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Help needed someone to add traders to our server


Bigant

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Hello we are after someone willing to add a couple of custom traders to our server. basicly for super hero/villain rep at 15k - 15  have tried following the various guides on here and other websites and have failed each time :(  so now looking for someone we can pay to do it for us.  it is the NAPF map and we are hosted on Gaming deluxe. 

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Ok.
So I will release something in probably two weeks, but I'll give you some pieces from my traders build :)

First, open your fn_selfActions.sqf in your mission.pbo and and "EXTRA TRADERS" to it.

			// get humanity
			_humanity = player getVariable ["humanity",0];
			_traderMenu = call compile format["menu_%1;",_traderType];

			// diag_log ("TRADER = " + str(_traderMenu));
			
			_low_high = "low";
			_humanity_logic = false;
			if((_traderMenu select 2) == "friendly") then {
				_humanity_logic = (_humanity < -5000);
			};
			if((_traderMenu select 2) == "hostile") then {
				_low_high = "high";
				_humanity_logic = (_humanity > -5000);
			};
			if((_traderMenu select 2) == "hero") then {
				_humanity_logic = (_humanity < 5000);
			};
//-----------------------CUSTOM TRADERS--------------------------------------------
			if((_traderMenu select 2) == "super_hero") then {
				_humanity_logic = (_humanity < 15000);
			};
			if((_traderMenu select 2) == "super_hostile") then {
                                _low_high = "high";
				_humanity_logic = (_humanity > -15000);
			};
//------------------------------------------------------------------------------

Then you want to add this, to server_traders.sqf in yous mission.pbo:

serverTraders = ["Worker1","Worker2","Tanny_PMC","Drake","BAF_Soldier_AAR_DDPM","US_Delta_Force_AR_EP1","US_Delta_Force_Medic_EP1","Soldier_MG_PKM_PMC","Soldier_MG_PMC","UN_CDF_Soldier_Crew_EP1","GUE_Soldier_1","Soldier_Sniper_PMC","UN_CDF_Soldier_Pilot_EP1","GUE_Soldier_3","BAF_Soldier_EN_MTP","UN_CDF_Soldier_Pilot_EP1","GUE_Worker2","Herrera_Light","Soldier_MG_PKM_PMC","Soldier_MG_PMC","GUE_Soldier_CO","RU_Damsel4","FR_Sykes","GUE_Villager4","TK_GUE_Warlord_EP1","GUE_Commander","GUE_Soldier_2","TK_GUE_Soldier_5_EP1","CIV_EuroWoman02_EP1","Dr_Annie_Baker_EP1","GUE_Soldier_Crew","Citizen3_EP1","ibr_lingorman6","ibr_lingorman6s","TK_CIV_Woman02_EP1","Damsel3","Hooker2","Hooker4","TK_GUE_Soldier_AAT_EP1"];
//------------------------CUSTOM TRADER--------------------------
// Hero Vendor
menu_Worker1 = [
[["Launchers",701],["Sniper Rifles",702],["Machine Guns",703],["Assault Rifles",704],["Helicopters",705],["Vehicles",706],["Gemstones",707],["Ammunition",700]],
[],
"super_hero"
];
//Hostile Vendor
menu_Worker2 = [
[["Launchers",701],["Sniper Rifles",702],["Machine Guns",703],["Assault Rifles",704],["Helicopters",705],["Vehicles",706],["Gemstones",707],["Ammunition",700]],
[],
"super_hostile"
];
//-------------------------------------------------------------

 

 

Then you want to create custom_traders.sqf in your mission.pbo and put this inside:

//-------------Super HERO----------------
_unit_4444 = objNull;
if (true) then
{
  _this = createAgent ["Worker1", [15940,13710], [], 0, "CAN_COLLIDE"];
  _unit_4444 = _this;
  _this setDir 0; //trader will face north
  _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
  _this setUnitAbility 0.60000002;
_this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;
};
//-----------------------------------------
//-------------Super HOSTILE--------------
_unit_5555 = objNull;
if (true) then
{
  _this = createAgent ["Worker2", [4836.269, 9969.0166], [], 0, "CAN_COLLIDE"];
  _unit_5555 = _this;
  _this setDir 0; //trader will face north
  _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
  _this setUnitAbility 0.60000002;
_this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;
};
//-----------------------------------------
//-----------VEHICLE SPAWNPOINT------------
_vehicle_66 = objNull;
if (true) then
{
  _this = createVehicle ["HeliHEmpty", [15946,13716], [], 0, "CAN_COLLIDE"];
  _vehicle_66 = _this;
  _this setDir 0;
  _this setPos [15946,13716];
 };
 //----------------------------------------

Bits like "_vehicle_66", "_unit_5555", "_unit_4444" or "Worker2&1" are totally custom. So you can leave them like this, or change them to your liking. I chose "Worker" skin, but you can add whatever you like. You also have to change the coordinates to what you want. The "HeliHEmpty" is for traders to know where to spawn vehicles. 

Now you gotta execute custom_traders.sqf from your init.sqf:

if (isServer) then {
(...)
//---------------CUSTOM TRADER------------------
execVM "YOUR PATH\custom_traders.sqf";
//--------------------------------------------
};

Ok. Last thing to do. Make a database addon with whatever you want to add. Name it custom_traders_database.sql:

REPLACE INTO `traders_data` (`id`, `item`, `qty`, `buy`, `sell`, `order`, `tid`, `afile`) VALUES (8064, '["10Rnd_127x99_m107",1]', 250, '[5,"ItemGoldBar10oz",1]', '[2,"ItemGoldBar10oz",1]', 0, 700, 'trade_items_old');
REPLACE INTO `traders_data` (`id`, `item`, `qty`, `buy`, `sell`, `order`, `tid`, `afile`) VALUES (8065, '["200Rnd_556x45_L110A1",1]', 250, '[5,"ItemGoldBar10oz",1]', '[2,"ItemGoldBar10oz",1]', 0, 700, 'trade_items_old');
REPLACE INTO `server_traders` (`id`, `classname`, `instance`, `status`, `static`, `desc`) VALUES (177, 'Worker1', 17, 'super_hero', '', 'Custom Merchant');
REPLACE INTO `server_traders` (`id`, `classname`, `instance`, `status`, `static`, `desc`) VALUES (178, 'Worker2', 17, 'super_hostile', '', 'Custom Merchant');
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (700, 'Ammunition', 177);
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (701, 'Launchers', 177);
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (702, 'Sniper Rifles', 177);
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (703, 'Machine Guns', 177);
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (704, 'Assault Rifles', 177);
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (705, 'Helicopters', 177);
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (706, 'Vehicles', 177);
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (707, 'Gemstones', 177);
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (700, 'Ammunition', 178);
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (701, 'Launchers', 178);
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (702, 'Sniper Rifles', 178);
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (703, 'Machine Guns', 178);
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (704, 'Assault Rifles', 178);
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (705, 'Helicopters', 178);
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (706, 'Vehicles', 178);
REPLACE INTO `trader_tids` (`id`, `name`, `trader`) VALUES (707, 'Gemstones', 178);

That's pretty much it. This *.sql above is just an example. All IDs are some random numbers. Just make sure the numbers are different from the ones already in the database. 
"traders_tids", "server_traders" and "traders_data" have to match eachother. They have to match what's in the server_traders.sqf and fn_selfactions.sqf. Pay attention to all these numbers, make sure they match eachother.

