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[Release] Single currency (Souls 2.0) With Fixes All In One And More (v0.5)


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Not really a fix for the issue, but I don't see why do you need to set prices that high. Just remove the extra 0 at the end of every price and your problem is solved. I never sell anything for over 800k so I never get any issues with it. What are you selling that you possibly need to ask for over 1m coins? Apache choppers and tanks?

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Got this installed on origin overpoch with vilayer (had to get them to change the hiveext.dll for me) and it runs perfectly fine. Had some issues at first till I read a post saying the hiveext was defaulted each restart. Was reading some of the other separate forum posts about the single currency, do the dlls files alter anything with the database maintenance wise? Was seeing that some of the dlls would break some of the functions like decay.

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Would anyone be willing to help me debug this on a GTX Epoch Origins server. It's a fresh install and mostly working from what I can tell, but I'm on Taviana and want to keep my Inifistar so I couldn't just dump the files in. Right now i've only got the following RPT errors which doesn't make any sense as I'm almost positive that ive defined _cashmoney

4:10:39 Error in expression <object getVariable[(_variable + "_CHK"),_vNew];
_result = _vNew - _vOld;
_object>
4:10:39 Error position: <_vNew];
_result = _vNew - _vOld;
_object>
4:10:39 Error Undefined variable in expression: _vnew
4:10:39 File z\addons\dayz_server\init\server_functions.sqf, line 577
4:10:39 Error in expression <_killsH,_killsB,_currentModel,_humanity,_cashMoney];

_key call server_hiveWrite>
4:10:39 Error position: <_cashMoney];

_key call server_hiveWrite>
4:10:39 Error Undefined variable in expression: _cashmoney
4:10:39 File z\addons\dayz_server\compile\server_playerSync.sqf, line 191

I've gone file by file comparing the code in the zip to my existing server and mission files, all I have to do is redo the server_traders.sqf after I figure out this

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Would anyone be willing to help me debug this on a GTX Epoch Origins server. It's a fresh install and mostly working from what I can tell, but I'm on Taviana and want to keep my Inifistar so I couldn't just dump the files in. Right now i've only got the following RPT errors which doesn't make any sense as I'm almost positive that ive defined _cashmoney

4:10:39 Error in expression <object getVariable[(_variable + "_CHK"),_vNew];
_result = _vNew - _vOld;
_object>
4:10:39 Error position: <_vNew];
_result = _vNew - _vOld;
_object>
4:10:39 Error Undefined variable in expression: _vnew
4:10:39 File z\addons\dayz_server\init\server_functions.sqf, line 577
4:10:39 Error in expression <_killsH,_killsB,_currentModel,_humanity,_cashMoney];

_key call server_hiveWrite>
4:10:39 Error position: <_cashMoney];

_key call server_hiveWrite>
4:10:39 Error Undefined variable in expression: _cashmoney
4:10:39 File z\addons\dayz_server\compile\server_playerSync.sqf, line 191

I've gone file by file comparing the code in the zip to my existing server and mission files, all I have to do is redo the server_traders.sqf after I figure out this

 

in your switchModel you probably use the wrong variable name to get the money value of a person when he changes clothes

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Okay guys just finished doing the install of Soul 2.0 again and I sitll keep getting this same error, was getting it with the previous overpoch origins so I wiped the server and started fresh and yep still getting it.

 

Here is my .RPT

 

10:52:31 "Total Number of spawn locations 10"


10:53:40 "infiSTAR.de PlayerConnected: ["76561197994550682","SgtSparraGump"]"
10:53:40 "infiSTAR.de PlayerConnected: ["","__SERVER__"]"
10:53:42 "HOUSE SERVER: Owners Are: B1 [] B2 [] B3 [] H1 [] H2 [] H3 [] SG [] LG [] KING [] SH []"
10:53:42 "EPOCH EVENTS INIT"
10:54:13 "DEBUG VEIN: Too many objects at [12165.6,11040.2]"
10:54:13 "DEBUG VEIN: on road [12949.8,12780.8]"
10:54:29 "TIME SYNC: Local Time set to [2013,8,3,10,54]"
10:54:29 Error in expression < = _primary select 1;
_stats = _primary select 2;
_state = _primary select 3;
_w>
10:54:29 Error position: _state = _primary select 3;_w>10:54:29 Error Zero divisor10:54:29 File z\addons\dayz_server\compile\server_playerSetup.sqf, line 5710:54:30 "DEBUG VEIN: Too many objects at [12175.2,11028.7]"10:54:33 "DEBUG VEIN: Too many objects at [11923.1,13679]"10:55:14 "infiSTAR.de PlayerDisconnected: _uid: 76561197994550682 _name: SgtSparraGump"10:55:14 "get: STRING (76561197994550682), sent: STRING (76561197994550682)"10:55:14 "DISCONNECT: SgtSparraGump (76561197994550682) Object: B 1-1-B:1 (SgtSparraGump) REMOTE, _characterID: 44 at loc [126.219,157.456,46.1726]"10:55:14 "ERROR: server_playerSync: Cannot Sync Player SgtSparraGump [44]. Position in debug! [126.219,157.456,46.1726]"10:55:14 Client: Remote object 3:5 not found

