There's nothing here yet
I've been looking at old resources of GUI's however nothings been working out, the closest I got was
following an old tutorial from 184.108.40.206, it worked however it also overlapped with the base gui images/values of hunger/blood etc so I ended up removing it
was what I used
Is there anything similar that can be used in 220.127.116.11?
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.
I have looked but can't find any info on this anywhere....
I wanted all of my buildables to be set to right click the toolbox. I have it all set up right with 46 items in the drop down menu. The drop down menu will not load and it breaks the crafting window when I load that many. I haven't tried to figure out how many possible entries I can have in the drop down menu without breaking anything, but i did just try to put 4 items in it and it worked fine.
Does anyone know:
---how many entries the menu will hold without breaking
---If it is possible to change the max number of items it holds
---Or if i just have to make a second right click entry for the toolbox and have a whole other crafting window pop up with a different sets of items?
Thanks in advance!!!
Version 2.1 Released.
Alternative selling/buying system. ( Run default & this one next to each other ).
Config traders Single Currency & Default Currency Selling/Buying everything from and to Gear/Vehicle/Backpack Not supported
No database traders (database traders make your server slow) No ability to buy or sell vehicles. What was added to 2.0 Default Currency Supported Item Filter Info display of selected Item Buying to gear and backpack What was added to 2.1Fixed content display of vehicles and backpacks. Description
Sell directly from backpack, gear or the vehicle ( close) where you were driver from. Decide which items you sell. Traders will only make it possible to trade the items they accept ( goes fully automatic, so only items they accept will be listed on the left).
You push items to the right to sell, only the items on the right willl get sold.
Double checks what was deleted from backpacks/vehicles so that people can not cheat. Can only sell from your backpack and the vehicle were u was the last driver from ( in 30m radius)
Update 1.0 - 2.0 instructions Delete your old 'zupa' folder Paste the new 'zupa' folder Edit the config.sqf to match your server Done https://github.com/DevZupa/AdvancedTrading/releases/tag/v2.1 Items only show for admins when using infiSTAR AH & Admintools ?! Update infiSTAR to latest version. edit config.sqf to reflect your server correctly.
0. Drop the zupa folder in your mission file 1. In your fn_selfactions.sqf
_buyV = player addAction ["<t color='#0059FF'>Advanced Trading</t>", "zupa\advancedTrading\init.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buyV]; above
// Database menu _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buy]; 2. in description.ext, add the following on the bottom
#include "zupa\advancedTrading\ZSCdefines.hpp" // if u don't have it from ZSC #include "zupa\advancedTrading\advancedTrading.hpp" 3. Add the following exceptions to your antihack if needed
AdvancedTrading 711197 4. Edit the config.sqf to match your server.
I was looking into a Problem, where the FPS drops, when players enter a City or any Place with a large amount of Objects placed. After fushing around a while i have noticed, that actually ALL Objects are being updated. This includes houses, cras cutters, bins and fences, as also Modular Buildings like Wooden Walls. So my thought was, that counting and updating all of those Objects may result in a massive Server Load. For testing purposes i made up an array with all arma2 Buildings and a check to not Update those. Result: All of these Objects where un-breakable, can't be killed or damaged anymore. Also a slight FPS increase, but nothing really "breaking".
Before we Start
You must notice, that these changes make all Objects invincible. Also it is highly recommended to create a Backup, before you start editing.
- PBO Manager (For editing Server Files)
- A custom "variables.sqf" in you Mission Folder
Setting up the Variable for Objects that should not be updated (Client side)
These Changes are made in the variables.sqf, located in your Mission Folder.
These changes are made in dayz_server.pbo\compiles\server_updateObject.sqf - This does not effect any custom mods you might have installed, for example the Vehicle Key (thanks, sir - that thing is awesome).
Removing unnecessary Functions
This is yet still not effecting any mods (not so far i know) - but will result in a faster update of objects, because first of all we'll be using "if", instead of "switch" (If is concidered to be much faster, then switch) and secondary, we will use one function for all Hitpoint actions such as "killed", "damage" or "repair".
Keep in mind, that you can customize the array of object, that should not be updated by simply adding or removing an object, but please note: DO NOT, AT NO TIME, NEVER put Objects like Doors, Safes or other Objects that requiere some sort of action - in that array. Reason: As you for example open a Door, the State well more likely the "position" of the door is being updated, forcing the door to actually open. If you forbid this, you obviously can't open Doors anymore. This does not effect Objects like for example Loot, Stairs, Ladders, etc..