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[Release] Admin Tools view/add/remove currency from players

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Oh that must be it.

Im using Zupa's Gui for banking but not the Hud that comes with SC.

 

Not a problem, i followed the achmed's post and i've done it his way , works great.

 

Thanks for the help anyway :)

 

Ok, great. No problem.

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To add it to the infiSTAR menu with out any additional files you need to set the amount to give per click and cant enter an amount to give or view there balance etc.

 

for those who want to do it that way this is how you do it.

 

This gives you the option to give and remove 100,1000,10000 & 100000 coins to a selected player

 

 

Find

                adminadd = adminadd + ["  Give Ammo",admin_give_ammo,"0","0","0","1",[0,0.8,1,1]];

On the line before this add

		adminadd = adminadd + ["  Give -10000 Humanity",adminHumanityMinus10000,"0","0","0","1",[0,0.8,1,1]];
		adminadd = adminadd + ["  Give +100 Coins to player",adminCashAdd100,"0","0","0","1",[0,0.8,1,1]];
		adminadd = adminadd + ["  Give +1000 Coins to player",adminCashAdd1000,"0","0","0","1",[0,0.8,1,1]];
		adminadd = adminadd + ["  Give +10000 Coins to player",adminCashAdd10000,"0","0","0","1",[0,0.8,1,1]];
		adminadd = adminadd + ["  Give +100000 Coins to player",adminCashAdd100000,"0","0","0","1",[0,0.8,1,1]];
		adminadd = adminadd + ["  Give -100 Coins to player",adminCashRemove100,"0","0","0","1",[0,0.8,1,1]];
		adminadd = adminadd + ["  Give -1000 Coins to player",adminCashRemove1000,"0","0","0","1",[0,0.8,1,1]];
		adminadd = adminadd + ["  Give -10000 Coins to player",adminCashRemove10000,"0","0","0","1",[0,0.8,1,1]];
		adminadd = adminadd + ["  Give -100000 Coins to player",adminCashRemove100000,"0","0","0","1",[0,0.8,1,1]];

Find

	adminHumanityMinus =
	{
		{
			if (name _x == _this select 0) then
			{
				_humanity = _x getVariable['humanity',0];
				_x setVariable['humanity',_humanity-2500,true];
				hint format['Gave %1 -2500 Humanity!',_this select 0];
				
				_sl = format['%1 minus 2500 Humanity to %2',name player,_this select 0];
				PVAH_WriteLogReq = [player,_sl];
				publicVariableServer 'PVAH_WriteLogReq';
			};
		} forEach playableUnits;
	};

Add after

	adminCashAdd100 =
	{
		{
			if (name _x == _this select 0) then
			{
				_cash = _x getVariable['cashMoney',0];
				_x setVariable['cashMoney',_cash+100,true];
				hint format ['Gave %1 100 Coins!',_this select 0];
				
				_sl = format['%1 100 Coins to %2',name player,_this select 0];
				PVAH_WriteLogReq = [player,_sl];
				publicVariableServer 'PVAH_WriteLogReq';
			};
		} forEach playableUnits;
	};
	adminCashAdd1000 =
	{
		{
			if (name _x == _this select 0) then
			{
				_cash = _x getVariable['cashMoney',0];
				_x setVariable['cashMoney',_cash+1000,true];
				hint format ['Gave %1 1000 Coins!',_this select 0];
				
				_sl = format['%1 1000 Coins to %2',name player,_this select 0];
				PVAH_WriteLogReq = [player,_sl];
				publicVariableServer 'PVAH_WriteLogReq';
			};
		} forEach playableUnits;
	};
	adminCashAdd10000 =
	{
		{
			if (name _x == _this select 0) then
			{
				_cash = _x getVariable['cashMoney',0];
				_x setVariable['cashMoney',_cash+10000,true];
				hint format ['Gave %1 10000 Coins!',_this select 0];
				