 

Here is my server_playerSetup.sqf

 

private ["_characterID","_playerObj","_playerID","_dummy","_worldspace","_state","_doLoop","_key","_primary","_medical","_stats","_humanity","_lastinstance","_friendlies","_randomSpot","_position","_debug","_distance","_hit","_fractures","_score","_findSpot","_pos","_isIsland","_w","_clientID","_spawnMC","_namespace"];



//diag_log ("SETUP: attempted with " + str(_this));

_characterID = _this select 0;
_playerObj = _this select 1;
_playerID = getPlayerUID _playerObj;
_playerName = name _playerObj;

if (isNull _playerObj) exitWith {
diag_log ("SETUP INIT FAILED: Exiting, player object null: " + str(_playerObj));
};

//Add MPHit event handler
// diag_log("Adding MPHit EH for " + str(_playerObj));
_playerObj addMPEventHandler ["MPHit", {_this spawn fnc_plyrHit;}];

if (_playerID == "") then {
_playerID = getPlayerUID _playerObj;
};

if (_playerID == "") exitWith {
diag_log ("SETUP INIT FAILED: Exiting, no player ID: " + str(_playerObj));
};

private["_dummy"];
_dummy = getPlayerUID _playerObj;
if ( _playerID != _dummy ) then {
diag_log format["DEBUG: _playerID miscompare with UID! _playerID:%1",_playerID];
_playerID = _dummy;
};

_worldspace = [];
_state = [];
_cashMoney = 0;
_bankMoney = 0;
_doLoop = 0;

//Do Connection Attempt
_doLoop = 0;
while {_doLoop < 5} do {
_key = format["CHILD:102:%1:",_characterID];
_primary = _key call server_hiveReadWrite;
if (count _primary > 0) then {
if ((_primary select 0) != "ERROR") then {
_doLoop = 9;
};
};
_doLoop = _doLoop + 1;
};

if (isNull _playerObj || !isPlayer _playerObj) exitWith {
diag_log ("SETUP RESULT: Exiting, player object null: " + str(_playerObj));
};

_medical = _primary select 1;
_stats = _primary select 2;
_state = _primary select 3;
_worldspace = _primary select 4;
_humanity = _primary select 5;
_lastinstance = _primary select 6;
_cashMoney = _primary select 7;
_randomSpot = false;

if (count _worldspace > 0) then {

_position = _worldspace select 1;
if (count _position < 3) then {
//prevent debug world!
_randomSpot = true;
};
_debug = getMarkerpos "respawn_west";
_distance = _debug distance _position;
if (_distance < 2000) then {
_randomSpot = true;
};

_distance = [0,0,0] distance _position;
if (_distance < 500) then {
_randomSpot = true;
};

// Came from another server force random spawn
if (_lastinstance != dayZ_instance) then {
_randomSpot = true;
};

//_playerObj setPosATL _position;
} else {
_randomSpot = true;
};

//diag_log ("LOGIN: Location: " + str(_worldspace) + " doRnd?: " + str(_randomSpot));

//set medical values
if (count _medical > 0) then {
_playerObj setVariable["USEC_isDead",(_medical select 0),true];
_playerObj setVariable["NORRN_unconscious", (_medical select 1), true];
_playerObj setVariable["USEC_infected",(_medical select 2),true];
_playerObj setVariable["USEC_injured",(_medical select 3),true];
_playerObj setVariable["USEC_inPain",(_medical select 4),true];
_playerObj setVariable["USEC_isCardiac",(_medical select 5),true];
_playerObj setVariable["USEC_lowBlood",(_medical select 6),true];
_playerObj setVariable["USEC_BloodQty",(_medical select 7),true];
_playerObj setVariable["unconsciousTime",(_medical select 10),true];

