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[Alpha Release] Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).


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respawn = "BASE";

respawndelay = 5;
onLoadMission="DayZ_Epoch Panthera";
OnLoadIntro = "Welcome to Panthera Island";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
disabledAI = true;
disableChannels[]={0,2,6};
enableItemsDropping=0;
 
#include "custom\loot\CfgBuildingLoot.hpp"
 
briefing = 0;
debriefing = 0;
 
onPauseScript = "";
loadScreen = "loadingscreen.jpg";
 
class Header
{
 gameType = COOP;            //DM, Team, Coop, ...
 minPlayers = 1;             //min # of players the mission supports
 maxPlayers = 100;            //Max # of players the mission supports
};
 
aiKills = 1;
diagRadio = 1;
diagHit = 1;
 
class RscText
{
type = 0;
idc = -1;
x = 0;
y = 0;
h = 0.037;
w = 0.3;
style = 0x100; 
font = Zeppelin32;
SizeEx = 0.03921;
colorText[] = {1,1,1,1};
colorBackground[] = {0, 0, 0, 0};
linespacing = 1;
};
class RscPicture
{
access=0;
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="TahomaB";
sizeEx=0;
lineSpacing=0;
text="";
};
class CfgSounds
{
    sounds[] =
    {
    introSong,lock, fox
    };
    class introSong
    {
    name="introSong";
    sound[]={sounds\introsong.ogg,0.9,1};
    titles[] = {};
    };
    class fox
    {
    name="fox";
    sound[]={sounds\fox.ogg,0.2,1};
    titles[] = {};
    };
    class lock
    {
    name="lock";
    sound[]={sounds\lock.ogg,0.2,1};
    titles[] = {};
    };
};
class RscLoadingText : RscText
{
style = 2;
x = 0.323532;
y = 0.666672;
w = 0.352944;
h = 0.039216;
sizeEx = 0.03921;
colorText[] = {0.543,0.5742,0.4102,1.0};
};
class RscProgress
{
x = 0.344;
y = 0.619;
w = 0.313726;
h = 0.0261438;
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
colorFrame[] = {0,0,0,0};
colorBar[] = {1,1,1,1};
};
class RscProgressNotFreeze
{
idc = -1;
type = 45;
style = 0;
x = 0.022059;
y = 0.911772;
w = 0.029412;
h = 0.039216;
texture = "#(argb,8,8,3)color(0,0,0,0)";
};
//
// the loading screen itself
//
class DayZ_loadingScreen
idd = -1;
duration = 10e10;
fadein = 0;
fadeout = 0;
name = "loading screen";
class controlsBackground
{
class blackBG : RscText
{
x = safezoneX;
y = safezoneY;
w = safezoneW;
h = safezoneH;
text = "";
colorText[] = {0,0,0,0};
colorBackground[] = {0,0,0,1};
};
/*
class nicePic : RscPicture
{
style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
x = safezoneX + safezoneW/2 - 0.25;
y = safezoneY + safezoneH/2 - 0.2;
w = 0.5;
h = 0.4;
text = "img\nicePic.paa";
};
*/
};
class controls
{
class Title1 : RscLoadingText
{
text = "$STR_LOADING"; // "Loading" text in the middle of the screen
};
class CA_Progress : RscProgress // progress bar, has to have idc 104
{
idc = 104;
type = 8; // CT_PROGRESS
style = 0; // ST_SINGLE
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
};
class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
{
idc = 103;
};
class Name2: RscText // the text on the top-left
{
idc = 101;
x = 0.05;
y = 0.029412;
w = 0.9;
h = 0.04902;
text = "";
sizeEx = 0.05;
colorText[] = {0.543,0.5742,0.4102,1.0};
};
};
};
 
#include "custom\snap_pro\snappoints.hpp"
#include "dzgm\defines.hpp"
#include "dzgm\groupManagement.hpp"
#include "plotManagement\defines.hpp"
#include "plotManagement\plotManagement.hpp"
#include "doorManagement\doorUnlock.hpp"
#include "doorManagement\doorManagement.hpp"
#include "doorManagement\ComboLockUI.hpp"
 
class RscPictureGUI
{
    access = 0;
    type = 0;
    idc = -1;
    colorBackground[] = {0,0,0,0};
    colorText[] = {0.38,0.63,0.26,0.75};
    font = "TahomaB";
    sizeEx = 0;
    lineSpacing = 0;
    text = "";
    style = "0x30 + 0x100";
    x = 0;
    y = 0;
    w = 0.2;
    h = 0.15;
};
class RscTextGUIK {
    type = 0;
    idc = -1;
    style = 0x02;
    colorBackground[] = {0,0,0,0};
    colorText[] = {1, 1, 1, 0.5};
    //color[] = {1, 1, 1, 0.5};
    font = "TahomaB";
    size = 0.03;
    sizeEx = 0.03;
    x = 0;
    y = 0;
    w = 0.1;
    h = 0.2;
};
#include "gui\ATD_Hud.h"

#include "skins\SkinGui.hpp"

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tried it in our server but get errors when i get to this... i tried putting it everywhere but it keeps stating its already defined...B 2 ) Add if you do not have a RscTitles yet!
class RscTitles
{
#include "ZSC\config\ZSChud.hpp"
};
at the bottom.
 