				_sl = format['%1 10000 Coins to %2',name player,_this select 0];
				PVAH_WriteLogReq = [player,_sl];
				publicVariableServer 'PVAH_WriteLogReq';
			};
		} forEach playableUnits;
	};
	adminCashAdd100000 =
	{
		{
			if (name _x == _this select 0) then
			{
				_cash = _x getVariable['cashMoney',0];
				_x setVariable['cashMoney',_cash+100000,true];
				hint format ['Gave %1 100000 Coins!',_this select 0];
				
				_sl = format['%1 100000 Coins to %2',name player,_this select 0];
				PVAH_WriteLogReq = [player,_sl];
				publicVariableServer 'PVAH_WriteLogReq';
			};
		} forEach playableUnits;
	};
	adminCashRemove100 =
	{
		{
			if (name _x == _this select 0) then
			{
				_cash = _x getVariable['cashMoney',0];
				_x setVariable['cashMoney',_cash-100,true];
				hint format ['Gave %1 -100 Coins!',_this select 0];
				
				_sl = format['%1 -100 Coins to %2',name player,_this select 0];
				PVAH_WriteLogReq = [player,_sl];
				publicVariableServer 'PVAH_WriteLogReq';
			};
		} forEach playableUnits;
	};
	adminCashRemove1000 =
	{
		{
			if (name _x == _this select 0) then
			{
				_cash = _x getVariable['cashMoney',0];
				_x setVariable['cashMoney',_cash-1000,true];
				hint format ['Gave %1 -1000 Coins!',_this select 0];
				
				_sl = format['%1 -1000 Coins to %2',name player,_this select 0];
				PVAH_WriteLogReq = [player,_sl];
				publicVariableServer 'PVAH_WriteLogReq';
			};
		} forEach playableUnits;
	};
	adminCashRemove10000 =
	{
		{
			if (name _x == _this select 0) then
			{
				_cash = _x getVariable['cashMoney',0];
				_x setVariable['cashMoney',_cash-10000,true];
				hint format ['Gave %1 -10000 Coins!',_this select 0];
				
				_sl = format['%1 -10000 Coins to %2',name player,_this select 0];
				PVAH_WriteLogReq = [player,_sl];
				publicVariableServer 'PVAH_WriteLogReq';
			};
		} forEach playableUnits;
	};
	adminCashRemove100000 =
	{
		{
			if (name _x == _this select 0) then
			{
				_cash = _x getVariable['cashMoney',0];
				_x setVariable['cashMoney',_cash-100000,true];
				hint format ['Gave %1 -100000 Coins!',_this select 0];
				
				_sl = format['%1 -100000 Coins to %2',name player,_this select 0];
				PVAH_WriteLogReq = [player,_sl];
				publicVariableServer 'PVAH_WriteLogReq';
			};
		} forEach playableUnits;
	};

I did also try to do the same for the banked money. In game it showed that the money had changed however if the player logged out before doing any banking the database was not updated. Not sure why this happened as the only difference is the variable used. Didnt bother looking into it much as the above works as the player can just bank the money them self

Im pretty sure this is someone elses script.

For got his name but im sure he released it the same day as zupa released his currency script.

Here: http://devzupa.be/forum/viewtopic.php?id=3

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What about Zupa's Single Currency 3.0 (default hive, no global bank)? Is either version stored in the same location in database, or will I need to change something to make it work with 3.0?

 

to use this with ZSC use this:

 

add to currency_dialog.hpp at the top of the file

//------------- Zupa's Single Currency 3.0 -------------//

class Life_RscText {
	x = 0;
	y = 0;
	h = 0.037;
	w = 0.3;
	type = 0;
	style = 0;
	shadow = 1;
	colorShadow[] = {0, 0, 0, 0.5};
	font = "Zeppelin32";
	SizeEx = "(			(			(			((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
	text = "";
	colorText[] = {1, 1, 1, 1.0};
	colorBackground[] = {0, 0, 0, 0};
	linespacing = 1;
	tooltipColorText[] = {1,1,1,1};
	tooltipColorBox[] = {1,1,1,1};
	tooltipColorShade[] = {0,0,0,0.65};
};
class RscTextT
{
	access = 0;
	type = 0;
	idc = -1;
	colorBackground[] = {0,0,0,0};
	colorText[] = {0.8784,0.8471,0.651,1};
	text = "";
	fixedWidth = 0;
	x = 0;
	y = 0;
	h = 0.037;
	w = 0.3;
	style = 0;
	shadow = 2;
	font = "Zeppelin32";
	SizeEx = 0.03921;
};