//Add Wounds
{
_playerObj setVariable[_x,true,true];
//["usecBleed",[_playerObj,_x,_hit]] call broadcastRpcCallAll;
usecBleed = [_playerObj,_x,_hit];
publicVariable "usecBleed";
} count (_medical select 8);

//Add fractures
_fractures = (_medical select 9);
_playerObj setVariable ["hit_legs",(_fractures select 0),true];
_playerObj setVariable ["hit_hands",(_fractures select 1),true];

if (count _medical > 11) then {
//Additional medical stats
_playerObj setVariable ["messing",(_medical select 11),true];
};

} else {
//Reset Fractures
_playerObj setVariable ["hit_legs",0,true];
_playerObj setVariable ["hit_hands",0,true];
_playerObj setVariable ["USEC_injured",false,true];
_playerObj setVariable ["USEC_inPain",false,true];
_playerObj setVariable ["messing",[0,0],true];
};

if (count _stats > 0) then {
//register stats
_playerObj setVariable["zombieKills",(_stats select 0),true];
_playerObj setVariable["headShots",(_stats select 1),true];
_playerObj setVariable["humanKills",(_stats select 2),true];
_playerObj setVariable["banditKills",(_stats select 3),true];
_playerObj addScore (_stats select 1);
_playerObj setVariable ["moneychanged",0,true];
_playerObj setVariable ["bankchanged",0,true];
_playerObj setVariable["AsReMixhud", true,true];
_score = score _playerObj;
_playerObj addScore ((_stats select 0) - _score);

//record for Server JIP checks
_playerObj setVariable["zombieKills_CHK",(_stats select 0)];
_playerObj setVariable["headShots_CHK",(_stats select 1)];
_playerObj setVariable["humanKills_CHK",(_stats select 2)];
_playerObj setVariable["banditKills_CHK",(_stats select 3)];
if (count _stats > 4) then {
if (!(_stats select 3)) then {
_playerObj setVariable["selectSex",true,true];
};
} else {
_playerObj setVariable["selectSex",true,true];
};
} else {
//Save initial loadout
//register stats
_playerObj setVariable["zombieKills",0,true];
_playerObj setVariable["humanKills",0,true];
_playerObj setVariable["banditKills",0,true];
_playerObj setVariable["headShots",0,true];
_playerObj setVariable ["friendlies",[],true];
_playerObj setVariable["AsReMixhud", true,true];
_playerObj setVariable["zombieKills_CHK",0,true];
_playerObj setVariable["humanKills_CHK",0,true];
_playerObj setVariable["banditKills_CHK",0,true];
_playerObj setVariable["headShots_CHK",0,true];
};

if (_randomSpot) then {
private["_counter","_position","_isNear","_isZero","_mkr"];
if (!isDedicated) then {
endLoadingScreen;
};

//Spawn modify via mission init.sqf
if(isnil "spawnArea") then {
spawnArea = 1500;
};
if(isnil "spawnShoremode") then {
spawnShoremode = 1;
};

//
_spawnMC = actualSpawnMarkerCount;

//spawn into random
_findSpot = true;
_mkr = "";
while {_findSpot} do {
_counter = 0;
while {_counter < 20 && _findSpot} do {
// switched to floor
_mkr = "spawn" + str(floor(random _spawnMC));
_position = ([(getMarkerPos _mkr),0,spawnArea,10,0,2000,spawnShoremode] call BIS_fnc_findSafePos);
_isNear = count (_position nearEntities ["Man",100]) == 0;
_isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
//Island Check //TeeChange
_pos = _position;
_isIsland = false; //Can be set to true during the Check
for [{_w=0},{_w<=150},{_w=_w+2}] do {
_pos = [(_pos select 0),((_pos select 1) + _w),(_pos select 2)];
if(surfaceisWater _pos) exitWith {
_isIsland = true;
};
};

if ((_isNear && !_isZero) || _isIsland) then {_findSpot = false};
_counter = _counter + 1;
};
};
_isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
_position = [_position select 0,_position select 1,0];
if (!_isZero) then {
//_playerObj setPosATL _position;
_worldspace = [0,_position];
};
};