 
I have ATD Hud installed on it.. You are doing amazing work!

 

This is my description

respawn = "BASE";

respawndelay = 5;
onLoadMission="DayZ_Epoch Panthera";
OnLoadIntro = "Welcome to Panthera Island";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
disabledAI = true;
disableChannels[]={0,2,6};
enableItemsDropping=0;
 
#include "custom\loot\CfgBuildingLoot.hpp"
 
briefing = 0;
debriefing = 0;
 
onPauseScript = "";
loadScreen = "loadingscreen.jpg";
 
class Header
{
 gameType = COOP;            //DM, Team, Coop, ...
 minPlayers = 1;             //min # of players the mission supports
 maxPlayers = 100;            //Max # of players the mission supports
};
 
aiKills = 1;
diagRadio = 1;
diagHit = 1;
 
class RscText
{
type = 0;
idc = -1;
x = 0;
y = 0;
h = 0.037;
w = 0.3;
style = 0x100; 
font = Zeppelin32;
SizeEx = 0.03921;
colorText[] = {1,1,1,1};
colorBackground[] = {0, 0, 0, 0};
linespacing = 1;
};
class RscPicture
{
access=0;
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="TahomaB";
sizeEx=0;
lineSpacing=0;
text="";
};
class CfgSounds
{
    sounds[] =
    {
    introSong,lock, fox
    };
    class introSong
    {
    name="introSong";
    sound[]={sounds\introsong.ogg,0.9,1};
    titles[] = {};
    };
    class fox
    {
    name="fox";
    sound[]={sounds\fox.ogg,0.2,1};
    titles[] = {};
    };
    class lock
    {
    name="lock";
    sound[]={sounds\lock.ogg,0.2,1};
    titles[] = {};
    };
};
class RscLoadingText : RscText
{
style = 2;
x = 0.323532;
y = 0.666672;
w = 0.352944;
h = 0.039216;
sizeEx = 0.03921;
colorText[] = {0.543,0.5742,0.4102,1.0};
};
class RscProgress
{
x = 0.344;
y = 0.619;
w = 0.313726;
h = 0.0261438;
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
colorFrame[] = {0,0,0,0};
colorBar[] = {1,1,1,1};
};
class RscProgressNotFreeze
{
idc = -1;
type = 45;
style = 0;
x = 0.022059;
y = 0.911772;
w = 0.029412;
h = 0.039216;
texture = "#(argb,8,8,3)color(0,0,0,0)";
};
//
// the loading screen itself
//
class DayZ_loadingScreen
idd = -1;
duration = 10e10;
fadein = 0;
fadeout = 0;
name = "loading screen";
class controlsBackground
{
class blackBG : RscText
{
x = safezoneX;
y = safezoneY;
w = safezoneW;
h = safezoneH;
text = "";
colorText[] = {0,0,0,0};
colorBackground[] = {0,0,0,1};
};
/*
class nicePic : RscPicture
{
style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
x = safezoneX + safezoneW/2 - 0.25;
y = safezoneY + safezoneH/2 - 0.2;
w = 0.5;
h = 0.4;
text = "img\nicePic.paa";
};
*/
};
class controls
{
class Title1 : RscLoadingText
{
text = "$STR_LOADING"; // "Loading" text in the middle of the screen
};
class CA_Progress : RscProgress // progress bar, has to have idc 104
{
idc = 104;
type = 8; // CT_PROGRESS
style = 0; // ST_SINGLE
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
};
class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
{
idc = 103;
};
class Name2: RscText // the text on the top-left
{
idc = 101;
x = 0.05;
y = 0.029412;
w = 0.9;
h = 0.04902;
text = "";
sizeEx = 0.05;
colorText[] = {0.543,0.5742,0.4102,1.0};
};
};
};
 
#include "custom\snap_pro\snappoints.hpp"
#include "dzgm\defines.hpp"
#include "dzgm\groupManagement.hpp"
#include "plotManagement\defines.hpp"
#include "plotManagement\plotManagement.hpp"
#include "doorManagement\doorUnlock.hpp"
#include "doorManagement\doorManagement.hpp"
#include "doorManagement\ComboLockUI.hpp"
 
class RscPictureGUI
{
    access = 0;
    type = 0;
    idc = -1;
    colorBackground[] = {0,0,0,0};
    colorText[] = {0.38,0.63,0.26,0.75};
    font = "TahomaB";
    sizeEx = 0;
    lineSpacing = 0;
    text = "";
    style = "0x30 + 0x100";
    x = 0;
    y = 0;
    w = 0.2;
    h = 0.15;
};
class RscTextGUIK {
    type = 0;
    idc = -1;
    style = 0x02;
    colorBackground[] = {0,0,0,0};
    colorText[] = {1, 1, 1, 0.5};
    //color[] = {1, 1, 1, 0.5};
    font = "TahomaB";
    size = 0.03;
    sizeEx = 0.03;
    x = 0;
    y = 0;
    w = 0.1;
    h = 0.2;
};
#include "gui\ATD_Hud.h"

