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Found 11 results

  1. For a while now I have wanted to put together an addon that makes available additional storage containers and, in the future, other craftable items like heli pads, additional lights and so forth. To that end, and with quite a lot of help from Grahame, I offer V 0.1 of Extended Base Objects for Epoch. It offers a variety of additional storage containers and an easy method for installation. Installation: download from my github here: https://github.com/Ghostrider-DbD-/EB4E Subscribe on Steam here: https://steamcommunity.com/sharedfiles/filedetails/?id=1475332817 Unpack your mission.pbo using PBO manager or its equivalent. Copy all files from the mapname.epoch folder to the folder created by unpacking your mission. Repack your mission. Copy @EB4E to the same folder containing @Epoch and @epochhive on your server. Copy the key found in @EB4E\Key to the \keys folder on your server. Add "EB4E" to the -mods="@Epoch;blahblah;" parameter for server startup. Players can subscribe to the mod here: https://github.com/Ghostrider-DbD-/EB4E
  2. Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking). AKA: ZSC RELEASE 1: INDEPENDENT RELEASE ( No converting script yet to convert old SC money to this version). REQUEST: If someone is good with MYSQL can he complete the qyuery on the bottom of this post? ^^ limited time here ^^. What is it? This script replaces gold,silver,tin,copper,briefcases by 1 virtual currency with a configurable name. You can buy,sell, give, receive, take (from dead bodies) and STORE this money like it was a normal inventory item. ( It will work with a different dialog then your gear dialog.) No more smelting gold into silver or anything related to that. Everything is in one currency ( For example "ZupasticiumCoins"). Features. Store Money in storage objects and vehicles ( max money in 1 storage depends on the size). No global access to your money. Anyone can take the money out ( for vault/lockbox it must be open of course). Trade with this currency for cars/items. Give money to other players. NO inventory issues with gold! Whats the difference with your other single currency scripts? You can use the default hive! No global bank! Back to normal epoch danger to lose cash! Cleaned up code Very low changes to default saving system. (DB friendly) NO database changes needed. NO ATMs, Safezones, atms in trader whatsoever... Store money in vehicles. Technical data: Storage money is saved in the gear section of the object in the Database Player Money is added to gear section of the player in the Database ( Again thanks to maca for pointing this out for me). Extra This build will have all of the fixes on errors out there ( Build on peterbeers all in on packages with the bugfixes). Reworked the transfering money between players to be sure trade goes to the right object/player. Store money in vehicles Credits Maca - Original private single currency. Peterbeer - for putting all fixes together in 1 pack. Soul - Hives modifications and code changes for it. ( not applied on this script, jsut credited for hard work). Rocu - Great help on forums and fixes. DraftKid - Testing and screenshots Please report bugs so I can solve them! The config located IN ZSC/gold/ZSCconfig.sqf /* Single Currency 3.0 uses storages to store money which can be accessed by anyone if open of course (safe,lockbox). Each storage has his own money, so no global access. */ // Name of your currency CurrencyName = "Coins"; // Objects that can hold money. Vehicles are added automaticly. Size of money capacity is depended on ammount of magazines the object can hold. ZSC_MoneyStorage = ["VaultStorage","LockboxStorage","StorageShed_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","GunRack_DZ","WoodCrate_DZ","TentStorage","TentStorageDomed","TentStorageDomed2"]; // Multiplier how much money an object can hold. This number X ammount of magazines it can hold. ( so URAL -> 500 items * 1000 = 5 MIL cash). ZSC_MaxMoneyInStorageMultiplier = 1000; // (True = No Animation / False = Animation) InstantTrading = false; // If TRUE: overwrite yours player_switchmodel with mine. | IF False: Change content yourself @ step D ZSC_Overwrite_SwitchModel = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_SelfActions = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_UnLockVault = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_LockVault = true; /* IF YOU USE different mods like P4L it's recommended to do changes yourself or it wont work */ There are pbo's provided for cherno 11. Or follow the installation instructions https://github.com/EpochSC/SingleCurrencyStorage Installation instructions. ( TRIED TO KEEP IT NOOB FRIENDLY ^^) If u are going to use the full pbo?! The missions.sqm is build for OVERPOCH. Delete