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[Release] Advanced Trading 2.1 !UPDATED!


Zupa

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Ok I think I may of figured it out. According to

https://community.bistudio.com/wiki/ArmA_2:_CfgVehicles

 

Animal types are part of the Man class. You could do the Animal class instead of Man if you wanted to, but why not get rid of Man skins and Animals all at once.

So, instead of modifying the _list line, try the following

 

Replace this:

if(!isNull _x && local _x && !isPlayer _x && alive _x && !(_x isKindOf "zZombie_base"))then{

With this:

if(!isNull _x && local _x && !isPlayer _x && alive _x && !(_x isKindOf "zZombie_base") && !(_x isKindOf "Man"))then{

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---FIXED SOME TRADERS NOT WORKING---

 

Hey Everyone!

 

 I have been trying to get this script to work on my server and I was having some of the same issues as Scinester is. Only the traders that deal in food/water and medical had the advanced trading option, no other traders. What is the weirdest is that I have a custom trade city with the Delta Force skins added in and again, only the food/water and medical traders there offer advanced trading. I went back and looked in my fn_selfactions and I found the problem. 

Mine looked like this:

    

    // Static Menu

    {

     _buyV = player addAction ["<t color=#0059FF'>Advanced Trading</t>", "zupa\advancedTrading\init.sqf",(_traderMenu select 0), 999, true, false, "","];

     s_player_parts set [count s_player_parts,_buyV];

     //diag_log format["DEBUG TRADER: %1", _x];

     _buy = player addAction [format["Trade %1 %2 for %3 %4",(_x select 3),(_x select 5),(_x select 2),(_x select 6)], "\z\addons\dayz_code\actions\trade_items_wo_db.sqf",[(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4),(_x select 5),(_x select 6)], (_x select 7), true, true, "",""];

     s_player_parts set [count s_player_parts,_buy];

    

    } count (_traderMenu select 1);

    // Database menu

    _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""];

 

 

Now you see how I had erroneously placed it inside the brackets for trade_items... I then moved it down to just above the "//Database menu" area and voila!! All traders then had the menu.

 

This worked for me and I hope it worked for you as well.

 

 

Also, I too get the error of the vehicle "Rabbit" being one of my vehicles.

 

im not quite sure what you mean on this, what did you change exactly?

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im not quite sure what you mean on this, what did you change exactly?

As the install instructions said to do it....

Basically, he put the lines in selfActions in the wrong spot, and not where he was supposed to put them (Notice how the _buyV line and its corresponding s_player line are directly above //Database menu, and not above _buy? Well, (SLK) Grumpy had it above _buy. according to the instructions. The Instructions said to put the lines Above // Database menu. What it meant, and apparently should say is, DIRECTLY above. Instead, he put the lines inside the { } portion. So, make sure your fn_selfActions.sqf file, has it as follows.

 

// Static Menu
{
//diag_log format["DEBUG TRADER: %1", _x];
_buy = player addAction [format["Trade %1 %2 for %3 %4",(_x select 3),(_x select 5),(_x select 2),(_x select 6)], "\z\addons\dayz_code\actions\trade_items_wo_db.sqf",[(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4),(_x select 5),(_x select 6)], (_x select 7), true, true, "",""];
s_player_parts set [count s_player_parts,_buy];
 
} count (_traderMenu select 1);
_buyV = player addAction ["<t color=#0059FF'>Advanced Trading</t>", "zupa\advancedTrading\init.sqf",(_traderMenu select 0), 999, true, false, "","];
s_player_parts set [count s_player_parts,_buyV];
// Database menu

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*** RABBIT problem ***

 

ZUPA, could you update the instructions with the edited lines? (Assuming after you look at them it is correct?)

 

I made the change I previously mentioned, and so far I have not been told I drove a rabbit to a trader, and I haven't seen any errors in RPT either. So, I am led to believe this should fix the problem. Here is the 3rd revised version of it though. There are two identical lines, one for getting the inventory of the vehicle, and the other for showing the vehicle you drove I guess, so change both of them as follows.

 

In your Advanced Trading init.sqf find and replace both instances of

if(!isNull _x && local _x && !isPlayer _x && alive _x && !(_x isKindOf "zZombie_base"))then{

With

if(!isNull _x && local _x && !isPlayer _x && alive _x && !(_x isKindOf "zZombie_base") && !(_x isKindOf "Man"))then{

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ok Im really confused.. what in the actual fuck are you talking about man? lol riding a rabbit to trader?

Lol. Not sure if you are being sarcastic for sure or not, or if some people really don't read the small number ;) of pages in this thread. I've seen many post from you around the forums and you seem like a good guy, so I'm thinking sarcastic. But, for anyone else, and just incase....

 

Quick lesson for those that don't know very much about the scripting in this, amazing, baddly programmed, game called Arma 2 dayz, and the terrible way we have to script in the mods.....that we all enjoy playing so much.

 

Vehicles, are not vehicles. BAM, mind blown huh? I think of vehicles as more of vessels....err...now some of you are thinking of boats or something probably. Hmm. Well, to try and put it plainly, just like a car, truck, tank, airplane, or a helicoptor, animals are also considered vehicles. (Check the list I posted from bis themselves that lists the order of vehicle categories if anyone doesn't believe me.)

 

So, if you have a local rabbit, zombie, cow, etc, and you have a script that checks for "AllVehicles", the rabbit, zombie, cow, etc, will be included in that list. That's why in the code for Advanced Trading (and many other mods), we have to do things like "!isPlayer", to say that we DON'T want to include players, !(_x isKindOf "zZombie_base") or zombies, !(_x isKindOf "Man") or anything in the Man category (which just happens to include animals... what a dumb organization of categories those programmers have...or maybe the really think an animal is a man.)

 

But, now you all know how I get around the map so fast, I drive a rabbit. Don't tell anyone my secret.

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well i fixed my problem with what i was having, it was with the fn_actions but it wasnt the same exact thing he had.

Any way you could share what you changed so that between your change and his, the other people having this issue could resolve it as well?

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Hello,

 

I have one issue with the script. I can sell items to the traders using advanced trading but I cannot buy items using advanced trading. Even though I have gold in my inventory the trader cannot see it, so it says you need xxx gold to buy items.

 

I am not sure which files I should post here but I added the init from advanced trading.