//Record player for management
dayz_players set [count dayz_players,_playerObj];

//record player pos locally for server checking
_playerObj setVariable["CharacterID",_characterID,true];
_playerObj setVariable["humanity",_humanity,true];
_playerObj setVariable["humanity_CHK",_humanity];
//_playerObj setVariable["worldspace",_worldspace,true];
//_playerObj setVariable["state",_state,true];
_playerObj setVariable["lastPos",getPosATL _playerObj];
_playerObj setVariable ["cashMoney",_cashMoney,true];
_playerObj setVariable ["bankMoney",_bankMoney,true];

dayzPlayerLogin2 = [_worldspace,_state,_randomSpot];

// PVDZE_obj_Debris = DZE_LocalRoadBlocks;
_clientID = owner _playerObj;
if (!isNull _playerObj) then {
_clientID publicVariableClient "dayzPlayerLogin2";

if (isNil "PVDZE_plr_SetDate") then {
call server_timeSync;
};
_clientID publicVariableClient "PVDZE_plr_SetDate";
};
//record time started
_playerObj setVariable ["lastTime",time];
_key2 = format["CHILD:298:%1:",_playerID];
_primary2 = _key2 call server_hiveReadWrite;

if(count _primary2 > 0) then {
if((_primary2 select 0) != "ERROR") then {
_bankMoney = _primary2 select 1;
_playerObj setVariable["bankMoney",_bankMoney,true];
_playerObj setVariable["bankMoney_CHK",_bankMoney];
} else {
_playerObj setVariable["bankMoney",0,true];
_playerObj setVariable["bankMoney_CHK",0];
};
} else {
_playerObj setVariable["bankMoney",0,true];
_playerObj setVariable["bankMoney_CHK",0];
};

PVDZE_plr_Login = nil;
PVDZE_plr_Login2 = nil;

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Banking_data not saving Can anyone tell me why 
Thanks for your help

 

dayz_server\bankzones\banks.sqf

/*************************************************************************************************/
/*                                                                                                 */
/*        Author: Soul                                                                             */
/*        Filename: bankinit.sqf                                                                     */
/*        Description: Initiates all server side used functions/EH/Map edits used in SC Mod         */
/*                                                                                                 */
/*        Credits: To be filled in on final release                                                 */
/*                                                                                                 */
/*************************************************************************************************/

execVM "\z\addons\dayz_server\bankzones\banks.sqf";

"PVDZE_bank_Save" addPublicVariableEventHandler {
    _playerObj = ((_this select 1) select 0);
    _playerID = getPlayerUID _playerObj;
    _bankMoney = _playerObj getVariable ["bankMoney",0];
    
    if(_playerID != "") then {
        _key = format["CHILD:299:%1:%2:",_playerID,_bankMoney];
        _key call server_hiveReadWrite;
    };
};
 



server_playerSetup.sqf 

private ["_characterID","_playerObj","_playerID","_dummy","_worldspace","_state","_doLoop","_key","_primary","_medical","_stats","_humanity","_lastinstance","_friendlies","_randomSpot","_position","_debug","_distance","_hit","_fractures","_score","_findSpot","_pos","_isIsland","_w","_clientID","_spawnMC","_namespace"];

//diag_log ("SETUP: attempted with " + str(_this));

_characterID = _this select 0;
_playerObj = _this select 1;
_playerID = getPlayerUID _playerObj;
_playerName = name _playerObj;

if (isNull _playerObj) exitWith {
    diag_log ("SETUP INIT FAILED: Exiting, player object null: " + str(_playerObj));
};

//Add MPHit event handler
// diag_log("Adding MPHit EH for " + str(_playerObj));
_playerObj addMPEventHandler ["MPHit", {_this spawn fnc_plyrHit;}];

if (_playerID == "") then {
    _playerID = getPlayerUID _playerObj;
};

if (_playerID == "") exitWith {
    diag_log ("SETUP INIT FAILED: Exiting, no player ID: " + str(_playerObj));
};

private["_dummy"];
_dummy = getPlayerUID _playerObj;
if ( _playerID != _dummy ) then {
    diag_log format["DEBUG: _playerID miscompare with UID! _playerID:%1",_playerID];
    _playerID = _dummy;
};

//Variables
_worldspace =     [];