If you need some explanation on how this *.sql works, PM me :) 

And if you fancy this, and wish to show your thanks, than PM me as well :)

Or you can send your mission.pbo, and I'll add it for you.

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i have tried every guide i can find they just wont behave for us. we managed to install some custom trade city setup  we found on the forums moved the traders around abit but adding these extra tier ones in is been a right pain in the behind hence we decided to throw money at it till it goes away lol. we want the traders at north east and south west airfields basicly *plan on having aircraft available there so runways will be needed.  no vendors at these places currently.

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ok after much faffing around and lots of swearing.. it seems to be working in that theres traders where we want there to be and they have trader menu. catch is the humanity needed dosnt seem to matter they will both talk to anyone and trade with them...  copy pasted your code and its still been naughty with us. also how do the traders spawn vehicles. is it on the closest "HeliHEmpty", or is there something else you have to tell them ? existing traders didn't  seem to have anything specific like that in the files, we are using the bexs traders and then the 2 we are trying to create. 

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Check if everything is as I posted. Because I was rewriting it from my traders and at first I posted unchanged vesrion of the script. I corrected it later on, so it's correct now.
In order for the script to correctly read humanity you have to have "super_hero" and "super_hostile" named in 'server_traders' in DB, server_traders.sqf and fn_selfActions.sqf.

I am sure these bits of code that I posted are working correctly, because I use them on my server. 

For what I've read somewhere, dayzepoch code looks for "HeliHEmpty" to spawn vehicles on it. Didn't bother to check more :D And didn't try to spawn vehicles without it.

Double check everything, in case it all fails, send me your mission.pbo and I'll add it for you

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sorry for the spam i dont know how to do the spoiler thing

this is what we did to get it working with the traders there and able to sell stuff just no humanity working.  one is also currently a food trader but we think we know what we did wrong there lol.
 

    scriptName "Functions\misc\fn_selfActions.sqf";
/***********************************************************
ADD ACTIONS FOR SELF
- Function
- [] call fnc_usec_selfActions;
************************************************************/
private ["_isWreckBuilding","_temp_keys","_magazinesPlayer","_isPZombie","_vehicle","_inVehicle","_hasFuelE","_hasRawMeat","_hasKnife","_hasToolbox","_onLadder","_nearLight","_canPickLight","_canDo","_text","_isHarvested","_isVehicle","_isVehicletype","_isMan","_traderType","_ownerID","_isAnimal","_isDog","_isZombie","_isDestructable","_isTent","_isFuel","_isAlive","_Unlock","_lock","_buy","_dogHandle","_lieDown","_warn","_hastinitem","_allowedDistance","_menu","_menu1","_humanity_logic","_low_high","_cancel","_metals_trader","_traderMenu","_isWreck","_isRemovable","_isDisallowRepair","_rawmeat","_humanity","_speed","_dog","_hasbottleitem","_isAir","_isShip","_playersNear","_findNearestGens","_findNearestGen","_IsNearRunningGen","_cursorTarget","_isnewstorage","_itemsPlayer","_ownerKeyId","_typeOfCursorTarget","_hasKey","_oldOwner","_combi","_key_colors","_player_deleteBuild","_player_flipveh","_player_lockUnlock_crtl","_player_butcher","_player_studybody","_player_cook","_player_boil","_hasFuelBarrelE","_hasHotwireKit","_player_SurrenderedGear","_isSurrendered","_isModular","_ownerKeyName","_temp_keys_names","_hasAttached","_allowTow","_liftHeli","_found","_posL","_posC","_height","_liftHelis","_attached"];
 
if (DZE_ActionInProgress) exitWith {}; // Do not allow if any script is running.
 
_vehicle = vehicle player;
_isPZombie = player isKindOf "PZombie_VB";
_inVehicle = (_vehicle != player);
 
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);
 
_nearLight = nearestObject [player,"LitObject"];
_canPickLight = false;
if (!isNull _nearLight) then {
if (_nearLight distance player < 4) then {
_canPickLight = isNull (_nearLight getVariable ["owner",objNull]);
};
};
 
//Grab Flare
if (_canPickLight and !dayz_hasLight and !_isPZombie) then {
if (s_player_grabflare < 0) then {
_text = getText (configFile >> "CfgAmmo" >> (typeOf _nearLight) >> "displayName");
s_player_grabflare = player addAction [format[localize "str_actions_medical_15",_text], "\z\addons\dayz_code\actions\flare_pickup.sqf",_nearLight, 1, false, true, "", ""];
s_player_removeflare = player addAction [format[localize "str_actions_medical_17",_text], "\z\addons\dayz_code\actions\flare_remove.sqf",_nearLight, 1, false, true, "", ""];
};
} else {
player removeAction s_player_grabflare;
player removeAction s_player_removeflare;
s_player_grabflare = -1;
s_player_removeflare = -1;
};
 
if (DZE_HeliLift) then {
_hasAttached = _vehicle getVariable["hasAttached",false];
if(_inVehicle and (_vehicle isKindOf "Air") and ((getPos _vehicle select 2) < 30) and (speed _vehicle < 5) and (typeName _hasAttached == "OBJECT")) then {
if (s_player_heli_detach < 0) then {
dayz_myLiftVehicle = _vehicle;
s_player_heli_detach = dayz_myLiftVehicle addAction ["Detach Vehicle","\z\addons\dayz_code\actions\player_heliDetach.sqf",[dayz_myLiftVehicle,_hasAttached],2,false,true,"",""];
};
} else {
dayz_myLiftVehicle removeAction s_player_heli_detach;
s_player_heli_detach = -1;
};
};
 