 

disableSerialization;
 
Z_traderData = (_this select 3); // gets the trader data ( menu_Functionary1 )
 
Z_Selling = true;
Z_SellingFrom = 2;
 
if( isNil "Z_traderData" || count (Z_traderData) == 0)exitWith{
cutText [format["There went something wrong."], "PLAIN DOWN"];
};
 
if(isNil "Z_AdvancedTradingInit")then{
// initiate the functions and variables for advanced trading -- easier for the people :) otherwise it would be in compiles or different file.
Z_SellableArray = [];
Z_SellArray = [];
Z_BuyArray = [];
Z_BuyingArray = [];
Z_vehicle = objNull;
Z_VehicleDistance = 30;
Z_MoneyVariable = "cashMoney"; // Change this to whichever currency You are using.
Z_NormalCurrency = false; // No effect yet. Not supported yet
 
if(isNil 'CurrencyName')then{
CurrencyName = 'Coins';
};
 
Z_filleTradeTitle = {
_text = _this select 0;
ctrlSetText [7408, _text];
};
 
Z_clearLists = {
lbClear 7401;
lbClear 7402;
};
 
Z_clearBuyList = {
 lbClear 7421;
};
 
Z_clearBuyingList = {
 lbClear 7422;
};
 
Z_getContainer = {
_dialog = findDisplay 711197;
(_dialog displayCtrl 7404) ctrlSetText format["Free Slots: 0 / 0 / 0"];
Z_clearBuyingList;
Z_clearLists;
Z_SellableArray = [];
Z_SellArray = [];
Z_BuyingArray = [];
 
_lbIndex= _this select 0;
 
if(Z_Selling)then{
switch (_lbIndex) do {
case 0: { 
["Selling from backpack."] call Z_filleTradeTitle;
Z_SellingFrom = 0;
call Z_getBackpackItems; 
};
case 1: { 
["Selling from vehicle."] call Z_filleTradeTitle;
Z_SellingFrom = 1;
call Z_getVehicleItems; 
};
case 2: { 
["Selling from gear."] call Z_filleTradeTitle;
Z_SellingFrom = 2;
call Z_getGearItems; 
};
};
}else{
_ctrltext = format[" "];
ctrlSetText [7413, _ctrltext];
 
_ctrltext = format["These are all the items I'm selling!"];
ctrlSetText [7412, _ctrltext];
switch (_lbIndex) do {
 
case 0: { 
Z_SellingFrom = 0;
["Buying in backpack."] call Z_filleTradeTitle;
[0] call Z_calculateFreeSpace;
};
case 1: { 
Z_SellingFrom = 1;
["Buying in vehicle."] call Z_filleTradeTitle;
_canBuyInVehicle = call Z_CheckCloseVehicle;
if(_canBuyInVehicle)then{
[1] call Z_calculateFreeSpace; 
}else{
systemChat format["Get in driver seat to be able to trade to your vehicle."];
(_dialog displayCtrl 7404) ctrlSetText format["Free Slots: %1 / %2 / %3",0,0,0];
};
};
case 2: {
Z_SellingFrom = 2;
["Buying in gear."] call Z_filleTradeTitle;
[2] call Z_calculateFreeSpace;
};
};
};
};
 
Z_getBackpackItems = {
call Z_clearLists;
Z_SellableArray = [];
Z_SellArray = [];
_backpack = unitBackpack player;
if (!isNil "_backpack") then {    
_mags = getMagazineCargo _backpack;
_weaps = getWeaponCargo _backpack;
_normalMags = [];
_normalWeaps = [];
_kinds = _mags select 0;
_ammmounts = _mags select 1;
{
_counter = 0 ;
while{ _counter < ( _ammmounts select _forEachIndex)}do{
_normalMags set [count(_normalMags),_x];
_counter = _counter + 1;
};
}forEach _kinds;
 
_kinds2 = _weaps select 0;
_ammmounts2 = _weaps select 1;
{
_counter = 0 ;
while{ _counter < ( _ammmounts2 select _forEachIndex)}do{
_normalWeaps set [count(_normalWeaps),_x];
_counter = _counter + 1;
};
}forEach _kinds2;
 
[_normalMags,_normalWeaps, typeOf _backpack] call Z_checkArrayInConfig;
}else{
_ctrltext = format["I'm not stupid."];
ctrlSetText [7413, _ctrltext];
 
_ctrltext = format["You are not wearing a backpack."];
ctrlSetText [7412, _ctrltext];
};
};
 
Z_getVehicleItems = {
Z_vehicle = objNull;
call Z_clearLists;
Z_SellableArray = [];
Z_SellArray = [];
_vehicle = objNull;
 
_list = nearestObjects [(getPosATL player), ["AllVehicles"], Z_VehicleDistance];
{
if(!isNull _x && local _x && !isPlayer _x && alive _x && !(_x isKindOf "zZombie_base"))then{
systemChat format["Selected %1",typeOf _x];
_vehicle = _x;
};
}count _list;
 
if(!isNull _vehicle)then{
Z_vehicle = _vehicle;
_mags = getMagazineCargo _vehicle;
_weaps = getWeaponCargo _vehicle;
 
_normalMags = [];
_normalWeaps = [];
 
_kinds = _mags select 0;
_ammmounts = _mags select 1;
{
_counter = 0 ;
while{ _counter < ( _ammmounts select _forEachIndex)}do{
_normalMags set [count(_normalMags),_x];
_counter = _counter + 1;
};
}forEach _kinds;
 
_kinds2 = _weaps select 0;
_ammmounts2 = _weaps select 1;
{
_counter = 0 ;
while{ _counter < ( _ammmounts2 select _forEachIndex)}do{
_normalWeaps set [count(_normalWeaps),_x];
_counter = _counter + 1;
};
}forEach _kinds2;
 
 
[_normalWeaps,_normalMags, typeOf _vehicle] call Z_checkArrayInConfig;
}else{
_ctrltext = format["Get in driver seat first!"];
ctrlSetText [7413, _ctrltext];
 
_ctrltext = format["I do not see any vehicle."];
ctrlSetText [7412, _ctrltext];
};
};
 
