Jump to content

Search the Community

Showing results for tags 'zsc'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
  • DayZ
    • Discussion
    • Public Servers
    • DayZ SA Resources
    • Q&A Section
  • ArmA 3
    • Epoch Survival
    • Community Projects
    • Q&A Section
    • Terrain Discussion
    • Resources
  • Arma 3 Resources
  • ArmA 2
    • General Discussion.
    • Q&A Section
    • Resources
    • Legacy Resources
    • A2: Community Projects
    • A2 Community Servers
  • Space Engineers
    • General Discussion.
    • Public Servers
  • Other Games
    • Discussion
  • Off Topic
    • Off Topic

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 10 results

  1. Hi, This is my modified version of Zupas single currency framework. This drops into an Epoch 1.0.6.1+ server and just "works". Credits to Zupa for his amazing work, There's quite a few fixes mentioned in his original release thread in this version to make it more secure. GitHub link with install instructions: https://github.com/oiad/ZSC Tested as working on a blank Epoch 1.0.6.1+ and OverWatch 0.25 server. Designed to minimize duping/glitching of bank related saving with nearby players (checkWallet etc). Lots of code snippets taken from the original Zupa release thread to stop multiple people checking wallet/depositing into the same safe etc. Supports multiple configuration types, Safes/lockboxes only, vehicles only, safes/lockboxes AND vehicles. Supports any map, currently only has server_traders files for Chernarus (default), napf and tavi. To install global banking: https://github.com/oiad/ZSC#changing-to-global-banking Install: This install basically assumes you have NO custom variables.sqf or compiles.sqf or fn_selfActions.sqf, I would recommend diffmerging where possible. This has all the config traders set up for epoch 1.0.6 items and OverWatch guns/items. You will need to install the specific version you want to use, See install notes further down.
  2. Hi, me again. For some reason when i spawn in and collect coins or loadout the next time i disconnect and come back it puts me back into spawn and money is all disappeared. There's no hive errors. The only error in the Server RPT is : And I have 2 errors in my client RPT. Looks like they relate to zsc but I have reinstalled it from scratch and still the same. and Sorry to be such a noob with this one!!
  3. Hi all, doing up a server for myself and a few friends but am having one issue which I am clueless as to why it is happening. It doesn't really affect game play but does make it difficult navigating through certain tasks. The issue arises with ZSC and Virtual Garage dialogs only as far as I have tested. Certain buttons within dialogs do not show, such as the deposit and withdraw buttons for the bankers and the store vehicle button in the Virtual Garage dialog. I am running InfiSTAR admin tools and antihack and as far as I know, that could be the culprit with these problems but I have checked the servers .RPT and checked for errors with ZSC and the Virtual Garage with nothing coming up. There are InfiSTAR logs showing though and one refers to a dialog. In-game screens And my .RPT from the last restart to when I tested the dialogs to gather screenshots All help is appreciated as I can't find anything to do with infiSTAR in the script installs. Thanks all!
