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[RELEASE] Worst Trade City Ever (@Bor)


mgm

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Here's the worst trade city you'll see for a long while!

It is fully functional in terms of trading but very lacking in the scenery area - to be completed one day... I will appreciate if someone completes it and shares the code :)

Traders standing in a circle - is standing little outside the trader circle.

 

 

Picture - Map Location

xdsqWU7.jpg

 

 

 

 

 

Picture - Aerial overview #1

cWXV1CR.jpg

 

 

 

 

 

Picture - Aerial overview #2 closer look

FVcndwB.jpg

 

 

 

 

 

Picture - From land #1 View from north

e3KCqsM.jpg

 

 

 

 

 

Picture - From land #2 View from south

XIp3zbL.jpg

 

 

 

 

 

 

 

 

 

 

 

 

 

 

STEP 1 - Add the following code bit to server side PBO\init\server_functions.sqf to call it

// [Map Addition] mgm's Bor Trader City mod
call compile preProcessFileLineNumbers "\z\addons\dayz_server\map_mods\bor_trade_city.sqf";

 

 

 

 

 

STEP 2 - Server side code for surrounding rocks and traders

bor_trade_city.sqf
// Bor - Rockwalled Trader City

if (isServer) then {



_vehicle_0 = objNull;
if (true) then
{
_this = createVehicle ["MAP_R2_RockWall", [3174.5518, 3395.9976], [], 0, "CAN_COLLIDE"];
_vehicle_0 = _this;
_this setDir -637.23334;
_this setPos [3174.5518, 3395.9976];
};

_vehicle_1 = objNull;
if (true) then
{
_this = createVehicle ["MAP_R2_RockWall", [3179.4758, 3435.9524, 4.0806327], [], 0, "CAN_COLLIDE"];
_vehicle_1 = _this;
_this setDir 277.68649;
_this setPos [3179.4758, 3435.9524, 4.0806327];
};

_vehicle_3 = objNull;
if (true) then
{
_this = createVehicle ["MAP_R2_RockWall", [3183.0605, 3349.2285, 4.8923988], [], 0, "CAN_COLLIDE"];
_vehicle_3 = _this;
_this setDir 427.59711;
_this setPos [3183.0605, 3349.2285, 4.8923988];
};

_vehicle_4 = objNull;
if (true) then
{
_this = createVehicle ["MAP_R2_RockWall", [3205.5007, 3317.2625], [], 0, "CAN_COLLIDE"];
_vehicle_4 = _this;
_this setDir 398.97125;
_this setPos [3205.5007, 3317.2625];
};

_vehicle_5 = objNull;
if (true) then
{
_this = createVehicle ["MAP_R2_RockWall", [3247.6194, 3298.0613], [], 0, "CAN_COLLIDE"];
_vehicle_5 = _this;
_this setDir -363.34442;
_this setPos [3247.6194, 3298.0613];
};

_vehicle_8 = objNull;
if (true) then
{
_this = createVehicle ["MAP_R2_RockWall", [3297.4629, 3450.4495], [], 0, "CAN_COLLIDE"];
_vehicle_8 = _this;
_this setDir -170.38853;
_this setPos [3297.4629, 3450.4495];
};

_vehicle_9 = objNull;
if (true) then
{
_this = createVehicle ["MAP_R2_RockWall", [3334.2993, 3417.1099], [], 0, "CAN_COLLIDE"];
_vehicle_9 = _this;
_this setDir -123.16807;
_this setPos [3334.2993, 3417.1099];
};

_vehicle_10 = objNull;
if (true) then
{
_this = createVehicle ["MAP_R2_RockWall", [3280.533, 3250.4756], [], 0, "CAN_COLLIDE"];
_vehicle_10 = _this;
_this setDir -14.984175;
_this setPos [3280.533, 3250.4756];
};

_vehicle_11 = objNull;
if (true) then
{
_this = createVehicle ["MAP_R2_RockWall", [3343.7781, 3320.719], [], 0, "CAN_COLLIDE"];
_vehicle_11 = _this;
_this setDir -72.570518;
_this setPos [3343.7781, 3320.719];
};

_vehicle_12 = objNull;
if (true) then
{
_this = createVehicle ["MAP_R2_RockWall", [3348.6143, 3363.6333], [], 0, "CAN_COLLIDE"];
_vehicle_12 = _this;
_this setDir -95.449776;
_this setPos [3348.6143, 3363.6333];
};

_vehicle_13 = objNull;
if (true) then
{
_this = createVehicle ["MAP_R2_RockWall", [3264.7717, 3444.8596, 0.098523401], [], 0, "CAN_COLLIDE"];
_vehicle_13 = _this;
_this setDir -581.40845;
_this setPos [3264.7717, 3444.8596, 0.098523401];
};