#include "skins\SkinGui.hpp"

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This is my description

respawn = "BASE";

respawndelay = 5;
onLoadMission="DayZ_Epoch Panthera";
OnLoadIntro = "Welcome to Panthera Island";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
disabledAI = true;
disableChannels[]={0,2,6};
enableItemsDropping=0;
 
#include "custom\loot\CfgBuildingLoot.hpp"
 
briefing = 0;
debriefing = 0;
 
onPauseScript = "";
loadScreen = "loadingscreen.jpg";
 
class Header
{
 gameType = COOP;            //DM, Team, Coop, ...
 minPlayers = 1;             //min # of players the mission supports
 maxPlayers = 100;            //Max # of players the mission supports
};
 
aiKills = 1;
diagRadio = 1;
diagHit = 1;
 
class RscText
{
type = 0;
idc = -1;
x = 0;
y = 0;
h = 0.037;
w = 0.3;
style = 0x100; 
font = Zeppelin32;
SizeEx = 0.03921;
colorText[] = {1,1,1,1};
colorBackground[] = {0, 0, 0, 0};
linespacing = 1;
};
class RscPicture
{
access=0;
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="TahomaB";
sizeEx=0;
lineSpacing=0;
text="";
};
class CfgSounds
{
    sounds[] =
    {
    introSong,lock, fox
    };
    class introSong
    {
    name="introSong";
    sound[]={sounds\introsong.ogg,0.9,1};
    titles[] = {};
    };
    class fox
    {
    name="fox";
    sound[]={sounds\fox.ogg,0.2,1};
    titles[] = {};
    };
    class lock
    {
    name="lock";
    sound[]={sounds\lock.ogg,0.2,1};
    titles[] = {};
    };
};
class RscLoadingText : RscText
{
style = 2;
x = 0.323532;
y = 0.666672;
w = 0.352944;
h = 0.039216;
sizeEx = 0.03921;
colorText[] = {0.543,0.5742,0.4102,1.0};
};
class RscProgress
{
x = 0.344;
y = 0.619;
w = 0.313726;
h = 0.0261438;
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
colorFrame[] = {0,0,0,0};
colorBar[] = {1,1,1,1};
};
class RscProgressNotFreeze
{
idc = -1;
type = 45;
style = 0;
x = 0.022059;
y = 0.911772;
w = 0.029412;
h = 0.039216;
texture = "#(argb,8,8,3)color(0,0,0,0)";
};
//
// the loading screen itself
//
class DayZ_loadingScreen
idd = -1;
duration = 10e10;
fadein = 0;
fadeout = 0;
name = "loading screen";
class controlsBackground
{
class blackBG : RscText
{
x = safezoneX;
y = safezoneY;
w = safezoneW;
h = safezoneH;
text = "";
colorText[] = {0,0,0,0};
colorBackground[] = {0,0,0,1};
};
/*
class nicePic : RscPicture
{
style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
x = safezoneX + safezoneW/2 - 0.25;
y = safezoneY + safezoneH/2 - 0.2;
w = 0.5;
h = 0.4;
text = "img\nicePic.paa";
};
*/
};
class controls
{
class Title1 : RscLoadingText
{
text = "$STR_LOADING"; // "Loading" text in the middle of the screen
};
class CA_Progress : RscProgress // progress bar, has to have idc 104
{
idc = 104;
type = 8; // CT_PROGRESS
style = 0; // ST_SINGLE
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
};
class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
{
idc = 103;
};
class Name2: RscText // the text on the top-left
{
idc = 101;
x = 0.05;
y = 0.029412;
w = 0.9;
h = 0.04902;
text = "";
sizeEx = 0.05;
colorText[] = {0.543,0.5742,0.4102,1.0};
};
};
};
 
#include "custom\snap_pro\snappoints.hpp"
#include "dzgm\defines.hpp"
#include "dzgm\groupManagement.hpp"
#include "plotManagement\defines.hpp"
#include "plotManagement\plotManagement.hpp"
#include "doorManagement\doorUnlock.hpp"
#include "doorManagement\doorManagement.hpp"
#include "doorManagement\ComboLockUI.hpp"
 
class RscPictureGUI
{
    access = 0;
    type = 0;
    idc = -1;
    colorBackground[] = {0,0,0,0};
    colorText[] = {0.38,0.63,0.26,0.75};
    font = "TahomaB";
    sizeEx = 0;
    lineSpacing = 0;
    text = "";
    style = "0x30 + 0x100";
    x = 0;
    y = 0;
    w = 0.2;
    h = 0.15;
};
class RscTextGUIK {
    type = 0;
    idc = -1;
    style = 0x02;
    colorBackground[] = {0,0,0,0};
    colorText[] = {1, 1, 1, 0.5};
    //color[] = {1, 1, 1, 0.5};
    font = "TahomaB";
    size = 0.03;
    sizeEx = 0.03;
    x = 0;
    y = 0;
    w = 0.1;
    h = 0.2;
};
#include "gui\ATD_Hud.h"