class Life_RscEdit {
	type = 2;
	style = 0x00 + 0x40;
	font = "Zeppelin32";
	shadow = 2;
	sizeEx = "(			(			(			((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
	colorBackground[] = {0, 0, 0, 1};

	colorText[] = {0.95, 0.95, 0.95, 1};
	colorDisabled[] = {1, 1, 1, 0.25};
	autocomplete = false;
	colorSelection[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 1};
	canModify = 1;
	soundPush[] = { "", 0, 1 };
	soundEnter[] =	{ "", 0, 1 };
	soundClick[] ={ "", 0, 1 };
	soundEscape[] ={ "", 0, 1 };
	sound[] ={ "", 0, 1 };
};
		
class Life_RscTitle : Life_RscText {
	style = 0;
	sizeEx = "(			(			(			((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
	colorText[] = {0.95, 0.95, 0.95, 1};
};

class Life_RscShortcutButton {
	idc = -1;
	style = 0;
	default = 0;
	shadow = 1;
	w = 0.183825;
	h = "(		(		((safezoneW / safezoneH) min 1.2) / 1.2) / 20)";
	color[] = {1,1,1,1.0};
	colorFocused[] = {1,1,1,1.0};
	color2[] = {0.95,0.95,0.95,1};
	colorDisabled[] = {1,1,1,0.25};
	colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])",1};
	colorBackgroundFocused[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])",1};
	colorBackground2[] = {1,1,1,1};
	animTextureDefault = "gui\normal_ca.paa";
	animTextureNormal = "gui\normal_ca.paa";
	animTextureDisabled = "gui\normal_ca.paa";
	animTextureOver = "gui\over_ca.paa";
	animTextureFocused = "gui\focus_ca.paa";
	animTexturePressed = "gui\down_ca.paa";
	periodFocus = 1.2;
	periodOver = 0.8;
	class HitZone
	{
		left = 0.0;
		top = 0.0;
		right = 0.0;
		bottom = 0.0;
	};
	class ShortcutPos
	{
		left = 0;
		top = "(			(		(		((safezoneW / safezoneH) min 1.2) / 1.2) / 20) - 		(			(			(			((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)) / 2";
		w = "(			(			(			((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1) * (3/4)";
		h = "(			(			(			((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
	};
	class TextPos
	{
		left = "(			(			(			((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1) * (3/4)";
		top = "(			(		(		((safezoneW / safezoneH) min 1.2) / 1.2) / 20) - 		(			(			(			((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)) / 2";
		right = 0.005;
		bottom = 0.0;
	};
	period = 0.4;
	font = "Zeppelin32";
	size = "(			(			(			((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
	sizeEx = "(			(			(			((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
	text = "";
	action = "";
	class Attributes
	{
		font = "Zeppelin32";
		color = "#E5E5E5";
		align = "left";
		shadow = "true";
	};
	class AttributesImage
	{
		font = "Zeppelin32";
		color = "#E5E5E5";
		align = "left";
	};
	
	soundPush[] = { "", 0, 1 };
	soundEnter[] =	{ "", 0, 1 };
	soundClick[] ={ "", 0, 1 };
	soundEscape[] ={ "", 0, 1 };
	sound[] ={ "", 0, 1 };
};

