juandayz Posted April 7, 2016 Report Share Posted April 7, 2016 UPDATED. 07/04/2016 *******************************FOR COINS SYSTEM ONLY****************************************** *4 traders 1-Buy Safe Bonus (pay $5000 and receives each 20 mins $5000 coins). 2-Buy Time Bonus (random pay unique time: $5.000 / $10.000 or $15.000). 3-Buy Time Bonus ( random pay unique time: $10.000/$20.000 or $30.000). 4-WholeSaler in stary. 5-Gypsie (Know your fortune for only $500 coins). 6-Black Jack (pay $500 or $30.000 and play for win $1000 or $100.000). 7-Hooker (have sex for $500). 8-Russian Roulette (win $100.000 or die and lost all your gear). 9-Find used Items (Give 1x Tin bar and find 1 of 33 random items). Install: download: http://www.mediafire.com/download/3vkz07kg847g66y/staryCompleteTraders.zip 1-Drop "scripts" download folder into mpmissions\instance11.chernarus\custom\ 2-Go at bottom of your custom fn_selfactions.sqf and paste: Spoiler ////////////ACCIONES4// private["_playerPos","_nearbank"]; _playerPos = getPosATL player; _nearbank = count nearestObjects [_playerPos, ["USMC_LHD_Crew_White"], 3] > 0; if (_nearbank) then { if (s_player_acc4 < 0) then { s_player_acc4 = player addaction[("<t color=""#3399cc"">" + ("TIME-BONUSx$5.000") +"</t>"),"custom\scripts\acciones\acciones4.sqf"]; }; } else { player removeAction s_player_acc4; s_player_acc4 = -1; }; //////////////// /////////////ACCIONES5// private["_playerPos","_nearbank"]; _playerPos = getPosATL player; _nearbank = count nearestObjects [_playerPos, ["USMC_LHD_Crew_White"], 3] > 0; if (_nearbank) then { if (s_player_acc5 < 0) then { s_player_acc5 = player addaction[("<t color=""#3399cc"">" + ("TIME-BONUSx$10.000") +"</t>"),"custom\scripts\acciones\acciones5.sqf"]; }; } else { player removeAction s_player_acc5; s_player_acc5 = -1; }; //////////////// ////////////ACCIONES// private["_playerPos","_nearbank"]; _playerPos = getPosATL player; _nearbank = count nearestObjects [_playerPos, ["USMC_LHD_Crew_White"], 3] > 0; if (_nearbank) then { if (s_player_acc1 < 0) then { s_player_acc1 = player addaction[("<t color=""#3399cc"">" + ("SAFE-BONUSx$5000") +"</t>"),"custom\scripts\acciones\acciones1.sqf"]; }; } else { player removeAction s_player_acc1; s_player_acc1 = -1; }; //////////////// /////////////APUESTA// private["_playerPos","_neartrader"]; _playerPos = getPosATL player; _neartrader = count nearestObjects [_playerPos, ["USMC_LHD_Crew_White"], 3] > 0; if (_neartrader) then { if (s_player_apuesta < 0) then { s_player_apuesta = player addaction[("<t color=""#F7D708"">" + ("BlackJackx$500") +"</t>"),"custom\scripts\apuesta\apuesta.sqf"]; }; } else { player removeAction s_player_apuesta; s_player_apuesta = -1; }; //////////////// /////////////APUESTAGRANDE// private["_playerPos","_neartrader"]; _playerPos = getPosATL player; _neartrader = count nearestObjects [_playerPos, ["USMC_LHD_Crew_White"], 3] > 0; if (_neartrader) then { if (s_player_apuesta4 < 0) then { s_player_apuesta4 = player addaction[("<t color=""#FF0000"">" + ("BlackJackx$30.000") +"</t>"),"custom\scripts\apuesta\apuestagrande.sqf"]; }; } else { player removeAction s_player_apuesta4; s_player_apuesta4 = -1; }; //////////////// /////////////gamer// private["_playerPos","_neartrade"]; _playerPos = getPosATL player; _neartrade = count nearestObjects [_playerPos, ["Soldier_TL_PMC_DZ"], 3] > 0; if (_neartrade) then { if (s_player_game < 0) then { s_player_game = player addaction[("<t color="" #F7D708 "">" + ("USED-ITEMS") +"</t>"),"custom\scripts\games\gamerandom.sqf"]; }; } else { player removeAction s_player_game; s_player_game = -1; }; ///////////////// /////////////russian R// private["_playerPos","_neargamble"]; _playerPos = getPosATL player; _neargamble = count nearestObjects [_playerPos, ["Soldier_TL_PMC_DZ"], 4] > 0; if (_neargamble) then { if (s_player_rulete < 0) then { s_player_rulete = player addaction[("<t color=""#F7D708"">" + ("RUSSIAN-ROULETTE") +"</t>"),"custom\scripts\games\russianr2.sqf"]; }; } else { player removeAction s_player_rulete; s_player_rulete = -1; }; ///////////////// /////////////gypsie// private["_playerPos","_neartrader"]; _playerPos = getPosATL player; _neartrader = count nearestObjects [_playerPos, ["TK_CIV_Woman01_EP1"], 4] > 0; if (_neartrader) then { if (s_player_gypsie < 0) then { s_player_gypsie = player addaction[("<t color=""#F7D708"">" + ("hear my luck") +"</t>"),"custom\scripts\gitana\gitana.sqf"]; }; } else { player removeAction s_player_gypsie; s_player_gypsie = -1; }; ///////////////// /////////////sex// private["_playerPos","_neartrader"]; _playerPos = getPosATL player; _neartrader = count nearestObjects [_playerPos, ["Hooker4"], 3] > 0; if (_neartrader) then { if (s_player_sex < 0) then { s_player_sex = player addaction[("<t color=""#F7D708"">" + ("CompleteSex") +"</t>"),"custom\scripts\sex\sex.sqf"]; }; } else { player removeAction s_player_sex; s_player_sex = -1; }; ///////////////// 3-now go to @Dayz_Epoch_Server\addons\dayz_server\ unpack the pbo and paste here maps folder. then open your server_functions.sqf and paste at very bottom: Spoiler call compile preProcessFileLineNumbers "z\addons\dayz_server\maps\starytraders.sqf"; **repack your pbo. 4-Go to your description.ext find class sounds and paste lines in red. Spoiler class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; sounds2[] = { sex }; class sex { name="sex"; sound[]={custom\scripts\sex\sex.ogg,0.9,1}; titles[] = {}; }; sounds3[] = { gunclick }; class gunclick { name="gunclick"; sound[]={custom\scripts\games\gunclick.ogg,0.7,1}; titles[] = {}; }; }; 5-Now at bottom of your init.sqf Spoiler [] execVM "custom\scripts\signs.sqf"; 6-Now we need define the wholesaler as a legal trader. Open your Server_Traders_Cherno_11.sqf find lines in red and add lines in blue. Spoiler serverTraders = [ "USMC_LHD_Crew_Purple", so its looks : serverTraders = [ "USMC_LHD_Crew_Purple ", "US_Soldier_Pilot_EP1", "RU_Functionary1", .........................] 7-at very bottom of same file: Spoiler //Stary wholesaler menu_USMC_LHD_Crew_Purple = [ [["Wholesale",636]], [["FoodBioMeat","ItemZombieParts",1,1,"buy","Zombie Parts","Bio Meat",101]], "neutral" ]; RiMMON 1 Link to comment Share on other sites More sharing options...
juandayz Posted April 11, 2016 Author Report Share Posted April 11, 2016 moved to main post. Link to comment Share on other sites More sharing options...
KillKillKill Posted April 11, 2016 Report Share Posted April 11, 2016 Juan, quiero ver tetas!!!! I want to see tits. Create a mod with tits. Link to comment Share on other sites More sharing options...
juandayz Posted April 11, 2016 Author Report Share Posted April 11, 2016 LOL ahahahaa ok lets call some hookers whit the radio :D Link to comment Share on other sites More sharing options...
juandayz Posted April 11, 2016 Author Report Share Posted April 11, 2016 edited..send to main post. Spoiler Link to comment Share on other sites More sharing options...
KillKillKill Posted April 14, 2016 Report Share Posted April 14, 2016 Gracias Juan. Where is the whorehouse located at and please send link to your sound.ogg. I want to try it first before I find a pimping sound file. jajaja juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted April 14, 2016 Author Report Share Posted April 14, 2016 edited- Link to comment Share on other sites More sharing options...
KillKillKill Posted April 14, 2016 Report Share Posted April 14, 2016 Hi Juan. The russian roulette trader is not there. Everything else is and the silver trader works well. http://steamcommunity.com/sharedfiles/filedetails/?id=665126789 http://steamcommunity.com/sharedfiles/filedetails/?id=665126730 Link to comment Share on other sites More sharing options...
