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[PROJECT] Gold Coin based Single Currency & Banking System

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The only thing i am currently facing is the coin count on the hud. whenever you go higher then 999,990 the number will start showing up with letters and +signs in there i currently have: 1.069e+006 coins.

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The only thing i am currently facing is the coin count on the hud. whenever you go higher then 999,990 the number will start showing up with letters and +signs in there i currently have: 1.069e+006 coins.

Set a bankmax limit.

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Zupa just like to say thanks for this.

 

i did'nt like the idea of 999 calls so..

 

i have a modified your 999 version, i have it working version using CHILD:500 calls (for data collection)

and arma2net for the updates (server db writes)

also uses pvs and pvc  calls.

 

i am sure you already have a working version on the above but if you want it just let me know and i post it.

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Zupa just like to say thanks for this.

 

i dind'nt like the idea of 999 calls so..

 

i have a modified your 999 version, i have it working version using CHILD:500 calls (for data collection)

and arma2net for the updates (server db writes)

also uses pvs and pvc  calls.

 

i am sure you already have a working version on the above but if you want it just let me know and i post it.

Whats is your issue with hive 999 compared with arma2net+mysql?

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Whats is your issue with hive 999 compared with arma2net+mysql?

 

 

i am quite new at this and from what i have read around the forums is 999 calls are buggy, and exploitable.? why did maca put a pull request on the Github?, and it not used for epoch?

 

i thought 500 calls were preferable, (although there is no modify?), and second to that arma2netmysql?  so i thought i would research that route.

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sorry if it seemed as if i was picking fault, i am not it just a personal preference,

 

i am quite new at this and from what i have read around the forums is 999 calls are buggy, and exploitable.? why did maca put a pull request on the Github?, and it not used for epoch?

 

i thought 500 calls were preferable, (although there is no modify?), and second to that arma2netmysql?  so i thought i would research that route.

 

 

no offence intended  just thought i could give a little input.

I am maca :)

 

using arma2net, u have to put the sql queries into the sqf code right? If this is the case, then either method is as exploitable as each other and using A2N is just adding more overheads to the server.

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Ow and those who would not know yet, this system is based on Maca's system. So most credits goes to him making it. 

 

Credits will be properly givin when the official post will be made. ( Also to all who worked for it).

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I am maca :)

 

using arma2net, u have to put the sql queries into the sqf code right? If this is the case, then either method is as exploitable as each other and using A2N is just adding more overheads to the server.

:o maca!

i am very new to this and still learning. thanks for the input.

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Set a bankmax limit.

Would setting a max on my bank fix the situatian with the numbers? there is stuff in the shops of very high value and thus require nearly your entire bank to be empty at once. i would like the donator max to be at 2-3 mil and normal at 1 mil.

Also is there a way to cap how much you can have on your body at once?

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i would like to add the coin and bank to my debug could anyone one help with this? just want it to say CASH and BAnk with the amount, this is my debug.

