Gr8 Posted September 30, 2014 Author Report Share Posted September 30, 2014 can now anyone help me please for my thread 21 September 2014 - 07:13 PM Thanks a lot Link the thread or copy it Link to comment Share on other sites More sharing options...
Bandit Posted October 1, 2014 Report Share Posted October 1, 2014 якщо ми видалимо анімації ремесло), зміни в player_craftItem.sqf 1./* 2. DayZ Epoch Crafting 0.3 3. Modified By [GG] Gr8Boi for no animation 4. Made for DayZ Epoch && Unleashed by [VB]AWOL please ask permission to use/edit/distrubute email [email protected]. 5. Thanks to thevisad for help with the spawn call fixes. 6. 7.USAGE EXAMPLE: 8.class ItemActions 9.{ 10. class Crafting 11. { 12. text = "Craft Tent"; 13. script = ";['Crafting','CfgMagazines', _id] spawn player_craftItem;"; // [Class of itemaction,CfgMagazines || CfgWeapons, item] 14. neednearby[] = {"workshop","fire"}; 15. requiretools[] = {"ItemToolbox","ItemKnife"}; // (cfgweapons only) 16. output[] = {{"ItemTent",1}}; // (CfgMagazines, qty) 17. input[] = {{"ItemCanvas",2},{"ItemPole",2}}; // (CfgMagazines, qty) 18. inputstrict = true; // (CfgMagazines input without inheritsFrom) Optional 19. inputweapons[] = {"ItemToolbox"}; // consume toolbox (cfgweapons only) 20. outputweapons[] = {"ItemToolbox"}; // return toolbox (cfgweapons only) 21. }; 22.}; 23.*/ 24.private ["_tradeComplete","_onLadder","_canDo","_selectedRecipeOutput","_proceed","_itemIn","_countIn","_missing","_missingQty","_qty","_itemOut","_countOut","_removed","_tobe_removed_total","_textCreate","_textMissing","_selectedRecipeInput","_selectedRecipeInputStrict","_num_removed","_removed_total","_temp_removed_array","_abort","_waterLevel","_waterLevel_lowest","_reason","_isNear","_missingTools","_hastoolweapon","_selectedRecipeTools","_distance","_crafting","_needNear","_item","_baseClass","_num_removed_weapons","_outputWeapons","_inputWeapons","_randomOutput","_craft_doLoop","_selectedWeapon","_selectedMag","_sfx"]; 25. 26.if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_63") , "PLAIN DOWN"]; }; 27.DZE_ActionInProgress = true; 28. 29.// This is used to find correct recipe based what itemaction was click allows multiple recipes per item. 30._crafting = _this select 0; 31. 32.// This tells the script what type of item we are clicking on 33._baseClass = _this select 1; 34. 35._item = _this select 2; 36. 37._abort = false; 38._distance = 3; 39._reason = ""; 40._waterLevel = 0; 41._outputWeapons = []; 42._selectedRecipeOutput = []; 43._onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; 44._canDo = (!r_drag_sqf && !r_player_unconscious && !_onLadder); 45. 46.// Need Near Requirements 47._needNear = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "neednearby"); 48.if("fire" in _needNear) then { 49. _isNear = {inflamed _x} count (getPosATL player nearObjects _distance); 50. if(_isNear == 0) then { 51. _abort = true; 52. _reason = "fire"; 53. }; 54.}; 55.if("workshop" in _needNear) then { 56. _isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]); 57. if(_isNear == 0) then { 58. _abort = true; 59. _reason = "workshop"; 60. }; 61.}; 62.if(_abort) exitWith { 63. cutText [format[(localize "str_epoch_player_149"),_reason,_distance], "PLAIN DOWN"]; 64. DZE_ActionInProgress = false; 65.}; 66. 67.// diag_log format["Checking for fire: %1", _isFireNear]; 68. 69.if (_canDo) then { 70. 71. _selectedRecipeTools = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "requiretools"); 72. _selectedRecipeOutput = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "output"); 73. _selectedRecipeInput = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "input"); 74. _selectedRecipeInputStrict = if ((isNumber (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "inputstrict")) && (getNumber (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "inputstrict") > 0)) then {true} else {false}; 75. _outputWeapons = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "outputweapons"); 76. _inputWeapons = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "inputweapons"); 77. 