juandayz Posted April 14, 2016 Author Report Share Posted April 14, 2016 trader.sqf Spoiler if (isServer) then { ///////ADDONS/////////////////////// _vehicle_1 = objNull; if (true) then { _this = createVehicle ["Land_sunshade_EP1", [6291.02, 7834.7119, 0.6715129], [], 0, "CAN_COLLIDE"]; _vehicle_1 = _this; _this setDir 105.54879; _this setPos [6291.02, 7834.7119, 0.6715129]; }; _vehicle_2 = objNull; if (true) then { _this = createVehicle ["Land_Chair_EP1", [6291.5801, 7835.0688], [], 0, "CAN_COLLIDE"]; _vehicle_2 = _this; _this setDir 217.06328; _this setPos [6291.5801, 7835.0688]; }; _vehicle_3 = objNull; if (true) then { _this = createVehicle ["Sign_DangerMines_ACR", [6291.6753, 7837.0903, 6.1035156e-005], [], 0, "CAN_COLLIDE"]; _vehicle_3 = _this; _this setDir 156.04176; _this setPos [6291.6753, 7837.0903, 6.1035156e-005]; }; _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Sign_DangerMines_ACR", [6289.3628, 7834.1978, -3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setDir 105.54879; _this setPos [6289.3628, 7834.1978, -3.0517578e-005]; }; _vehicle_6 = objNull; if (true) then { _this = createVehicle ["MAP_P_cihly1", [6290.7148, 7833.4038, -0.033550553], [], 0, "CAN_COLLIDE"]; _vehicle_6 = _this; _this setDir 105.54879; _this setPos [6290.7148, 7833.4038, -0.033550553]; }; _vehicle_7 = objNull; if (true) then { _this = createVehicle ["MAP_metalcrate", [6290.2886, 7834.5596, -0.12865596], [], 0, "CAN_COLLIDE"]; _vehicle_7 = _this; _this setDir 110.74949; _this setPos [6290.2886, 7834.5596, -0.12865596]; }; _vehicle_12 = objNull; if (true) then { _this = createVehicle ["AmmoCrate_NoInteractive_", [6290.7095, 7833.5493, 0.97428274], [], 0, "CAN_COLLIDE"]; _vehicle_12 = _this; _this setDir 105.54879; _this setPos [6290.7095, 7833.5493, 0.97428274]; }; _vehicle_13 = objNull; if (true) then { _this = createVehicle ["Land_Carpet_2_EP1", [6289.7397, 7835.8926, -3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_13 = _this; _this setDir 105.54879; _this setPos [6289.7397, 7835.8926, -3.0517578e-005]; }; _vehicle_14 = objNull; if (true) then { _this = createVehicle ["Land_Rack_EP1", [6292.022, 7834.2676], [], 0, "CAN_COLLIDE"]; _vehicle_14 = _this; _this setDir 216.08612; _this setPos [6292.022, 7834.2676]; }; _vehicle_15 = objNull; if (true) then { _this = createVehicle ["Land_Chest_EP1", [6292.521, 7835.4678, 6.1035156e-005], [], 0, "CAN_COLLIDE"]; _vehicle_15 = _this; _this setDir 127.13839; _this setPos [6292.521, 7835.4678, 6.1035156e-005]; }; _vehicle_16 = objNull; if (true) then { _this = createVehicle ["Land_Crates_EP1", [6291.4468, 7836.207, 6.1035156e-005], [], 0, "CAN_COLLIDE"]; _vehicle_16 = _this; _this setDir 105.54879; _this setPos [6291.4468, 7836.207, 6.1035156e-005]; }; _vehicle_19 = objNull; if (true) then { _this = createVehicle ["SmallTable", [6289.9424, 7835.7939, -3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_19 = _this; _this setDir 113.3527; _this setPos [6289.9424, 7835.7939, -3.0517578e-005]; }; _vehicle_20 = objNull; if (true) then { _this = createVehicle ["WeaponHolder_Colt1911", [6290.1274, 7836.0601, 0.78639406], [], 0, "CAN_COLLIDE"]; _vehicle_20 = _this; _this setDir 105.54879; _this setPos [6290.1274, 7836.0601, 0.78639406]; }; ////////////////////////////////////END OF ADDONS/////////////////////////////// _vehicle_26 = objNull; if (true) then { _this = createVehicle ["Training_target_EP1", [6290.5542, 7834.3853, -3.0517578e-005], [], 0, "CAN_COLLIDE"]; /////use this objet like trigger/// _vehicle_26 = _this; _this setDir 123.8358; _this setPos [6290.5542, 7834.3853, -3.0517578e-005]; }; _unit_2 = objNull; if (true) then { _this = createAgent ["SchoolTeacher", [6290.8135, 7835.5532, 3.0517578e-005], [], 0, "CAN_COLLIDE"]; ///fake trader/// _unit_2 = _this; _this setDir -88.722229; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this addEventHandler ["handleDamage", {false}]; _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;}; }; }; any way, trader is only for addon. If u see in Fn_selfactions...Russian Roulette and the other uses to work _neartrade = count nearestObjects [_playerPos, ["Training_target_EP1"], 3] > 0; Link to comment Share on other sites More sharing options...
J001 Posted May 4, 2016 Report Share Posted May 4, 2016 I don't see the russian rullet option, i only get "find something good" , anyway to explain how to make it work, i use regulare traders Link to comment Share on other sites More sharing options...