if(DZE_HaloJump) then {
if(_inVehicle and (_vehicle isKindOf "Air") and ((getPos _vehicle select 2) > 400)) then {
if (s_halo_action < 0) then {
DZE_myHaloVehicle = _vehicle;
s_halo_action = DZE_myHaloVehicle addAction [localize "STR_EPOCH_ACTIONS_HALO","\z\addons\dayz_code\actions\halo_jump.sqf",[],2,false,true,"",""];
};
} else {
DZE_myHaloVehicle removeAction s_halo_action;
s_halo_action = -1;
};
};
 
if (!DZE_ForceNameTagsOff) then {
if (s_player_showname < 0 and !_isPZombie) then {
if (DZE_ForceNameTags) then {
s_player_showname = 1;
player setVariable["DZE_display_name",true,true];
} else {
s_player_showname = player addAction [localize "STR_EPOCH_ACTIONS_NAMEYES", "\z\addons\dayz_code\actions\display_name.sqf",true, 0, true, false, "",""];
s_player_showname1 = player addAction [localize "STR_EPOCH_ACTIONS_NAMENO", "\z\addons\dayz_code\actions\display_name.sqf",false, 0, true, false, "",""];
};
};
};
 
if(_isPZombie) then {
if (s_player_callzombies < 0) then {
s_player_callzombies = player addAction [localize "STR_EPOCH_ACTIONS_RAISEHORDE", "\z\addons\dayz_code\actions\call_zombies.sqf",player, 5, true, false, "",""];
};
if (DZE_PZATTACK) then {
call pz_attack;
DZE_PZATTACK = false;
};
if (s_player_pzombiesvision < 0) then {
s_player_pzombiesvision = player addAction [localize "STR_EPOCH_ACTIONS_NIGHTVIS", "\z\addons\dayz_code\actions\pzombie\pz_vision.sqf", [], 4, false, true, "nightVision", "_this == _target"];
};
if (!isNull cursorTarget and (player distance cursorTarget < 3)) then { //Has some kind of target
_isAnimal = cursorTarget isKindOf "Animal";
_isZombie = cursorTarget isKindOf "zZombie_base";
_isHarvested = cursorTarget getVariable["meatHarvested",false];
_isMan = cursorTarget isKindOf "Man";
// Pzombie Gut human corpse or animal
if (!alive cursorTarget and (_isAnimal or _isMan) and !_isZombie and !_isHarvested) then {
if (s_player_pzombiesfeed < 0) then {
s_player_pzombiesfeed = player addAction [localize "STR_EPOCH_ACTIONS_FEED", "\z\addons\dayz_code\actions\pzombie\pz_feed.sqf",cursorTarget, 3, true, false, "",""];
};
} else {
player removeAction s_player_pzombiesfeed;
s_player_pzombiesfeed = -1;
};
} else {
player removeAction s_player_pzombiesfeed;
s_player_pzombiesfeed = -1;
};
};
 
// Increase distance only if AIR OR SHIP
_allowedDistance = 4;
_isAir = cursorTarget isKindOf "Air";
_isShip = cursorTarget isKindOf "Ship";
if(_isAir or _isShip) then {
_allowedDistance = 8;
};
 
if (!isNull cursorTarget and !_inVehicle and !_isPZombie and (player distance cursorTarget < _allowedDistance) and _canDo) then { //Has some kind of target
 
// set cursortarget to variable
_cursorTarget = cursorTarget;
 
// get typeof cursortarget once
_typeOfCursorTarget = typeOf _cursorTarget;
 
// hintsilent _typeOfCursorTarget;
 
_isVehicle = _cursorTarget isKindOf "AllVehicles";
_isVehicletype = _typeOfCursorTarget in ["ATV_US_EP1","ATV_CZ_EP1"];
_isnewstorage = _typeOfCursorTarget in DZE_isNewStorage;
 
// get items and magazines only once
_magazinesPlayer = magazines player;
 
//boiled Water
_hasbottleitem = "ItemWaterbottle" in _magazinesPlayer;
_hastinitem = false;
{
if (_x in _magazinesPlayer) then {
_hastinitem = true;
};
} forEach boil_tin_cans;
_hasFuelE = "ItemJerrycanEmpty" in _magazinesPlayer;
_hasFuelBarrelE = "ItemFuelBarrelEmpty" in _magazinesPlayer;
_hasHotwireKit = "ItemHotwireKit" in _magazinesPlayer;
 
_itemsPlayer = items player;
 
_temp_keys = [];
_temp_keys_names = [];
// find available keys
_key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
{
if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _key_colors) then {
_ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid");
_ownerKeyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName");
_temp_keys_names set [_ownerKeyId,_ownerKeyName];
_temp_keys set [count _temp_keys,str(_ownerKeyId)];
};
} forEach _itemsPlayer;
 
_hasKnife = "ItemKnife" in _itemsPlayer;
_hasToolbox = "ItemToolbox" in _itemsPlayer;
 
_isMan = _cursorTarget isKindOf "Man";
_traderType = _typeOfCursorTarget;
_ownerID = _cursorTarget getVariable ["CharacterID","0"];
_isAnimal = _cursorTarget isKindOf "Animal";
_isDog =  (_cursorTarget isKindOf "DZ_Pastor" || _cursorTarget isKindOf "DZ_Fin");
_isZombie = _cursorTarget isKindOf "zZombie_base";
_isDestructable = _cursorTarget isKindOf "BuiltItems";
_isWreck = _typeOfCursorTarget in DZE_isWreck;
_isWreckBuilding = _typeOfCursorTarget in DZE_isWreckBuilding;
_isModular = _cursorTarget isKindOf "ModularItems";
 
_isRemovable = _typeOfCursorTarget in DZE_isRemovable;
_isDisallowRepair = _typeOfCursorTarget in ["M240Nest_DZ"];
 
_isTent = _cursorTarget isKindOf "TentStorage";
 
_isAlive = alive _cursorTarget;
 
_text = getText (configFile >> "CfgVehicles" >> _typeOfCursorTarget >> "displayName");
 
_rawmeat = meatraw;
_hasRawMeat = false;
{
if (_x in _magazinesPlayer) then {
_hasRawMeat = true;
};
} forEach _rawmeat; 
 
_isFuel = false;
if (_hasFuelE or _hasFuelBarrelE) then {
{
if(_cursorTarget isKindOf _x) exitWith {_isFuel = true;};
} forEach dayz_fuelsources;
};
 