Z_getGearItems = {
call Z_clearLists;
Z_SellArray = [];
Z_SellableArray = [];
_mags = magazines player;
_weaps = weapons player;
[_weaps,_mags,"your gear"] call Z_checkArrayInConfig;
};
 
Z_checkArrayInConfig = {
_weaps = _this select 0;
_mags = _this select 1;
_extraText = _this select 2;
_all = _weaps + _mags ;
_total = count(_all);
_arrayOfTraderCat = Z_traderData;
_totalPrice = 0;
if(_total > 0)then{
{
_y = _x;
{
_cat =  format["Category_%1",(_arrayOfTraderCat select _forEachIndex select 1)];
_excists = false;
if(isClass(missionConfigFile >> "CfgTraderCategory"  >> _cat >> _y ))then{
_excists = isClass(missionConfigFile >> "CfgTraderCategory"  >> _cat >> _y );
};
if(_excists)exitWith{
_pic = "";
_text = "";
_type = getText(missionConfigFile >> "CfgTraderCategory"  >> _cat  >> _y >> "type");
_sell = getArray(missionConfigFile >> "CfgTraderCategory"  >> _cat  >> _y >> "sell");
 
switch (true) do {
case (_type == "trade_items") :
{
_pic = getText (configFile >> 'CfgMagazines' >> _y >> 'picture');
_text = getText (configFile >> 'CfgMagazines' >> _y >> 'displayName');
};
case (_type == "trade_weapons") :
{
_pic = getText (configFile >> 'CfgWeapons' >> _y >> 'picture');
_text = getText (configFile >> 'CfgWeapons' >> _y >> 'displayName');
};
case (_type == "trade_backpacks") :
{
_pic = getText (configFile >> 'CfgVehicles' >> _y >> 'picture');
_text = getText (configFile >> 'CfgVehicles' >> _y >> 'displayName');
};
};
 
 
if( isNil '_text')then{_text = _y;};
Z_SellableArray set [count(Z_SellableArray) , [_y,_type,_sell select 0,_text,_pic]];
_totalPrice = _totalPrice + (_sell select 0);
};
}forEach _arrayOfTraderCat;
}count _all;
 
_backUpText = _extraText;
if(Z_SellingFrom != 2)then{
_extraText = getText (configFile >> 'CfgVehicles' >> _extraText >> 'displayName');
};
if (isNil '_extraText')then{_extraText = _backUpText;};
 
_ctrltext = format["I would offer %1 %2.", _totalPrice,CurrencyName];
ctrlSetText [7413, _ctrltext];
_ctrltext = format["I accept %1 items from %2.", count(Z_SellableArray) , _extraText];
ctrlSetText [7412, _ctrltext];
call Z_fillSellList;
};
};
 
Z_calcPrice = {
_sellPrice = 0;
if(Z_Selling)then{
{  
_sellPrice = _sellPrice +  (_x select 2);
}count Z_SellArray;
}else{
{
_sellPrice = _sellPrice +  ((_x select 2) * (_x select 5));
}count Z_BuyingArray;
};
_ctrltext = format["%1 %2", _sellPrice , CurrencyName];
ctrlSetText [7410, _ctrltext];
};
 
Z_fillSellList = {
 
{
_index = lbAdd [7401,  _x select 3];
lbSetPicture [7401, _index, _x select 4 ];
}count Z_SellableArray;
};
 
Z_fillSellingList = {
{  
_index = lbAdd [7402, _x select 3];
lbSetPicture [7402, _index,  _x select 4];
}count Z_SellArray;
};
 
Z_pushItemToList = {
_index = _this select 0;
if(!isNil"_index" && _index > -1)then {
lbDelete [7401, _index];
_temp = Z_SellableArray select _index;
//_item = [_temp select 0,_temp select 1 ,_temp select 2,_temp select 3, _temp select 4  ];
Z_SellArray set [count(Z_SellArray),_temp];
Z_SellableArray set [_index,"deleted"];
Z_SellableArray = Z_SellableArray - ["deleted"];
_index2 = lbAdd [7402, _temp select 3];
lbSetPicture [7402, _index2, _temp select 4];
call Z_calcPrice;
};
};
 
Z_removeItemFromList = {
_index = _this select 0;
if(!isNil"_index" && _index > -1)then {
lbDelete [7402, _index];
_temp = Z_SellArray select _index;
_item = [_temp select 0,_temp select 1 ,_temp select 2,_temp select 3, _temp select 4  ];
Z_SellableArray set [count(Z_SellableArray),_item];
Z_SellArray set [_index,"deleted"];
Z_SellArray = Z_SellArray - ["deleted"];
_index2 = lbAdd [7401,  _item select 3];
lbSetPicture [7401, _index2, _item select 4];
call Z_calcPrice;
};
};
 
Z_pushAllToList = {
Z_SellArray = Z_SellArray + Z_SellableArray;
Z_SellableArray = [];
call Z_clearLists;
call Z_fillSellList;
call Z_fillSellingList;
call Z_calcPrice;
};
 
Z_removeAllToList = {
Z_SellableArray = Z_SellableArray + Z_SellArray;
Z_SellArray = [];
call Z_clearLists;
call Z_fillSellList;
call Z_fillSellingList;
call Z_calcPrice;
};
 
Z_SellItems = {
_index = count (Z_SellArray) - 1;
_tempArray = Z_SellArray;
if(_index > -1)then{
systemChat "Selling items.";
closeDialog 2;
_outcome = [];
_weaponsArray = [];
_itemsArray = [];
_bpArray = [];
_bpCheckArray = [];
_weaponsCheckArray = [];
_itemsCheckArray = [];
{
_type = _x select 1;
_name = _x select 0;
 
switch (true) do {
case (_type == "trade_items") :
{
_itemsArray set [count(_itemsArray),_name];
_itemsCheckArray set [count(_itemsCheckArray),_x select 2];
};
case (_type == "trade_weapons") :
{
_weaponsArray set [count(_weaponsArray),_name];
_weaponsCheckArray set [count(_weaponsCheckArray),_x select 2];
};
case (_type == "trade_backpacks") :
{
_bpArray set [count(_bpArray),_name];
_bpCheckArray set [count(_bpCheckArray),_x select 2];
};
};
 
 
 
}count Z_SellArray;
 