juandayz Posted May 4, 2016 Author Report Share Posted May 4, 2016 3 hours ago, J001 said: I don't see the russian rullet option, i only get "find something good" , anyway to explain how to make it work, i use regulare traders well see, its works with objets or units that i use like a triggers to enable the script. In this case i was used an objet called "Sign_sphere10cm_EP1" this objet are included into the addon that i give. So when youre close from this objet the russian roulette will be enabled. Here you have another way to try, using a default trader included in gold system. (The Black Market Trader) 1-Forgive all about say in the top of the post. 2-Open your fn_selfactions.sqf and in the very bottom add: Spoiler /////////////russian R// private["_playerPos","_neargamble"]; _playerPos = getPosATL player; _neargamble = count nearestObjects [_playerPos, ["GUE_Woodlander2"], 4] > 0; if (_neargamble) then { if (s_player_rulete < 0) then { s_player_rulete = player addaction[("<t color=""#F7D708"">" + ("russian roulette") +"</t>"),"custom\script\games\russianr.sqf"]; }; } else { player removeAction s_player_rulete; s_player_rulete = -1; }; ///////////////// 3-Create a new sqf , called "russianr.sqf" drop into : custom\script\games\ and paste this inside russianr.sqf : Spoiler private ["_Secondary","_player"]; _player = player; _Secondary = currentWeapon _player; DucksR = (floor(random 3)); // Get a random number and floor it. It will always resolve as 1-3 equally GooseR = 2; // The goose number. Anything 1-2 would work. if (DucksR == GooseR) then { cutText [format["You take your revolver, spin the wheel, and stick it to your temple."], "PLAIN DOWN"]; sleep 3; // suspense... _player addEventHandler ["fired", {if (alive player) then { player SetDamage 1.1;};}]; // If they are a goose then canAbort = false; cutText [format["You pull the trigger and ..."], "PLAIN DOWN"]; sleep .5; // Give them time to read // The goose is cooked _player playmove "ActsPercMstpSnonWpstDnon_suicide1B"; sleep 5; _player fire _Secondary; _player removeAllEventHandlers "fired"; // No Survivors if (alive player) then { _player SetDamage 1.1; removeAllWeapons player; removeBackpack player; {player removeMagazine _x} forEach magazines player; }; } else { // If they are a duck, let them know _player playActionNow "GestureSwing"; sleep 0.2; _nul = [objNull, player, rSAY, "gunclick"] call RE; _player addMagazine "ItemBriefcase100oz"; cutText [format["You pull the trigger and....you win 100.000"], "PLAIN DOWN"]; _player removeAllEventHandlers "fired"; }; 4-**Extract from my download folder gunclick.ogg and drop into custom\script\games\ then... go to your description.ext and add only lines in blue for sound: Spoiler class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; sounds3[] = { gunclick }; class gunclick { name="gunclick"; sound[]={custom\script\games\gunclick.ogg,0.7,1}; titles[] = {}; }; }; 5- Now go to your Black Market trader, use your scroll menu to play russian roulette. Link to comment Share on other sites More sharing options...
J001 Posted May 7, 2016 Report Share Posted May 7, 2016 thanks for your time and help , i got it some what working, you are doing a great job juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted July 4, 2016 Author Report Share Posted July 4, 2016 MAIN POST UPDATED. 07/04/2016 Link to comment Share on other sites More sharing options...
WagnerMello Posted August 23, 2016 Report Share Posted August 23, 2016 hello Juan I'm trying to put your script however when I connect to the server it appears is waiting host and console accuses me this error Config: some input after end of file Link to comment Share on other sites More sharing options...
WagnerMello Posted August 23, 2016 Report Share Posted August 23, 2016 20 minutes ago, WagnerMello said: Olá Juan Estou Tentando Colocar o roteiro há entanto, Quando eu Ligar PARA O Servidor Parece ESTÁ À Espera de Acolhimento e consola-me acusa este Erro Config: Alguma entrada APOS O Fim do Arquivo I solved the problem however now the problem is the other npc station not in place only npc standard of epoch that are in the same place of origin juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted August 23, 2016 Author Report Share Posted August 23, 2016 @WagnerMello do you use any kind of safezone who delete AI into safezones area? for example : USE_CANBUILD = false; // if you don't want to define your own positions USE_TraderCity = false; // if you don't want to define your own positions (Epoch 1.0.5) USE_POSITIONS = true; // to use own positions and radiusUSE_AI_REMOVER = false; // use this to remove Missionbots (AI) within 100m of a player if the player is in a SafeZone USE_AntiSteal = true; // use this to block opening gear if another player is within 3m! USE_SPEEDLIMIT = true; // very secret function, nobody is supposed to find out what it does. SPEEDLIMIT = 25; // Only used if USE_SPEEDLIMIT is true. USE_SIGNS = false; // use this to build signs around the SafeZone LOG_EnterLeave = true; // This will log to your .rpt when a player enters or leaves a SafeZone! (only works with infiSTAR.de Shawn 1 Link to comment Share on other sites More sharing options...