  • (/s "
while {sleep 1;hotkey_hitme == 1} do {
 
 
 hintSilent parseText format ["
    <t size='0.95' font='Bitstream' align='center' color='#FFBF00'>Survived %7 Days</t><br/>
    <t size='1.25' font='Bitstream'align='center' color='#D60000'>Pure Pc Gaming</t><br/>
<t size='1.15' font='Bitstream'align='center' color='#D60000'>purepcgaming.enjin.com</t><br/>
<t size='0.95' font='Bitstream' align='left' >[%18]</t><t size='0.95' font='Bitstream' align='right'>[FPS: %10]</t><br/>
<t size='0.95' font='Bitstream' align='left' >Players: %8</t><t size='0.95 'font='Bitstream' align='right'>Within 500m: %11</t><br/>
<t size='0.95' font='Bitstream' align='left' >Vehicles:</t><t size='0.95' font='Bitstream'align='right'>%13(%14)</t><br/>
<t size='0.95' font='Bitstream' align='left' >Zombies (alive/total): </t><t size='0.95' font='Bitstream' align='right'>%20(%19)</t><br/>
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Zombies Killed: </t><t size='0.95' font='Bitstream' align='right'>%2</t><br/>
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Headshots: </t><t size='0.95' font='Bitstream' align='right'>%3</t><br/>
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Murders: </t><t size='0.95' font='Bitstream' align='right'>%4</t><br/>
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Bandits Killed: </t><t size='0.95' font='Bitstream' align='right'>%5</t><br/>
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Humanity: </t><t size='0.95' font='Bitstream' align='right'>%6</t><br/>
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Blood: </t><t size='0.95' font='Bitstream' align='right'>%9</t><br/>
<t size='0.95' font='Bitstream' align='left' >GPS: %22</t><br/>
<t size='0.95' font='Bitstream'align='center' color='#D60000'>ts-purepcgaming.ts3dns.com</t><br/>
<t size='1.15' font='Bitstream'align='center' color='#5882FA'>Restart in %25 Minutes</t><br/>",
(name player),
(player getVariable['zombieKills', 0]),
(player getVariable['headShots', 0]),
(player getVariable['humanKills', 0]),
(player getVariable['banditKills', 0]),
(player getVariable['humanity', 0]),
(dayz_Survived),
(count playableUnits),
r_player_blood,
(round diag_fps),
(({isPlayer _x} count (getPos vehicle player nearEntities [["AllVehicles"], 500]))-1),
viewdistance,
(count([6800, 9200, 0] nearEntities [["StaticWeapon","Car","Motorcycle","Tank","Air","Ship"],25000])),
count vehicles,
(count([6800, 9200, 0] nearEntities [["Motorcycle"],25000])),
(count([6800, 9200, 0] nearEntities [["Air"],25000])),
(count([6800, 9200, 0] nearEntities [["Car"],25000])),
(gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'displayName')),
(count entities "zZombie_Base"),
({alive _x} count entities "zZombie_Base"),
(getPosASL player),
(mapGridPosition getPos player),
(count([6800, 9200, 0] nearEntities [["Ship"],25000])),
(round(getDir player)),
(round(180-(serverTime) / 60))
];
};
};")

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i would like to add the coin and bank to my debug could anyone one help with this? just want it to say CASH and BAnk with the amount, this is my debug.

  • (/s "
while {sleep 1;hotkey_hitme == 1} do {
 
 
 hintSilent parseText format ["
    <t size='0.95' font='Bitstream' align='center' color='#FFBF00'>Survived %7 Days</t><br/>
    <t size='1.25' font='Bitstream'align='center' color='#D60000'>Pure Pc Gaming</t><br/>
<t size='1.15' font='Bitstream'align='center' color='#D60000'>purepcgaming.enjin.com</t><br/>
<t size='0.95' font='Bitstream' align='left' >[%18]</t><t size='0.95' font='Bitstream' align='right'>[FPS: %10]</t><br/>
<t size='0.95' font='Bitstream' align='left' >Players: %8</t><t size='0.95 'font='Bitstream' align='right'>Within 500m: %11</t><br/>
<t size='0.95' font='Bitstream' align='left' >Vehicles:</t><t size='0.95' font='Bitstream'align='right'>%13(%14)</t><br/>
<t size='0.95' font='Bitstream' align='left' >Zombies (alive/total): </t><t size='0.95' font='Bitstream' align='right'>%20(%19)</t><br/>
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Zombies Killed: </t><t size='0.95' font='Bitstream' align='right'>%2</t><br/>
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Headshots: </t><t size='0.95' font='Bitstream' align='right'>%3</t><br/>
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Murders: </t><t size='0.95' font='Bitstream' align='right'>%4</t><br/>
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Bandits Killed: </t><t size='0.95' font='Bitstream' align='right'>%5</t><br/>
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Humanity: </t><t size='0.95' font='Bitstream' align='right'>%6</t><br/>
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Blood: </t><t size='0.95' font='Bitstream' align='right'>%9</t><br/>
<t size='0.95' font='Bitstream' align='left' >GPS: %22</t><br/>
<t size='0.95' font='Bitstream'align='center' color='#D60000'>ts-purepcgaming.ts3dns.com</t><br/>
<t size='1.15' font='Bitstream'align='center' color='#5882FA'>Restart in %25 Minutes</t><br/>",
(name player),
(player getVariable['zombieKills', 0]),
(player getVariable['headShots', 0]),
(player getVariable['humanKills', 0]),
(player getVariable['banditKills', 0]),
(player getVariable['humanity', 0]),
(dayz_Survived),
(count playableUnits),
r_player_blood,
(round diag_fps),
(({isPlayer _x} count (getPos vehicle player nearEntities [["AllVehicles"], 500]))-1),
viewdistance,
(count([6800, 9200, 0] nearEntities [["StaticWeapon","Car","Motorcycle","Tank","Air","Ship"],25000])),
count vehicles,
(count([6800, 9200, 0] nearEntities [["Motorcycle"],25000])),
(count([6800, 9200, 0] nearEntities [["Air"],25000])),
(count([6800, 9200, 0] nearEntities [["Car"],25000])),
(gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'displayName')),
(count entities "zZombie_Base"),
({alive _x} count entities "zZombie_Base"),
(getPosASL player),
(mapGridPosition getPos player),
(count([6800, 9200, 0] nearEntities [["Ship"],25000])),
(round(getDir player)),
(round(180-(serverTime) / 60))
];
};
};")