// closeDialog 2;
 
if(Z_SellingFrom == 0)then{
_outcome = [unitBackpack player,_itemsArray,_weaponsArray] call ZUPA_fnc_removeWeaponsAndMagazinesCargo;
};
if(Z_SellingFrom == 1)then{
_outcome = [Z_vehicle,_itemsArray,_weaponsArray,_bpArray] call ZUPA_fnc_removeWeaponsAndMagazinesCargo;
};
 
//gear
if(Z_SellingFrom == 2)then{
_wA = [];
_mA = [];
{
_localResult = [player,(_x select 0),1] call BIS_fnc_invRemove;
if( _localResult != 1)then{
if(_x select 1 == "trade_items")then{
_mA set [count(_mA),0];
}else{
_wA set [count(_wA),0];
};
}else{
if(_x select 1 == "trade_items")then{
_mA set [count(_mA),1];
}else{
_wA set [count(_wA),1];
};
};
 
}count Z_SellArray;
 
_outcome set [0,_mA];
_outcome set [1,_wA];
_outcome set [2,[]];
};
 
_money = 0;
{
_money = _money + ( ((_itemsCheckArray select _forEachIndex)) * _x) ;
}forEach (_outcome select 0);
{
_money = _money + ( ((_weaponsCheckArray select _forEachIndex)) * _x) ;
}forEach (_outcome select 1);
 
{
_money = _money + ( ( (_bpCheckArray select _forEachIndex) ) * _x) ;
}forEach (_outcome select 2);
 
if(typeName _money  == "SCALAR")then{
[player,_money] call SC_fnc_addCoins;
systemChat format["Received %1 %2", _money , CurrencyName];
}else{
systemChat format["Money is not a number. Something went wrong."];
};
}else{
systemChat format["No Items to Sell"];
};
};
 
Z_BuyItems = {
_magazinesToBuy = 0;
_weaponsToBuy = 0;
_backpacksToBuy = 0;
 
_priceToBuy = 0;
 
{
if( _x select 1 == "trade_weapons")then{
_weaponsToBuy = _weaponsToBuy + (_x select 5) ;
_priceToBuy = _priceToBuy + ((_x select 5)*(_x select 2));
};
if( _x select 1 == "trade_items")then{
_magazinesToBuy = _magazinesToBuy + (_x select 5) ;
_priceToBuy = _priceToBuy + ((_x select 2)*(_x select 5));
};
if( _x select 1 == "trade_backpacks")then{
_backpacksToBuy = _backpacksToBuy + (_x select 5) ;
_priceToBuy = _priceToBuy + ((_x select 2)*(_x select 5));
};
} count Z_BuyingArray;
 
//recheck if there is enough space -> not that some douche put extra stuff in.
 
_canBuy = [_weaponsToBuy,_magazinesToBuy,_backpacksToBuy] call Z_allowBuying;
 
_myMoney = player getVariable[Z_MoneyVariable,0];
 
if(_myMoney >= _priceToBuy)then{
   
 
 
if(_canBuy)then{
systemChat format["Start Buying for %1 %2",_priceToBuy,CurrencyName];
 
closeDialog 2;
 
if(Z_SellingFrom == 0)then{//backpack
systemChat format["Adding %1 Items in backpack",count (Z_BuyingArray)];
{
if( _x select 1 == "trade_weapons")then{
(unitBackpack player) addWeaponCargoGlobal [_x select 0, _x select 5];
diag_log format ["%1 x %2 added", _x select 0, _x select 5];
};
if( _x select 1 == "trade_items")then{
(unitBackpack player) addMagazineCargoGlobal  [_x select 0, _x select 5];
diag_log format ["%1 x %2 added", _x select 0, _x select 5];
};
} count Z_BuyingArray;
};
 
if(Z_SellingFrom == 1)then{//vehicle
{
systemChat format["Adding %1 Items in %2",count (Z_BuyingArray), typeOf Z_vehicle];
if( _x select 1 == "trade_weapons")then{
Z_vehicle addWeaponCargoGlobal [_x select 0, _x select 5];
diag_log format ["%1 x %2 added", _x select 0, _x select 5];
};
if( _x select 1 == "trade_items")then{
Z_vehicle addMagazineCargoGlobal [_x select 0, _x select 5];
diag_log format ["%1 x %2 added", _x select 0, _x select 5];
};
if( _x select 1 == "trade_backpacks")then{
Z_vehicle addBackpackCargoGlobal [_x select 0, _x select 5];
diag_log format ["%1 x %2 added", _x select 0, _x select 5];
};
} count Z_BuyingArray;
};
 
if(Z_SellingFrom == 2)then{//gear
systemChat format["Adding %1 Items in gear",count (Z_BuyingArray)];
{
if( _x select 1 == "trade_weapons")then{
_count = 0;
while(_count < _x select 5)do{
player addWeapon (_x select 0);
diag_log format ["%1 added", _x select 0];
_count = _count + 1;
};
};
if( _x select 1 == "trade_items")then{
_count = 0;
while{_count < _x select 5}do{
player addMagazine (_x select 0);
diag_log format ["%1 added", _x select 0];
_count = _count + 1;
};
};
} count Z_BuyingArray;
};
systemChat format["removing %1 coins ",_priceToBuy];
[player,_priceToBuy] call SC_fnc_removeCoins;
systemChat format["removed %1 coins ",_priceToBuy];
};
}else{
systemChat format["You need %1 %2 to buy all these items.",_priceToBuy,CurrencyName];
};
 
};
 
/* ----------------------------------------------------------------------------
Examples:
  _result = [_backpack, ["SmokeShell","M16_AMMO"],["M16","M16","M240"]] call ZUPA_fnc_removeWeaponsAndMagazinesCargo; 
  _result == [[1,0,0,1,1,1,0],[1,0,0,1],[1,0]]; // 1 = success, 0 = fail ->( item was not in cargo)
  
Author:
  Zupa 2014-09-30
---------------------------------------------------------------------------- */
ZUPA_fnc_removeWeaponsAndMagazinesCargo = {
private ["_unit", "_items","_weaps","_normalItems","_normalWeaps", "_count", "_i", "_unit_allItems", "_unit_allItems_types", "_unit_allItems_count", "_item_type", "_item_count", "__returnVar"];
_unit = _this select 0;
_items = _this select 1; 
_weaps = _this select 2; 
_bags = [];
if(count _this > 3)then{
_bags = _this select 3; 
};
 