_vehicle_14 = objNull;
if (true) then
{
_this = createVehicle ["MAP_R2_RockWall", [3322.4194, 3275.4348, -0.0002746582], [], 0, "CAN_COLLIDE"];
_vehicle_14 = _this;
_this setDir -54.067604;
_this setPos [3322.4194, 3275.4348, -0.0002746582];
};

_vehicle_15 = objNull;
if (true) then
{
_this = createVehicle ["MAP_R2_RockWall", [3217.748, 3467.3889, -1.5258789e-005], [], 0, "CAN_COLLIDE"];
_vehicle_15 = _this;
_this setDir -214.8748;
_this setPos [3217.748, 3467.3889, -1.5258789e-005];
};





// Bor Trader City - (when entering from north entrance)        the 1st trader on the left, clockwise -- Weapons Neutral
_unit_1201 = objNull;
if (true) then
{
_this = createAgent ["Tanny_PMC", [3262.95, 3423.72, 0.002], [], 0, "CAN_COLLIDE"];
_unit_1201 = _this;
_this setDir 178;
_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;
};

// Bor Trader City - (when entering from north entrance)        the 2nd trader on the left, clockwise -- Ammunition Neutral
_unit_1202 = objNull;
if (true) then
{
_this = createAgent ["GUE_Commander", [3274.93,3436.47,0.002], [], 0, "CAN_COLLIDE"];
_unit_1202 = _this;
_this setDir 189;
_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;
};

// Bor Trader City - (when entering from north entrance)        the 3rd trader on the left, clockwise -- neutral Building/Parts
_unit_1203 = objNull;
if (true) then
{
_this = createAgent ["RU_Citizen2", [3283.64, 3421.78, 0.001], [], 0, "CAN_COLLIDE"];
_unit_1203 = _this;
_this setDir 244;
_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;
};

// Bor Trader City - (when entering from north entrance)        the 4th trader on the left, clockwise -- auto dealer (car dealer)
_unit_1204 = objNull;
if (true) then
{
//3289.81,3411.21,9.918
_this = createAgent ["Worker1", [3289.11, 3411.11, 0.001], [], 0, "CAN_COLLIDE"];
_unit_1204 = _this;
_this setDir 276;
_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_12041 = objNull;
if (true) then
{
_this = createVehicle ["HeliHEmpty", [3285.11, 3410.11, 0.002], [], 0, "CAN_COLLIDE"];
_vehicle_12041 = _this;
_this setDir 276;
_this setPos [3285.11, 3410.11, 0.002];
};

_vehicle_12042 = objNull;
if (true) then
{
_this = createVehicle ["HeliHRescue", [3285.15, 3410.15, 0.002], [], 0, "CAN_COLLIDE"];
_vehicle_12042 = _this;
_this setDir 276;
_this setPos [3285.15, 3410.15, 0.002];
};

// Bor Trader City - (when entering from north entrance)        5th trader on the left, clockwise -- neutral General Store
_unit_1205 = objNull;
if (true) then
{
_this = createAgent ["Damsel5", [3270.38,3404.06,0.001], [], 0, "CAN_COLLIDE"];
_unit_1205 = _this;
_this setDir 17;
_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;
};

// Bor Trader City - (when entering from north entrance)        6th trader on the left, clockwise -- Medical Supplies
_unit_1206 = objNull;
if (true) then
{
_this = createAgent ["ValentinaVictim", [3260.15,3410.68,0.002], [], 0, "CAN_COLLIDE"];
_unit_1206 = _this;
_this setDir 66;
_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;
};

};

 

 

 

 

 

STEP 3 - Server traders file modifications to allow traders to trade.