  4. chi

    Spawn coins on Zombies

    Can someone tell me if im doing something wrong here? Im trying to spawn a random amount of coins on Zombies when they die. This is my zombie_generate.sqf and im calling it from my custom compiles. Sorry, but im on my phone and cant find a spoiler box button. #include "\z\addons\dayz_code\loot\Loot.hpp" private ["_bypass","_position","_unitTypes","_radius","_method","_agent","_maxlocalspawned","_doLoiter","_wildspawns","_maxControlledZombies", "_cantSee","_isOk","_zPos","__FILE__","_fov","_safeDistance","_farDistance","_xasl","_eye","_ed","_deg","_skipFOV","_wildSpawns","_tooClose", "_type","_loot","_array","_rnd","_lootType","_index","_weights","_loot_count","_favStance","_lootGroup"]; _position = _this select 0; _doLoiter = _this select 1; // wonder around _unitTypes = _this select 2; // class of wanted models //_wildspawns = _this select 3; _bypass = _this select 3; _maxlocalspawned = round(dayz_spawnZombies); //Lets check if we need to divide the amount of zeds if (r_player_divideinvehicle > 0) then { _maxlocalspawned = round(dayz_spawnZombies / r_player_divideinvehicle); }; _maxControlledZombies = round(dayz_maxLocalZombies); _cantSee = { private "_isOk"; _isOk = true; _zPos = +(_this select 0); if (count _zPos < 3) exitWith { diag_log format["%1::_cantSee illegal pos %2", __FILE__, _zPos]; false }; _zPos = ATLtoASL _zPos; _fov = _this select 1; // players half field of view _safeDistance = _this select 2; // minimum distance. closer is wrong _farDistance = _this select 3; // distance further we won't check _zPos set [2, (_zPos select 2) + 1.7]; { _xasl = getPosASL _x; if (_xasl distance _zPos < _farDistance) then { if (_xasl distance _zPos < _safeDistance) then { _isOk = false; } else { _eye = eyePos _x; // ASL _ed = eyeDirection _x; _ed = (_ed select 0) atan2 (_ed select 1); _deg = [_xasl, _zPos] call BIS_fnc_dirTo; _deg = (_deg - _ed + 720) % 360; if (_deg > 180) then { _deg = _deg - 360; }; if ((abs(_deg) < _fov) && {( // in right angle sector? (!(terrainIntersectASL [_zPos, _eye]) // no terrain between? && {(!(lineIntersects [_zPos, _eye]))}) // and no object between? )}) then { _isOk = false; }; }; }; if (!_isOk) exitWith {false}; uiSleep 0.001; } forEach playableUnits; _isOk }; _skipFOV = false; if ((_maxlocalspawned < _maxControlledZombies) && (dayz_CurrentNearByZombies < dayz_maxNearByZombies) && (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then { if (_bypass) then { _skipFOV = true; _position = [_position,3,20,1] call fn_selectRandomLocation; }; if (surfaceIsWater _position) exitWith { diag_log "Location is in Water Abort"; }; if ((_skipFOV) or {([_position, 15, 10, 70] call _cantSee)}) then { _tooClose = {isPlayer _x} count (_position nearEntities ["CAManBase",30]) > 0; if (_tooClose) exitwith { diag_log "Zombie_Generate: was too close to player."; }; if (count _unitTypes == 0) then { _unitTypes = getArray (missionConfigFile >> "CfgLoot" >> "Buildings" >> "Default" >> "zombieClass"); }; // lets create an agent _type = _unitTypes call BIS_fnc_selectRandom; _radius = 5; //_method = if (_doLoiter) then {"CAN_COLLIDE"} else {"NONE"}; _agent = createAgent [_type, _position, [], _radius, "CAN_COLLIDE"]; uiSleep 0.03; //add to global counter dayz_spawnZombies = dayz_spawnZombies + 1; dayz_CurrentNearByZombies = dayz_CurrentNearByZombies + 1; dayz_currentGlobalZombies = dayz_currentGlobalZombies + 1; //Add some loot if (0.3 > random 1) then { _lootGroup = configFile >> "CfgVehicles" >> _type >> "zombieLoot"; if (isText _lootGroup) then { //_lootGroup = dayz_lootGroups find getText (_lootGroup); _lootGroup = Loot_GetGroup(getText _lootGroup); //[_agent, _lootGroup, 1] call loot_insert; Loot_Insert(_agent, _lootGroup, 1); }; }; _agent setVariable["agentObject",_agent]; if (!isNull _agent) then { _agent setDir random 360; uiSleep 0.03; _position = getPosATL _agent; _favStance = ( switch ceil(random(3^0.5)^2) do { //case 3: {"DOWN"}; // prone case 2: {"middle"}; // Kneel "middle" default {"Up"}; // stand-up } ); _agent setUnitPos _favStance; _agent setVariable ["stance", _favStance]; _agent setVariable ["BaseLocation", _position]; _agent setVariable ["doLoiter", _doLoiter]; // true: Z will be wandering, false: stay still _coinsRandom = random 1; if (_coinsRandom <= 0.5) then { _cash = round(random 20) * 5; // number between 0 and 200 Add Coins to Zombie _agent setVariable["CashMoney",_cash ,true]; // Add Coins to Zombie }; }; }; };