juandayz Posted August 23, 2016 Author Report Share Posted August 23, 2016 in any case i think you have some conflict with your safezone.. cuz trader buildings still here. Other way can be extract all ai from starytraders.sqf and put into mission.sqf into dayz_server.pbo so find mission.sqf in this path : ...\@DayZ_Epoch_Server\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\ open mission.sqf and in very bottom add only lines in blue. Spoiler _vehicle_1352 = objNull; if (true) then { _this = createVehicle ["MAP_R2_Rock1", [13817.806, 11746.111, -27.215347], [], 0, "CAN_COLLIDE"]; _vehicle_1352 = _this; _this setDir 68.549126; _this setPos [13817.806, 11746.111, -27.215347]; }; _unit_900 = objNull; if (true) then { _this = createAgent ["USMC_LHD_Crew_Purple", [6327.623, 7803.7451, 0.9154759], [], 0, "CAN_COLLIDE"]; _unit_1 = _this; _this setDir -140.62854; _this setVehicleVarName "whole"; whole = _this; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this addEventHandler ["handleDamage", {false}]; _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;}; _unit_902 = objNull; if (true) then { _this = createAgent ["USMC_LHD_Crew_White", [6334.5933, 7797.1523, 1.0044413], [], 0, "CAN_COLLIDE"]; _unit_2 = _this; _this setDir -125.99155; _this setVehicleVarName "misybonus"; misybonus = _this; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this addEventHandler ["handleDamage", {false}]; _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;}; _unit_903 = objNull; if (true) then { _this = createAgent ["Soldier_TL_PMC_DZ", [6341.729, 7793.7437, 0.82698131], [], 0, "CAN_COLLIDE"]; _unit_3 = _this; _this setDir -128.39311; _this setVehicleVarName "rusianryitem"; rusianryitem = _this; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this addEventHandler ["handleDamage", {false}]; _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;}; _unit_904 = objNull; if (true) then { _this = createAgent ["TK_CIV_Woman01_EP1", [6348.667, 7789.5547, 0.90838671], [], 0, "CAN_COLLIDE"]; _unit_9 = _this; _this setDir -134.51553; _this setVehicleVarName "gypsie"; gypsie = _this; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this addEventHandler ["handleDamage", {false}]; _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;}; _unit_905 = objNull; if (true) then { _this = createAgent ["Hooker4", [6361.7207, 7785.9707, 0.93410707], [], 0, "CAN_COLLIDE"]; _unit_12 = _this; _this setDir -148.93857; _this setVehicleInit "hook"; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this addEventHandler ["handleDamage", {false}]; _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;}; _unit_906 = objNull; if (true) then { _this = createAgent ["Citizen1", [6335.2314, 7769.9453, -6.1035156e-005], [], 0, "CAN_COLLIDE"]; _unit_18 = _this; _this setDir 43.299667; _this setVehicleVarName "wetra"; wetra = _this; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this addEventHandler ["handleDamage", {false}]; _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;}; processInitCommands; Now replace starytraders.sqf with this: Spoiler if (isServer) then { _vehicle_4 = objNull; if (true) then { _this = createVehicle ["MAP_stanek_3", [6327.7017, 7803.2134], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setDir -49.525661; _this setPos [6327.7017, 7803.2134]; }; _vehicle_5 = objNull; if (true) then { _this = createVehicle ["MAP_stanek_3_d", [6335.6206, 7798.8813], [], 0, "CAN_COLLIDE"]; _vehicle_5 = _this; _this setDir -49.117367; _this setPos [6335.6206, 7798.8813]; }; _vehicle_6 = objNull; if (true) then { _this = createVehicle ["MAP_stanek_3B", [6341.022, 7793.6006], [], 0, "CAN_COLLIDE"]; _vehicle_6 = _this; _this setDir -43.926075; _this setPos [6341.022, 7793.6006]; }; _vehicle_10 = objNull; if (true) then { _this = createVehicle ["Land_Table_small_EP1", [6348.4731, 7788.5806, 3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_10 = _this; _this setDir -54.036636; _this setPos [6348.4731, 7788.5806, 3.0517578e-005]; }; _vehicle_12 = objNull; if (true) then { _this = createVehicle ["Park_bench1", [6349.5688, 7789.8594, -3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_12 = _this; _this setDir 35.311806; _this setPos [6349.5688, 7789.8594, -3.0517578e-005]; }; _vehicle_13 = objNull; if (true) then { _this = createVehicle ["Land_Carpet_EP1", [6347.7627, 7787.3662], [], 0, "CAN_COLLIDE"]; _vehicle_13 = _this; _this setDir -56.303658; _this setPos [6347.7627, 7787.3662]; }; _vehicle_16 = objNull; if (true) then { _this = createVehicle ["Land_Chest_EP1", [6342.9795, 7792.0132, 3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_16 = _this; _this setPos [6342.9795, 7792.0132, 3.0517578e-005]; }; _vehicle_17 = objNull; if (true) then { _this = createVehicle ["Land_Bag_EP1", [6343.1763, 