class Life_RscButtonMenu : Life_RscShortcutButton {
	idc = -1;
	type = 16;
	style = "0x02 + 0xC0";
	default = 0;
	shadow = 0;
	x = 0;
	y = 0;
	w = 0.095589;
	h = 0.039216;
	animTextureNormal = "#(argb,8,8,3)color(1,1,1,1)";
	animTextureDisabled = "#(argb,8,8,3)color(1,1,1,1)";
	animTextureOver = "#(argb,8,8,3)color(1,1,1,1)";
	animTextureFocused = "#(argb,8,8,3)color(1,1,1,1)";
	animTexturePressed = "#(argb,8,8,3)color(1,1,1,1)";
	animTextureDefault = "#(argb,8,8,3)color(1,1,1,1)";
	colorBackground[] = {0,0,0,0.8};
	colorBackgroundFocused[] = {1,1,1,1};
	colorBackground2[] = {0.75,0.75,0.75,1};
	color[] = {1,1,1,1};
	colorFocused[] = {0,0,0,1};
	color2[] = {0,0,0,1};
	colorText[] = {1,1,1,1};
	colorDisabled[] = {1,1,1,0.25};
	period = 1.2;
	periodFocus = 1.2;
	periodOver = 1.2;
	size = "(			(			(			((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
	sizeEx = "(			(			(			((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
	tooltipColorText[] = {1,1,1,1};
	tooltipColorBox[] = {1,1,1,1};
	tooltipColorShade[] = {0,0,0,0.65};
	class TextPos
	{
		left = "0.25 * 			(			((safezoneW / safezoneH) min 1.2) / 40)";
		top = "(			(			(			((safezoneW / safezoneH) min 1.2) / 1.2) / 25) - 		(			(			(			((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)) / 2";
		right = 0.005;
		bottom = 0.0;
	};
	class Attributes
	{
		font = "Zeppelin32";
		color = "#E5E5E5";
		align = "left";
		shadow = "false";
	};
	class ShortcutPos
	{
		left = "(6.25 * 			(			((safezoneW / safezoneH) min 1.2) / 40)) - 0.0225 - 0.005";
		top = 0.005;
		w = 0.0225;
		h = 0.03;
	};
	textureNoShortcut = "";
};

//------------- Zupa's Single Currency 3.0 -------------//

 

same file disable the bank buttons with /* */ like this

/*        class CurrencyAddBankButton : life_RscButtonMenu 
		{
			idc = -1;
			text = "Add bank";
			colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5};
			onButtonClick = "[(ctrlText 15003),currencyTarget,'add','bank'] spawn CurrencyTransferMoney; ((ctrlParent (_this select 0)) closeDisplay 9000);";
			colorText[] = {0.8784,0.8471,0.651,1};
			x = 0.4;
			y = 0.495;
			w = (6 / 30);
			h = (1 / 25);
		}; */
/*		class CurrencyRemoveBankButton : life_RscButtonMenu 
		{
			idc = -1;
			text = "Remove bank";
			colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5};
			onButtonClick = "[(ctrlText 15003),currencyTarget,'remove','bank'] spawn CurrencyTransferMoney; ((ctrlParent (_this select 0)) closeDisplay 9000);";
			colorText[] = {0.8784,0.8471,0.651,1};
			x = 0.4;
			y = 0.585;
			w = (6 / 30);
			h = (1 / 25);
		}; */

 

then it should work

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I did the fix for zsc 3.0 and still get no dialog box, error went away except for one in the prt. but no dialog box. I'm going to try to debug this again today, but if anyone has a fix or having the same issue, let me know how or if you worked it out. I'll post my fix when i can.

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On 20/08/2015 at 8:13 PM, deicide said:

I did the fix for zsc 3.0 and still get no dialog box, error went away except for one in the prt. but no dialog box. I'm going to try to debug this again today, but if anyone has a fix or having the same issue, let me know how or if you worked it out. I'll post my fix when i can.

had the same problem had a play about and managed to get the dialog box to work now see the box and can give and remove coins as intended

apply Zupa's Single Currency 3.0 fix as above then copy and paste in admintoolsmain.sqf