the overwatch addons if you are just using it for Epoch. MISSION PBO A ) In your init.sqf: A 1) You must have /*ZSC*/ DZE_ConfigTrader = true; /*ZSC*/ in the top section ( for example right above "EpochEvents"); Place if you do not have it yet. ZSC requires Config traders, It will also help your server reduce lag! A 2) PLACE /*ZSC*/ call compile preprocessFileLineNumbers "ZSC\gold\ZSCinit.sqf"; /*ZSC*/ ABOVE progressLoadingScreen 0.5; A 3) PLACE execVM "ZSC\compiles\playerHud.sqf"; RIGHT UNDER _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; A 4 ) Change call compile preprocessFileLineNumbers "server_traders.sqf"; to call compile preprocessFileLineNumbers "server_traders_cherno_11.sqf"; ON THE BOTTOM OF THIS TOPIC THERE WILL BE AN EXPLANATION FOR OTHER MAPS / INSTANCES. A 5 ) MAKE SURE _serverMonitor = [] execVM "\z\addons\dayz_server\system\server_monitor.sqf"; this line is custom and doesnt have dayz_code in it. It should point at dayz_server or if u use another script to where ever that places it. B ) In your description.ext B 1) Place #include "ZSC\config\cfgServerTrader.hpp" on the complete top. B 2 ) Add if you do not have a RscTitles yet! class RscTitles { #include "ZSC\config\ZSChud.hpp" }; at the bottom. IF U ALREADY HAVE IT just add #include "ZSC\config\ZSChud.hpp" behind whatever is in there. B 3 ) JUST ADD AT THE COMPLETE BOTTOM #include "ZSC\config\ZSCdefines.hpp" #include "ZSC\config\ZSCdialogs.hpp" B 4 ) If you come from another currency, u can remove the shit that was extra added in that one :). C ) COPY FILES C 1 ) Place the ZSC folder in your mission pbo ( take it out of the github's missions pbo). C 2 ) Place server_traders_cherno_11.sqf in your missions pbo. ( If other map/instance check bottom of the topic.). D ) fn_selfactions ( IF you use my overwrite, u do not have to to this step. D 1 )PLACE if(_typeOfCursorTarget in ZSC_MoneyStorage && (player distance _cursorTarget < 5)) then { if (s_bank_dialog < 0) then { s_bank_dialog = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_bank_dialog; s_bank_dialog = -1; }; // cars if( _isVehicle && !_isMan &&_isAlive && !_isMan && !locked _cursorTarget && !(_cursorTarget isKindOf "Bicycle") && (player distance _cursorTarget < 5)) then { if (s_bank_dialog2 < 0) then { s_bank_dialog2 = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_bank_dialog2; s_bank_dialog2 = -1; }; AFTER } else { {player removeAction _x} count s_player_combi;s_player_combi = []; s_player_unlockvault = -1; }; D 2 ) if (_isMan and _isAlive and !_isZombie and !_isAnimal and !(_traderType in serverTraders)) then { if (s_givemoney_dialog < 0) then { s_givemoney_dialog = player addAction [format["Give Money to %1", (name _cursorTarget)], "ZSC\actions\give_player_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; }; ABOVE if(_typeOfCursorTarget in dayz_fuelpumparray) then { D 3 ) CHANGE if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [localize "str_action_studybody", "\z\addons\dayz_code\actions\study_body.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; INTO if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [("<t color=""#FF0000"">"+("Check Wallet") + "</t>"), "ZSC\actions\check_wallet.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; D 4 ) ADD player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; player removeAction s_bank_dialog; s_bank_dialog = -1; player removeAction s_bank_dialog2; s_bank_dialog2 = -1; BEHIND player removeAction s_player_towing; s_player_towing = -1; player removeAction s_player_fuelauto; s_player_fuelauto = -1; player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; D 5 ) TO remove the client side errors u getting add in your VARIABLES.SQF s_givemoney_dialog = -1; s_bank_dialog = -1; s_bank_dialog2 = -1; TO dayz_resetSelfActions = { E ) player_switchModel.sqf again, if u overwriten with mine in first step, u can skip. E 1 ) add _cashMoney = player getVariable["cashMoney",0]; behind _weapons = weapons player; _countMags = call player_countMagazines; _magazines = _countMags select 0; E 2 ) Add player setVariable ["cashMoney",_cashMoney,true]; on the BOTTOM E 3 ) CHANGE //Create New Character _group = createGroup west; _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; _newUnit setPosATL _position; _newUnit setDir _dir; into _group = createGroup west; _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; [_newUnit] joinSilent createGroup WEST; _newUnit setPosATL _position; _newUnit setDir _dir; _newUnit setVariable ["cashMoney",_cashMoney,true]; F) You can use my unclockVault in ZSCinit, If u got a custom one, do the following changes: F1) place _objMoney = _obj getVariable["bankMoney",0]; behind _dir = direction _obj; _pos = _obj getVariable["OEMPos",(getposATL _obj)]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; F 2) place _holder