 

 

The coins are using the zombie headshots variable just change 

<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Headshots: </t><t size='0.95' font='Bitstream' align='right'>%3</t><br/>

to

<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Cash: </t><t size='0.95' font='Bitstream' align='right'>%3</t><br/>

 

 

as for the bank im cant remember what variable that uses

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missionConfigFile >> \"onMinimapScript" !="_this call (call compile GetText (configFile >> \"CfgAmmo\" >> _amm >> \"muzzleEffect\"));" !"z\\addons\\dayz_code\\" !"_menu ctrlSetEventHandler [\"ButtonClick\",_compile];\n};\n_pos set [3" !"{ _x set [1, compile (_x select 1)]; }" !"silver_1oz_b);\n\n{ \nif (!isNil {call compile" !"Var = compile format[\"epoch_death_board_record_" 5 createAgent !="_agent = createAgent [_type, _position, [], _radius, \"CAN_COLLIDE\"];" !="_agent = if (_type == \"Pastor\") then {createAgent [_type, _Pos, [], 0, \"NONE\"]} else {createAgent [_type, _Pos, [], 0, \"FORM\"]};" !="_dog = createAgent [_type, _Pos, [], 0, \"NONE\"];" 5 createDialog !="_region = createDialog \"RscDisplaySpawnSelecter\";" !="_gender = createDialog 'RscDisplayGenderSelect';" !="_dialog = createDialog \"bloodTest\";" !="createDialog 'RscDisplayCraftingMenu';" !="createDialog \"DAYZ_PADLOCK\";" !"createDialog 'horde_journal_" !"Z_ResetContainer = true;\ncreateDialog \"AdvancedTrading\";" !"createDialog \"DoorManagement\";\ncall DoorNearbyHumans;" !="createDialog \"ComboLockUI\";" !"createdialog \"PlotManagement\";\ncall PlotNearbyHumans;" !"_trader_data = (_this select 3);\n\n_dialog = createdialog \"TraderDialog\";" !"_ok = createdialog \"KeypadUI\";" !"EpochDeathBoardLoad = {\ncreatedialog \"EpochDeathBoardDialog\";" !="if(DZE_doorManagement) then {createdialog \"DoorAccess\";} else {createdialog \"ComboLockUI\";};" !"\ndisableSerialization;\ncreateDialog \"DZ_GroupDialog\";"!"createDialog \"atmDialog\";"!="createDialog \"BankDialog\";" !="createDialog \"GivePlayerDialog\";" 5 createDisplay 5 createMarker !"\"createMarkerLocal\"," !"rcreateMarkerLocal" !"if (isnil 'BIS_GITA_fnc_createMarkers' || false) then {" !"_marker = createMarkerLocal [format[\"groupMember" 5 createUnit !="_newUnit = _group createUnit [_class,respawn_west_original,[],0,\"NONE\"];" !="BIS_MPF_logic = BIS_MPF_dummygroup createUnit [\"Logic\", [1000,10,0], [], 0, \"NONE\"];" 5 createVehicleLocal !="_object = (_x select 1) createVehicleLocal [0,0,0];" !="_plant = _x createVehicleLocal (getMarkerPos \"center\");" !="_point = \"Logic\" createVehicleLocal getPosATL _unit;" !"_object = _type createVehicleLocal [0,0,0];" !="_obj = _class createVehicleLocal (getMarkerpos \"respawn_west\");" !" = \"#lightpoint\" createVehicleLocal " !" = \"#particlesource\" createVehicleLocal " !="_object = _ghost createVehicleLocal getMarkerpos \"respawn_west\";" !="_cursorTarget = _upgrade createVehicleLocal getMarkerpos \"respawn_west\";" !="_para = \"ParachuteWest\" createVehicleLocal [0,0,0];" !="_sign = \"Sign_arrow_down_large_EP1\" createVehicleLocal [0,0,0];" !"_obj = \"Sign_sphere10cm_EP1\" createVehicleLocal [0,0,0];" !="_objectSnapGizmo = \"Sign_sphere10cm_EP1\" createVehicleLocal [0,0,0];" !"_object2 = _ghost2 createVehicleLocal [0,0,0];\nhideObject _object;" 5 ctrlAddEventHandler 5 ctrlSetPosition !="_control ctrlSetPosition [_posX, _posY];" !"3,_h]};\n_control ctrlsetposition _pos;" !="_control ctrlSetPosition [0, (_y + _deltaY)];" !="_disp_ctrl ctrlSetPosition [_posX, _posY];" !