["Currency Menu >>",[],"#USER:CurrencyMenu", -5, [["expression", ""]], "1", "1"],

under

["Humanity Menu >>",[],"#USER:HumanityMenu", -5, [["expression", ""]], "1", "1"],

then under

//Main menu to handle humanity changing
HumanityMenu =
[
["",true],
    ["Add Humanity to self or target", [],"", -5, [["expression", '["add"] execVM "admintools\tools\humanityChanger.sqf"']], "1", "1"],
    ["Remove Humanity from self or target", [],"", -5, [["expression", '["remove"] execVM "admintools\tools\humanityChanger.sqf"']], "1", "1"],
        ["", [], "", -5, [["expression", ""]], "1", "0"],
        ["Main Menu", [20], "#USER:epochmenustart", -5, [["expression", ""]], "1", "1"]
];

copy and paste

//Main menu to handle currency

CurrencyMenu =
[
["",true],
    ["Add Currency to self or target", [],"", -5, [["expression", '["add"] execVM "admintools\tools\currency.sqf"']], "1", "1"],
    ["Remove Currency from self or target", [],"", -5, [["expression", '["remove"] execVM "admintools\tools\currency.sqf"']], "1", "1"],
        ["", [], "", -5, [["expression", ""]], "1", "0"],
        ["Main Menu", [20], "#USER:epochmenustart", -5, [["expression", ""]], "1", "1"]
];

save & exit Admintoolsmain.sqf

then move currency.sqf from currency folder to admintools\tools\

hope this fixes the problem for you

 

 

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   I ended up adding this line in the same place you put yours. forgot to come back and post what worked lol.

 

 ["Currency", [],"", -5, [["expression", format[_EXECgenTools,"currency\currency.sqf"]]], "1", "1"],
 

 

 

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Hi everybody,

i'm new in the forum and step by step, with the forum's tutorial, i creating a epoch server 1.0.6.1.

I'm not a programmer, but after two night without sleep, i think founded a solution for integrate "add/remove coin" in Noxsicarius Admin Tool 1.10.7.

Maybe someone will have done it already, but i still want to share this my little satisfaction with you and contribute to the forum. :)

How to proceed:

Of course it must already be installed the Admin Tools 1.10.7 on Epoch server 1.0.6.1.

1) Go to the yourmissionfolder\admintools and open (with notepad++) the file AdminToolsMain.sqf

2) Find the line

EAT_adminMenu = EAT_adminMenu + [["Humanity Menu >>",[],"#USER:EAT_humanityMenu", -5, [["expression", ""]], "1", "1"]];

and add below

EAT_adminMenu = EAT_adminMenu + [["Coin Menu >>",[],"#USER:EAT_coinMenu", -5, [["expression", ""]], "1", "1"]];

3) Now, find the line

EAT_humanityMenu = EAT_humanityMenu + [["Main Menu", [20], "#USER:EAT_mainMenu", -5, [["expression", ""]], "1", "1"]];

and add below

//Main menu to handle coin changing
    EAT_coinMenu = [["",true]];
    EAT_coinMenu = EAT_coinMenu + [["-- Coin Change Menu --", [], "", -5,[["expression", ""]], "1", "0"]];
    EAT_coinMenu = EAT_coinMenu + [["Add to self or target", [],"", -5, [["expression", '["add"] execVM "admintools\tools\coinChanger.sqf"']], "1", "1"]];
    EAT_coinMenu = EAT_coinMenu + [["Remove from self or target", [],"", -5, [["expression", '["remove"] execVM "admintools\tools\coinChanger.sqf"']], "1", "1"]];
    EAT_coinMenu = EAT_coinMenu + [["Reset to 0", [],"", -5, [["expression", '["reset"] execVM "admintools\tools\coinChanger.sqf"']], "1", "1"]];
    EAT_coinMenu = EAT_coinMenu + [["", [], "", -5,[["expression", ""]], "1", "0"]];
    EAT_coinMenu = EAT_coinMenu + [["Main Menu", [20], "#USER:EAT_mainMenu", -5, [["expression", ""]], "1", "1"]];

4) Save and close the file.

5) Go to the yourmissionfolder\admintools\tools and create a new sqf file and rename it coinChanger.sqf.