_state =         [];
//Soul start: SC Edit >>> initialize variables in main scope (helps avoiding scope issues within the file and avoids undeclared variable errors in rpt, aswell they server as default values if anything goes wrong)
_cashMoney = 0;
_bankMoney = 0;
//Soul end: SC Edit

//Do Connection Attempt
_doLoop = 0;
while {_doLoop < 5} do {
    _key = format["CHILD:102:%1:",_characterID];
    _primary = _key call server_hiveReadWrite;
    if (count _primary > 0) then {
        if ((_primary select 0) != "ERROR") then {
            _doLoop = 9;
        };
    };
    _doLoop = _doLoop + 1;
};

if (isNull _playerObj || !isPlayer _playerObj) exitWith {
    diag_log ("SETUP RESULT: Exiting, player object null: " + str(_playerObj));
};

//Wait for HIVE to be free
//diag_log ("SETUP: RESULT: Successful with " + str(_primary));

_medical =        _primary select 1;
_stats =        _primary select 2;
_state =        _primary select 3;
_worldspace =     _primary select 4;
_humanity =        _primary select 5;
_lastinstance =    _primary select 6;
//Soul start: SC Edit >>> loading player cash into variable / overwriting default 0 value with returned value.
_cashMoney =     _primary select 7;
//Soul end: SC Edit

//Set position
_randomSpot = false;

if (count _worldspace > 0) then {

    _position =     _worldspace select 1;
    if (count _position < 3) then {
        //prevent debug world!
        _randomSpot = true;
    };
    _debug = getMarkerpos "respawn_west";
    _distance = _debug distance _position;
    if (_distance < 2000) then {
        _randomSpot = true;
    };
    
    _distance = [0,0,0] distance _position;
    if (_distance < 500) then {
        _randomSpot = true;
    };
    
    // Came from another server force random spawn
    if (_lastinstance != dayZ_instance) then {
        _randomSpot = true;
    };

    //_playerObj setPosATL _position;
} else {
    _randomSpot = true;
};

//diag_log ("LOGIN: Location: " + str(_worldspace) + " doRnd?: " + str(_randomSpot));

//set medical values
if (count _medical > 0) then {
    _playerObj setVariable["USEC_isDead",(_medical select 0),true];
    _playerObj setVariable["NORRN_unconscious", (_medical select 1), true];
    _playerObj setVariable["USEC_infected",(_medical select 2),true];
    _playerObj setVariable["USEC_injured",(_medical select 3),true];
    _playerObj setVariable["USEC_inPain",(_medical select 4),true];
    _playerObj setVariable["USEC_isCardiac",(_medical select 5),true];
    _playerObj setVariable["USEC_lowBlood",(_medical select 6),true];
    _playerObj setVariable["USEC_BloodQty",(_medical select 7),true];
    _playerObj setVariable["unconsciousTime",(_medical select 10),true];
        
    //Add Wounds
    {
        _playerObj setVariable[_x,true,true];
        //["usecBleed",[_playerObj,_x,_hit]] call broadcastRpcCallAll;
        usecBleed = [_playerObj,_x,_hit];
        publicVariable "usecBleed";
    } count (_medical select 8);
    
    //Add fractures
    _fractures = (_medical select 9);
    _playerObj setVariable ["hit_legs",(_fractures select 0),true];
    _playerObj setVariable ["hit_hands",(_fractures select 1),true];
    
    if (count _medical > 11) then {
        //Additional medical stats
        _playerObj setVariable ["messing",(_medical select 11),true];
    };
    
} else {
    //Reset Fractures
    _playerObj setVariable ["hit_legs",0,true];
    _playerObj setVariable ["hit_hands",0,true];
    _playerObj setVariable ["USEC_injured",false,true];
    _playerObj setVariable ["USEC_inPain",false,true];
    _playerObj setVariable ["messing",[0,0],true];
};
    
if (count _stats > 0) then {    
    //register stats
    _playerObj setVariable["zombieKills",(_stats select 0),true];
    _playerObj setVariable["headShots",(_stats select 1),true];
    _playerObj setVariable["humanKills",(_stats select 2),true];
    _playerObj setVariable["banditKills",(_stats select 3),true];
    _playerObj addScore (_stats select 1);
    _playerObj setVariable ["moneychanged",0,true];    
    _playerObj setVariable ["bankchanged",0,true];    
    _playerObj setVariable["AsReMixhud", true,true];