="_control ctrlSetPosition _grpPos;" !="_group ctrlSetPosition _pos;" !="_control ctrlSetPosition [_controlPos select 0, _controlPos select 1, _controlPos select 2, 0.03921 * _lines];" !="((uiNamespace getVariable 'DAYZ_GUI_waiting') displayCtrl 1400) ctrlSetPosition _sandLevel;" !="_delayControl ctrlSetPosition [0, _pos];" !="_icon ctrlSetPosition [(_screen select 0),(_screen select 1),.99,.65];" 5 cutText !"_layer cuttext [\"\",\"plain\"];\n};\nmissionnamespace" !"\n\n\n3100 cuttext [\"\",\"plain\"];" !"} else {\n16 cutText [\"\",\"PLAIN\"];" !"exitWith {\n1 cutText [localize \"" !"progress_monitor.sqf\";\n0 cutText ['','BLACK',0]" !="8 cutText [\"\",\"PLAIN\"];" 5 deleteMarker !"} count allDead;\n\n\nif (dayz_oldBodyCount > _bodyCount) then {" 5 displayAddEventHandler !"bis_fnc_halo_keydown_eh = (finddisplay 46) displayaddeventhandler [\"keydown\",\"_this call bis_fnc_halo_keydown;\"];" 5 displaySetEventHandler 5 enableEnvironment 5 endMission !rendMission !"clearWeaponCargo\",\n\"endMission\"," !"enablesimulation\", \"endMission\"," !"lize \"str_player_login_timeout\", \"PLAIN DOWN\"];\nuiSleep 5;\nendMission" !"\npublicVariableServer \"PVDZ_sec_atp\";\nendMission \"LOSER\";\n};\n" !"Terminate\",\"BACK\"];\ncamDestroy _camera;\n\nendMission" !"endMission \"END1\";\n\n\ndayz_authed = true" 1 execVM !rexecVM !"\"execVM\", " !="[] execVM \"initJIPcompatible.sqf\";" !="_script = [] execVM (BIS_MP_Path + BIS_PATH_SQF + \"JIPWaitFor.sqf\");" !"execVM \"\\ca\\Data\\" !"execVM '\\ca\\Data\\" !"execVM \"\\ca\\missions" !"execVM 'ca\\modules\\" !"execVM \"ca\\modules\\" !"'\\ca\\ui\\" !"\"\\ca\\ui\\" !"scriptName \"MP\\data\\script" !"_handle\"];\n_handle = [_display] execVM _script;\n}" !"execVM '\\z\\addons\\dayz_code\\" !"execVM 'z\\addons\\dayz_code\\" !"execVM \"z\\addons\\dayz_code\\" !"execVM \"\\z\\addons\\dayz_code\\" !"execVM (\"\\z\\addons\\dayz_code\\" !="dayz_rulesHandle = execVM \"rules.sqf\";" !"execvm '\\ASC\\" !"\\usec_ch53\\scripts\\" !"execVM (_actionDir + \"warn.sqf" 5 failMission !rfailMission !"failMission\",\n\"titleCut\"," !"fadeSound\", \"failMission\"," !"if (_debug == 1) then {\ndiag_log (\"End Mission\");\n};\n\nfailMission" 5 forceEnd 5 groupIcon 5 HelicopterExplo !"(isNull _who) then {\nif (_ammo != \"\" && _ammo isKindOf \"HelicopterExplo" !"_v = thisTrigger getVariable [\"obj\", objNull];\n" !"_v = thisTrigger getVariable [\"\"obj\"\", objNull];\n" !"\n\n\nremoveallweapons _v;\n\nif (local _v) then {_expl=\"HelicopterExplo" 5 hideObject !rhideObject !"\"hideObject\"" !"(_x select 0) nearestObject (_x select 1);\n_object hideObject" !"_object2 = _ghost2 createVehicleLocal [0,0,0];\nhideObject _object;" 5 hint !", \"_postFix\"" !rhint !rtaskHint !"\"hint\", " !"\"hintC\", " !"\"taskHint\"," !"_controlHintButton ctrlSettext \"Objectives\";" !"hint (localize \"strwf" !"'BIS_fnc_hints'" !sched_planthint !"call ui_initDisplay;\nhintSilent \"\"" !"hintSilent localize \"str_player_low" 5 lbCurSel !"_selectedUserIndex = lbCurSel _lbUsersControl;" !="profileNamespace setVariable ['statusUI',(lbCurSel (_this select 0))];" !="profileNamespace setVariable ['streamerMode',(lbCurSel (_this select 0))];" !"_index = lbCurSel _lbcontrol;\n_selectedItem" !"_selected = lbCurSel _list;\n_classname = _list lnbData [_selected, 2];" !="_friendName = _userList lbText (lbCurSel _userList);" !")] call Z_" !"(lbCurSel 7421) call Z_fillCategoryList" !"] call Door" !"] call Plot" !"[(lbCurSel 12001)] " !="[(lbCurSel 21000), ((ctrlParent (_this select 0)) displayCtrl 21001)] spawn EpochDeathBoardClick;" !"