// diag_log ("OWNERID = " + _ownerID + " CHARID = " + dayz_characterID + " " + str(_ownerID == dayz_characterID));
 
// logic vars
_player_flipveh = false;
_player_deleteBuild = false;
_player_lockUnlock_crtl = false;
 
if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then {
if (s_player_maintain_area < 0) then {
  s_player_maintain_area = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA], "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false];
s_player_maintain_area_preview = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV], "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false];
};
} else {
    player removeAction s_player_maintain_area;
    s_player_maintain_area = -1;
    player removeAction s_player_maintain_area_preview;
    s_player_maintain_area_preview = -1;
};
 
// CURSOR TARGET ALIVE
if(_isAlive) then {
 
//Allow player to delete objects
if(_isDestructable or _isWreck or _isRemovable or _isWreckBuilding) then {
if(_hasToolbox and "ItemCrowbar" in _itemsPlayer) then {
_player_deleteBuild = true;
};
};
 
//Allow owners to delete modulars
                if(_isModular and (dayz_characterID == _ownerID)) then {
                        if(_hasToolbox and "ItemCrowbar" in _itemsPlayer) then {
                                _player_deleteBuild = true;
                        };
                };
 
// CURSOR TARGET VEHICLE
if(_isVehicle) then {
 
//flip vehicle small vehicles by your self and all other vehicles with help nearby
if (!(canmove _cursorTarget) and (player distance _cursorTarget >= 2) and (count (crew _cursorTarget))== 0 and ((vectorUp _cursorTarget) select 2) < 0.5) then {
_playersNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]);
if(_isVehicletype or (_playersNear >= 2)) then {
_player_flipveh = true;
};
};
 
 
if(!_isMan and _ownerID != "0" and !(_cursorTarget isKindOf "Bicycle")) then {
_player_lockUnlock_crtl = true;
};
 
};
 
};
 
if(_player_deleteBuild) then {
if (s_player_deleteBuild < 0) then {
s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_deleteBuild;
s_player_deleteBuild = -1;
};
 
if (DZE_HeliLift) then {
_liftHeli = objNull;
_found = false;
 
_allowTow = false;
if ((count (crew _cursorTarget)) == 0) then {
{
if(!_allowTow) then {
_allowTow = _cursorTarget isKindOf _x;
};
} forEach DZE_HeliAllowToTow;
};
 
//diag_log format["CREW: %1 ALLOW: %2",(count (crew _cursorTarget)),_allowTow];
 
if (_allowTow) then {
_liftHelis = nearestObjects [player, DZE_HeliAllowTowFrom, 15];
{
if(!_found) then {
_posL = getPos _x;
_posC = getPos _cursorTarget;
_height = (_posL select 2) - (_posC select 2);
_hasAttached = _x getVariable["hasAttached",false];
if(_height < 15 and _height > 5 and (typeName _hasAttached != "OBJECT")) then {
if(((abs((_posL select 0) - (_posC select 0))) < 10) and ((abs((_posL select 1) - (_posC select 1))) < 10)) then {
_liftHeli = _x;
_found = true;
};
};
};
} forEach _liftHelis;
};
 
//diag_log format["HELI: %1 TARGET: %2",_found,_cursorTarget];
 
_attached = _cursorTarget getVariable["attached",false];
if(_found and _allowTow and _canDo and !locked _cursorTarget and !_isPZombie and (typeName _attached != "OBJECT")) then {
if (s_player_heli_lift < 0) then {
s_player_heli_lift = player addAction ["Attach to Heli", "\z\addons\dayz_code\actions\player_heliLift.sqf",[_liftHeli,_cursorTarget], -10, false, true, "",""];
};
} else {
player removeAction s_player_heli_lift;
s_player_heli_lift = -1;
};
};
 
// Allow Owner to lock and unlock vehicle  
if(_player_lockUnlock_crtl) then {
if (s_player_lockUnlock_crtl < 0) then {
_hasKey = _ownerID in _temp_keys;
_oldOwner = (_ownerID == dayz_playerUID);
if(locked _cursorTarget) then {
if(_hasKey or _oldOwner) then {
_Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\unlock_veh.sqf",[_cursorTarget,(_temp_keys_names select (parseNumber _ownerID))], 2, true, true, "", ""];
s_player_lockunlock set [count s_player_lockunlock,_Unlock];
s_player_lockUnlock_crtl = 1;
} else {
if(_hasHotwireKit) then {
_Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_HOTWIRE",_text], "\z\addons\dayz_code\actions\hotwire_veh.sqf",_cursorTarget, 2, true, true, "", ""];
} else {
_Unlock = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_VEHLOCKED], "",_cursorTarget, 2, true, true, "", ""];
};
s_player_lockunlock set [count s_player_lockunlock,_Unlock];
s_player_lockUnlock_crtl = 1;
};
} else {
if(_hasKey or _oldOwner) then {
_lock = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\lock_veh.sqf",_cursorTarget, 1, true, true, "", ""];
s_player_lockunlock set [count s_player_lockunlock,_lock];
s_player_lockUnlock_crtl = 1;
};
};
};
 
} else {
{player removeAction _x} forEach s_player_lockunlock;s_player_lockunlock = [];
s_player_lockUnlock_crtl = -1;
};
 
if(DZE_AllowForceSave) then {
//Allow player to force save
if((_isVehicle or _isTent) and !_isMan) then {
if (s_player_forceSave < 0) then {
s_player_forceSave = player addAction [format[localize "str_actions_save",_text], "\z\addons\dayz_code\actions\forcesave.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_forceSave;
s_player_forceSave = -1;
};
};
 
 
 
If(DZE_AllowCargoCheck) then {
if((_isVehicle or _isTent or _isnewstorage) and _isAlive and !_isMan and !locked _cursorTarget) then {
if (s_player_checkGear < 0) then {
s_player_checkGear = player addAction [localize "STR_EPOCH_PLAYER_CARGO", "\z\addons\dayz_code\actions\cargocheck.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_checkGear;
s_player_checkGear = -1;
};
};
 
 
//flip vehicle small vehicles by your self and all other vehicles with help nearby
if(_player_flipveh) then {
if (s_player_flipveh  < 0) then {
s_player_flipveh = player addAction [format[localize "str_actions_flipveh",_text], "\z\addons\dayz_code\actions\player_flipvehicle.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_flipveh;
s_player_flipveh = -1;
}; 
 