_normalItems = [];
_normalWeaps = [];
_normalBags = [];
 
_unit_allItems = getMagazineCargo _unit; //  [[type1, typeN, ...],[count1, countN, ...]]
_unit_allItems_types = _unit_allItems select 0;
_unit_allItems_count = _unit_allItems select 1;
 
_unit_allWeaps = getWeaponCargo _unit; 
_unit_allWeaps_types = _unit_allWeaps select 0;
_unit_allWeaps_count = _unit_allWeaps select 1;
 
_unit_allBags = getBackpackCargo _unit; 
_unit_allBags_types = _unit_allBags select 0;
_unit_allBags_count = _unit_allBags select 1;
 
clearMagazineCargoGlobal _unit;
clearWeaponCargoGlobal _unit;
 
if( count _bags > 0 )then{
clearBackpackCargoGlobal  _unit;
};
 
{
_counter = 0 ;
while{ _counter < ( _unit_allItems_count select _forEachIndex)}do{
_normalItems set [count(_normalItems),_x];
_counter = _counter + 1;
};
}forEach _unit_allItems_types;
{
_counter = 0 ;
while{ _counter < ( _unit_allWeaps_count select _forEachIndex)}do{
_normalWeaps set [count(_normalWeaps),_x];
_counter = _counter + 1;
};
}forEach _unit_allWeaps_types;
{
_counter = 0 ;
while{ _counter < ( _unit_allBags_count select _forEachIndex)}do{
_normalBagss set [count(_normalBags),_x];
_counter = _counter + 1;
};
}forEach _unit_allBags_types;
 
_returnVar = [];
_returnMag = [];
_returnWeap = [];
_returnBag = [];
{
_inCargo = _normalItems find _x;
if(_inCargo > -1)then{
_normalItems set [_inCargo, "soldItem"];
_returnMag set [count(_returnMag),1];
}else{
_returnMag set [count(_returnMag),0];
};
}count _items;
_normalItems = _normalItems - ["soldItem"];
{
_unit addMagazineCargoGlobal [_x, 1];
}count _normalItems;
 
{
_inCargo = _normalWeaps find _x;
if(_inCargo > -1)then{
_normalWeaps set [_inCargo, "soldItem"];
_returnWeap set [count(_returnWeap),1];
}else{
_returnWeap set [count(_returnWeap),0];
};
}count _weaps;
_normalWeaps = _normalWeaps - ["soldItem"];
{
_unit addWeaponCargoGlobal [_x, 1];
}count _normalWeaps;
 
{
_inCargo = _normalBags find _x;
if(_inCargo > -1)then{
_normalBags set [_inCargo, "soldItem"];
_returnBag set [count(_returnBag),1];
}else{
_returnBag set [count(_returnBag),0];
};
}count _bags;
_normalWeaps = _normalWeaps - ["soldItem"];
{
_unit addBackpackCargoGlobal [_x, 1];
}count _normalBags;
 
_returnVar set [0,_returnMag];
_returnVar set [1,_returnWeap];
_returnVar set [2,_returnBag];
_returnVar;
};
 
Z_ChangeBuySell = {
_dialog = findDisplay 711197;
Z_Selling = !Z_Selling;
if(Z_Selling)then{
(_dialog displayCtrl 7416) ctrlSetText "Buy";
(_dialog displayCtrl 7409) ctrlSetText "Selling";
{ctrlShow [_x,true];} forEach [7401,7402,7435,7430,7431,7432,7433]; // show
{ctrlShow [_x,false];} forEach [7421,7422,7436,7440,7441,7442,7443,7404]; // hide
}else{
(_dialog displayCtrl 7416) ctrlSetText "Sell";
(_dialog displayCtrl 7409) ctrlSetText "Buying";
{ctrlShow [_x,true];} forEach [7421,7422,7436,7440,7441,7442,7443,7404]; // show
{ctrlShow [_x,false];} forEach [7401,7402,7435,7430,7431,7432,7433]; // hide
call Z_fillBuyList;
};
[2] call Z_getContainer; // default gear
};
 
Z_removeAllFromBuyingList = {
Z_clearBuyingList;
Z_BuyingArray = [];
};
 
Z_removeItemFromBuyingList = {
_index = _this select 0;
if(!isNil"_index" && _index > -1)then {
lbDelete [7422, _index];
Z_BuyingArray set [_index,"deleted"];
Z_BuyingArray = Z_BuyingArray - ["deleted"];
call Z_calcPrice;
};
};
 
Z_toBuyingList = {
_index = _this select 0;
_amount = parseNumber(_this select 1);
if(!isNil"_index" && _index > -1 && (typeName _amount == "SCALAR") && _amount > 0 )then {
_temp = Z_BuyArray select _index;
_item = [_temp select 0,_temp select 1 ,_temp select 2,_temp select 3, _temp select 4, _amount ];
Z_BuyingArray set [count(Z_BuyingArray),_item];
_index2 = lbAdd [7422, format["%1x: %2",_item select 5,_item select 3]];
lbSetPicture [7422, _index2, _item select 4];
call Z_calcPrice;
};
};
 
Z_fillBuyList = {
call Z_clearBuyList;
call Z_clearBuyingList;
Z_BuyArray = [];
Z_BuyingArray = [];
_arrayOfTraderCat = Z_traderData;
_counter = 0;
{
_cat =  format["Category_%1",(_arrayOfTraderCat select _forEachIndex select 1)];
_cfgtraders = missionConfigFile >> "CfgTraderCategory"  >> _cat;
for "_i" from 0 to (count _cfgtraders)-1 do
{
_y  = _cfgtraders select _i;
if (isClass _y) then
{
_y  = configName (_y );
_type =  getText(missionConfigFile >> "CfgTraderCategory"  >> _cat  >> _y >> "type");
_buy = getArray(missionConfigFile >> "CfgTraderCategory"  >> _cat  >> _y >> "buy");
_pic = "";
_text = "";
if(_type == "trade_items")then{
_pic = getText (configFile >> 'CfgMagazines' >> _y >> 'picture');
_text = getText (configFile >> 'CfgMagazines' >> _y >> 'displayName');
Z_BuyArray set [count(Z_BuyArray) , [_y,_type,_buy select 0,_text,_pic]];
_totalPrice = _totalPrice + (_buy select 0);
};
if(_type == "trade_weapons")then{
_pic = getText (configFile >> 'CfgWeapons' >> _y >> 'picture');
_text = getText (configFile >> 'CfgWeapons' >> _y >> 'displayName');
Z_BuyArray set [count(Z_BuyArray) , [_y,_type,_buy select 0,_text,_pic]];
_totalPrice = _totalPrice + (_buy select 0);
};
};
};
}forEach _arrayOfTraderCat;
call Z_fillBuylList;
call Z_calcPrice;
};
 