6) Now paste into this file this lines

/*
    Add or remove the selected coin amount from player.
*/

private ["_target","_player","_Z_MoneyVariable","_addOrRemove"];
_addOrRemove = _this select 0;
_target = cursorTarget;
_player = player;

if(!isPlayer _target) then {_target = _player;};

coinGain = -1;
_Z_MoneyVariable = _target getVariable[Z_MoneyVariable, 0];

if(_addOrRemove != "reset") then {
    EAT_coinChange = [
        ["",true],
        ["Select coin amount:", [-1], "", 0, [["expression", ""]], "1", "0"],
        ["100", [2], "", -5, [["expression", "coinGain=100;"]], "1", "1"],
        ["500", [3], "", -5, [["expression", "coinGain=500;"]], "1", "1"],
        ["5000", [4], "", -5, [["expression", "coinGain=5000;"]], "1", "1"],
        ["10000", [5], "", -5, [["expression", "coinGain=10000;"]], "1", "1"],
        ["50000", [6], "", -5, [["expression", "coinGain=50000;"]], "1", "1"],
        ["Exit", [8], "", 0, [["expression", ""]], "1", "1"]
    ];

    showCommandingMenu "#USER:EAT_coinChange";
    waitUntil{(commandingMenu == "")};
    if((coinGain == -1)) exitWith {};

    if(_addOrRemove == "remove") then {
        coinGain = coinGain - (coinGain * 2);
    };

    _target setVariable[Z_MoneyVariable, _Z_MoneyVariable + coinGain, true];
    cutText [format["%1 coin has been added (total: %2) for player %3", coinGain, _Z_MoneyVariable + coinGain, name _target],"PLAIN DOWN"]; titleFadeOut 10;

    // Tool use logger
    if(EAT_logMinorTool) then {
        EAT_PVEH_usageLogger = format["%1 %2 -- has added %3 to %4's coin (total %5)",name _player,getPlayerUID _player,coinGain,name _target,_Z_MoneyVariable + coinGain];
        [] spawn {publicVariable "EAT_PVEH_usageLogger";};
    };
}else{
    coinGain = _Z_MoneyVariable - (_Z_MoneyVariable * 2);
    _target setVariable[Z_MoneyVariable, 0, true];
    cutText [format["Coin reset to 0 for player %1", name _target],"PLAIN DOWN"]; titleFadeOut 10;

    // Tool use logger
    if(EAT_logMinorTool) then {
        EAT_PVEH_usageLogger = format["%1 %2 -- has RESET %3's coin to 0",name _player,getPlayerUID _player,name _target];
        [] spawn {publicVariable "EAT_PVEH_usageLogger";};
    };
};

7) Save and close the file.

8) Start the server.

Surely the most mindful will have realized that I have not simply duplicated the management of humanity by adapting it to coin. :)

I hope to have done what you like and above all to have been useful.