//Allow player to fill jerrycan
if((_hasFuelE or _hasFuelBarrelE) and _isFuel) then {
if (s_player_fillfuel < 0) then {
s_player_fillfuel = player addAction [localize "str_actions_self_10", "\z\addons\dayz_code\actions\jerry_fill.sqf",[], 1, false, true, "", ""];
};
} else {
player removeAction s_player_fillfuel;
s_player_fillfuel = -1;
};
 
// logic vars for addactions
_player_butcher = false;
_player_studybody = false;
_player_SurrenderedGear = false;
 
// CURSOR TARGET NOT ALIVE
if (!_isAlive) then {
 
// Gut animal/zed
if((_isAnimal or _isZombie) and _hasKnife) then {
_isHarvested = _cursorTarget getVariable["meatHarvested",false];
if (!_isHarvested) then {
_player_butcher = true;
};
};
 
// Study body
if (_isMan and !_isZombie and !_isAnimal) then {
_player_studybody = true;
}
} else {
// unit alive
 
// gear access on surrendered player
if(_isMan and !_isZombie and !_isAnimal) then {
_isSurrendered = _cursorTarget getVariable ["DZE_Surrendered",false];
if (_isSurrendered) then {
_player_SurrenderedGear = true;
};
};
};
 
 
// Human Gut animal or zombie
if (_player_butcher) then {
if (s_player_butcher < 0) then {
if(_isZombie) then {
s_player_butcher = player addAction [localize "STR_EPOCH_ACTIONS_GUTZOM", "\z\addons\dayz_code\actions\gather_zparts.sqf",_cursorTarget, 0, true, true, "", ""];
} else {
s_player_butcher = player addAction [localize "str_actions_self_04", "\z\addons\dayz_code\actions\gather_meat.sqf",_cursorTarget, 3, true, true, "", ""];
};
};
} else {
player removeAction s_player_butcher;
s_player_butcher = -1;
};
 
// Study Body
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;
};
 
// logic vars
_player_cook = false;
_player_boil = false;
 
// CURSOR TARGET IS FIRE
if (inflamed _cursorTarget) then {
 
//Fireplace Actions check
if (_hasRawMeat) then {
_player_cook = true;
};
 
// Boil water
if (_hasbottleitem and _hastinitem) then {
_player_boil = true;
};
};
 
if (_player_SurrenderedGear) then {
if (s_player_SurrenderedGear < 0) then {
s_player_SurrenderedGear = player addAction [localize "STR_EPOCH_ACTION_GEAR", "\z\addons\dayz_code\actions\surrender_gear.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_SurrenderedGear;
s_player_SurrenderedGear = -1;
};
 
//Fireplace Actions check
if (_player_cook) then {
if (s_player_cook < 0) then {
s_player_cook = player addAction [localize "str_actions_self_05", "\z\addons\dayz_code\actions\cook.sqf",_cursorTarget, 3, true, true, "", ""];
};
} else {
player removeAction s_player_cook;
s_player_cook = -1;
};
 
// Boil water
if (_player_boil) then {
if (s_player_boil < 0) then {
s_player_boil = player addAction [localize "str_actions_boilwater", "\z\addons\dayz_code\actions\boil.sqf",_cursorTarget, 3, true, true, "", ""];
};
} else {
player removeAction s_player_boil;
s_player_boil = -1;
};
 
if(_cursorTarget == dayz_hasFire) then {
if ((s_player_fireout < 0) and !(inflamed _cursorTarget) and (player distance _cursorTarget < 3)) then {
s_player_fireout = player addAction [localize "str_actions_self_06", "\z\addons\dayz_code\actions\fire_pack.sqf",_cursorTarget, 0, false, true, "",""];
};
} else {
player removeAction s_player_fireout;
s_player_fireout = -1;
};
 
//Packing my tent
if(_isTent and (player distance _cursorTarget < 3)) then {
if (_ownerID == dayz_characterID) then {
if (s_player_packtent < 0) then {
s_player_packtent = player addAction [localize "str_actions_self_07", "\z\addons\dayz_code\actions\tent_pack.sqf",_cursorTarget, 0, false, true, "",""];
};
} else {
if(("ItemJerrycan" in _magazinesPlayer) and ("ItemMatchbox_DZE" in weapons player)) then {
if (s_player_packtent < 0) then {
s_player_packtent = player addAction [localize "STR_EPOCH_ACTIONS_DESTROYTENT", "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""];
};
};
};
} else {
player removeAction s_player_packtent;
s_player_packtent = -1;
};
 
//Allow owner to unlock vault
if((_typeOfCursorTarget in DZE_LockableStorage) and _ownerID != "0" and (player distance _cursorTarget < 3)) then {
if (s_player_unlockvault < 0) then {
if(_typeOfCursorTarget in DZE_LockedStorage) then {
if(_ownerID == dayz_combination or _ownerID == dayz_playerUID) then {
_combi = player addAction [format[localize "STR_EPOCH_ACTIONS_OPEN",_text], "\z\addons\dayz_code\actions\vault_unlock.sqf",_cursorTarget, 0, false, true, "",""];
s_player_combi set [count s_player_combi,_combi];
} else {
_combi = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""];
s_player_combi set [count s_player_combi,_combi];
};
s_player_unlockvault = 1;
} else {
if(_ownerID != dayz_combination and _ownerID != dayz_playerUID) then {
_combi = player addAction [localize "STR_EPOCH_ACTIONS_RECOMBO", "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""];
s_player_combi set [count s_player_combi,_combi];
s_player_unlockvault = 1;
};
};
};
} else {
{player removeAction _x} forEach s_player_combi;s_player_combi = [];
s_player_unlockvault = -1;
};
 
//Allow owner to pack vault
if(_typeOfCursorTarget in DZE_UnLockedStorage and _ownerID != "0" and (player distance _cursorTarget < 3)) then {
 
if (s_player_lockvault < 0) then {
if(_ownerID == dayz_combination or _ownerID == dayz_playerUID) then {
s_player_lockvault = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\vault_lock.sqf",_cursorTarget, 0, false, true, "",""];
};
};
if (s_player_packvault < 0 and (_ownerID == dayz_combination or _ownerID == dayz_playerUID)) then {
s_player_packvault = player addAction [format["<t color=#ff0000'>%1</t>",(format[localize "STR_EPOCH_ACTIONS_PACK",_text])], "\z\addons\dayz_code\actions\vault_pack.sqf",_cursorTarget, 0, false, true, "","];
};
} else {
player removeAction s_player_packvault;
s_player_packvault = -1;
player removeAction s_player_lockvault;
s_player_lockvault = -1;
};
 