Z_fillBuylList = {
{
_index = lbAdd [7421,  _x select 3];
lbSetPicture [7421, _index, _x select 4 ];
}count Z_BuyArray;
};
 
Z_fillBuyingList = {
{  
_index = lbAdd [7422, _x select 3];
lbSetPicture [7422, _index,  _x select 4];
}count Z_BuyingArray;
};
 
 
Z_calculateFreeSpace = {
_selection = _this select 0;
_returnArray = [0,0,0];
if(_selection == 2) then{ //gear
systemChat format["No advanced buying of weapons/backpacks currently into gear for security reasons!"];
_allowedMags = 20 - count(magazines player);
_allowedWeapons = 0;
_allowedBackpacks = 0;
_returnArray = [_allowedMags,_allowedWeapons,_allowedBackpacks];
};
if(_selection == 1) then{ //vehicle
_allowedMags = 0;
_allowedWeapons = 0;
_allowedBackpacks = 0;
if (!isNull Z_vehicle) then {   
_allowedWeapons = getNumber (configFile >> 'CfgVehicles' >> (typeOf Z_vehicle) >> 'transportMaxWeapons');
_allowedMags = getNumber (configFile >> 'CfgVehicles' >> (typeOf Z_vehicle) >> 'transportMaxMagazines');
_allowedBackpacks = getNumber (configFile >> 'CfgVehicles' >> (typeOf Z_vehicle) >> 'transportmaxbackpacks ');
};
_returnArray = [_allowedMags,_allowedWeapons,_allowedBackpacks];
};
if(_selection == 0) then{ //backpack
_allowedWeapons = 0;
_allowedMags = 0;
_allowedBackpacks = 0;
_backpack = unitBackpack player;
if (!isNil "_backpack") then {   
_allowedWeapons = getNumber (configFile >> 'CfgVehicles' >> (typeOf _backpack) >> 'transportMaxWeapons');
_allowedMags = getNumber (configFile >> 'CfgVehicles' >> (typeOf _backpack) >> 'transportMaxMagazines');
_allowedBackpacks = 0;
};
_returnArray = [_allowedMags,_allowedWeapons,_allowedBackpacks];
};
_dialog = findDisplay 711197;
(_dialog displayCtrl 7404) ctrlSetText format["Free Slots: %1 / %2 / %3",_returnArray select 1,_returnArray select 0,_returnArray select 2];
};
 
Z_CheckCloseVehicle = {
Z_vehicle = objNull;
_vehicle = objNull;
_list = nearestObjects [(getPosATL player), ["AllVehicles"], Z_VehicleDistance];
{
if(!isNull _x && local _x && !isPlayer _x && alive _x && !(_x isKindOf "zZombie_base"))then{
systemChat format["Selected %1",typeOf _x];
_vehicle = _x;
};
}count _list;
_result = false;
if(!isNull _vehicle)then{
Z_vehicle = _vehicle;
_result = true;
[format["Buying in %1.", typeOf Z_vehicle]] call Z_filleTradeTitle;
};
_result
};
 
Z_allowBuying = {
// Z_SellingFrom = 0 - backpack, 1 - car, 2 -gear
_selection = Z_SellingFrom;
_return = false;
_toBuyWeaps = _this select 0;
_toBuyMags = _this select 1;
_toBuyBags = _this select 2;
if(_selection == 2) then{ //gear
systemChat format["Only 0 weapon /  backpack allowed to buy at a time for security reasons!"];
_allowedMags = 20 - count(magazines player);
_allowedWeapons = 0;
_allowedBackpacks = 0;
 
_check1 = false;
_check2 = false;
_check3 = false;
 
if( _allowedWeapons >=_toBuyWeaps)then{
_check1 = true;
}else{
systemChat format["You can only buy %1 weapons in your gear.",_allowedWeapons];
};
if( _allowedMags >= _toBuyMags)then{
_check2 = true;
}else{
systemChat format["You can only buy %1 magazines  in your gear.",_allowedMags];
};
if( _allowedBackpacks >= _toBuyBags)then{
_check3 = true;
}else{
systemChat format["You can only buy %1 backpacks  in your gear.",_allowedBackpacks];
};
 
if(_check1 && _check2 && _check3)then{
_return = true;
};
 
};
if(_selection == 1) then{ //vehicle
_allowedMags = 0;
_allowedWeapons = 0;
_allowedBackpacks = 0;
if ( !isNull Z_vehicle) then {   
 
_mags = getMagazineCargo Z_vehicle;
_weaps = getWeaponCargo Z_vehicle;
_bags = getBackpackCargo Z_vehicle;
 
_normalMags = [];
_normalWeaps = [];
_normalBags = [];
 
_kinds = _mags select 0;
_ammmounts = _mags select 1;
{
_counter = 0 ;
while{ _counter < ( _ammmounts select _forEachIndex)}do{
_normalMags set [count(_normalMags),_x];
_counter = _counter + 1;
};
}forEach _kinds;
 
_kinds2 = _weaps select 0;
_ammmounts2 = _weaps select 1;
{
_counter = 0 ;
while{ _counter < ( _ammmounts2 select _forEachIndex)}do{
_normalWeaps set [count(_normalWeaps),_x];
_counter = _counter + 1;
};
}forEach _kinds2;
 
_kinds3 = _bags select 0;
_ammmounts3 = _bags select 1;
{
_counter = 0 ;
while{ _counter < ( _ammmounts3 select _forEachIndex)}do{
_normalBags set [count(_normalBags),_x];
_counter = _counter + 1;
};
}forEach _kinds3;
 