#include "skins\SkinGui.hpp"

 

and what errors ar eu getting

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and what errors ar eu getting

20:21:02 Warning Message: Resource title ZSC_Money_Display not found

20:21:02 Error in expression <ariable "ZSC_Money_Display"; 

_vitals = _wpui displayCtrl 4900;

Money = player g>

20:21:02 Error position: <_wpui displayCtrl 4900;

Money = player g>

20:21:02 Error Undefined variable in expression: _wpui

20:21:02 File mpmissions\__cur_mp.panthera2\ZSC\compiles\playerHud.sqf, line 6

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Hey zupa i've noticed an exploit that needs to be fixed

 

After putting money in a safe you can lock it, you still have a few seconds to get option to money, if you wait until safe locks then take your money out, when unlocking it again the money will be still in

 

Zupa!

 

Confirming this one!

 

Should be like so, that when you are locking the safe, the scroll menu or at least the "money storage" function has to be disabled until the safe is completely locked.

 

Needs to be fixed asap. Thanks in advance.

 

Or does somebody else have a workaround for this?

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Zupa!

 

Confirming this one!

 

Should be like so, that when you are locking the safe, the scroll menu or at least the "money storage" function has to be disabled until the safe is completely locked.

 

Needs to be fixed asap. Thanks in advance.

 

Or does somebody else have a workaround for this?

 

 

in ZSC\compiles\player_lockVault.sqf (or your own custom variant of it), put this:

_obj setVariable ["bankMoney", 0, true];
if (s_bank_dialog >= 0) then {
    player removeAction s_bank_dialog;
    s_bank_dialog = -1;
};

directly AFTER this:

_obj setVariable["packing",1];
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i found a fix for the locked safe dupe i tested it and it works , what i didnt get to test is if you have 2 players and you try to do the same thing if some one could please try that and report 

 
here is my fix the file that neededs to be replaced  \ZSC\actions\bank_dialog.sqf  just replace the whole file with the spoiler text, remember that im not zupa and i did not test this 100%

but i did try to lock safe and open money menu during and it did not let me and i also went to trader bought items with out a problem , lets see what zupa has to say about it

 

if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_10") , "PLAIN DOWN"]; };


DZE_ActionInProgress = true;

private ["_dialog"];
ZSC_CurrentStorage = cursorTarget;
_dialog = createDialog "BankDialog";
call BankDialogUpdateAmounts;

 

DZE_ActionInProgress = false;

 

didnt see the post above mine =P

 

edit: so after testing i was still able to get into the coins when locking safe it just was just a little harder , i will have to add count after the transaction to make the remove actions longer because lock takes so long i think.

we can also add  it so that  you cant do this around people and make another file just for the safes , and mayb cars to if thats an issue

 

Edit :Removed 1 line

Edited by TNT
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well.. i was too fast on this. my first fix removes the action, even if the locking process will be cancelled, i will update my earlier posts to prevent misleadings.

here is the full change now:

 

https://github.com/EpochSC/SingleCurrencyStorage/pull/5/files

 

 

(as third step i just moved the first code down, below the cancel checks)

 

 

 

ok, all updated now.

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i found a fix for the locked safe dupe i tested it and it works , what i didnt get to test is if you have 2 players and you try to do the same thing if some one could please try that and report 

 

here is my fix the file that neededs to be replaced  \ZSC\actions\bank_dialog.sqf  just replace the whole file with the spoiler text, remember that im not zupa and i did not test this 100%

but i did try to lock safe and open money menu during and it did not let me and i also went to trader bought items with not problem , lets see what zupa has to say about it

 

if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_10") , "PLAIN DOWN"]; };

DZE_ActionInProgress = true;

private ["_dialog"];

ZSC_CurrentStorage = cursorTarget;

_dialog = createDialog "BankDialog";

call BankDialogUpdateAmounts;

 

DZE_ActionInProgress = false;

 

didnt see the post above mine =P

 

 

ha! :D

well actually your code addition is nice anyways IMO. with or without my fix, doesnt matter.

deposit/withdraw shouldnt be available when another action is in progress. gj!

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Zupa, or to anyone that might be able to help.

 

I have a new bug that is happening on my server, its not happening every time, but enough for players to use it as an exploit and get free money. I have went over the files many times (Beyond Compare) and I don't see anything missing or wrong. See nothing in the PRT when it happens either that gives me something to go on. BTW, this is a fresh install, I am also using Plot Pole for Life if that helps.