 
 
    //Player Deaths
if(_typeOfCursorTarget == "Info_Board_EP1") then {
if (s_player_information < 0) then {
s_player_information = player addAction [localize "STR_EPOCH_ACTIONS_MURDERS", "\z\addons\dayz_code\actions\list_playerDeaths.sqf",[], 7, false, true, "",""];
};
} else {
player removeAction s_player_information;
s_player_information = -1;
};
 
//Fuel Pump
if(_typeOfCursorTarget in dayz_fuelpumparray) then {
if (s_player_fuelauto < 0) then {
 
// check if Generator_DZ is running within 30 meters
_findNearestGens = nearestObjects [player, ["Generator_DZ"], 30];
_findNearestGen = [];
{
if (alive _x and (_x getVariable ["GeneratorRunning", false])) then {
_findNearestGen set [(count _findNearestGen),_x];
};
} foreach _findNearestGens;
_IsNearRunningGen = count (_findNearestGen);
 
// show that pump needs power if no generator nearby.
if(_IsNearRunningGen > 0) then {
s_player_fuelauto = player addAction [localize "STR_EPOCH_ACTIONS_FILLVEH", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",objNull, 0, false, true, "",""];
} else {
s_player_fuelauto = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_NEEDPOWER], "",[], 0, false, true, "",""];
};
};
} else {
player removeAction s_player_fuelauto;
s_player_fuelauto = -1;
};
 
//Fuel Pump on truck
if(_typeOfCursorTarget in DZE_fueltruckarray and alive _cursorTarget) then {
if (s_player_fuelauto2 < 0) then {
// show that fuel truck pump needs power.
if(isEngineOn _cursorTarget) then {
s_player_fuelauto2 = player addAction [localize "STR_EPOCH_ACTIONS_FILLVEH", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",_cursorTarget, 0, false, true, "",""];
} else {
s_player_fuelauto2 = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_NEEDPOWER], "",[], 0, false, true, "",""];
};
};
} else {
player removeAction s_player_fuelauto2;
s_player_fuelauto2 = -1;
};
 
// inplace upgrade tool
if ((_cursorTarget isKindOf "ModularItems") or (_cursorTarget isKindOf "Land_DZE_WoodDoor_Base") or (_cursorTarget isKindOf "CinderWallDoor_DZ_Base")) then {
if ((s_player_lastTarget select 0) != _cursorTarget) then {
if (s_player_upgrade_build > 0) then {
player removeAction s_player_upgrade_build;
s_player_upgrade_build = -1;
};
};
if (s_player_upgrade_build < 0) then {
// s_player_lastTarget = _cursorTarget;
s_player_lastTarget set [0,_cursorTarget];
s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "\z\addons\dayz_code\actions\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""];
};
} else {
player removeAction s_player_upgrade_build;
s_player_upgrade_build = -1;
};
 
// downgrade system
if((_isDestructable or _cursorTarget isKindOf "Land_DZE_WoodDoorLocked_Base" or _cursorTarget isKindOf "CinderWallDoorLocked_DZ_Base") and (DZE_Lock_Door == _ownerID)) then {
if ((s_player_lastTarget select 1) != _cursorTarget) then {
if (s_player_downgrade_build > 0) then {
player removeAction s_player_downgrade_build;
s_player_downgrade_build = -1;
};
};
 
if (s_player_downgrade_build < 0) then {
s_player_lastTarget set [1,_cursorTarget];
s_player_downgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_REMLOCK",_text], "\z\addons\dayz_code\actions\player_buildingDowngrade.sqf",_cursorTarget, -2, false, true, "",""];
};
} else {
player removeAction s_player_downgrade_build;
s_player_downgrade_build = -1;
};
 
// inplace maintenance tool
if((_cursorTarget isKindOf "ModularItems" or _cursorTarget isKindOf "DZE_Housebase" or _typeOfCursorTarget == "LightPole_DZ") and (damage _cursorTarget >= DZE_DamageBeforeMaint)) then {
if ((s_player_lastTarget select 2) != _cursorTarget) then {
if (s_player_maint_build > 0) then {
player removeAction s_player_maint_build;
s_player_maint_build = -1;
};
};
 
if (s_player_maint_build < 0) then {
s_player_lastTarget set [2,_cursorTarget];
s_player_maint_build = player addAction [format[localize "STR_EPOCH_ACTIONS_MAINTAIN",_text], "\z\addons\dayz_code\actions\player_buildingMaint.sqf",_cursorTarget, -2, false, true, "",""];
};
} else {
player removeAction s_player_maint_build;
s_player_maint_build = -1;
};
 
 
//Start Generator
if(_cursorTarget isKindOf "Generator_DZ") then {
if (s_player_fillgen < 0) then {
 
// check if not running 
if((_cursorTarget getVariable ["GeneratorRunning", false])) then {
s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR1", "\z\addons\dayz_code\actions\stopGenerator.sqf",_cursorTarget, 0, false, true, "",""];
} else {
// check if not filled and player has jerry.
if((_cursorTarget getVariable ["GeneratorFilled", false])) then {
s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR2", "\z\addons\dayz_code\actions\fill_startGenerator.sqf",_cursorTarget, 0, false, true, "",""];
} else {
if("ItemJerrycan" in _magazinesPlayer) then {
s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR3", "\z\addons\dayz_code\actions\fill_startGenerator.sqf",_cursorTarget, 0, false, true, "",""];
};
};
};
};
} else {
player removeAction s_player_fillgen;
s_player_fillgen = -1;
};
 
//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;
};
*/
 
 
    //Sleep
if(_isTent and _ownerID == dayz_characterID) then {
if ((s_player_sleep < 0) and (player distance _cursorTarget < 3)) then {
s_player_sleep = player addAction [localize "str_actions_self_sleep", "\z\addons\dayz_code\actions\player_sleep.sqf",_cursorTarget, 0, false, true, "",""];
};
} else {
player removeAction s_player_sleep;
s_player_sleep = -1;
};
 
//Repairing Vehicles
if ((dayz_myCursorTarget != _cursorTarget) and _isVehicle and !_isMan and _hasToolbox and (damage _cursorTarget < 1) and !_isDisallowRepair) then {
if (s_player_repair_crtl < 0) then {
dayz_myCursorTarget = _cursorTarget;
_menu = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_REPAIRV", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
_menu1 = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_SALVAGEV", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
s_player_repairActions set [count s_player_repairActions,_menu];
s_player_repairActions set [count s_player_repairActions,_menu1];
s_player_repair_crtl = 1;
} else {
{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];
s_player_repair_crtl = -1;
};
};
 