78. _sfx = getText(configFile >> _baseClass >> _item >> "sfx"); 79. if(_sfx == "") then { 80. _sfx = "repair"; 81. }; 82. 83. _randomOutput = 0; 84. if(isNumber (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "randomOutput")) then { 85. _randomOutput = getNumber(configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "randomOutput"); 86. }; 87. 88. _craft_doLoop = true; 89. _tradeComplete = 0; 90. 91. while {_craft_doLoop} do { 92. 93. _temp_removed_array = []; 94. 95. _missing = ""; 96. _missingTools = false; 97. { 98. _hastoolweapon = _x in weapons player; 99. if(!_hastoolweapon) exitWith { _craft_doLoop = false; _missingTools = true; _missing = _x; }; 100. } forEach _selectedRecipeTools; 101. 102. if(!_missingTools) then { 103. 104. 105. // Dry run to see if all parts are available. 106. _proceed = true; 107. if (count _selectedRecipeInput > 0) then { 108. { 109. _itemIn = _x select 0; 110. _countIn = _x select 1; 111. 112. _qty = { (_x == _itemIn) || (!_selectedRecipeInputStrict && configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player; 113. 114. if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; }; 115. 116. } forEach _selectedRecipeInput; 117. }; 118. 119. // If all parts proceed 120. if (_proceed) then { 121. 122. cutText [(localize "str_epoch_player_62"), "PLAIN DOWN"]; 123. 124. 125. _removed_total = 0; // count total of removed items 126. _tobe_removed_total = 0; // count total of all to be removed items 127. _waterLevel_lowest = 0; // find the lowest _waterLevel 128. // Take items 129. { 130. _removed = 0; 131. _itemIn = _x select 0; 132. _countIn = _x select 1; 133. // diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn]; 134. _tobe_removed_total = _tobe_removed_total + _countIn; 135. 136. // Preselect the item 137. { 138. _configParent = configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)); 139. if ((_x == _itemIn) || (!_selectedRecipeInputStrict && _configParent == _itemIn)) then { 140. // Get lowest waterlevel 141. if ((_x == "ItemWaterbottle") ||( _configParent == "ItemWaterbottle")) then { 142. _waterLevel = floor((getNumber(configFile >> "CfgMagazines" >> _x >> "wateroz")) - 1); 143. if (_waterLevel_lowest == 0 || _waterLevel < _waterLevel_lowest) then { 144. _waterLevel_lowest = _waterLevel; 145. }; 146. }; 147. }; 148. } forEach magazines player; 149. 150. { 151. _configParent = configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)); 152. if( (_removed < _countIn) && ((_x == _itemIn) || (!_selectedRecipeInputStrict && _configParent == _itemIn))) then { 153. if ((_waterLevel_lowest == 0) || ((_waterLevel_lowest > 0) && (getNumber(configFile >> "CfgMagazines" >> _x >> "wateroz") == _waterLevel_lowest))) then { 154. _num_removed = ([player,_x] call BIS_fnc_invRemove); 155. } 156. else { 157. _num_removed = 0; 158. }; 159. _removed = _removed + _num_removed; 160. _removed_total = _removed_total + _num_removed; 161. if(_num_removed >= 1) then { 162. //diag_log format["debug remove: %1 of: %2", _configParent, _x]; 163. if (_x == "ItemWaterbottle" || _configParent == "ItemWaterbottle") then { 164. _waterLevel = floor((getNumber(configFile >> "CfgMagazines" >> _x >> "wateroz")) - 1); 165. }; 166. _temp_removed_array set [count _temp_removed_array,_x]; 167. }; 168. }; 169. } forEach magazines player; 170. 171. } forEach _selectedRecipeInput; 172. 173. //diag_log format["removed: %1 of: %2", _removed, _tobe_removed_total]; 174. 