 

When you unlock a safe, sometimes it will show you your money just fine, other times, it will show "any/200000". You are able to deposit any amount, it takes it but it doesn't update the database. However, you can also remove "any" amount from it and it "will" add it to your character, but it doesn't update the amount taken from the safe in the database again. Its like the safe becomes and unlimited money box. I have noticed this happens alot when you open your safe and then walk away from it and come back a short time later while its still unlocked. That is not always the case though, it happens at times right after a restart. 1 safe my do it and the next one beside it work fine. This applies to Vaults and LockBox's only, every other money storage seems to work fine.

 

If anyone can point me in a direction to look at I would really appreciate it. Thanks!

 

UPDATE!

After playing on one screen and watching the logs on another, i seen this happen exactly as the safe problem happened as I was unlocking it. Still doesn't help me where to start to fix it, but maybe someone here can decipher it.

 

arma2oaserver.rpt

11:09:50 "infiSTAR.de Log: SAFE UNLOCKED: ID:0 UID:69552258592139 BY SuperTech101(removed) @069127"
11:10:07 "infiSTAR.de Log: SAFE UNLOCKED: ID:306 UID:0 BY SuperTech101(removed) @069127"

 

hiveext.log

2014-12-18 11:09:32 HiveExt: [information] Method: 309 Params: 69558258642139:[[[],[]],[[],[]],[[],[]],<null>]:
2014-12-18 11:09:32 HiveExt: [Error] Error executing |CHILD:309:69558258642139:[[[],[]],[[],[]],[[],[]],<null>]:|
 

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20:21:02 Warning Message: Resource title ZSC_Money_Display not found

20:21:02 Error in expression <ariable "ZSC_Money_Display"; 

_vitals = _wpui displayCtrl 4900;

Money = player g>

20:21:02 Error position: <_wpui displayCtrl 4900;

Money = player g>

20:21:02 Error Undefined variable in expression: _wpui

20:21:02 File mpmissions\__cur_mp.panthera2\ZSC\compiles\playerHud.sqf, line 6

Anyone?

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Zupa, or to anyone that might be able to help.

 

I have a new bug that is happening on my server, its not happening every time, but enough for players to use it as an exploit and get free money. I have went over the files many times (Beyond Compare) and I don't see anything missing or wrong. See nothing in the PRT when it happens either that gives me something to go on. BTW, this is a fresh install, I am also using Plot Pole for Life if that helps.

 

When you unlock a safe, sometimes it will show you your money just fine, other times, it will show "any/200000". You are able to deposit any amount, it takes it but it doesn't update the database. However, you can also remove "any" amount from it and it "will" add it to your character, but it doesn't update the amount taken from the safe in the database again. Its like the safe becomes and unlimited money box. I have noticed this happens alot when you open your safe and then walk away from it and come back a short time later while its still unlocked. That is not always the case though, it happens at times right after a restart. 1 safe my do it and the next one beside it work fine. This applies to Vaults and LockBox's only, every other money storage seems to work fine.

 

If anyone can point me in a direction to look at I would really appreciate it. Thanks!

 

UPDATE!

After playing on one screen and watching the logs on another, i seen this happen exactly as the safe problem happened as I was unlocking it. Still doesn't help me where to start to fix it, but maybe someone here can decipher it.

 

arma2oaserver.rpt

11:09:50 "infiSTAR.de Log: SAFE UNLOCKED: ID:0 UID:69552258592139 BY SuperTech101(removed) @069127"

11:10:07 "infiSTAR.de Log: SAFE UNLOCKED: ID:306 UID:0 BY SuperTech101(removed) @069127"

 

hiveext.log

2014-12-18 11:09:32 HiveExt: [information] Method: 309 Params: 69558258642139:[[[],[]],[[],[]],[[],[]],<null>]:

2014-12-18 11:09:32 HiveExt: [Error] Error executing |CHILD:309:69558258642139:[[[],[]],[[],[]],[[],[]],<null>]:|

 

 

for me it looks like you did something wrong in server_opdateObject.sqf, double check that.

 

please be aware that theres a typo in the official 1.0.5.1 code related to _inventory / _intentory

be sure to either do the same typo OR fix it in the whole file.

 

 

EDIT: mh.. nevermind, i think "intentory" typo was in a different file tho

 

anyways.. double check to have the inventory array like this:

        _inventory = [
            getWeaponCargo _object,
            getMagazineCargo _object,
            getBackpackCargo _object,
            _object getVariable["bankMoney",0]
        ];
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this looks like youre not loading the hpp files correctly, double check your changes in description.ext

 

EDIT: mh.. its not description.ext, my bad.

the problem sould be in your RscTitles.

(step B 2-4 of the instructions)

I have ATD hud as well, thats what confuses me.. as to where the rsc title should go. Here's my ATD hud description...