((ctrlParent (_this select 0)) closeDisplay 2);" !="_uid = _playerList lbData (lbCurSel _playerList);" !"_myGroup lbData (lbCurSel _myGroup);" 5 lbSet !"_lbUsersControl lbSetColor [_x, [1,0,0,1]];" !"\n_control lbSetColor [_x, _color];\n};" !"_weaponsLBSetFocus" !="(_this select 0) displayCtrl _idc lbSetCurSel (profileNamespace getVariable [_var,_default]);" !="(_display displayCtrl 105) lbSetColor [_i, [0.06, 0.05, 0.03, 1]];" !" [7421," !"lbSetPicture [7422, _index" !"lbSetPicture [7402, _index" !"lbSetPicture [7401, _index" !="_userList lbSetData [(lbSize _userList) -1,_friendUID];" !" [TraderDialogItemList, _index, " !"_myGroup lbSetData [_index,getPlayerUID _x];" 5 loadFile 5 menu !",\"MenuSelected\",\"Draw\",\"VideoStop" !"_menu = _parent displayCtrl (1600 + _i);\n_menu ctrlShow " !="createDialog 'RscDisplayCraftingMenu';" !"BIS_fnc_commsMenu" !"BIS_fnc_kbMenu" !"call gear_ui_offMenu;" !"dayz_inflame_showMenu" !"\"showCommandingMenu\", " !"rshowCommandingMenu" !"menu_" !"use action menu to " !"\"_menu\",\"_menu1\"" !"PVDZE_plr_TradeMenu" !"fn_gearMenuChecks" !"fn_pauseMenuChecks" 5 onMapSingleClick 5 player_humanityMorph !"fn_surfaceNoise.sqf\";\nplayer_humanityMorph = compile preprocessFileLineNumbers \"\\z" !"addMagazine _itemNew;\n_morphHandle = [dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph;\n}" !"<= -2000) then {\nif (_isMen || _isMenH) then {\n[dayz_playerUID,dayz_characterID,\"Bandit1_DZ\"] spawn player_humanityMorph" !"#line 1 \"z\\addons\\dayz_code\\compile\\player_humanityMorph.sqf" 5 playableUnits !"for [{_y=0},{_y < count(playableUnits)},{_y=_y+1}] do {" !"typeName player == \"OBJECT\" && {(player in playableUnits" !"AND {((alive _x) AND {((vehicle _x) distance _obj < 150)})}} count playableUnits)}) then {" !="_local = { _unit distance _x < _dis; } count playableUnits <= 1;" !"if (!_isOk) exitWith {false};\nuiSleep 0.001;\n} forEach playableUnits;" !"ManagementMustBeClose) then { player nearEntities [\"CAManBase\", 10] } else { playableUnits };" 5 positionCameraToWorld 5 removeAllEventHandlers !"_WarnFuel = false;\n};\n\n};\n\n_vehicle removeAllEventHandlers \"IncomingMissile" !"leep _wait;} else {sleep (_wait * 4);};\n};\n\n_vehicle removeAllEventHandlers \"Dammaged" !"lse\"];\n{\n(findDisplay 12) displayCtrl 51 ctrlRemoveAllEventHandlers" !"select 1,0] nearestObject (_x select 2);\n_building removeAllEventHandlers" !"\n\n\n\nif (_this isKindOf \"AllVehicles\") then {\n\n_this removeAllEventHandlers" !"With {};\n\n_old = player;\n_old removeAllEventHandlers \"FiredN" !"\npublicVariableServer \"PVDZ_veh_Save\";\n};\n};\n\n\n_unit removeAllEventHandlers" 5 selectPlayer !"addSwitchableUnit dayz_originalPlayer;\nsetPlayable dayz_originalPlayer;\nselectPlayer dayz_originalPlayer;" !"addSwitchableUnit _newUnit;\nsetPlayable _newUnit;\nselectPlayer _newUnit;" 5 serverCommand !="_character = if (serverCommandAvailable \"#kick\") then { call sched_tg_follow } else { player };" !"serverCommand (\"#vote kick \" + _selectedName);" 5 setAperture !"select 1);\n\nif(_NVOn == \"ON\") exitwith\n{\nsetaperture -1" !"+_inc;\n\n_NVOn = (_NV select 0);\n\nif(_NVOn == \"ON\") then {\n\nsetAperture" 5 setCamUseTI 5 setDamage !"if (_entity isKindOf \"Animal\") then {\n_entity setDamage 1;" !"player setDamage 1;\n};\n\nif (dayz_onBack != \"\") then {\nif (dayz_onBack in w" !"if (_ent isKindOf \"Animal\" || _ent isKindOf \"zZombie_base\") then {\n_ent setDamage 1;" 5 setDammage 5 setDate !rsetDate !"\"setDate\", " !"