 
_allowedWeapons = getNumber (configFile >> 'CfgVehicles' >> (typeOf Z_vehicle) >> 'transportMaxWeapons') - count(_normalWeaps);
_allowedMags = getNumber (configFile >> 'CfgVehicles' >> (typeOf Z_vehicle) >> 'transportMaxMagazines') - count(_normalMags);
_allowedBackpacks = getNumber (configFile >> 'CfgVehicles' >> (typeOf Z_vehicle) >> 'transportmaxbackpacks ') - count(_normalBags);
}else{
systemChat format["%1", typeName "Z_vehicle"];
};
 
_check1 = false;
_check2 = false;
_check3 = false;
 
if( _allowedWeapons >= _toBuyWeaps)then{
_check1 = true;
}else{
systemChat format["You can only buy %1 weapons in your vehicle.",_allowedWeapons];
};
if( _allowedMags >= _toBuyMags)then{
_check2 = true;
}else{
systemChat format["You can only buy %1 magazines in your vehicle.",_allowedMags];
};
if( _allowedBackpacks >= _toBuyBags)then{
_check3 = true;
}else{
systemChat format["You can only buy %1 backpacks in your vehicle.",_allowedBackpacks];
};
 
if(_check1 && _check2 && _check3)then{
_return = true;
};
};
if(_selection == 0) then{ //backpack
_allowedWeapons = 0;
_allowedMags = 0;
_allowedBackpacks = 0;
_backpack = unitBackpack player;
if (!isNil "_backpack") then {   
_allowedWeapons = getNumber (configFile >> 'CfgVehicles' >> (typeOf _backpack) >> 'transportMaxWeapons');
_allowedMags = getNumber (configFile >> 'CfgVehicles' >> (typeOf _backpack) >> 'transportMaxMagazines');
_allowedBackpacks = 0;
};
 
_check1 = false;
_check2 = false;
_check3 = false;
_check4 = false;
 
if( _allowedWeapons >= _toBuyWeaps)then{
_check1 = true;
};
if( _allowedMags >= _toBuyMags)then{
_check2 = true;
};
if( _allowedBackpacks >= _toBuyBags)then{
_check3 = true;
};
if(_check1 && _check2 && _check3 && _check4)then{
_return = true;
};
 
systemChat format["Buying to backpack is currently disabled for security reasons"];
};
 
_return
};
 
Z_AdvancedTradingInit = true;
 
};
 
createDialog "AdvancedTrading";
 
_dialog = findDisplay 711197;
(_dialog displayCtrl 7432) ctrlSetText " < ";
(_dialog displayCtrl 7433) ctrlSetText " << ";
(_dialog displayCtrl 7442) ctrlSetText " < ";
(_dialog displayCtrl 7443) ctrlSetText " << ";
{ctrlShow [_x,false];} forEach [7441,7436,7404,7422,7421,7436,7440,7442,7443,7404]; // hide - double hide ( first one didn't work it seems.
call Z_getGearItems; 

 
Also the init from single currency

BankDialogTransferAmount = 13000;
BankDialogPlayerBalance = 13001;
BankDialogBankBalance = 13002;
 
SCTraderDialogCatList = 32000;
SCTraderDialogItemList = 32001;
SCTraderDialogBuyPrice = 32002;
SCTraderDialogSellPrice = 32003;
 
GivePlayerDialogTransferAmount = 14000;
GivePlayerDialogPlayerBalance = 14001;
 
 
BankDialogUpdateAmounts = {
ctrlSetText [bankDialogPlayerBalance, format["%1 %2", (player getVariable ['headShots', 0] call BIS_fnc_numberText), CurrencyName]];
ctrlSetText [bankDialogBankBalance, format["%1 %2", (player getVariable ['bank', 0] call BIS_fnc_numberText), CurrencyName]];
};
 
GivePlayerDialogAmounts = {
ctrlSetText [GivePlayerDialogPlayerBalance, format["%1 %2", (player getVariable ['headShots', 0] call BIS_fnc_numberText), CurrencyName]];
ctrlSetText [14003, format["%1", (name cursorTarget)]];
};
 
BankDialogWithdrawAmount = {
private ["_amount","_bank","_wealth"];
_amount = parseNumber (_this select 0);
_bank = player getVariable ["bank", 0];
_wealth = player getVariable["headShots",0];
 
if (_amount < 1 or _amount > _bank) exitWith {
cutText ["You can not withdraw more than is in your bank.", "PLAIN DOWN"];
};
player setVariable["headShots",(_wealth + _amount),true];
player setVariable["bank",(_bank - _amount),true];
player setVariable ["bankchanged",1,true];
player setVariable ["moneychanged",1,true];
PVDZE_plr_Save = [player,(magazines player),true,true] ;
publicVariableServer "PVDZE_plr_Save";
 
cutText [format["You have withdrawn %1 %2.", [_amount] call BIS_fnc_numberText, CurrencyName], "PLAIN DOWN"];
};
 
BankDialogDepositAmount = {
private ["_amount","_bank","_wealth"];
_amount = parseNumber (_this select 0);
_bank = player getVariable ["bank", 0];
_wealth = player getVariable["headShots",0];
if (_amount < 1 or _amount > _wealth) exitWith {
cutText ["You can not deposit more than you have.", "PLAIN DOWN"];
};
 
if(   LimitOnBank  && ((_bank + _amount ) >  MaxBankMoney)) then{
 
if(   (getPlayerUID player in DonatorListZupa )  && ((_bank + _amount ) <  MaxDonatorBankMoney)) then{ 
 
player setVariable["headShots",(_wealth - _amount),true];
player setVariable["bank",(_bank + _amount),true];
player setVariable ["bankchanged",1,true];
player setVariable ["moneychanged",1,true];
PVDZE_plr_Save = [player,(magazines player),true,true] ;
publicVariableServer "PVDZE_plr_Save";
cutText [format["You have deposited %1 %2.", [_amount] call BIS_fnc_numberText, CurrencyName], "PLAIN DOWN"];
}else{
cutText [format["You can only have a max of %1 %3, donators %2", [MaxBankMoney] call BIS_fnc_numberText,[MaxDonatorBankMoney] call BIS_fnc_numberText,CurrencyName], "PLAIN DOWN"];
};
}else{
player setVariable["headShots",(_wealth - _amount),true];
player setVariable["bank",(_bank + _amount),true];
player setVariable ["bankchanged",1,true];
player setVariable ["moneychanged",1,true];
PVDZE_plr_Save = [player,(magazines player),true,true] ;
publicVariableServer "PVDZE_plr_Save";
cutText [format["You have deposited %1 %2.", [_amount] call BIS_fnc_numberText, CurrencyName], "PLAIN DOWN"];
};
};
 