#define CT_STATIC 0

#define ST_LEFT           0x00
#define ST_PICTURE        48
 
 
class RscTitles 
{
class wm_disp {
idd = -1;
onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]";
fadein = 0;
fadeout = 0;
duration = 10e10;
controlsBackground[] = {};
objects[] = {};
class controls {
class wm_text2 {
idc = 1;
x = safeZoneX+0.027;//safeZoneW*0.01;
y = safeZoneY+safeZoneH-0.16;
w = 0.151*safeZoneH;
h = 0.057*safeZoneH;
shadow = 2;
class Attributes
{
font = "EtelkaNarrowMediumPro";
color = "#24FFFFFF";
align = "left"; // put "center" here if you want some background
valign = "middle";
shadow = 2;
};
colorBackground[] = { 1, 0.3, 0, 0 };  // uncomment and increase 4th number to have a background
font = "EtelkaNarrowMediumPro";
size = 0.06*safeZoneH;
type = 13;
style = 0;
text="";
};
};
};
 
class dzgmHud_Rsc
{
idd = -1;
movingEnable = 1;
enableSimulation = 1;
enableDisplay = 1;
 
onLoad = "uiNamespace setVariable ['dzgm_Hud_Disp',_this select 0];";
 
duration = 99999999999999999;
fadein  = 0;
fadeout = 0;
class controls
{
class Icons : w_RscStructuredText
{
idc = -1;
style = 0x00;
x = 0.9;
y = 0.9;
w = 0.9;
h = 0.9;
size = 0.08;
colorBackground[] = {0,0,0,0};
colortext[] = {.898,1,.8,1};
text ="";
class Attributes {
align = "left";
};
};
class PlayerIcon00:Icons {idc = 46300 +  0;};
class PlayerIcon01:Icons {idc = 46300 +  1;};
class PlayerIcon02:Icons {idc = 46300 +  2;};
class PlayerIcon03:Icons {idc = 46300 +  3;};
class PlayerIcon04:Icons {idc = 46300 +  4;};
class PlayerIcon05:Icons {idc = 46300 +  5;};
class PlayerIcon06:Icons {idc = 46300 +  6;};
class PlayerIcon07:Icons {idc = 46300 +  7;};
class PlayerIcon08:Icons {idc = 46300 +  8;};
class PlayerIcon09:Icons {idc = 46300 +  9;};
class PlayerIcon10:Icons {idc = 46300 + 10;};
class PlayerIcon11:Icons {idc = 46300 + 11;};
class PlayerIcon12:Icons {idc = 46300 + 12;};
class PlayerIcon13:Icons {idc = 46300 + 13;};
class PlayerIcon14:Icons {idc = 46300 + 14;};
class PlayerIcon15:Icons {idc = 46300 + 15;};
class PlayerIcon16:Icons {idc = 46300 + 16;};
class PlayerIcon17:Icons {idc = 46300 + 17;};
class PlayerIcon18:Icons {idc = 46300 + 18;};
class PlayerIcon19:Icons {idc = 46300 + 19;};
class PlayerIcon20:Icons {idc = 46300 + 20;};
class PlayerIcon21:Icons {idc = 46300 + 21;};
class PlayerIcon22:Icons {idc = 46300 + 22;};
class PlayerIcon23:Icons {idc = 46300 + 23;};
class PlayerIcon24:Icons {idc = 46300 + 24;};
class PlayerIcon25:Icons {idc = 46300 + 25;};
class PlayerIcon26:Icons {idc = 46300 + 26;};
class PlayerIcon27:Icons {idc = 46300 + 27;};
class PlayerIcon28:Icons {idc = 46300 + 28;};
class PlayerIcon29:Icons {idc = 46300 + 29;};
class PlayerIcon30:Icons {idc = 46300 + 30;};
class PlayerIcon31:Icons {idc = 46300 + 31;};
class PlayerIcon32:Icons {idc = 46300 + 32;};
class PlayerIcon33:Icons {idc = 46300 + 33;};
class PlayerIcon34:Icons {idc = 46300 + 34;};
class PlayerIcon35:Icons {idc = 46300 + 35;};
class PlayerIcon36:Icons {idc = 46300 + 36;};
class PlayerIcon37:Icons {idc = 46300 + 37;};
class PlayerIcon38:Icons {idc = 46300 + 38;};
class PlayerIcon39:Icons {idc = 46300 + 39;};
class PlayerIcon40:Icons {idc = 46300 + 40;};
};
};
class playerStatusGUI {
        idd = 6900;
        movingEnable = 0;
        duration = 100000;
        name = "statusBorder";
        onLoad = "uiNamespace setVariable ['DAYZ_GUI_display', _this select 0];";
        class ControlsBackground {
//PLAYER NAME
class RscStructuredText_1199 : RscStructuredText {
idc = 1199;
x = 0.250001;
y = 0.350001;
w = 0.5;
h = 0.1;
};
//FOOD BACKGROUND
            class RscPicture_1901: RscPictureGUI
            {
                idc = 1901;
                text = "\z\addons\dayz_code\gui\status\status_bg.paa";
                x = 0.905 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;//2
                w = 0.075;
                h = 0.10;
            };
//FOOD BORDER
            class RscPicture_1201: RscPictureGUI
            {
                idc = 1201;
                text = "\z\addons\dayz_code\gui\status\status_food_border_ca.paa";
                x = 0.905 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;//2
                w = 0.075;
                h = 0.10;
            };
//BLOOD BACKGROUND
            class RscPicture_1900: RscPictureGUI
            {
                idc = 1900;
                text = "\z\addons\dayz_code\gui\status\status_bg.paa";
                x = 0.875 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY; //3
                w = 0.075;
                h = 0.10;
            };
//BLOOD BORDER
            class RscPicture_1200: RscPictureGUI
            {
                idc = 1200;
                text = "\z\addons\dayz_code\gui\status\status_blood_border_ca.paa";
                x = 0.875 * safezoneW + safezoneX;
                y = 0.93* safezoneH + safezoneY; //3
                w = 0.075;
                h = 0.10;
            };
//THIRST BACKGROUND
            class RscPicture_1902: RscPictureGUI
            {
                idc = 1902;
                text = "\z\addons\dayz_code\gui\status\status_bg.paa";
                x = 0.935 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY; //1
                w = 0.075;
                h = 0.10;
            };
//THIRST BORDER