7793.5308, -3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_17 = _this; _this setPos [6343.1763, 7793.5308, -3.0517578e-005]; }; _vehicle_18 = objNull; if (true) then { _this = createVehicle ["Land_Bucket_EP1", [6342.9932, 7791.9565, 0.58933985], [], 0, "CAN_COLLIDE"]; _vehicle_18 = _this; _this setPos [6342.9932, 7791.9565, 0.58933985]; }; _vehicle_19 = objNull; if (true) then { _this = createVehicle ["Land_bags_EP1", [6342.1162, 7796.3701, 6.1035156e-005], [], 0, "CAN_COLLIDE"]; _vehicle_19 = _this; _this setPos [6342.1162, 7796.3701, 6.1035156e-005]; }; _vehicle_20 = objNull; if (true) then { _this = createVehicle ["Land_transport_crates_EP1", [6344.5215, 7793.4517], [], 0, "CAN_COLLIDE"]; _vehicle_20 = _this; _this setDir -97.706573; _this setPos [6344.5215, 7793.4517]; }; _vehicle_21 = objNull; if (true) then { _this = createVehicle ["Fort_Crate_wood", [6339.9751, 7796.3677], [], 0, "CAN_COLLIDE"]; _vehicle_21 = _this; _this setVehicleLock "LOCKED"; _this setPos [6339.9751, 7796.3677]; }; _vehicle_22 = objNull; if (true) then { _this = createVehicle ["Land_Crates_stack_EP1", [6339.9746, 7796.3687, 0.90985656], [], 0, "CAN_COLLIDE"]; _vehicle_22 = _this; _this setPos [6339.9746, 7796.3687, 0.90985656]; }; _vehicle_23 = objNull; if (true) then { _this = createVehicle ["MAP_P_cihly1", [6327.6094, 7805.8101, -6.1035156e-005], [], 0, "CAN_COLLIDE"]; _vehicle_23 = _this; _this setDir -96.123199; _this setPos [6327.6094, 7805.8101, -6.1035156e-005]; }; _vehicle_24 = objNull; if (true) then { _this = createVehicle ["MAP_P_cihly3", [6330.1523, 7802.2891], [], 0, "CAN_COLLIDE"]; _vehicle_24 = _this; _this setPos [6330.1523, 7802.2891]; }; _vehicle_25 = objNull; if (true) then { _this = createVehicle ["MAP_P_cihly4", [6326.0669, 7805.7998], [], 0, "CAN_COLLIDE"]; _vehicle_25 = _this; _this setPos [6326.0669, 7805.7998]; }; _vehicle_33 = objNull; if (true) then { _this = createVehicle ["MAP_hut06", [6361.2935, 7787.4814, -3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_33 = _this; _this setDir 30.025057; _this setPos [6361.2935, 7787.4814, -3.0517578e-005]; }; _vehicle_38 = objNull; if (true) then { _this = createVehicle ["MAP_postel_manz_kov", [6360.2402, 7788.04, -3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_38 = _this; _this setDir 32.733875; _this setPos [6360.2402, 7788.04, -3.0517578e-005]; }; _vehicle_46 = objNull; if (true) then { _this = createVehicle ["MAP_P_ytong", [6330.7813, 7804.0293, -3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_46 = _this; _this setPos [6330.7813, 7804.0293, -3.0517578e-005]; }; _vehicle_50 = objNull; if (true) then { _this = createVehicle ["Land_covering_hut_big_EP1", [6348.437, 7788.6201, 3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_50 = _this; _this setDir -55.186554; _this setPos [6348.437, 7788.6201, 3.0517578e-005]; }; _vehicle_51 = objNull; if (true) then { _this = createVehicle ["Land_Fire_barrel", [6324.395, 7805.1362, -6.1035156e-005], [], 0, "CAN_COLLIDE"]; _vehicle_51 = _this; _this setPos [6324.395, 7805.1362, -6.1035156e-005]; }; _vehicle_52 = objNull; if (true) then { _this = createVehicle ["Land_Fire_barrel", [6338.752, 7793.8716], [], 0, "CAN_COLLIDE"]; _vehicle_52 = _this; _this setPos [6338.752, 7793.8716]; }; _vehicle_53 = objNull; if (true) then { _this = createVehicle ["Land_Fire_barrel", [6355.0352, 7784.2207, 3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_53 = _this; _this setPos [6355.0352, 7784.2207, 3.0517578e-005]; }; _vehicle_59 = objNull; if (true) then { _this = createVehicle ["RU_WarfareBVehicleServicePoint", [6333.9487, 7766.2466, 3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_59 = _this; _this setDir 32.410763; _this setPos [6333.9487, 7766.2466, 3.0517578e-005]; }; }; repack your pbo So now you have Ai traders in the original epoch mission.sqf with the rest of traders and buildings for this traders into starytraders.sqf Link to comment Share on other sites More sharing options...
WagnerMello Posted August 23, 2016 Report Share Posted August 23, 2016 hello friend followed the step you gave me but unfortunately did not hear any changes The stranger who came to delete all mission.sqf to see WHAT happened and the server continued regular with the same npc like he was not taking the mission.sqf file in init.sqf but elsewhere the worst he's set in init.sqf Link to comment Share on other sites More sharing options...
juandayz Posted August 23, 2016 Author Report Share Posted August 23, 2016 are you repacking your dayz server? in init.sqf heres the line who call mission.sqf if (isServer) then { call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf"; _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf"; Link to comment Share on other sites More sharing options...