// All Traders
if (_isMan and !_isPZombie and _traderType in serverTraders) then {
 
if (s_player_parts_crtl < 0) then {
 
// get humanity
_humanity = player getVariable ["humanity",0];
_traderMenu = call compile format["menu_%1;",_traderType];
 
// diag_log ("TRADER = " + str(_traderMenu));
 
_low_high = "low";
_humanity_logic = false;
if((_traderMenu select 2) == "friendly") then {
_humanity_logic = (_humanity < -5000);
};
if((_traderMenu select 2) == "hostile") then {
_low_high = "high";
_humanity_logic = (_humanity > -5000);
};
if((_traderMenu select 2) == "hero") then {
_humanity_logic = (_humanity < 5000);
};
if((_traderMenu select 2) == "super") then {
   _humanity_logic = (_humanity < 15000);
};
if((_traderMenu select 2) == "s_bandit") then {
   _low_high == "high";
   _humanity_logic = (_humanity > -15000 
};
if(_humanity_logic) then {
_cancel = player addAction [format[localize "STR_EPOCH_ACTIONS_HUMANITY",_low_high], "\z\addons\dayz_code\actions\trade_cancel.sqf",["na"], 0, true, false, "",""];
s_player_parts set [count s_player_parts,_cancel];
} else {
 
// Static Menu
{
//diag_log format["DEBUG TRADER: %1", _x];
_buy = player addAction [format["Trade %1 %2 for %3 %4",(_x select 3),(_x select 5),(_x select 2),(_x select 6)], "\z\addons\dayz_code\actions\trade_items_wo_db.sqf",[(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4),(_x select 5),(_x select 6)], (_x select 7), true, true, "",""];
s_player_parts set [count s_player_parts,_buy];
 
} forEach (_traderMenu select 1);
// 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];
 
};
s_player_parts_crtl = 1;
 
};
} else {
{player removeAction _x} forEach s_player_parts;s_player_parts = [];
s_player_parts_crtl = -1;
};
 
 
if(dayz_tameDogs) then {
 
//Dog
if (_isDog and _isAlive and (_hasRawMeat) and _ownerID == "0" and player getVariable ["dogID", 0] == 0) then {
if (s_player_tamedog < 0) then {
s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\tame_dog.sqf", _cursorTarget, 1, false, true, "", ""];
};
} else {
player removeAction s_player_tamedog;
s_player_tamedog = -1;
};
if (_isDog and _ownerID == dayz_characterID and _isAlive) then {
_dogHandle = player getVariable ["dogID", 0];
if (s_player_feeddog < 0 and _hasRawMeat) then {
s_player_feeddog = player addAction [localize "str_actions_feeddog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,0], 0, false, true,"",""];
};
if (s_player_waterdog < 0 and "ItemWaterbottle" in _magazinesPlayer) then {
s_player_waterdog = player addAction [localize "str_actions_waterdog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,1], 0, false, true,"",""];
};
if (s_player_staydog < 0) then {
_lieDown = _dogHandle getFSMVariable "_actionLieDown";
if (_lieDown) then { _text = "str_actions_liedog"; } else { _text = "str_actions_sitdog"; };
s_player_staydog = player addAction [localize _text,"\z\addons\dayz_code\actions\dog\stay.sqf", _dogHandle, 5, false, true,"",""];
};
if (s_player_trackdog < 0) then {
s_player_trackdog = player addAction [localize "str_actions_trackdog","\z\addons\dayz_code\actions\dog\track.sqf", _dogHandle, 4, false, true,"",""];
};
if (s_player_barkdog < 0) then {
s_player_barkdog = player addAction [localize "str_actions_barkdog","\z\addons\dayz_code\actions\dog\speak.sqf", _cursorTarget, 3, false, true,"",""];
};
if (s_player_warndog < 0) then {
_warn = _dogHandle getFSMVariable "_watchDog";
if (_warn) then { _text = (localize "str_epoch_player_247"); _warn = false; } else { _text = (localize "str_epoch_player_248"); _warn = true; };
s_player_warndog = player addAction [format[localize "str_actions_warndog",_text],"\z\addons\dayz_code\actions\dog\warn.sqf",[_dogHandle, _warn], 2, false, true,"",""];
};
if (s_player_followdog < 0) then {
s_player_followdog = player addAction [localize "str_actions_followdog","\z\addons\dayz_code\actions\dog\follow.sqf",[_dogHandle,true], 6, false, true,"",""];
};
} else {
player removeAction s_player_feeddog;
s_player_feeddog = -1;
player removeAction s_player_waterdog;
s_player_waterdog = -1;
player removeAction s_player_staydog;
s_player_staydog = -1;
player removeAction s_player_trackdog;
s_player_trackdog = -1;
player removeAction s_player_barkdog;
s_player_barkdog = -1;
player removeAction s_player_warndog;
s_player_warndog = -1;
player removeAction s_player_followdog;
s_player_followdog = -1;
};
};
 
} else {
//Engineering
{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];
s_player_repair_crtl = -1;
 
{player removeAction _x} forEach s_player_combi;s_player_combi = [];
 
dayz_myCursorTarget = objNull;
s_player_lastTarget = [objNull,objNull,objNull,objNull,objNull];
 
{player removeAction _x} forEach s_player_parts;s_player_parts = [];
s_player_parts_crtl = -1;
 
{player removeAction _x} forEach s_player_lockunlock;s_player_lockunlock = [];
s_player_lockUnlock_crtl = -1;
 
player removeAction s_player_checkGear;
s_player_checkGear = -1;
 
player removeAction s_player_SurrenderedGear;
s_player_SurrenderedGear = -1;
 