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_backpackWpn > 0) then {\n_backpackWpnTypes = _backpackWpn sel" !"addWeapon (\"Item\"+str(_remain)+\"Matchbox" !"{\nswitch (_x select 0) do\n{\ncase 2:\n{\n(_this select 0) addWeapon" !"E\"];\n_vehicle addWeaponCargoGlobal [_lootInfo select 1, 1" !"addWeaponCargoGlobal [_bcpkWpn, 1];\n};\n};\n};\n};" !"s;\n};\n\n\nplayer addWeapon \"Loot" !"With\n{\nplayer addWeapon (_this select 1" !"\") then {\n_newUnit addWeapon _secweapon;\n};\n\n" !"soldItem\"];\n{\n_object addWeapon" !"then {\nsystemChat format[localize \"STR_EPOCH_" !"DuplicateTool;\n} else {\nplayer addWeapon" 5 allDead !"} count allDead;\n\n\nif (dayz_oldBodyCount > _bodyCount) then {" 5 allGroups !"publicVariableServer \"PVDZ_Server_UpdateGroup\";\n};\n} count allGroups;" 5 allMissionObjects !"[_x,2,0,false,false] spawn BIS_Effects_Burn;\n};\n} count allMissionObjects \"SpawnableWreck\";" 5 allowDammage 5 allUnits !"} count allUnits;\nlbSort _playerList;" !"if (getPlayerUID _x == _this) exitWith {\n_player = _x;\n};\n} count 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buttonSetAction 5 callExtension 5 camCreate !"camCreate (player modeltoWorld [0,0,2]);\n0.2 fadeSound 0.1;\nDayz_" !"_body;\n_playerID = getPlayerUID player;\n\n\n_camera = \"camera\" camCreate _death" !="_camera = \"camera\" camCreate [12222.323, 3415.7791, -0.059190542]" 5 cameraEffect !"0.2 fadeSound 0.1;\nDayz_BuildCamera cameraeffect [\"External\", \"TOP\"];" !"cameraEffect [\"Internal\",\"TOP\"];\n_camera camSetTarget _deathPos;\n_camera camSetPos [_deathPos select" !"r_Simulation\";\n\n_camera cameraEffect [\"Terminate" !"cameraEffect [\"internal\",\"back\"]\n\n_camera camPrepareTarget [6433.5" 5 closeDisplay !"'closeDisplay'" !"closeDisplay 0" !"closeDisplay 2" !"if (!isNil \"closeDisplay\") then {" 1 compile !"ca\\communityconfiguration" !"ca\\Data\\" !"ca\\missions" !"ca\\modules" !"ca\\ui\\" !"ca\\Warfare2\\" !"scriptName \"Functions\\systems\\fn_inv" !"scriptName \"MP\\data\\script" !"code = compile preprocessFileLineNumbers (BIS_PathMPscriptCommands" !"t = 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\";" 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!="_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;\"];" 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[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,
      because I was couple times asked for updated and unified dev function for single currency (originally posted in ZSC thread),
      I've decided release it here so you can have all info in one place.
      So here it is with specific example (with detailed comments) you can try for fun...
      ===
      First thing first - let's start with giving credits for these great guys:
      DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) (visit them on github) @Zupa : original SC concept creator and author of Universal Dev functions for 1.0.5 version. (see original thread) @salival : for adapting @Zupa's concept to 1.0.6+ version and great community support. (see original thread) All great guys from Epoch comunity participating on SC and banking concept (see original thread) ===
      This function was reworked and updated for Epoch 1.0.6.1+
      ===
      Changelog:
      [2017-05-08], v1.0 | Initial release, published at Epoch forum [2017-05-28], v1.1 | Added: debug (parameters check, exec time to analyze code performace in game) [2017-05-31], v1.2 | Improved: removed unnecessary checks during player sync ===
      Read "Goodbye". Wish you the best guys!
      ===
      How it looks like:
      Check source code (Github)
      ===
      FEATURES:
      Function is able to manage money processing with single line code (see bellow) and can be easily integrated into your code You can use debug option to check your fnc parameters + exec time (code performance) showed on screen (global chat):
      just uncoment line: '#define: __ DEBUG__' is src code; It's pretty fast but remember: use it only if you're developing some addon or you know exactly what to do.
      Otherwise, you can stil use common methods used by addons authors - mostly it's even faster their way, because of scoped approach; It's a function - you can easily maintain your "money" code... ===
      How to install:
      It's actually very easy: practical example is the best way to explain, what needs to be done - see repo structure and files.
      Source files are available at Github repo (specific usage example included!). You can download them from here.
      ===
      How to use it:
      = General usage:
      // [_player,_amount,_action,_target] call fnc_SC_uniCoins; // '_player' : object : player, _killer...etc // '_amount' : number : 1000 // '_action' : string : 'add' / 'remove' // '_target' : string : 'cache' / 'bank' // ========================================================== // @example 01: Remove 5.000 Coins from player's wallet: [player,5000,'remove','cache'] call fnc_SC_uniCoins; // @example 02: Add 1.000 Coins to player's wallet: [player,1000,'add','cache'] call fnc_SC_uniCoins; // @example 03: Remove 7.000 Coins from player's bank account: [player,7000,'remove','bank'] call fnc_SC_uniCoins; // @example 04: Add 15.000 Coins to player's bank account: [player,15000,'add','bank'] call fnc_SC_uniCoins; ===