WagnerMello Posted August 23, 2016 Report Share Posted August 23, 2016 I managed to make the npc appear in its place put the plates are not showing up and not their function only works wholesale http://ap.imagensbrasil.org/image/gmtBJH Link to comment Share on other sites More sharing options...
juandayz Posted August 23, 2016 Author Report Share Posted August 23, 2016 well see, the actionn for this traders was defined in bottom of fn_selfactions.sqf had you a custom fn_selfactions right? Spoiler ////////////ACTIONS for USMC_LHD_Crew_White// private["_playerPos","_nearbank"]; _playerPos = getPosATL player; _nearbank = count nearestObjects [_playerPos, ["USMC_LHD_Crew_White"], 3] > 0; if (_nearbank) then { if (s_player_acc4 < 0) then { s_player_acc4 = player addaction[("<t color=""#3399cc"">" + ("TIME-BONUSx$5.000") +"</t>"),"custom\scripts\acciones\acciones4.sqf"]; }; } else { player removeAction s_player_acc4; s_player_acc4 = -1; }; //////////////// /////////////ACCIONES5// private["_playerPos","_nearbank"]; _playerPos = getPosATL player; _nearbank = count nearestObjects [_playerPos, ["USMC_LHD_Crew_White"], 3] > 0; if (_nearbank) then { if (s_player_acc5 < 0) then { s_player_acc5 = player addaction[("<t color=""#3399cc"">" + ("TIME-BONUSx$10.000") +"</t>"),"custom\scripts\acciones\acciones5.sqf"]; }; } else { player removeAction s_player_acc5; s_player_acc5 = -1; }; //////////////// ////////////ACCIONES// private["_playerPos","_nearbank"]; _playerPos = getPosATL player; _nearbank = count nearestObjects [_playerPos, ["USMC_LHD_Crew_White"], 3] > 0; if (_nearbank) then { if (s_player_acc1 < 0) then { s_player_acc1 = player addaction[("<t color=""#3399cc"">" + ("SAFE-BONUSx$5000") +"</t>"),"custom\scripts\acciones\acciones1.sqf"]; }; } else { player removeAction s_player_acc1; s_player_acc1 = -1; }; //////////////// /////////////APUESTA// private["_playerPos","_neartrader"]; _playerPos = getPosATL player; _neartrader = count nearestObjects [_playerPos, ["USMC_LHD_Crew_White"], 3] > 0; if (_neartrader) then { if (s_player_apuesta < 0) then { s_player_apuesta = player addaction[("<t color=""#F7D708"">" + ("BlackJackx$500") +"</t>"),"custom\scripts\apuesta\apuesta.sqf"]; }; } else { player removeAction s_player_apuesta; s_player_apuesta = -1; }; //////////////// /////////////APUESTAGRANDE// private["_playerPos","_neartrader"]; _playerPos = getPosATL player; _neartrader = count nearestObjects [_playerPos, ["USMC_LHD_Crew_White"], 3] > 0; if (_neartrader) then { if (s_player_apuesta4 < 0) then { s_player_apuesta4 = player addaction[("<t color=""#FF0000"">" + ("BlackJackx$30.000") +"</t>"),"custom\scripts\apuesta\apuestagrande.sqf"]; }; } else { player removeAction s_player_apuesta4; s_player_apuesta4 = -1; }; //////////////// ////ACTIONS FOR Soldier_TL_PMC_DZ// /////////////gamer// private["_playerPos","_neartrade"]; _playerPos = getPosATL player; _neartrade = count nearestObjects [_playerPos, ["Soldier_TL_PMC_DZ"], 3] > 0; if (_neartrade) then { if (s_player_game < 0) then { s_player_game = player addaction[("<t color="" #F7D708 "">" + ("USED-ITEMS") +"</t>"),"custom\scripts\games\gamerandom.sqf"]; }; } else { player removeAction s_player_game; s_player_game = -1; }; ///////////////// /////////////russian R// private["_playerPos","_neargamble"]; _playerPos = getPosATL player; _neargamble = count nearestObjects [_playerPos, ["Soldier_TL_PMC_DZ"], 4] > 0; if (_neargamble) then { if (s_player_rulete < 0) then { s_player_rulete = player addaction[("<t color=""#F7D708"">" + ("RUSSIAN-ROULETTE") +"</t>"),"custom\scripts\games\russianr2.sqf"]; }; } else { player removeAction s_player_rulete; s_player_rulete = -1; }; ///////////////// //ACTIONS FOR TK_CIV_Woman01_EP1" /////////////gypsie// private["_playerPos","_neartrader"]; _playerPos = getPosATL player; _neartrader = count nearestObjects [_playerPos, ["TK_CIV_Woman01_EP1"], 4] > 0; if (_neartrader) then { if (s_player_gypsie < 0) then { s_player_gypsie = player addaction[("<t color=""#F7D708"">" + ("hear my luck") +"</t>"),"custom\scripts\gitana\gitana.sqf"]; }; } else { player removeAction s_player_gypsie; s_player_gypsie = -1; }; ///////////////// //ACTIONS FOR Hooker4 /////////////sex// private["_playerPos","_neartrader"]; _playerPos = getPosATL player; _neartrader = count nearestObjects [_playerPos, ["Hooker4"], 3] > 0; if (_neartrader) then { if (s_player_sex < 0) then { s_player_sex = player addaction[("<t color=""#F7D708"">" + ("CompleteSex") +"</t>"),"custom\scripts\sex\sex.sqf"]; }; } else { player removeAction s_player_sex; s_player_sex = -1; }; ///////////////// whole saler is in other file, so if whole saler works and the others no, then you have an issue in your fn_selfactions.sqf So thers two important things to check. 1- youre using a custom selfactions out of server side. 2-you keep sames AI id cuz selfactions are using AI id as a trigger to give you the actions in scroll menu: for example: Spoiler private["_playerPos","_nearbank"]; _playerPos = getPosATL player; _nearbank = count nearestObjects [_playerPos, ["USMC_LHD_Crew_White"], 3] > 0; //this means that USMC_LHD soldier must be the trigger for this action if (_nearbank) then { if (s_player_acc4 < 0) then { s_player_acc4 = player addaction[("<t color=""#3399cc"">" + ("TIME-BONUSx$5.000") +"</t>"),"custom\scripts\acciones\acciones4.sqf"]; }; } else { player removeAction s_player_acc4; s_player_acc4 = -1; }; Link to comment Share on other sites More sharing options...
