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Having issue with adding Black Market Traders-SOLVED


SmokeShow

Question

I have added about 4 traders to our Taviana Epoch server.  I added a Bandit trader woth no issues.  I added three more traders a few days later(2 Blackmarket Traders and 1 Hero).  Ther hero trader is good, only having issue with Blackmarket Traders.  The  issue I am having is within the mission.sqf.  Each trader is defined with something that looks like this

_unit_1234 = objNull; //Bandit Trader Lypestock
if (true) then
{
  _this = _group_2 createUnit ["GUE_Woodlander1", [11387.114, 15955.9, 1.5258789e-005], [], 0, "CAN_COLLIDE"];
  _unit_1234 = _this;
  _this setDir 217.41821;
  _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;
};

If there are 2 traders with the same skin, will they sell the same thing even if in the mission.sqm they are defined as selling different items?   I added 2 blackmarket traders and I just now realized that they are wearing the same skin as my bandit traders and the bandit traders are now selling only black market goods nothing else.  Also in this line

_this = _group_2 createUnit ["GUE_Woodlander1", [11387.114, 15955.9, 1.5258789e-005], [], 0, "CAN_COLLIDE"];

Does the group matter if they are group_1 or group_2 or do I need to make a new group_3 for blackmarket traders as there were  none when server first came up?  If so what does that group_# define?

 

Sorry if this is a little confusing, I just sstarted coding about 3 days ago, and was kind of forced to laern at a very fast pace.  THanks for your patience and answers.

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The server_traders.sqf defines traders by their model (skin), so all NPCs with that model will have that trade menu. The ones further down in the script will overwrite the ones above it. So you're gonna have to swap the traders' models for others that aren't used. You don't need to use the editor to do this. Just replace the NPC name with another in the mission.sqm and server_traders.sqf. You can find the classnames for NPCs here and here. Keep in mind that if you have AI on the server you shouldn't use classes used by the AI, or else they'll have the trade menues as well.

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