\n\n\nif (!isDedicated) then {\n\"dayzSetDate\" addPublicVariableEventHandler {" !"if (_x != _newdate select _forEachIndex) exitWith {\nsetDate _newdate" !"plr_Login1]; \nPVDZ_send = [player,\"dayzSetDate\",[player]];\npublicVariableServer" !="!isNil \"dayzSetDate\"" !"diag_log ['Date & time received:', dayzSetDate];\nsetDate dayzSetDate;\ndiag" 5 SetEventHandler !"\n_menu ctrlSetEventHandler [\"ButtonClick\",_compile];\n};" !"inGameUISetEventHandler [\"Action\",\"false\"];" 5 setMarkerAlpha 5 setMarkerBrush 5 setMarkerColor !",if (_vehicle == _x) then {name _x} else {_vehicle call dayz_getCrew}];\n_marker setMarkerColorLocal \"ColorGreen\";" 5 setMarkerDir 5 setMarkerPos !"\"setMarkerPosLocal\"," !"rsetMarkerPosLocal" 5 setMarkerShape 5 setMarkerSize 5 setMarkerText !",if (_vehicle == _x) then {name _x} else {_vehicle call dayz_getCrew}];\n_marker setMarkerColorLocal \"ColorGreen\";" 5 setMarkerType !",if (_vehicle == _x) then {name _x} else {_vehicle call dayz_getCrew}];\n_marker setMarkerColorLocal \"ColorGreen\";" 5 setPosASL !="_unit setPosAsl [(_position select 0), (_position select 1), (LHA_height+1)];" !="_flame setPosASL [_pos select 0,_pos select 1,(_pos select 2)+0.2];" !="_fire setPosASL _location;" !"_objectHelper setPosASL _position;\n} else {" !"_b0x1337 setPosASL (getPosASL player);\n} else {" !"_obj setPosASL [_center select 0, _a, _b];" !"_objectSnapGizmo setPosASL " !"_para setposasl [\n" !"_thingy setPosASL (ATLToASL _pos);\n} else {" 5 setTerrainGrid !"if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers \"" 5 setUnitRecoilCoefficient 5 setVehicle !"if(_status) then {\n_vehicle setVehicleLock \"LOCKED\";\n} else {\n_vehicle setVehicleLock \"UNLOCKED\";\n};" 5 setViewDistance 5 sideLogic !"publicVariable \"BIS_MPF_logic\";" 5 switchCamera !"\"switchCamera\", " !"rswitchCamera" !="player switchCamera (Dayz_constructionContext select 2);" !"player switchCamera _currentCamera;\nif (_currentWpn !=" 5 systemChat !="systemChat format[localize \"str_missing_to_do_this\", _x];" !"systemChat (localize " !"systemChat format[localize \"STR_EPOCH_" !"systemChat localize \"STR_EPOCH_" !"case \"system\": {systemChat _message;};" 5 title !"titleCut [\"\", \"BLACK " !"\"titleCut\", " !"\"titleText\"" !="rtitleCut = 'titleCut'" !"rtitleCutc" !="rtitleText = 'titleText'" !"rtitleTextc" !"(_missionTextListPath >> \"titles\")" !"(_display displayCtrl _titleIDC) ctrlShow false;" !"titleText [format[localize \"str_return_lobby\", _x" !",\"_titleText\"" !"localize 'STR_UI_GENDER_TITLE';\n_timeNem" !="scriptName \"MP\\data\\scriptCommands\\titleText.sqf\";" !_fillTradeTitle !_bldTxtStringTitle !"localize \"str_halo_altitude_speed" 5 toString !"_animCheck = toString ([(_animStateArray select 0),(_animStateArray select 1)" !="_skinToModel = toString (_finalArray);" !="{_textArrayTemp = _textArrayTemp + [tostring [_x]]} foreach _line;" !="_cmpt = toString _cmpt;" !="_objName = toLower(toString(_objName));" !"if (toString _hayArr != _needle) then {" !="_type = toString _typeA;" !="_anim4 = toString _anim4;" !"{(count _stance>17)}) then {toString [_stance select 17]}" !"BIS_fnc_timeToString" !"02, if (typeName _name == \"ARRAY\") then {toString _name} else {_name}];"!"_input = parseNumber (toString (_input));" 5 worldTo !="_relPos = _building worldToModel _point;" !"if (_isPlayer) then {\n_x = _pos worldToModel _new;" !"_w2m = _x worldToModel (getPosATL player);\n_bb = (boundingbox _x) select 1;" !="_h = _offset + ((_o worldToModel (getPosATL _o)) select 2);" !"