175. // Only proceed if all parts were removed successfully 176. if(_removed_total == _tobe_removed_total) then { 177. _num_removed_weapons = 0; 178. { 179. _num_removed_weapons = _num_removed_weapons + ([player,_x] call BIS_fnc_invRemove); 180. } forEach _inputWeapons; 181. if (_num_removed_weapons == (count _inputWeapons)) then { 182. if(_randomOutput == 1) then { 183. if (!isNil "_outputWeapons" && count _outputWeapons > 0) then { 184. _selectedWeapon = _outputWeapons call BIS_fnc_selectRandom; 185. _outputWeapons = [_selectedWeapon]; 186. }; 187. if (!isNil "_selectedRecipeOutput" && count _selectedRecipeOutput > 0) then { 188. _selectedMag = _selectedRecipeOutput call BIS_fnc_selectRandom; 189. _selectedRecipeOutput = [_selectedMag]; 190. }; 191. // exit loop 192. _craft_doLoop = false; 193. }; 194. { 195. player addWeapon _x; 196. } forEach _outputWeapons; 197. { 198. 199. _itemOut = _x select 0; 200. _countOut = _x select 1; 201. 202. if (_itemOut == "ItemWaterbottleUnfilled") then { 203. 204. if (_waterLevel > 0) then { 205. _itemOut = format["ItemWaterbottle%1oz",_waterLevel]; 206. }; 207. 208. }; 209. 210. // diag_log format["Checking for water level: %1", _waterLevel]; 211. 212. for "_x" from 1 to _countOut do { 213. player addMagazine _itemOut; 214. }; 215. 216. _textCreate = getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName"); 217. 218. // Add crafted item 219. cutText [format[(localize "str_epoch_player_150"),_textCreate,_countOut], "PLAIN DOWN"]; 220. // sleep here 221. sleep 1; 222. 223. } forEach _selectedRecipeOutput; 224. 225. _tradeComplete = _tradeComplete+1; 226. }; 227. 228. } else { 229. // Refund parts since we failed 230. {player addMagazine _x; } forEach _temp_removed_array; 231. 232. cutText [format[(localize "str_epoch_player_151"),_removed_total,_tobe_removed_total], "PLAIN DOWN"]; 233. }; 234. 235. } else { 236. _textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName"); 237. cutText [format[(localize "str_epoch_player_152"),_missingQty, _textMissing,_tradeComplete], "PLAIN DOWN"]; 238. _craft_doLoop = false; 239. }; 240. } else { 241. _textMissing = getText(configFile >> "CfgWeapons" >> _missing >> "displayName"); 242. cutText [format[(localize "STR_EPOCH_PLAYER_137"),_textMissing], "PLAIN DOWN"]; 243. _craft_doLoop = false; 244. }; 245. }; 246.} else { 247. cutText [(localize "str_epoch_player_64"), "PLAIN DOWN"]; 248.}; 249.DZE_ActionInProgress = false; Link to comment Share on other sites More sharing options...
hopsi66 Posted October 4, 2014 Report Share Posted October 4, 2014 now i try copy the trade_items.sqf to trade_items_old.sqf but it doesn't work. Trade start write the trade-letters but nothing change in inventory. Here is my copy private ["_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_textPartIn","_textPartOut","_bos","_needed","_started","_finished","_animState","_isMedic","_total_parts_out","_abort","_removed","_activatingPlayer","_traderID","_done"]; // [part_out,part_in, qty_out, qty_in,]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"] }; DZE_ActionInProgress = true; _activatingPlayer = player; _part_out = (_this select 3) select 0; _part_in = (_this select 3) select 1; _qty_out = (_this select 3) select 2; _qty_in = (_this select 3) select 3; _buy_o_sell = (_this select 3) select 4; _textPartIn = (_this select 3) select 5; _textPartOut = (_this select 3) select 6; _traderID = (_this select 3) select 7; _bos = 0; if(_buy_o_sell == "sell") then { _bos = 1; }; _abort = false; // perform number of total trades r_autoTrade = true; while {r_autoTrade} do { _removed = 0; cutText [(localize "str_epoch_player_105"), "PLAIN DOWN"]; r_interrupt = false; r_doLoop = true; _started = false; _finished = false; ////////////// _position = getPos player; // gets the position [x,y,z] _posX = _position select 0; // 1th element -> x _posY = _position select 1; // 2nd element -> y _counter = 0.0; // animation duration checker while {r_doLoop} do { _positionCheck = getPos player; _newX = _positionCheck select 0; // 1th element -> x _newY = _positionCheck select 1; // 2nd element -> y _counter = _counter + 0.1; // same as the sleep timer: 0.1 sec if (_counter > 1.5) then { // amount of secs the animation takes estimated ? 