// DayZ Epoch TRADERS for 11
serverTraders = ["Functionary1_EP1_DZ","Tanny_PMC","GUE_Commander","RU_Citizen2","Worker1","Damsel5","ValentinaVictim","RU_Functionary1","RU_Citizen3","Rocker4","Profiteer4","Rita_Ensler_EP1","CIV_EuroMan01_EP1","CIV_EuroMan02_EP1","TK_GUE_Soldier_5_EP1","GUE_Soldier_MG","Worker2","Worker3","Soldier_GL_M16A2_PMC","Woodlander1","UN_CDF_Soldier_Pilot_EP1","RU_WorkWoman1","Dr_Annie_Baker_EP1","RU_Citizen4","RU_WorkWoman5","RU_Citizen1","RU_Villager3","TK_CIV_Takistani04_EP1","Pilot_EP1","RU_Profiteer4","Woodlander3","Dr_Hladik_EP1","Doctor","HouseWife1","GUE_Woodlander2"];
// Bor Trader City - Banker
menu_Functionary1_EP1_DZ = [
    [["Coin/Gold Exchange",700]],
    [],
    "neutral"
];
// Bor Trader City - (when entering from north entrance)        the 1st trader on the left, clockwise -- Weapons Neutral
menu_Tanny_PMC = [
    [["Assault Rifle",637],["Light Machine Gun",638],["Pistols",674],["Shotguns and Single-shot",641],["Sniper Rifle",640],["Submachine Guns",642],["Overwatch VIL",1002],["Overwatch TAR",1003],["Overwatch Sniper",1011],["Overwatch SCAR",1004],["Overwatch sidearm",1001],["Overwatch MAS",1007],["Overwatch HK417",1009],["Overwatch HK416",1008],["Overwatch HK416",1008],["Overwatch DMR",1010],["Overwatch ACR",1005],["Coin/Gold Exchange",700]],
    [],
    "neutral"
];
// Bor Trader City - (when entering from north entrance)        the 2nd trader on the left, clockwise -- Ammunition Neutral
menu_GUE_Commander = [
    [["Assault Rifle Ammo",609],["Light Machine Gun Ammo",610],["Pistol Ammo",611],["Shotguns and Single-shot Ammo",613],["Sniper Rifle Ammo",614],["Submachine Gun Ammo",612],["Overwatch Pistol Ammo",1012],["Overwatch Gun Ammo",1013],["Coin/Gold Exchange",700]],
    [],
    "neutral"
];
// Bor Trader City - (when entering from north entrance)        the 3rd trader on the left, clockwise -- neutral Building/Parts
menu_RU_Citizen2 = [
    [["Building Supplies",508],["Toolbelt Items",510],["Vehicle Parts",509],["Coin/Gold Exchange",700]],
    [],
    "neutral"
];
// Bor Trader City - (when entering from north entrance)        the 4th trader on the left, clockwise -- auto dealer (car dealer)
menu_Worker1 = [
    [["Bikes and ATV",587],["Buses and Vans",588],["Cargo Trucks",586],["Fuel Trucks",589],["Military Unarmed",598],["Trucks",590],["Used Cars",520],["Utility Vehicles",591],["Overwatch SP-Car",1015],["Overwatch S-Car",1016],["Coin/Gold Exchange",700]],
    [],
    "neutral"
];
// Bor Trader City - (when entering from north entrance)        5th trader on the left, clockwise -- neutral General Store
menu_Damsel5 = [
    [["Backpacks",496],["Clothes",497],["Cooked Meats",580],["Drinks",498],["Packaged Food",579],["Coin/Gold Exchange",700]],
    [],
    "neutral"
];
// Bor Trader City - (when entering from north entrance)        6th trader on the left, clockwise -- Medical Supplies
menu_ValentinaVictim = [
    [["Chem-lites/Flares",669],["Medical Supplies",670],["Smoke Grenades",671],["Coin/Gold Exchange",700]],
    [],
    "neutral"
];

 

 

 

 

 

STEP 4a - mission.sqm - addition to the Markers section to mark the new Trade City with a black circle marker

 

Note: remember to increment the items= number by one, so:

 

for example, if it's 18, like this:

    class Markers
    {
        items=18;
        class Item0
        {
            position[]={7839.6055,381.33774,8414.7324};

increment by one, like this:


    class Markers
    {
        items=19;
        class Item0
        {
            position[]={7839.6055,381.33774,8414.7324};
        class Item17
        {
            position[]={3238.29,9.6,3382.33};
            name="BorTrader";
            text="Trader City Bor";
            type="mil_circle";
            colorName="ColorBlack";
        };

 

 

 

 

 

STEP 4b - mission.sqm - addition to the Sensors section to make the new Trade City a safe zone (if you are having safe zones that is).

Note: remember to copy and paste one of your own safe cities so that all other trade city settings will be consistent with your setup. You can use the code I have below it also clears zeds and enforces a speed limit (for which you can find the code in this forums).

 

        class Item3
        {
            position[]={3238.29,9.6,3382.33};
            a=130;
            b=130;
            activationBy="WEST";
            repeating=1;
            interruptable=1;
            age="UNKNOWN";
            name="zonebor";
            expCond="(player distance zonebor) < 130;";
            expActiv="canbuild = false; ClearZeds = [] execVM ""custom\ClearZeds\ClearZeds.sqf""; SpeedLimit = [] execVM ""custom\SpeedLimit\SpeedLimit.sqf""; titleText [""\n\nEntering the trader: God Mode Enabled"", ""PLAIN DOWN"", 1];";
expDesactiv="canbuild = true; terminate ClearZeds; terminate SpeedLimit; titleText [""\n\nLeaving Safe Trade City: God Mode Disabled"", ""PLAIN DOWN"", 1];";
            class Effects
            {
            };

 

 

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Wow - that is the worst Trader City I've ever seen. Respect for putting it out there. If you want a Bor trader you should check out: .

 

It could work as a PvP arena, perhaps some kind of vehicle battle royale...

I saw that one, even tested it out but too many trees I like big open spaces.

I actually had the same feedback from a few players - they like this one as there's massive space to land their heli easily.

 

There's nothing else but there is space indeed lol

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