setVariable ["bankMoney", _objMoney, true]; behind _holder setVariable["CharacterID",_ownerID,true]; _holder setVariable["ObjectID",_objectID,true]; _holder setVariable["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos", _pos, true]; E) in LockVault.sqf if u got a custom one, otherwise use mine and set true in config: E1 ) place) _objMoney = _obj getVariable["bankMoney",0]; behind _ownerID = _obj getVariable["CharacterID","0"]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; E2 ) place _holder setVariable ["bankMoney", _objMoney, true]; behind _holder setVariable["CharacterID",_ownerID,true]; _holder setVariable["ObjectID",_objectID,true]; _holder setVariable["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos", _pos, true]; SERVER PBO A ) REPLACE your "compiles/server_tradeObject.sqf" With my one ( not other script uses that anyways). B ) IN compiles/server_updateObject.sqf Change _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; into _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object /*ZSC*/ , _object getVariable["bankMoney",0] /*ZSC*/ ]; C ) In your server_monitor.sqf ( NOTE: the " _intentory' variable can be called "_inventory" at your files, so change my code to that, if it's the case). Add /*ZSC*/ if( count (_intentory) > 3)then{ _object setVariable ["bankMoney", _intentory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; /*ZSC*/ ABOVE if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0),true]; _object setVariable ["MagazineCargo", (_intentory select 1),true]; _object setVariable ["BackpackCargo", (_intentory select 2),true]; } else { D) in compiles/server_playerSync.sqf Change _playerGear = [weapons _character,_magazines]; into _playerGear = [weapons _character,_magazines, _character getVariable["cashMoney",0]]; NOTE: in the gold init i use a custom gearSet.sqf If u would have a custom one, it's defined in the ZSCinit.sqf. Only differnecy will be the top where it checks for the money in your gear sections. FAQ! I use a different instance/map to play one! What do i do? The only things that difference between maps where u need to worrie about is the server_traders.sqf. I included them for 4 maps, if your map is NOT in there u will have to change your original one. FAIR SIMPLE: 1) Take your original server_traders 2) Open one of mine 3) Copy my categories with the correct numbes to your traders. You can choose also which traders sells what then ^^. 4) Share your file to me so i can put it in the list Does it work with Overpoch(ins). Simple: Yes, Everything with epoch as base. Overwatch items or included in traders, remove the categories if you do not use them. Can i convert from the older system? You will have to revert your database to the default structure and maybe transfer money. Banks added to the players cash is the best solution. How do i see my money and bank? 1 - Bank will not be visible cus their is none. You store money in storages like other items ( but in a different dialog). So the money can be accessed by anyone that has access to that storage. 2- Money is visisble with a money icon on the right side of the screen. Feel free to add it to other places aswell. This will return your money: player getVariable["cashMoney",0]; Can I use it with database traders? No, this build is made for config traders. No support (Yet). Screenshots I probably will code this inthe default epoch code and send a merge request to Epoch Devs with an option to do DZE_SingleCurrency = true/false; And if they accept it , it might be in 1.6 ^^
  3. A certain unnamed server company is trying to pass this off as their own. A lot of work went in the these files by not only myself but to all the creators of the different scripts that are included. After I asked them to not do so they ignored my wishes so now like I said in another post is release time for all. There are a few things that need added like a hud edit which will be added as soon as I can or if some one else feels free to add to it, Mods included but not limited to (if i forgot anyone I do apologize) Single Currency 2.0 ( Extension) - Soul Single Currency 3.0 ( Extension) - Zupa Single Currency Development functions - Zupa Single Currency Traders - Zupa Transfer Money from ATM - Rocu JAEM Chopper Evac SC - Zupa Axe Cop Service Points SC - Zupa Banker NPC's - MGM http://github.com/XerxesIV/Single-Currency-4.0
  4. Rook

    Interacting