2 secs? r_doLoop = false; _counter = 0.0; _finished = true; }; if (_newX != _posX || _newY != _posY) then { r_doLoop = false; }; sleep 0.1; }; r_doLoop = false; if (!_finished) exitWith { r_interrupt = false; if (vehicle player == player) then { [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; }; cutText [(localize "str_epoch_player_106") , "PLAIN DOWN"]; }; if (_finished) then { _canAfford = false; if(_bos == 1) then { //sell _qty = {_x == _part_in} count magazines player; if (_qty >= _qty_in) then { _part_inClass = configFile >> "CfgMagazines" >> _part_in; _removed = _removed + ([player,_part_inClass,_qty_in] call BIS_fnc_invRemove); if (_removed == _qty_in) then { _canAfford = [[[_part_out,_qty_out]],1] call epoch_returnChange; }; }; } else { //buy _trade_total = [[_part_in,_qty_in]] call epoch_itemCost; _total_currency = call epoch_totalCurrency; _return_change = _total_currency - _trade_total; if (_return_change >= 0) then { _canAfford = true; }; }; diag_log format["DEBUG TRADER DONE?: %1", _canAfford]; if (_canAfford) then { // Continue with trade. if (isNil "_part_in") then { _part_in = "Unknown Item" }; if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" }; if(_bos == 1) then { // Selling PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_in,inTraderCity,_part_out,_qty_out]; } else { // Buying PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_out,inTraderCity,_part_in,_qty_in]; }; publicVariableServer "PVDZE_obj_Trade"; if(_bos == 0) then { // only wait for result when buying waitUntil {!isNil "dayzTradeResult"}; if(dayzTradeResult == "PASS") then { _done = [[[_part_in,_qty_in]],0] call epoch_returnChange; if (_done) then { for "_x" from 1 to _qty_out do { player addMagazine _part_out; }; cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"]; }; } else { _abort = true; cutText [format[(localize "str_epoch_player_183"),_textPartOut] , "PLAIN DOWN"]; }; } else { cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"]; }; dayzTradeResult = nil; } else { _qty = {_x == _part_in} count magazines player; _needed = _qty_in - _qty; cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"]; _abort = true; }; }; if(_abort) exitWith {r_autoTrade = false}; sleep 1; }; DZE_ActionInProgress = false; Kann noone help me? Please !!! Link to comment Share on other sites More sharing options...
Gr8 Posted October 4, 2014 Author Report Share Posted October 4, 2014 Kann noone help me? Please !!! You dont copy your trade_items.sqf to trade_items_old.sqf, you simply copy the original trade_items_old.sqf and paste it in the mission file with all the other trade files Link to comment Share on other sites More sharing options...
Proximus Posted October 19, 2014 Report Share Posted October 19, 2014 Maybe good to know for people who use Config Traders. Don't use the Player_TradingMenuHive, but get the Player_TradingMenuConfig. Maybe most of you know this already, but i have bin struggeling for hours to get my traders to show up newly added items and prices until i found this in the original compiles.sqf: if (DZE_ConfigTrader) then { call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf"; }else{ call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf"; Link to comment Share on other sites More sharing options...
carl101 Posted October 19, 2014 Report Share Posted October 19, 2014 sorted :) Link to comment Share on other sites More sharing options...
Jey Posted October 20, 2014 Report Share Posted October 20, 2014 thank you for this, this rocks honestly D Link to comment Share on other sites More sharing options...
SadBoy1981 Posted October 22, 2014 Report Share Posted October 22, 2014 My players ask for this long time ago plus i use trade from vehicle and trade from backpack. Nice work, thanks. Link to comment Share on other sites More sharing options...