//Others
player removeAction s_player_forceSave;
s_player_forceSave = -1;
player removeAction s_player_flipveh;
s_player_flipveh = -1;
player removeAction s_player_sleep;
s_player_sleep = -1;
player removeAction s_player_deleteBuild;
s_player_deleteBuild = -1;
player removeAction s_player_butcher;
s_player_butcher = -1;
player removeAction s_player_cook;
s_player_cook = -1;
player removeAction s_player_boil;
s_player_boil = -1;
player removeAction s_player_fireout;
s_player_fireout = -1;
player removeAction s_player_packtent;
s_player_packtent = -1;
player removeAction s_player_fillfuel;
s_player_fillfuel = -1;
player removeAction s_player_studybody;
s_player_studybody = -1;
//Dog
player removeAction s_player_tamedog;
s_player_tamedog = -1;
player removeAction s_player_feeddog;
s_player_feeddog = -1;
player removeAction s_player_waterdog;
s_player_waterdog = -1;
player removeAction s_player_staydog;
s_player_staydog = -1;
player removeAction s_player_trackdog;
s_player_trackdog = -1;
player removeAction s_player_barkdog;
s_player_barkdog = -1;
player removeAction s_player_warndog;
s_player_warndog = -1;
player removeAction s_player_followdog;
s_player_followdog = -1;
    
    // vault
player removeAction s_player_unlockvault;
s_player_unlockvault = -1;
player removeAction s_player_packvault;
s_player_packvault = -1;
player removeAction s_player_lockvault;
s_player_lockvault = -1;
 
player removeAction s_player_information;
s_player_information = -1;
player removeAction s_player_fillgen;
s_player_fillgen = -1;
player removeAction s_player_upgrade_build;
s_player_upgrade_build = -1;
player removeAction s_player_maint_build;
s_player_maint_build = -1;
player removeAction s_player_downgrade_build;
s_player_downgrade_build = -1;
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;
};
 
 
 
//Dog actions on player self
_dogHandle = player getVariable ["dogID", 0];
if (_dogHandle > 0) then {
_dog = _dogHandle getFSMVariable "_dog";
_ownerID = "0";
if (!isNull cursorTarget) then { _ownerID = cursorTarget getVariable ["CharacterID","0"]; };
if (_canDo and !_inVehicle and alive _dog and _ownerID != dayz_characterID) then {
if (s_player_movedog < 0) then {
s_player_movedog = player addAction [localize "str_actions_movedog", "\z\addons\dayz_code\actions\dog\move.sqf", player getVariable ["dogID", 0], 1, false, true, "", ""];
};
if (s_player_speeddog < 0) then {
_text = (localize "str_epoch_player_249");
_speed = 0;
if (_dog getVariable ["currentSpeed",1] == 0) then { _speed = 1; _text = (localize "str_epoch_player_250"); };
s_player_speeddog = player addAction [format[localize "str_actions_speeddog", _text], "\z\addons\dayz_code\actions\dog\speed.sqf",[player getVariable ["dogID", 0],_speed], 0, false, true, "", ""];
};
if (s_player_calldog < 0) then {
s_player_calldog = player addAction [localize "str_actions_calldog", "\z\addons\dayz_code\actions\dog\follow.sqf", [player getVariable ["dogID", 0], true], 2, false, true, "", ""];
};
};
} else {
player removeAction s_player_movedog;
s_player_movedog = -1;
player removeAction s_player_speeddog;
s_player_speeddog = -1;
player removeAction s_player_calldog;
s_player_calldog = -1;
};
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Yeah, I do :)
You didn't copy it correctly.

Here's what you have:

if((_traderMenu select 2) == "super") then {
   _humanity_logic = (_humanity < 15000);
};
if((_traderMenu select 2) == "s_bandit") then {
   _low_high == "high";
   _humanity_logic = (_humanity > -15000 
};

And here's what you should have:
 

if((_traderMenu select 2) == "super") then {
   _humanity_logic = (_humanity < 15000);
};
if((_traderMenu select 2) == "s_bandit") then {
   _low_high == "high";
   _humanity_logic = (_humanity > -15000);
};

You are missing a bracket and a semi colon after (_humanity > -15000
That's why it's not reading humanity correctly

And if you have big chunks of code put them inside (spoiler) txt (/spoiler) (but with square brackets)   :)

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Check one more thing.

Make sure that your custom trader does not have a skin name like this:

"Tanny_PMC","Drake","BAF_Soldier_AAR_DDPM","US_Delta_Force_AR_EP1","US_Delta_Force_Medic_EP1","Soldier_MG_PKM_PMC","Soldier_MG_PMC","UN_CDF_Soldier_Crew_EP1","GUE_Soldier_1","Soldier_Sniper_PMC","UN_CDF_Soldier_Pilot_EP1","GUE_Soldier_3","BAF_Soldier_EN_MTP","UN_CDF_Soldier_Pilot_EP1","GUE_Worker2","Herrera_Light","Soldier_MG_PKM_PMC","Soldier_MG_PMC","GUE_Soldier_CO","RU_Damsel4","FR_Sykes","GUE_Villager4","TK_GUE_Warlord_EP1","GUE_Commander","GUE_Soldier_2","TK_GUE_Soldier_5_EP1","CIV_EuroWoman02_EP1","Dr_Annie_Baker_EP1","GUE_Soldier_Crew","Citizen3_EP1","ibr_lingorman6","ibr_lingorman6s","TK_CIV_Woman02_EP1","Damsel3","Hooker2","Hooker4","TK_GUE_Soldier_AAT_EP1"

Basically, you want to make sure your custom trader name isn't duplicated

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Check one more thing.

Make sure that your custom trader does not have a skin name like this:

"Tanny_PMC","Drake","BAF_Soldier_AAR_DDPM","US_Delta_Force_AR_EP1","US_Delta_Force_Medic_EP1","Soldier_MG_PKM_PMC","Soldier_MG_PMC","UN_CDF_Soldier_Crew_EP1","GUE_Soldier_1","Soldier_Sniper_PMC","UN_CDF_Soldier_Pilot_EP1","GUE_Soldier_3","BAF_Soldier_EN_MTP","UN_CDF_Soldier_Pilot_EP1","GUE_Worker2","Herrera_Light","Soldier_MG_PKM_PMC","Soldier_MG_PMC","GUE_Soldier_CO","RU_Damsel4","FR_Sykes","GUE_Villager4","TK_GUE_Warlord_EP1","GUE_Commander","GUE_Soldier_2","TK_GUE_Soldier_5_EP1","CIV_EuroWoman02_EP1","Dr_Annie_Baker_EP1","GUE_Soldier_Crew","Citizen3_EP1","ibr_lingorman6","ibr_lingorman6s","TK_CIV_Woman02_EP1","Damsel3","Hooker2","Hooker4","TK_GUE_Soldier_AAT_EP1"

Basically, you want to make sure your custom trader name isn't duplicated

Why cant u use Hooker4 Hooker2 etc.. its just a skin like the others .. is it not ?

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