    
    //Save Score
    _score = score _playerObj;
    _playerObj addScore ((_stats select 0) - _score);
    
    //record for Server JIP checks
    _playerObj setVariable["zombieKills_CHK",(_stats select 0)];
    _playerObj setVariable["headShots_CHK",(_stats select 1)];
    _playerObj setVariable["humanKills_CHK",(_stats select 2)];
    _playerObj setVariable["banditKills_CHK",(_stats select 3)];
    if (count _stats > 4) then {
        if (!(_stats select 3)) then {
            _playerObj setVariable["selectSex",true,true];
        };
    } else {
        _playerObj setVariable["selectSex",true,true];
    };
} else {
    //Save initial loadout
    //register stats
    _playerObj setVariable["zombieKills",0,true];
    _playerObj setVariable["humanKills",0,true];
    _playerObj setVariable["banditKills",0,true];
    _playerObj setVariable["headShots",0,true];
    _playerObj setVariable ["friendlies",[],true];
    _playerObj setVariable["AsReMixhud", true,true];
    
    //record for Server JIP checks
    _playerObj setVariable["zombieKills_CHK",0,true];
    _playerObj setVariable["humanKills_CHK",0,true];
    _playerObj setVariable["banditKills_CHK",0,true];
    _playerObj setVariable["headShots_CHK",0,true];
};

if (_randomSpot) then {
    private["_counter","_position","_isNear","_isZero","_mkr"];
    if (!isDedicated) then {
        endLoadingScreen;
    };
    
    //Spawn modify via mission init.sqf
    if(isnil "spawnArea") then {
        spawnArea = 1500;
    };
    if(isnil "spawnShoremode") then {
        spawnShoremode = 1;
    };
    
    //
    _spawnMC = actualSpawnMarkerCount;

    //spawn into random
    _findSpot = true;
    _mkr = "";
    while {_findSpot} do {
        _counter = 0;
        while {_counter < 20 && _findSpot} do {
            // switched to floor
            _mkr = "spawn" + str(floor(random _spawnMC));
            _position = ([(getMarkerPos _mkr),0,spawnArea,10,0,2000,spawnShoremode] call BIS_fnc_findSafePos);
            _isNear = count (_position nearEntities ["Man",100]) == 0;
            _isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
            //Island Check        //TeeChange
            _pos         = _position;
            _isIsland    = false;        //Can be set to true during the Check
            for [{_w=0},{_w<=150},{_w=_w+2}] do {
                _pos = [(_pos select 0),((_pos select 1) + _w),(_pos select 2)];
                if(surfaceisWater _pos) exitWith {
                    _isIsland = true;
                };
            };
            
            if ((_isNear && !_isZero) || _isIsland) then {_findSpot = false};
            _counter = _counter + 1;
        };
    };
    _isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
    _position = [_position select 0,_position select 1,0];
    if (!_isZero) then {
        //_playerObj setPosATL _position;
        _worldspace = [0,_position];
    };
};

//Record player for management
dayz_players set [count dayz_players,_playerObj];

//record player pos locally for server checking
_playerObj setVariable["CharacterID",_characterID,true];
_playerObj setVariable["humanity",_humanity,true];
_playerObj setVariable["humanity_CHK",_humanity];
//_playerObj setVariable["worldspace",_worldspace,true];
//_playerObj setVariable["state",_state,true];
_playerObj setVariable["lastPos",getPosATL _playerObj];
//Soul start: SC Edit >>> assigning player new variable for cashmoney and bankMoney
_playerObj setVariable ["cashMoney",_cashMoney,true];
_playerObj setVariable ["cashMoney_CHK",_cashMoney];
//Soul end: SC Edit
dayzPlayerLogin2 = [_worldspace,_state];

// PVDZE_obj_Debris = DZE_LocalRoadBlocks;
_clientID = owner _playerObj;
if (!isNull _playerObj) then {
    _clientID publicVariableClient "dayzPlayerLogin2";
    
    if (isNil "PVDZE_plr_SetDate") then {
        call server_timeSync;
    };
    _clientID publicVariableClient "PVDZE_plr_SetDate";
};
//record time started
_playerObj setVariable ["lastTime",time];
//_playerObj setVariable ["model_CHK",typeOf _playerObj];