      ...easy enough, isn't it?
      ===
      = Specific usage (with detailed description):
      // === Scenario: // Award player for killing local zombies. // If player kills zombie, he will receive random amount of money from 0 to 250 Coins for kill. // Let's make it interesting - player receive money only in case he used the gun defined by you: // === What to do: // Save file "local_eventKill.sqf" to your custom compiles folder, load it in your custom compiles file // outside (!isDedicated) and (isServer) - we need this file for both client and server. // (it's in 'dayz_code' folder: you can download file from: // https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/local_eventKill.sqf) // Open your custom variables file (or add bellow code to your init.sqf file) and add: playerZedKillAward = true; // ... so you can quickly turn ON/OFF your script // Now, let's create some code in 'local_eventKill.sqf' file: if (local _zed) then { private["_killer","_fnc_uniCoinsTest","_allowedWps"]; // code // ...find last line of code: _killer setVariable["humanity",_humanity,true]; // Bellow we define local function "_fnc_killZedsAward" so we can call it easily: // === _fnc_killZedsAward = { private ["_action","_target","_money","_curWep"]; _action = _this select 0; // @info: we take parameter from call in main code bellow this fnc and assign value to local var _target = _this select 1; // @info: we take parameter from call in main code bellow this fnc and assign value to local var _money = (round(random 5) * 50); // @info: now from 0 to 250 Coins, define to your liking _curWep = getText (configFile >> 'CfgWeapons' >> currentWeapon _killer >> 'displayName'); // @info: What's the name of player current weapon? We need this for info in hint or dayz_rollingMessages call { // Player has 20% chance to get 0 coins from random (if you will use round(random 5) - meaning staying with 5, scale from 0 to 4) // So let's check it first and prevent display msg on screen in such a case if (_money == 0) exitWith { //@info: You can pick 'dayz_rollingMessages' and comment 'hintSilent' if your hint layer is occupied by your debug monitor ["Sorry, our bank is low on money!"] call dayz_rollingMessages; hintSilent "Sorry, our bank is low on money!"; }; // If random money are above zero, let's call dev fnc_SC_uniCoins. // First parameter '_killer' is defined by original code; _money param was defined above, // _action and _target parameters we defined in main code bellow... if ([_killer,_money,_action,_target] call fnc_SC_uniCoins) exitWith { //@info: You can pick 'dayz_rollingMessages' and comment 'hintSilent' if your hint layer is occupied by your debug monitor hintSilent format ["Zed kill award!\nweapon: [%1]\nReceived: [%2 %3]",_curWep,_money,CurrencyName]; [format["Zed kill award! Weapon: [%1] Received: [%2 %3]",_curWep,_money,CurrencyName]] call dayz_rollingMessages; }; // Do not put any default code for call here - if you do, you will trigger code action in cases, // like zombie is killed close to you by some accident (from experience) }; }; // Now let's create main procedure: if (playerZedKillAward) then { // @info: define your custom array of weapons here: _allowedWps = [ 'M110_NVG_EP1', 'M9_SD_DZ','DMR_DZ', 'M9_DZ' ]; if ((currentWeapon _killer) in _allowedWps) exitWith { // @info: if player used allowed weapon, tell '_fnc_killZedsAward', what to do with money. // You can be creative here :)) ["add","cache"] call _fnc_killZedsAward; }; }; }; // === Done! ===
      ...that's all, you can use it wherever money are... Have Fun!!
      Cheers...
      ===
    • By JohnnyBravo666
      My question is for when I switched over to single currency from the default currency, that when I went to the traders, it was showing costs like "5 Coins" to buy and "3 Coins to sell". I understand that it's pulling the value quantities from the trader files from the default currency. But is there a way to set it so it calculates what the gold bars and silver bars and whatnot are equal to in single currency ?
      I'd really prefer not to have to change up all the files.
    • By EBEALIEN
      Good evening at all!
      I'm Antonio, and I've already built servers with Nitrado, to have fun with friends, and we say they were pretty good.
      Now after a few months I still subscribe to a server with Nitrado and I saw that I also have Infistar Admin tools.
      I can not find the configuration procedures, and even a list of keys to use or how to get into the admin tools.
      Anyway I came in and with the F2 button I see the menu, when I close it with the esc key then it does not let me enter. I probably make mistakes or misses. Where can I find a step-by-step setup guide ???

      Thanks to who has time to devote to me.

      Antonio - Italy
      Good job everyone, and very very  thanks
      Sorry - google tralator
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