            class RscPicture_1202: RscPictureGUI
            {
                idc = 1202;
                text = "\z\addons\dayz_code\gui\status\status_thirst_border_ca.paa";
                x = 0.935 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY; //1
                w = 0.075;
                h = 0.10;
            };
//TEMP BACKGROUND
            class RscPicture_1908: RscPictureGUI
            {
                idc = 1908;
                text = "\z\addons\dayz_code\gui\status\status_bg.paa";
                x = 0.845 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY; //3
                w = 0.075;
                h = 0.10;
            };
//TEMP BORDER
            class RscPicture_1208: RscPictureGUI
            {
                idc = 1208;
                text = "\z\addons\dayz_code\gui\status\status_temp_outside_ca.paa";
                x = 0.845 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY; //3
                w = 0.075;
                h = 0.10;
            };
//BROKEN LEG
            class RscPicture_1203: RscPictureGUI
            {
                idc = 1203;
                text = "\z\addons\dayz_code\gui\status\status_effect_brokenleg.paa";
                x = 0.810 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
                colorText[] = {1,1,1,1};
            };
//NOISE BACKGROUND
            class RscPicture_1205: RscPictureGUI
            {
                idc = 1205;
                text = "\z\addons\dayz_code\gui\status\status_bg.paa";
                x = 0.960 * safezoneW + safezoneX;
                y = 0.825 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
//VISIBLE BACKGROUND
            class RscPicture_1206: RscPictureGUI
            {
                idc = 1206;
                text = "\z\addons\dayz_code\gui\status\status_bg.paa";
                x = 0.960 * safezoneW + safezoneX;
                y = 0.875 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
            /*--------------------------------------------*/
            //SURVIVOR ICON
class RscPicture_1307: RscPictureGUI
            {
                idc = 1307;
                text = "gui\status\st_humanity_survivor.paa";
                x = 0.670 * safezoneW + safezoneX;
                y = 0.933 * safezoneH + safezoneY;
                w = 0.027 * safezoneW;
                h = 0.037 * safezoneH;
                colorText[] = {0,0,1,1};
            };
//BANDIT ICON
            class RscPicture_1309: RscPictureGUI
            {
                idc = 1309;
                text = "gui\status\st_humanity_bandit.paa";
                x = 0.713 * safezoneW + safezoneX;
                y = 0.933 * safezoneH + safezoneY;
                w = 0.027 * safezoneW;
                h = 0.037 * safezoneH;
                colorText[] = {1,0,0,1};
            };
//ZOMBIE ICON
            class RscPicture_1310: RscPictureGUI
            {
                idc = 1310;
                text = "gui\status\zombie.paa";
                x = 0.756 * safezoneW + safezoneX;
                y = 0.933 * safezoneH + safezoneY;
                w = 0.027 * safezoneW;
                h = 0.037 * safezoneH;
                colorText[] = {1,1,1,1};
            };
        };
        class Controls {
//FOOD ICON
            class RscPicture_1301: RscPictureGUI
            {
                idc = 1301;
                //text = "\z\addons\dayz_code\gui\status\status_food_inside_ca.paa";
                x = 0.905 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
//BLOOD ICON
            class RscPicture_1300: RscPictureGUI
            {
                idc = 1300;
                //text = "\z\addons\dayz_code\gui\status\status_blood_inside_ca.paa";
                x = 0.875 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
//THIRST ICON
            class RscPicture_1302: RscPictureGUI
            {
                idc = 1302;
                //text = "\z\addons\dayz_code\gui\status\status_thirst_inside_ca.paa";
                x = 0.935 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
//TEMP ICON
            class RscPicture_1306: RscPictureGUI
            {
                idc = 1306;
                //text = "\z\addons\dayz_code\gui\status\status_temp_ca.paa";
                x = 0.845 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
//BLOOD ICON - BLEEDING
            class RscPicture_1303: RscPictureGUI
            {
                idc = 1303;
                text = "\z\addons\dayz_code\gui\status\status_bleeding_ca.paa";
                x = 0.875 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
                colorText[] = {1,1,1,0.5};
            };
//NOISE ICON
            class RscPicture_1304: RscPictureGUI
            {
                idc = 1304;
                text = "\z\addons\dayz_code\gui\status\status_noise.paa";
                x = 0.960 * safezoneW + safezoneX;
                y = 0.825 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
//VISIBLE ICON
            class RscPicture_1305: RscPictureGUI
            {
                idc = 1305;
                text = "\z\addons\dayz_code\gui\status\status_visible.paa";
                x = 0.960 * safezoneW + safezoneX;
                y = 0.875 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
 
