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[Release] [Complete Stary Traders]


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UPDATED. 07/04/2016 

Arm_A2_OA_2016_07_04_14_22_41_11.jpgArm_A2_OA_2016_07_04_14_22_25_64.jpg

*******************************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"
];

 

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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;           

 

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  • 3 weeks later...
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.

 

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  • 1 month later...
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

 

20160823105122_1.jpg

20160823105127_1.jpg

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@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 radius
USE_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

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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

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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

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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";

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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;
    };

 

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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

20160824183841_1.jpg

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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

20160824183841_1.jpg

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";
};

 

 

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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";
};

 

 

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