RussianCaliber Posted November 7, 2014 Report Share Posted November 7, 2014 I'm really confused right now.. To sell the Trade_Items_Old which file to i need to copy, where or what i need to add? If any could explain me that would be much appreciated! Link to comment Share on other sites More sharing options...
Gr8 Posted November 7, 2014 Author Report Share Posted November 7, 2014 I'm really confused right now.. To sell the Trade_Items_Old which file to i need to copy, where or what i need to add? If any could explain me that would be much appreciated! Search for Trade_Items_Old File in your dayz_code, copy the exact file in your trade folder in your mission pbo Link to comment Share on other sites More sharing options...
RussianCaliber Posted November 17, 2014 Report Share Posted November 17, 2014 Okay thanks it works fine but now another problem occurs as example selling an lapua to hero everything works great sells it without animation but won't receive money from trader. Link to comment Share on other sites More sharing options...
Gr8 Posted November 17, 2014 Author Report Share Posted November 17, 2014 Okay thanks it works fine but now another problem occurs as example selling an lapua to hero everything works great sells it without animation but won't receive money from trader. Then There a problem with your trader Files, make sure they are what i provided you with Link to comment Share on other sites More sharing options...
RussianCaliber Posted November 18, 2014 Report Share Posted November 18, 2014 Then There a problem with your trader Files, make sure they are what i provided you with I have the exact same files but copied the _Old files from epoch to the trade folder Link to comment Share on other sites More sharing options...
Gr8 Posted November 18, 2014 Author Report Share Posted November 18, 2014 Are you using Single Currency Zupa, Soul or Defualt? Link to comment Share on other sites More sharing options...
RussianCaliber Posted November 18, 2014 Report Share Posted November 18, 2014 Default, should i go for soul? Link to comment Share on other sites More sharing options...
Gr8 Posted November 19, 2014 Author Report Share Posted November 19, 2014 Default, should i go for soul? Do you have single currency? and which ones of my trade files are you using? Link to comment Share on other sites More sharing options...
RussianCaliber Posted November 19, 2014 Report Share Posted November 19, 2014 I have the good old gold and i use the default files. Link to comment Share on other sites More sharing options...
Gr8 Posted November 21, 2014 Author Report Share Posted November 21, 2014 Then Use these files - https://www.dropbox.com/sh/09o1pnzia5mdagp/AAC__G_FJh0w4COSNT0YXwHFa Link to comment Share on other sites More sharing options...
smexy Posted November 27, 2014 Report Share Posted November 27, 2014 How do you get this to work if you use dze_traderconfig = true? EDIT: Figured it out nvm Link to comment Share on other sites More sharing options...
RevoLand Posted November 27, 2014 Report Share Posted November 27, 2014 This is how i have done the trade_items.sqf, private ["_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_textPartIn","_textPartOut","_bos","_needed","_started","_finished","_animState","_isMedic","_total_parts_out","_abort","_removed","_activatingPlayer","_traderID","_done"]; // [part_out,part_in, qty_out, qty_in,]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"] }; DZE_ActionInProgress = true; _activatingPlayer = player; _part_out = (_this select 3) select 0; _part_in = (_this select 3) select 1; _qty_out = (_this select 3) select 2; _qty_in = (_this select 3) select 3; _buy_o_sell = (_this select 3) select 4; _textPartIn = (_this select 3) select 5; _textPartOut = (_this select 3) select 6; _traderID = (_this select 3) select 7; _bos = 0; if(_buy_o_sell == "sell") then { _bos = 1; }; _abort = false; // perform number of total trades r_autoTrade = true; while {r_autoTrade} do { _removed = 0; // check if current magazine count is greater than 20 if ((count (magazines player)) > 20) exitWith { cutText [(localize "STR_DAYZ_CODE_2"), "PLAIN DOWN"]; r_autoTrade = false}; _canAfford = false; if(_bos == 1) then { //sell _qty = {_x == _part_in} count magazines player; if (_qty >= _qty_in) then { _canAfford = true; }; } else { //buy _trade_total = [[_part_in,_qty_in]] call epoch_itemCost; _total_currency = call epoch_totalCurrency; _return_change = _total_currency - _trade_total; if (_return_change >= 0) then { _canAfford = true; }; }; if(!