            /*-----------------------------------------------*/
            //SURVIVOR KILLS
class RscText_1400: RscTextGUIK
            {
                idc = 1400;
                text = "1000";
                x = 0.683 * safezoneW + safezoneX;
                y = 0.931 * safezoneH + safezoneY;
                w = 0.037 * safezoneW;
                h = 0.047 * safezoneH;
                colorText[] = {1,1,1,1.0};
                size = 0.03;
                sizeEx = 0.03;
            };
//BANDIT KILLS
            class RscText_1402: RscTextGUIK
            {
                idc = 1402;
                text = "1000";
                x = 0.726 * safezoneW + safezoneX;
                y = 0.931 * safezoneH + safezoneY;
                w = 0.037 * safezoneW;
                h = 0.047 * safezoneH;
                colorText[] = {1,1,1,1.0};
                size = 0.03;
                sizeEx = 0.03;
            };
//ZOMBIE KILLS
            class RscText_1403: RscTextGUIK
            {
                idc = 1403;
                text = "1000";
                x = 0.769 * safezoneW + safezoneX;
                y = 0.931 * safezoneH + safezoneY;
                w = 0.037 * safezoneW;
                h = 0.047 * safezoneH;
                colorText[] = {1,1,1,1.0};
                size = 0.03;
                sizeEx = 0.03;
            };
 
        };
    };

};

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I have ATD hud as well, thats what confuses me.. as to where the rsc title should go. ...

 

 

replace the very last

};

with this:

    #include "ZSC\config\ZSChud.hpp"
};
#include "ZSC\config\ZSCdefines.hpp"
#include "ZSC\config\ZSCdialogs.hpp"

and you should be fine.

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Update

 

I have this now in my hiveext.log

2014-12-18 13:10:53 HiveExt: [Error] Error executing |CHILD:303:315:[[[],[]],[[],[]],[[],[]],<null>]:|
 

And its still having the same issue.

 

Here is that section of the file i edited.

_object_inventory = {
	private["_inventory","_previous","_key"];
		_inventory = [
			getWeaponCargo _object,
			getMagazineCargo _object,
			getBackpackCargo _object,
			_object getVariable["bankMoney",0]	//ZSC
		];
		_previous = str(_object getVariable["lastInventory",[]]);
		if (str(_inventory) != _previous) then {
			_object setVariable["lastInventory",_inventory];
			if (_objectID == "0") then {
				_key = format["CHILD:309:%1:%2:",_uid,_inventory];
			} else {
				_key = format["CHILD:303:%1:%2:",_objectID,_inventory];
			};
			//diag_log ("HIVE: WRITE: "+ str(_key));
			_key call server_hiveWrite;
		};
};
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Update

 

I have this now in my hiveext.log

2014-12-18 13:10:53 HiveExt: [Error] Error executing |CHILD:303:315:[[[],[]],[[],[]],[[],[]],<null>]:|

 

And its still having the same issue.

 

Here is that section of the file i edited.

_object_inventory = {
	private["_inventory","_previous","_key"];
		_inventory = [
			getWeaponCargo _object,
			getMagazineCargo _object,
			getBackpackCargo _object,
			_object getVariable["bankMoney",0]	//ZSC
		];
		_previous = str(_object getVariable["lastInventory",[]]);
		if (str(_inventory) != _previous) then {
			_object setVariable["lastInventory",_inventory];
			if (_objectID == "0") then {
				_key = format["CHILD:309:%1:%2:",_uid,_inventory];
			} else {
				_key = format["CHILD:303:%1:%2:",_objectID,_inventory];
			};
			//diag_log ("HIVE: WRITE: "+ str(_key));
			_key call server_hiveWrite;
		};
};

 

looks good to me.

i have two ideas now:

1. there could be another problem in your server_monitor.sqf, which leads into the objects loading incorrectly when the server starts

2. the data of the objects might be still kinda corrupt due to it saved wrongly, before you fixed the code in updateObjects

 

do you have some kind of phpmyadmin or anything like that for your db?

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