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Looking to hire a scripter / coder to fix a few bugs on server


jjsyck

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I need some help fixing the below bugs with our server.

 

  • All walls and floors etc to be removable / deconstructed by the plot pole owner
  • Have maintenance degrade walls by 10% each 24hrs, at the moment the walls fully repair themselves after each restart
  • Add another boat trader to the map
  • Fix a custom load out based on each player steam ID, or a system that will allow me to update myself.
  • Add more of the overwatch guns to the traders as I am missing all thermal guns.

Please note that the server is running a few different mods and it is an Overpoch server with a coin system.

 

I am looking for a fast turn around on this and the current map is Cherno.
If this is an area you can help with please PM me your time frame and costs with any reference that you may have for past work.

 

As I am looking for an experienced person to fix these problems ASAP.

 

Kind Regards

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  On 12/4/2014 at 4:51 PM, jjsyck said:

I need some help fixing the below bugs with our server.

 

  • All walls and floors etc to be removable / deconstructed by the plot pole owner
  • Have maintenance degrade walls by 10% each 24hrs, at the moment the walls fully repair themselves after each restart
  • Add another boat trader to the map
  • Fix a custom load out based on each player steam ID, or a system that will allow me to update myself.
  • Add more of the overwatch guns to the traders as I am missing all thermal guns.
-/-

 

All of the things are rather easy if you're able to follow instructions step by step

 

1) Can be solved with plot pole management and/or plot for life scripts (can be found on here and i can't remember which one makes plot owner as all buildables owner)

2) SQL events

3) Add another agent to mission.sqf with his coords and direction he's facing (server side i.e. missions/your isntance name (11 in this case)/mission.sqf) and add it to server traders.sqf too (mission side)

4) There are quite a few solutions for that, usually generic loadout selecting for certain UIDs and the rest get regular starting loadout

5) Here's the list, didn't go through it all but i'm assuming most guns are in there http://pastebin.com/eDfEBdQs

 

 

Here is my sql event i use, it starts degrading walls/floors etc after 3 days, you can tweak it to your liking

DROP EVENT IF EXISTS `setDamageOnAge`;
DELIMITER ;;
CREATE EVENT `setDamageOnAge` ON SCHEDULE EVERY 1 DAY COMMENT 'This sets damage on a wall so that it can be maintained' DO UPDATE `Object_DATA` SET `Damage`=0.1 WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') )
;;
DELIMITER ;

Also to activate event scheduler w/o access to sql config file just run this and it will be running, after that just use sql events for automated cleanups etc

SET GLOBAL event_scheduler = ON;
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This post here will show you how to set Owner remove items link:

 

REMOVING

For your players to be able to remove the custom buildables they make you will need to do the following.

Go into your custom variables again and find this line.

dayz_allowedObjects =

just below this line

WG_OwnerRemove =[];

and insert any of the class names of items you want in the custom build system.

Go back into your fn_selfActions.sqf and find

_isModular = _cursorTarget isKindOf "ModularItems";

and change it to this

_isModular = (_cursorTarget isKindOf "ModularItems") or ((typeOf _cursorTarget) in WG_OwnerRemove); you must remember to add your custom items to the "dayz_allowedObjects" and "DZE_maintainClasses" sections in your variables.sqf any object you add to "DZE_isRemovable" will be removable by anyone!

 

Loadouts are very simple but i would recommend using ESS = spawn selection with custom loadout can even set base spawn co-ords

 

LINK:http://opendayz.net/threads/release-ess-enhanced-spawn-selection.19998/

 

Adding traders is easy open up map editor when in the arma main menu hold Alt and press E i think it is youtube a tutorial how to place a trader im not gonna type it all out lol

 

to add extra weapons you will need classnames and once again very easy

try this link for most ArmA2 classnames with pics LINK:http://www.armatechsquad.com/ArmA2Class151656165165341654165165165165f/index.php

 

Single coin system should be using CfgTraders that you will find in your mission files

find your Category folder within trader folder and open up with notepad++ say

BanditWeapons.hpp file

 

class Category_627 {
    class G36_C_SD_camo {
        type = "trade_weapons";
        buy[] ={2500,"Coins"};
        sell[] ={1250,"Coins"};
    };
    class M4A1_AIM_SD_camo {
        type = "trade_weapons";
        buy[] ={5000,"Coins"};
        sell[] ={2500,"Coins"};
    };
    class FN_FAL_ANPVS4 {
        type = "trade_weapons";
        buy[] ={20000,"Coins"};
        sell[] ={10000,"Coins"};
    };
    class SCAR_H_LNG_Sniper_SD {
        type = "trade_weapons";
        buy[] ={20000,"Coins"};
        sell[] ={10000,"Coins"};
    };
    class BAF_LRR_scoped {
        type = "trade_weapons";
        buy[] ={75000,"Coins"};
        sell[] ={37500,"Coins"};
    };
    class FN_FAL {
        type = "trade_weapons";
        buy[] ={5000,"Coins"};
        sell[] ={2500,"Coins"};
    };
    class Mk_48_DZ {
        type = "trade_weapons";
        buy[] ={20000,"Coins"};
        sell[] ={10000,"Coins"};
    };
    class M240_DZ {
        type = "trade_weapons";
        buy[] ={20000,"Coins"};
        sell[] ={10000,"Coins"};
    };
};

 

these are the default weapons within

This list i have edited for 2 extra weapons

 

class Category_627 {
    class G36_C_SD_camo {
        type = "trade_weapons";
        buy[] ={2500,"Coins"};
        sell[] ={1250,"Coins"};
    };
    class M4A1_AIM_SD_camo {
        type = "trade_weapons";
        buy[] ={5000,"Coins"};
        sell[] ={2500,"Coins"};
    };
    class FN_FAL_ANPVS4 {
        type = "trade_weapons";
        buy[] ={20000,"Coins"};
        sell[] ={10000,"Coins"};
    };
    class SCAR_H_LNG_Sniper_SD {
        type = "trade_weapons";
        buy[] ={20000,"Coins"};
        sell[] ={10000,"Coins"};
    };
    class BAF_LRR_scoped {
        type = "trade_weapons";
        buy[] ={75000,"Coins"};
        sell[] ={37500,"Coins"};
    };
    class FN_FAL {
        type = "trade_weapons";
        buy[] ={5000,"Coins"};
        sell[] ={2500,"Coins"};
    };
    class Mk_48_DZ {
        type = "trade_weapons";
        buy[] ={20000,"Coins"};
        sell[] ={10000,"Coins"};
    };
    class M240_DZ {
        type = "trade_weapons";
        buy[] ={20000,"Coins"};
        sell[] ={10000,"Coins"};
    };

    class M110_TWS_EP1 {
        type = "trade_weapons";
        buy[] ={200000,"Coins"};
        sell[] ={100000,"Coins"};

    };

    class SCAR_H_STD_TWS_SD {
        type = "trade_weapons";
        buy[] ={200000,"Coins"};
        sell[] ={100000,"Coins"};

    };

};

 

Ok you see how i have added 2 extra weapons to the bandit weapons menu.

class Category_627 on the very top is your menu Tid if you open up server_traders.sqf  you will see 627 is under you bandit trader

 

/* BANDIT TRADER */
menu_GER_Soldier_EP1 = [
    [["Ammunition",577],["Clothing",575],["Helicopter Armed",512],["Military Armed",569],["Trucks Armed",534],["Weapons",627],["Coin/Gold Exchange",700]],
    [],
    "hostile"
];

 

 

Hope this helps you out man also use the post Antichrist did for extra classnames and ways to implement the features you want/need  

 
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