// ------------ SOUL - Single Currency - Get Bank Value ----------------
_key2 = format["CHILD:298:%1:",_playerID];
_primary2 = _key2 call server_hiveReadWrite;
if(count _primary2 > 0) then {
    if((_primary2 select 0) != "ERROR") then {
        _bankMoney = _primary2 select 1;
        _playerObj setVariable["bankMoney",_bankMoney,true];
        _playerObj setVariable["bankMoney_CHK",_bankMoney];
    } else {
        _playerObj setVariable["bankMoney",0,true];
        _playerObj setVariable["bankMoney_CHK",0];
    };
} else {
    _playerObj setVariable["bankMoney",0,true];
    _playerObj setVariable["bankMoney_CHK",0];
};

//diag_log ("LOGIN PUBLISHING: " + str(_playerObj) + " Type: " + (typeOf _playerObj));

PVDZE_plr_Login = nil;
PVDZE_plr_Login2 = nil; 

More detailed files (BattlEye,missioni-server.pbo): https://github.com/HaYToKoRaZ/no-save-bank/

 

mysq banking_data 

 

q2d3D3.png

 

 

mysq Character_DATA

 

Lol26J.png

 

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in your switchModel you probably use the wrong variable name to get the money value of a person when he changes clothes

I changed my path to the new player_switchModel.sqf

//	player_switchModel =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
	player_switchModel = 		compile preprocessFileLineNumbers "Scripts\Switch_Model\player_switchModel.sqf";

The error I posted earlier happened when I visited a trader, and when I shot a zombie.

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Something is wrong with this as i tryed to use this last night unless im doing something wrong xD, i kept getting kick for script restriction #73 and another problem in the server pbo

 6:02:32 Error in expression < = _primary select 1;
_stats = _primary select 2;
_state = _primary select 3;
_w>
 6:02:32   Error position: <select 2;
_state = _primary select 3;
_w>
 6:02:32   Error Zero divisor
 6:02:32 File z\addons\dayz_server\compile\server_playerSetup.sqf, line 55

 

this is the full line i get kicked for  #73 "pmissions\__CUR_MP.Chernarus\Scripts\Gold_Coin_system\Trading_Stuff\player_traderMenu.sqf"

 

is there a fix for that or if someone can help me with this

 

Thanks

Michael

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Still getting kicked with Public Variable #3 when deposit thru ATM here is the BE filters any help would be great, FYI I added it to 1st and end of 4th line to see if it made a difference. The new infistar does have it built into the new filters BTW

 

//new


5 "" !="currentInvites" !="PVDZE_bank_Save" !"PVDZE_" !"norrn" !"usec" !="remExField" !="remExFP" !="currentInvites" !="drn_AskServerDynamicWeatherEventArgs" !="norrinRAlie" !="BIS_effects_gepv" !="dayzPlayerLogin" !="dayzPlayerLogin2" !"PVAHR_" !="PVAH_AdminReq" !="PVAH_WriteLogReq"
5 "norrn" !="norrnRACarUp" !="norrnRAPicUp" !="norrnRaDrag" !="norrnR180" !="norrnRalie" !="norrnRLact" !="norrnRALW" !="norrnRDead"
5 "usec" !="usecMorphine" !="usecBandage" !="usecBleed"
5 "PVDZE_" !"PVDZE_player" !="PVDZE_send" !="PVDZE_log_lockUnlock" !="PVDZE_Server_Simulation" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_plr_TradeMenu" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_obj_setlocalVars" !="PVDZE_obj_getlocalVars" !="PVDZE_bank_Save"
5 "PVAHR_" !"PVAHR_0_"
1 "PVAH"
5 "remExFP" !="\"remExFP\" = \[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]" !"\[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]"
5="player"
5="server"
5 "fnc_plyrHit"
5 "AntiHack"
1 "Delete"

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Still getting kicked with Public Variable #3 when deposit thru ATM here is the BE filters any help would be great, FYI I added it to 1st and end of 4th line to see if it made a difference. The new infistar does have it built into the new filters BTW

 

//new

5 "" !="currentInvites" !="PVDZE_bank_Save" !"PVDZE_" !"norrn" !"usec" !="remExField" !="remExFP" !="currentInvites" !="drn_AskServerDynamicWeatherEventArgs" !="norrinRAlie" !="BIS_effects_gepv" !="dayzPlayerLogin" !="dayzPlayerLogin2" !"PVAHR_" !="PVAH_AdminReq" !="PVAH_WriteLogReq"