_canAfford) exitWith { _qty = {_x == _part_in} count magazines player; _needed = _qty_in - _qty; cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"]; r_autoTrade = false }; cutText [(localize "str_epoch_player_105"), "PLAIN DOWN"]; //_dis=20; //_sfx = "repair"; //[player,_sfx,0,false,_dis] call dayz_zombieSpeak; //[player,_dis,true,(getPosATL player)] spawn player_alertZombies; r_interrupt = false; r_doLoop = true; _finished = false; while {r_doLoop} do { sleep 1.2; r_doLoop = false; _finished = true; }; if (r_interrupt) exitWith { r_interrupt = false; cutText [(localize "str_epoch_player_106") , "PLAIN DOWN"]; }; if (_finished) then { //diag_log format["DEBUG TRADER DONE?: %1", _canAfford]; // Continue with trade. if (isNil "_part_in") then { _part_in = "Unknown Item" }; if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" }; if(_bos == 1) then { // Selling PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_in,inTraderCity,_part_out,_qty_out]; } else { // Buying PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_out,inTraderCity,_part_in,_qty_in]; }; publicVariableServer "PVDZE_obj_Trade"; if(_bos == 0) then { // only wait for result when buying waitUntil {!isNil "dayzTradeResult"}; if(dayzTradeResult == "PASS") then { _done = [[[_part_in,_qty_in]],0] call epoch_returnChange; if (_done) then { for "_x" from 1 to _qty_out do { player addMagazine _part_out; }; cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"]; }; } else { _abort = true; cutText [format[(localize "str_epoch_player_183"),_textPartOut] , "PLAIN DOWN"]; }; } else { _part_inClass = configFile >> "CfgMagazines" >> _part_in; _removed = _removed + ([player,_part_inClass,_qty_in] call BIS_fnc_invRemove); if (_removed == _qty_in) then { [[[_part_out,_qty_out]],1] call epoch_returnChange; }; cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"]; }; dayzTradeResult = nil; }; if(_abort) exitWith {r_autoTrade = false}; sleep 1; }; DZE_ActionInProgress = false; There is no animation, it still does the loop in 1.2 seconds, meanwhile if you move the trade cancels so works fine as i wanted :D To clarifiy the changed lines: if(!_canAfford) exitWith { _qty = {_x == _part_in} count magazines player; _needed = _qty_in - _qty; cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"]; r_autoTrade = false }; cutText [(localize "str_epoch_player_105"), "PLAIN DOWN"]; r_interrupt = false; r_doLoop = true; _finished = false; while {r_doLoop} do { sleep 1.2; r_doLoop = false; _finished = true; }; if (r_interrupt) exitWith { r_interrupt = false; cutText [(localize "str_epoch_player_106") , "PLAIN DOWN"]; }; if (_finished) then { Link to comment Share on other sites More sharing options...
ATRealMaster Posted December 27, 2014 Report Share Posted December 27, 2014 I tried the Zupa version with Use Zupa Coins, but it didn't work, I cant get the "Trade Menu" To show up Link to comment Share on other sites More sharing options...
Gr8 Posted December 27, 2014 Author Report Share Posted December 27, 2014 You are probably linking the trade folders wrong Link to comment Share on other sites More sharing options...
ATRealMaster Posted December 28, 2014 Report Share Posted December 28, 2014 Ok Link to comment Share on other sites More sharing options...
se7en Posted January 9, 2015 Report Share Posted January 9, 2015 not working for me. Did everything thats in install notes, but not for ...Hive, changed to ...Config - because im using ZSC_traders No errors in rpt's... Any info about that ? :> Link to comment Share on other sites More sharing options...
Gr8 Posted January 9, 2015 Author Report Share Posted January 9, 2015 not working for me. Did everything thats in install notes, but not for ...Hive, changed to ...Config - because im using ZSC_traders No errors in rpt's... Any info about that ? :> This Script is not compatible with 3.0 SC Link to comment Share on other sites More sharing options...
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