WagnerMello Posted August 24, 2016 Report Share Posted August 24, 2016 hello juan could run almost everything now so lacking appear the fri wholesale boards and other Link to comment Share on other sites More sharing options...
WagnerMello Posted August 24, 2016 Report Share Posted August 24, 2016 I'm with an urgency as I spawn select the players are going in the Russian roulette killing or winning and returning to roulette ie if he won beauty but if it dies it rises next comes fast to stary and goes to roulette again try his luck bad that the big money it I would have put a limit on time for each player? own player account that earned a lot of money Link to comment Share on other sites More sharing options...
juandayz Posted August 24, 2016 Author Report Share Posted August 24, 2016 1 hour ago, WagnerMello said: I'm with an urgency as I spawn select the players are going in the Russian roulette killing or winning and returning to roulette ie if he won beauty but if it dies it rises next comes fast to stary and goes to roulette again try his luck bad that the big money it I would have put a limit on time for each player? own player account that earned a lot of money replace russian roulette sqf with it: Spoiler private ["_Secondary","_player"]; _player = player; _Secondary = currentWeapon _player; DucksR = (floor(random 3)); // Get a random number and floor it. It will always resolve as 1-3 equally GooseR = 2; // The goose number. Anything 1-2 would work. if(isNil "script_in_progress")then{ script_in_progress = false; }; if(script_in_progress)exitwith{ systemChat "This script is only useable once (untill restart)!"; }; script_in_progress = true; if (DucksR == GooseR) then { cutText [format["You take your revolver, spin the wheel, and stick it to your temple."], "PLAIN DOWN"]; sleep 3; // suspense... _player addEventHandler ["fired", {if (alive player) then { player SetDamage 1.1;};}]; // If they are a goose then canAbort = false; cutText [format["You pull the trigger and ..."], "PLAIN DOWN"]; sleep .5; // Give them time to read // The goose is cooked _player playmove "ActsPercMstpSnonWpstDnon_suicide1B"; sleep 5; _player fire _Secondary; _player removeAllEventHandlers "fired"; // No Survivors if (alive player) then { _player SetDamage 1.1; removeAllWeapons player; removeBackpack player; {player removeMagazine _x} forEach magazines player; }; } else { // If they are a duck, let them know _player playActionNow "GestureSwing"; sleep 0.2; _nul = [objNull, player, rSAY, "gunclick"] call RE; _player addMagazine "ItemBriefcase100oz"; cutText [format["You pull the trigger and....you win 100.000"], "PLAIN DOWN"]; _player removeAllEventHandlers "fired"; }; Link to comment Share on other sites More sharing options...
juandayz Posted August 24, 2016 Author Report Share Posted August 24, 2016 other thing if u see its to easy win the russian roulette then replace with this. This have more random chances to die 70%die 30%alive with restriction to use script again Spoiler private ["_rand","_Secondary","_player"]; _player = player; _Secondary = currentWeapon _player; if(isNil "script_in_progress")then{ script_in_progress = false; }; if(script_in_progress)exitwith{ systemChat "This script is only useable once (untill restart)!"; }; script_in_progress = true; _rand = floor(random 100); if (_rand <= 70) then { cutText [format["You take your revolver, spin the wheel, and stick it to your temple."], "PLAIN DOWN"]; sleep 3; // suspense... _player addEventHandler ["fired", {if (alive player) then { player SetDamage 1.1;};}]; // If they are a goose then canAbort = false; cutText [format["You pull the trigger and ..."], "PLAIN DOWN"]; sleep .5; // Give them time to read // The goose is cooked _player playmove "ActsPercMstpSnonWpstDnon_suicide1B"; sleep 5; _player fire _Secondary; _player removeAllEventHandlers "fired"; // No Survivors if (alive player) then { _player SetDamage 1.1; removeAllWeapons player; removeBackpack player; {player removeMagazine _x} forEach magazines player; }; }; if (_rand <= 100 && _rand > 71) then { // If they are a duck, let them know _player playActionNow "GestureSwing"; sleep 0.2; _nul = [objNull, player, rSAY, "gunclick"] call RE; _player addMagazine "ItemBriefcase100oz"; cutText [format["You pull the trigger and....you win 100.000"], "PLAIN DOWN"]; _player removeAllEventHandlers "fired"; }; Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now