

     

    hope these help

     

    on a side note anything special you had to do to get money to save in safes/objects? i cant seem to get that to work, i have coins working on people just fine, but objects wont update

  9. 18 hours ago, Boxingdelta26 said:

    Got this working. As you said i should put it in the init file. However, the same array was in the dayz config file so thought if i changed it there it would work but it didn't

    Changed it in the init and now works ok. Thankyou 

    You need to move the configuration file mission side and re point it's location, then the changes in it will work

  10. So im having a hard time adding new items to the traders.

    In my dayz_code\config_variables i have    DZE_ConfigTrader = true;

    so in dayz_code\Configs\CfgServerTrader\Category  i tried adding a new category for Overwatch weapons, added the category to the defines in cfgServerTrader.hpp, and added the category ID to the Trader in dayz_code\system\mission\server_traders\chernarus11

    yet no category shows up.

    I also tried just adding some new vehicles to an existing list and those don't show up either.  I'm kinda stumped here atm.  Anyone have any ideas?

  11. first i would try a different server to see if its related to only one or multiple.

     

    If its one and you are getting a grey screen you probably have been banned.

    If its on multiple servers then i would re verify the integrity of A2 and OA.

    Before joining a server  hop into each A2 and OA and join the campaign, let  it load up to the point where you can move around and then exit. This will initialize certain files in A2 and OA.  

    Then try to join a server. 

     

    There is no better launcher.

    Let us know how this works out! 

     

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