_pos set [2,(_pos select 2) + 1.5];\n_screen = worldToScreen _pos;\n_text = composeText [image" //The best use of this file is filtering commonly used scripting commands, because they are always the same when compiled and executed. See: https://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 //Filtering strings, variable names and code snippets is less effective because they can easily be changed or obfuscated in a near infinite number of ways //Always test after modifying by executing code on yourself. Ensure you are kicked or logged appropriately. One error in this file can break functionality of all filters and exceptions beyond that point. //Note ! and != currently behave identically in scripts.txt, there is no advantage to using one over the other //Note currently scripts.txt does not support regex, so the only characters that need to be escaped are literal double quotes " and literal backslash \ //Note tabs and spaces used as indents are stripped out automatically and do not need to be included in exceptions //Note code is filtered as it appears when it is executed. Macros in scripts and % in formats will be replaced with their real values. Double quotes ""x"" or ''x'' nested in strings will appear as single quotes. Formatting characters will be stripped from FSMs.  
    • By iben
      Hello guys,
      do you remember old "Paint vehicles" script? Let's look back to idea fathers:
      ===
      CREDITS:
      All credits goes to its original authors:
      DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) (visit them on github)
      Maca134 for orginal color vehicle script.
      @Zupa for the idea of painting vehicles in two different colors.
      @0verHeaT for script public release - this version we are updating for 1.0.6.1+ (see original thread)
      @raymix for list of paintable vehicles for this script (see original thread)
      ---
      Special Thank you goes to @DAmNRelentless for taking care of Github repo.
       ===
      This script was updated for Epoch 1.0.6.2 and upgraded.
      ===
      FEATURES:
      Vehicles can be painted in two different colors Only vehicles which you own can be painted (vehicles with key) Only vehicles in ColourVehicles array can be painted Script is designed to be used along with Single currency. Player will pay for painting vehicles. UPDATED: Color values are saved in the worldspace field in database NEW: Vehicles can be unpainted to default state (default textures are loaded) UPDATED: Vehicles can be painted using GUI with visual enhancements. Use PaintVehicles defines.hpp for defining custom GUI color scheme UPDATED: Script is now fully compatible with Virtual Garage and Vehicle Key Changer (VKC) script thanks to @salival (2017-08-22).
      All scripts by @salival and this one prior update date should be upgraded to get much better player experience! UPDATED: for Epoch 1.0.6.2 ===
      Changelog:
      [2017-05-22], v1.0 | Initial release [2017-05-25], v1.1 | Optimized compiles: 5 files reduced to 1. See changes: [commit  ae29c13] [2017-08-20], v1.2 | Regular code maintenance. See changes: [commit 682f99a] and [commit 7cd8fce] [2017-10-23], v1.3 | Roll back to full version of player_forceSave (uniCoins fix: Issue not related to script itself). [2017-12-04], v1.4 | Safer manipulation with data sending to server. Basic defines fix - from sqf to hpp.  See changes: [commit 2735dea] [2017-29-04], v1.5 | Update for Epoch 1.0.6.2 [2017-29-04], v1.5.1 | FIX: fn_selfAction path (thx @hooty): [commit 38fe105] ===
      How it looks like:

      === database screenshot

      ===
      MiniShowcase
      ===
      How to install:
      We are not using common way how is script included to current folder structure (like grab whole folder and put it to the root of mission folder) - 
      that's why read carefully, use repo folder structure (or similar) and compare tool like diffmerge! If you have troubles, just ask here or send me PM.
      Source files are available at Github repo. You can download them from here.
      For client side we need these folders in the root of your 'MPMissions\Dayz_Epoch_11.Chernarus' folder:
      actions: we will store file with scroll action menu command Paint vehicle here compile: we will store core script client files here Configs: we will store defines && dialog config files for script GUI here gui:  we will store your "Money" or "Coins" picture here (Change path inside: `dayz_code\compile\player_paintVehicle.sqf`) init: we will load all compiles and variables from here ... and finaly files:
      description.ext: we will load your defines and dialogs from here via master.hpp init.sqf: we will load your custom compiles and variables from here For server side (dayz_server) we need to touch these files:
      compiles\paintVehicles  (copy whole folder to compiles) compiles\server_updateObject.sqf system\server_monitor.sqf init\server_functions.sqf (compile init.sqf) ===
      Battleye
      // Add an exception to publicvariable.txt !="PVDZE_veh_Color" ===
      infiSTAR
      // Add an exception to allowed dialogs 571113 ===
      ...that's all, Have Fun!!
      Cheers...
      ===
    • By Bricktop
      **NEW** Manup-PvPvE | v1.0.6.2 | 5-Mil + KITS | Player Teleport | VirtGarage | Banks | Checks | Perks | Cap&Hold | GemCraft | Semi-Mil | High [email protected]@T

       
      ==============================
      M A N U P - 1.0.6.2 - U P D A T E
      The NEW SERVER is Unlocked! 
      DayZ Overpoch Chernarus 1.0.6.2
      IP: 216.244.87.253:6302
      This is a PvPvE Militarized Server with High Loot and High Risk 
      $5,000,000 Start coins + Cinder & Metal Base kit

      ==============================
      MODS - EDITS - SCRIPTS
      ==============================
      > Suicide
      > Earplugs
      > Auto Run
      > Tow & Lift
      > Safe Zones
      > Flip Vehicle 
      > Plot For Life
      > Bury Bodies
      > Take Clothes
      > Click Actions
      > Harvest Hemp
      > Service Points
      > Locate Vehicle
      > Virtual Garage
      > Player Teleport
      > Custom Traders
      > Global Banking
      > Free Spawn Kits
      > Tanks and APC's
      > Attack Choppers
      > Scan For Players
      > Deploy Anything
      > KO Melee Combat
      > Plot Management
      > Scan For Animals
      > Scan For Zombies
      > Treasure Hunting
      > Turn On/Off Grass 
      > Snap With Vectors
      > Custom Trader City
      > Group Management
      > Garage Door Opener
      > Safe Zone Relocate
      > Custom Action Wheel 
      > Vehicle Key Changer
      > Humanity Spawn Kits
      > Custom Event Crates
      > No Spawn Restriction
      > Sell On Site Missions
      > Change View Distance
      > Custom Debug Monitor
      > Player Zombie Shields
      > remote vehicle options
      > Humanity spawn vehicles 
      > Community Localizations
      > Humanity Spawn Classes
      > Custom Military locations
      > Custom Cap & Hold Missions
      > Custom NEAF / NWAF / BALOTA
      > Door Management With Eye Scan
      > More custom stuff inside ....

      ==============================
      Special thanks to @salival  for all his help with the conversion. I couldn't of done it with out you!
      ==============================
      Thanks For Playing ManUp - Enjoy and Please report any bugs.
      http://steamcommunity.com/groups/manupsurvival#
      https://discord.gg/V85spbD


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