GivePlayerAmount = {
private ["_amount","_target","_wealth"];
_amount = parseNumber (_this select 0);
_target = cursorTarget;
_wealth = player getVariable["headShots",0];
_twealth = _target getVariable["headShots",0];
if (_amount < 1 or _amount > _wealth) exitWith {
cutText ["You can not give more than you currently have.", "PLAIN DOWN"];
};
 
player setVariable["headShots",_wealth - _amount, true];
_target setVariable["headShots",_twealth + _amount, true];
 
PVDZE_plr_Save = [player,(magazines player),true,true] ;
publicVariableServer "PVDZE_plr_Save";
PVDZE_plr_Save = [_target,(magazines _target),true,true] ;
publicVariableServer "PVDZE_plr_Save";
 
player setVariable ["moneychanged",1,true];
 
cutText [format["You gave %1 %2.", _amount, CurrencyName], "PLAIN DOWN"];
};

 

Thanks

Dave

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I would say you are using the wrong variable name. You appear to be using the global banking single currency, which uses headshots or sometimes humanity variable, as mentioned previously. So in Advanced trading init, try changing the money variable to the right thing. From the single currency you posted, I'd say change cashMoney to headShots. If that doesn't work, I'm not really sure what to tell ya right now, because I've already spent hours trying to figure out why Plot Management is screwing up all my self actions, or when self actions work, vehicle inventory and location doesn't update in database. So, I'm going to bed :)

 

If you still have problems with it, post again.

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*** RABBIT problem ***

 

ZUPA, could you update the instructions with the edited lines? (Assuming after you look at them it is correct?)

 

I made the change I previously mentioned, and so far I have not been told I drove a rabbit to a trader, and I haven't seen any errors in RPT either. So, I am led to believe this should fix the problem. Here is the 3rd revised version of it though. There are two identical lines, one for getting the inventory of the vehicle, and the other for showing the vehicle you drove I guess, so change both of them as follows.

 

In fn_selfActions.sqf find and replace both instances of

if(!isNull _x && local _x && !isPlayer _x && alive _x && !(_x isKindOf "zZombie_base"))then{

With

if(!isNull _x && local _x && !isPlayer _x && alive _x && !(_x isKindOf "zZombie_base") && !(_x isKindOf "Man"))then{

 

Are you sure that is supposed to be in fn_selfactions or is this the advancedtrading init.sqf? Because fn_selfactions did not have this line that I was aware of for this install.

 

I did add it to my init.sqf for advancedtrading and it seems to be working most of the time.. if the rabbit shows up I just spam the gear/vehicle button until it is gone.

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Are you sure that is supposed to be in fn_selfactions or is this the advancedtrading init.sqf? Because fn_selfactions did not have this line that I was aware of for this install.

 

I did add it to my init.sqf for advancedtrading and it seems to be working most of the time.. if the rabbit shows up I just spam the gear/vehicle button until it is gone.

You are correct Grumpy. It was in A.T.'s init.sqf. Thanks for pointing that out.Updated my post. I guess that'll teach me to try and do two things at once again. :(

 

We could try making it specific to just the rabbit, since no one seems to be having the issue with any other animals. Maybe then you wouldn't have to spam the button till you got the right thing.

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Lol. Not sure if you are being sarcastic for sure or not, or if some people really don't read the small number ;) of pages in this thread. I've seen many post from you around the forums and you seem like a good guy, so I'm thinking sarcastic. But, for anyone else, and just incase....

 

Quick lesson for those that don't know very much about the scripting in this, amazing, baddly programmed, game called Arma 2 dayz, and the terrible way we have to script in the mods.....that we all enjoy playing so much.

 

Vehicles, are not vehicles. BAM, mind blown huh? I think of vehicles as more of vessels....err...now some of you are thinking of boats or something probably. Hmm. Well, to try and put it plainly, just like a car, truck, tank, airplane, or a helicoptor, animals are also considered vehicles. (Check the list I posted from bis themselves that lists the order of vehicle categories if anyone doesn't believe me.)

 

So, if you have a local rabbit, zombie, cow, etc, and you have a script that checks for "AllVehicles", the rabbit, zombie, cow, etc, will be included in that list. That's why in the code for Advanced Trading (and many other mods), we have to do things like "!isPlayer", to say that we DON'T want to include players, !(_x isKindOf "zZombie_base") or zombies, !(_x isKindOf "Man") or anything in the Man category (which just happens to include animals... what a dumb organization of categories those programmers have...or maybe the really think an animal is a man.)

 

But, now you all know how I get around the map so fast, I drive a rabbit. Don't tell anyone my secret.

I just didnt go back far enough to read what you were talking about and saw the post about riding a rabbit and I thought you might be on drugs :)  

No worries I understand where you're coming from now, although Im not totally convinced that you aren't on drugs because you ride a rabbit haha

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Yet another duplicate question. Read the posts. If it still doesn't work, then you can ask for help and tell us what you did. Gets annoying answering the same questions over and over. Doesn't take that long to browse the pages. If I recall correctly, it was one of DangerRuss posts with that problem. Probably anti hack problem. Check his post out. Otherwise, more info is needed anyway.

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HUGE exploit found. This will kill the mod for anyone using it unless a fix is found.  If you go to buy an item, and you manually input a number to buy which is greater than 0 but less than 1, it will sell you that item at a fraction of the cost.

For example, trader sells a ruby for 1000 coins... you select buy and enter 0.1 as the amount and it will sell you that ruby for 100 coins, 1/10 of the cost. If you select 0.01 it will sell it to you at 1/100th of the cost (10 coins) and if you select 0.001 it will sell it to you for 1/1000 of the cost (1 coin) 

If someone could come out with a quick fix for this that would be amazing otherwise it would be the end of this very useful mod.  Honestly all you would have to do is disable manual input of a value so you can only use your mouse to select the items.  Either way its above my skill to fix

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