  5. Hi! Hero can not give money to a bandit And bandit not give money hero (Permssion?) On the other hand it is true ZSC version 1.0.6.1 (fresh)
  6. Hello guys, because I was couple times asked for updated and unified dev function for single currency (originally posted in ZSC thread), I've decided release it here so you can have all info in one place. So here it is with specific example (with detailed comments) you can try for fun... === First thing first - let's start with giving credits for these great guys: DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) (visit them on github) @Zupa : original SC concept creator and author of Universal Dev functions for 1.0.5 version. (see original thread) @salival : for adapting @Zupa's concept to 1.0.6+ version and great community support. (see original thread) All great guys from Epoch comunity participating on SC and banking concept (see original thread) === This function was reworked and updated for Epoch 1.0.6.1+ === Changelog: [2017-05-08], v1.0 | Initial release, published at Epoch forum [2017-05-28], v1.1 | Added: debug (parameters check, exec time to analyze code performace in game) [2017-05-31], v1.2 | Improved: removed unnecessary checks during player sync === Read "Goodbye". Wish you the best guys! === How it looks like: Check source code (Github) === FEATURES: Function is able to manage money processing with single line code (see bellow) and can be easily integrated into your code You can use debug option to check your fnc parameters + exec time (code performance) showed on screen (global chat): just uncoment line: '#define: __ DEBUG__' is src code; It's pretty fast but remember: use it only if you're developing some addon or you know exactly what to do. Otherwise, you can stil use common methods used by addons authors - mostly it's even faster their way, because of scoped approach; It's a function - you can easily maintain your "money" code... === How to install: It's actually very easy: practical example is the best way to explain, what needs to be done - see repo structure and files. Source files are available at Github repo (specific usage example included!). You can download them from here. === How to use it: = General usage: // [_player,_amount,_action,_target] call fnc_SC_uniCoins; // '_player' : object : player, _killer...etc // '_amount' : number : 1000 // '_action' : string : 'add' / 'remove' // '_target' : string : 'cache' / 'bank' // ========================================================== // @example 01: Remove 5.000 Coins from player's wallet: [player,5000,'remove','cache'] call fnc_SC_uniCoins; // @example 02: Add 1.000 Coins to player's wallet: [player,1000,'add','cache'] call fnc_SC_uniCoins; // @example 03: Remove 7.000 Coins from player's bank account: [player,7000,'remove','bank'] call fnc_SC_uniCoins; // @example 04: Add 15.000 Coins to player's bank account: [player,15000,'add','bank'] call fnc_SC_uniCoins; === ...easy enough, isn't it? === = Specific usage (with detailed description): // === Scenario: // Award player for killing local zombies. // If player kills zombie, he will receive random amount of money from 0 to 250 Coins for kill. // Let's make it interesting - player receive money only in case he used the gun defined by you: // === What to do: // Save file "local_eventKill.sqf" to your custom compiles folder, load it in your custom compiles file // outside (!isDedicated) and (isServer) - we need this file for both client and server. // (it's in 'dayz_code' folder: you can download file from: // https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/local_eventKill.sqf) // Open your custom variables file (or add bellow code to your init.sqf file) and add: playerZedKillAward = true; // ... so you can quickly turn ON/OFF your script // Now, let's create some code in 'local_eventKill.sqf' file: if (local _zed) then { private["_killer","_fnc_uniCoinsTest","_allowedWps"]; // code // ...find last line of code: _killer setVariable["humanity",_humanity,true]; // Bellow we define local function "_fnc_killZedsAward" so we can call it easily: // === _fnc_killZedsAward = { private ["_action","_target","_money","_curWep"]; _action = _this select 0; // @info: we take parameter from call in main code bellow this fnc and assign value to local var _target = _this select 1; // @info: we take parameter from call in main code bellow this fnc and assign value to local var _money = (round(random 5) * 50); // @info: now from 0 to 250 Coins, define to your liking _curWep = getText (configFile >> 'CfgWeapons' >> currentWeapon _killer >> 'displayName'); // @info: What's the name of player current weapon? We need this for info in hint or dayz_rollingMessages call { // Player has 20% chance to get 0 coins from random (if you will use round(random 5) - meaning staying with 5, scale from 0 to 4) // So let's check it first and prevent display msg on screen in such a case if (_money == 0) exitWith { //@info: You can pick 'dayz_rollingMessages' and comment 'hintSilent' if your hint layer is occupied by your debug monitor ["Sorry, our bank is low on money!"] call dayz_rollingMessages; hintSilent "Sorry, our bank is low on money!"; }; // If random money are above zero, let's call dev fnc_SC_uniCoins. // First parameter '_killer' is defined by original code; _money param was defined above, // _action and _target parameters we defined in main code bellow... if ([_killer,_money,_action,_target] call fnc_SC_uniCoins) exitWith { //@info: You can pick 'dayz_rollingMessages' and comment 'hintSilent' if your hint layer is occupied by your debug monitor hintSilent format ["Zed kill award!\nweapon: [%1]\nReceived: [%2 %3]",_curWep,_money,CurrencyName]; [format["Zed kill award! Weapon: [%1] Received: [%2 %3]",_curWep,_money,CurrencyName]] call dayz_rollingMessages; }; // Do not put any default code for call here - if you do, you will trigger code action in cases, // like zombie is killed close to you by some accident (from experience) }; }; // Now let's create main procedure: if (playerZedKillAward) then { // @info: define your custom array of weapons here: _allowedWps = [ 'M110_NVG_EP1', 'M9_SD_DZ','DMR_DZ', 'M9_DZ' ]; if ((currentWeapon _killer) in _allowedWps) exitWith { // @info: if player used allowed weapon, tell '_fnc_killZedsAward', what to do with money. // You can be creative here :)) ["add","cache"] call _fnc_killZedsAward; }; }; }; // === Done! === ...that's all, you can use it wherever money are... Have Fun!! Cheers... ===
  7. I am working on sauerland installed coins and after i started getting this on log in: Script server_traders.sqf not found. All the traders are working. this is what I found in my client side RPT: This is what I found in my server RPT; I have went through all mission side files and can not find where this is coming from. Here is my init.sqf If anyone knows or can help, I thank you
  8. Hello Community i need help . Sorry for my bad english. Im from germany and i need help. I Have Advanced trading and Single currency 3.0 (without global banking) from zupa, and when i sell or buy in the normal trading menu , the trader dont use coins from me. With advanced trading menu the trader use coins for the item. Pls help me. Thx
  9. Hello, I am having an issue with my single currency when i put it in this form: progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "init\compiles.sqf"; //Compile regular functions call compile preprocessFileLineNumbers "init\compiles2.sqf"; //compile overrides call compile preprocessFileLineNumbers "scripts\Buildables\Crafting_Compiles.sqf"; //Alchemy compiles /*ZSC*/ call compile preprocessFileLineNumbers "ZSC\gold\ZSCinit.sqf"; /*ZSC*/ it works fine but disables functions like advanced trader, towing, sirens,... but when i put it like this: progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "init\compiles.sqf"; //Compile regular functions /*ZSC*/ call compile preprocessFileLineNumbers "ZSC\gold\ZSCinit.sqf"; /*ZSC*/ call compile preprocessFileLineNumbers "init\compiles2.sqf"; //compile overrides call compile preprocessFileLineNumbers "scripts\Buildables\Crafting_Compiles.sqf"; //Alchemy compiles all my other scripts work but now if i use the trader menu it does not affect my coins. example: if i sell a gun in trader menu no coins will be added if i want to buy a gun it just buys it even without having money. but when i am using advanced trader everything works fine. Is there a way to fix this?
×
×
  • Create New...