5 "norrn" !="norrnRACarUp" !="norrnRAPicUp" !="norrnRaDrag" !="norrnR180" !="norrnRalie" !="norrnRLact" !="norrnRALW" !="norrnRDead"

5 "usec" !="usecMorphine" !="usecBandage" !="usecBleed"

5 "PVDZE_" !"PVDZE_player" !="PVDZE_send" !="PVDZE_log_lockUnlock" !="PVDZE_Server_Simulation" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_plr_TradeMenu" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_obj_setlocalVars" !="PVDZE_obj_getlocalVars" !="PVDZE_bank_Save"

5 "PVAHR_" !"PVAHR_0_"

1 "PVAH"

5 "remExFP" !="\"remExFP\" = \[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]" !"\[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]"

5="player"

5="server"

5 "fnc_plyrHit"

5 "AntiHack"

1 "Delete"

 

After " !="PVDZE_bank_Save" add this

 

!="PVDZE_account_Doublecheck"

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OK so here is what I did to fix it, added !="PVDZE_bank_Save" !="PVDZE_account_Doublecheck" at the end of the 4th line in publicvariables in battleye

 

 

//new


5 "" !="currentInvites" !"PVDZE_" !"norrn" !"usec" !="remExField" !="remExFP" !="drn_AskServerDynamicWeatherEventArgs" !="norrinRAlie" !="BIS_effects_gepv" !="dayzPlayerLogin" !="dayzPlayerLogin2" !"PVAHR_" !="PVAH_AdminReq" !="PVAH_WriteLogReq"
5 "norrn" !="norrnRACarUp" !="norrnRAPicUp" !="norrnRaDrag" !="norrnR180" !="norrnRalie" !="norrnRLact" !="norrnRALW" !="norrnRDead"
5 "usec" !="usecMorphine" !="usecBandage" !="usecBleed"
5 "PVDZE_" !"PVDZE_player" !="PVDZE_send" !="PVDZE_log_lockUnlock" !="PVDZE_Server_Simulation" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_plr_TradeMenu" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_obj_setlocalVars" !="PVDZE_obj_getlocalVars" !="PVDZE_bank_Save" !="PVDZE_account_Doublecheck"
5 "PVAHR_" !"PVAHR_0_"
1 "PVAH"
5 "remExFP" !="\"remExFP\" = \[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]" !"\[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]"
5="player"
5="server"
5 "fnc_plyrHit"
5 "AntiHack"
1 "Delete"

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help!!!

I add this script,The following tips

19:44:48 BattlEye Server: Initialized (v1.195)

19:44:48 Host identity created.
19:44:49 vh.flyman uses modified data file
19:44:49 BattlEye Server: Player #0 vh.flyman (10.10.1.8:2304) connected
19:44:49 Player vh.flyman connecting.
19:44:49 Mission DayZ Epoch Chernarus read from bank.
19:44:49 Mission DayZ Epoch Chernarus read from bank.
19:44:49 Mission DayZ Epoch Chernarus read from bank.
19:44:49 Mission DayZ Epoch Chernarus read from bank.
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1. Put the mission file in the MPMissions Folder
 
2. Put Server.pbo in the @DayZ_Epoch_Server\addons
 
3. Upload the provided DLL files in the correct place
 
4. Run the Sql provided on your database
 
5. Enjoy The Single Currecny
 
 I followed these instructions and merged all the files. 

 

 

When I tried running the Sql that was provided on my database, it continued giving me errors about the FOREIGN_KEY_CHECK line. My database is running with 5.6 version of MySQL. Had a friend test that line on the version he's running (5.5) and he said it worked fine. Any ideas?

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Hi, 

My players are experiencing an issue where the following two things occur:

1. Some users can give other coins, but other users cannot
2. When you get the option to give player A coins, but look at player B afterwards - you still only have the option to give player A (if you understand). It doesn't matter who my players look at - the still only have the option to give to player A.

Any ideas why this would be happening - and how would I go about fixing it? 

Also, as part of your updates to this all-in-one package - could you please include the changes you made so we can make those changes without having to replace the entire Pbo files - some of us have multiple scripts added to our server - would be easier to make one or two changes to the files instead of having to re-add all our scripts. 

 

Thanks

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