    Hi , First off thanks for developing Epoch for A3 - When it first apeared i thought the angle you have was very good, I like the horror element to it and i'm very glad the cultisits are back. I think the direction you are choosing to go down in terms of vibe is a good one , i look forward to more antagonists! One question I do have is - Will the persistance of loot in storage be addressed ( forgive me if i have missed this off a changelog / milestone ) -i just find it such a pain to have to interact with all storage devices to keep them alive so to speak , a lot of the time io spend just doing that :( and i do find it off putting the thought of it -if that would be fixed or changed so we dont have to it would be great. In regards to the cultisits- One idea i had would be to have a boss cultist, one that could emit Zeus lightning bolts XD @random of course as it would be too much all the time- In addition i think they also work well with sappers, when the mod first came out you would have them @ the same time and once the cultisit slowed you down avoiding the sapper would be even harder - Were they intended to work together Thanks for your time reading this :)
  5. [Release] Single Currency (3.0) & Storage - DEFAULT HIVE Since the majority of people wanted this i want to bring it to attention in this section to. What is it? This script replaces gold,silver,tin,copper,briefcases by 1 virtual currency with a configurable name. You can buy,sell, give, receive, take (from dead bodies) and STORE this money like it was a normal inventory item. ( It will work with a different dialog then your gear dialog.) No more smelting gold into silver or anything related to that. Everything is in one currency ( For example "ZupasticiumCoins"). I probably will code this inthe default epoch code and send a merge request to Epoch Devs with an option to do DZE_SingleCurrency = true/false; And if they accept it , it might be in 1.6 ^^ Topic can be found here in the subforums: ( all Detailes explained there).
  6. Ok guys Im looking for data on lockboxs. Please post here with a screeny of what it looks like packaged and what it looks like after building. Aslo is it looted or crafted? How much does it hold? If looted please post loot location. Thanks in advance.
  7. How do i go about cleaning up storage items with items in it, that have been unused for X amount of day?
  8. Hope this is the right spot for this Question. I was hoping to expand the storage capacity of a wooden shed and possible anything else with storage space. How can i do this?
  9. I think the current set of items lacks a basic, cheap to make, non-lockable storage that you can put into a building. Just a basic crate with stuff- for instance a supply crate that you can place on the ground and it will store 10 weapons and 60 magazines, or something like that. The current alternatives are: - box or safe with a lock- this is impractical if you want to slap 10 of them inside a building in a base, as you need to remember an array of codes. - Sheds. Sheds work, but having a wooden shed inside a building is frankly kind of silly.
  10. Vehicles, tents, etc storage capacity is determined by 3 limits: maximum number of ammunition, weapons and backpacks. What does the maximum number of backpacks represent? Does it reffer to maximum number of empty backpacks you can store in a vehicle/tent? If so, how do you even do that? Because I can't pick up a backpack as an item, I can only equip it on the character and that's it.
  11. Hi There, So I've been playing Epoch for a while now, and I've spent a lot of time talking with the solo players on the server I frequent, and all I seem to hear is misery stories of having camps raided and gold lost before they are able to save enough to purchase themselves a safe. Originally I put this down to them not hiding their camp well enough etc, or skillful banditry, but I've been thinking about it recently and thought this might be a interesting observation/solution for the Epoch team to even the playing field a little for solo players. I propose introducing a 3 tier safe system, similar to how the bags are currently different sizes. Tier 1: "Lockbox" Cost: 2 10oz Gold. Item slots: 15 Use: 2 10oz gold is definitely achievable for a solo player in one session, allowing them the choice to have a box to store either 1 gun and 2 mags, or use to save for a larger safe much more safely, and it doesn't stop bandit players from being able to raid the rest of whatever camp this player has set up. Tier 2: "Safe" Cost: 12 10oz Gold Item Slots: 200, 20 Guns, 10 Backpacks. Use: This is the current safe in Epoch, and it would stay essentially the same. Tier 3: "Vault" Cost: 5 50oz Gold Item Slots: 500, 50 Guns, 20 Backpacks. Use: Clan level storage, Larger model so it's more obvious to other players they are in a clan held area. The only issue with this idea is the need to introduce another tier of gold storage. However this tier isn't strictly necessary, just an extra interesting thought. Anyway, I'd love to hear other players experiences with safes, the dev's thoughts on this idea, and potential ideas on how to make Epoch more fun for lone wolves.
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