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[RE-RELEASE, v1.2] 'fn_SC_uniCoins' dev function for Single Currency (rewritten and updated for Epoch

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Hello guys,

because I was couple times asked for updated and unified dev function for single currency (originally posted in ZSC thread),
I've decided release it here so you can have all info in one place.
So here it is with specific example (with detailed comments) you can try for fun...


First thing first - let's start with giving credits for these great guys:


This function was reworked and updated for Epoch



  • [2017-05-08], v1.0 | Initial release, published at Epoch forum
  • [2017-05-28], v1.1 | Added: debug (parameters check, exec time to analyze code performace in game)
  • [2017-05-31], v1.2 | Improved: removed unnecessary checks during player sync


Read "Goodbye". Wish you the best guys!


How it looks like:

Check source code (Github)



  • Function is able to manage money processing with single line code (see bellow) and can be easily integrated into your code
  • You can use debug option to check your fnc parameters + exec time (code performance) showed on screen (global chat):
    just uncoment line: '#define: __ DEBUG__' is src code;
  • It's pretty fast but remember: use it only if you're developing some addon or you know exactly what to do.
    Otherwise, you can stil use common methods used by addons authors - mostly it's even faster their way, because of scoped approach;
  • It's a function - you can easily maintain your "money" code...


How to install:

It's actually very easy: practical example is the best way to explain, what needs to be done - see repo structure and files.

Source files are available at Github repo (specific usage example included!). You can download them from here.


How to use it:

= General usage:

// [_player,_amount,_action,_target] call fnc_SC_uniCoins;
// '_player' : object : player, _killer...etc
// '_amount' : number : 1000
// '_action' : string : 'add'   / 'remove'
// '_target' : string : 'cache' / 'bank'
// ==========================================================
// @example 01: Remove 5.000 Coins from player's wallet:
[player,5000,'remove','cache'] call fnc_SC_uniCoins;

// @example 02: Add 1.000 Coins to player's wallet:
[player,1000,'add','cache'] call fnc_SC_uniCoins;

// @example 03: Remove 7.000 Coins from player's bank account:
[player,7000,'remove','bank'] call fnc_SC_uniCoins;

// @example 04: Add 15.000 Coins to player's bank account:
[player,15000,'add','bank'] call fnc_SC_uniCoins;


...easy enough, isn't it?


Specific usage (with detailed description):

// === Scenario:

// Award player for killing local zombies.
// If player kills zombie, he will receive random amount of money from 0 to 250 Coins for kill.
// Let's make it interesting - player receive money only in case he used the gun defined by you:

// === What to do:

// Save file "local_eventKill.sqf" to your custom compiles folder, load it in your custom compiles file
// outside (!isDedicated) and (isServer) - we need this file for both client and server.
// (it's in 'dayz_code' folder: you can download file from:
// https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/local_eventKill.sqf)

// Open your custom variables file (or add bellow code to your init.sqf file) and add:
playerZedKillAward = true; // ... so you can quickly turn ON/OFF your script

// Now, let's create some code in 'local_eventKill.sqf' file:

if (local _zed) then {

  // code

  // ...find last line of code:
  _killer setVariable["humanity",_humanity,true];
  // Bellow we define local function "_fnc_killZedsAward" so we can call it easily:

  // ===

  _fnc_killZedsAward = {
    private ["_action","_target","_money","_curWep"];

    _action = _this select 0; // @info: we take parameter from call in main code bellow this fnc and assign value to local var
    _target = _this select 1; // @info: we take parameter from call in main code bellow this fnc and assign value to local var
    _money = (round(random 5) * 50); // @info: now from 0 to 250 Coins, define to your liking
    _curWep = getText (configFile >> 'CfgWeapons' >> currentWeapon _killer >> 'displayName'); // @info: What's the name of player current weapon? We need this for info in hint or dayz_rollingMessages

    call {
      // Player has 20% chance to get 0 coins from random (if you will use round(random 5) - meaning staying with 5, scale from 0 to 4)
      // So let's check it first and prevent display msg on screen in such a case
      if (_money == 0) exitWith {
      //@info: You can pick 'dayz_rollingMessages' and comment 'hintSilent' if your hint layer is occupied by your debug monitor
      ["Sorry, our bank is low on money!"] call dayz_rollingMessages;
      hintSilent "Sorry, our bank is low on money!";
      // If random money are above zero, let's call dev fnc_SC_uniCoins.
      // First parameter '_killer' is defined by original code; _money param was defined above,
      // _action and _target parameters we defined in main code bellow...
      if ([_killer,_money,_action,_target] call fnc_SC_uniCoins) exitWith {
      //@info: You can pick 'dayz_rollingMessages' and comment 'hintSilent' if your hint layer is occupied by your debug monitor
        hintSilent format ["Zed kill award!\nweapon: [%1]\nReceived: [%2 %3]",_curWep,_money,CurrencyName];
        [format["Zed kill award! Weapon: [%1] Received: [%2 %3]",_curWep,_money,CurrencyName]] call dayz_rollingMessages;
      // Do not put any default code for call here - if you do, you will trigger code action in cases,
      // like zombie is killed close to you by some accident (from experience)

// Now let's create main procedure:
  if (playerZedKillAward) then {
  // @info: define your custom array of weapons here:
    _allowedWps = [ 
    if ((currentWeapon _killer) in _allowedWps) exitWith {
       // @info: if player used allowed weapon, tell '_fnc_killZedsAward', what to do with money.
       // You can be creative here :))
      ["add","cache"] call _fnc_killZedsAward;


// === Done!


...that's all, you can use it wherever money are... Have Fun!!


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1 minute ago, juandayz said:

@iben why the hell i need a function....to add coins?.hahah @DAmNRelentless @Anhor lets finish here that we start in dblood mod.. hsha joke. Nice iben. And the examples are separates mods lol.

:tongue: Thx buddy... as I said in your thread... let's keep the mod (Epoch) alive and thx to all lifekeepers... you deserves a huge THX for you dedication to mod... thx

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[7421," !"lbSetPicture [7422, _index" !"lbSetPicture [7402, _index" !"lbSetPicture [7401, _index" !="_userList lbSetData [(lbSize _userList) -1,_friendUID];" !" [TraderDialogItemList, _index, " !"_myGroup lbSetData [_index,getPlayerUID _x];" 5 loadFile 5 menu !",\"MenuSelected\",\"Draw\",\"VideoStop" !"_menu = _parent displayCtrl (1600 + _i);\n_menu ctrlShow " !="createDialog 'RscDisplayCraftingMenu';" !"BIS_fnc_commsMenu" !"BIS_fnc_kbMenu" !"call gear_ui_offMenu;" !"dayz_inflame_showMenu" !"\"showCommandingMenu\", " !"rshowCommandingMenu" !"menu_" !"use action menu to " !"\"_menu\",\"_menu1\"" !"PVDZE_plr_TradeMenu" !"fn_gearMenuChecks" !"fn_pauseMenuChecks" 5 onMapSingleClick 5 player_humanityMorph !"fn_surfaceNoise.sqf\";\nplayer_humanityMorph = compile preprocessFileLineNumbers \"\\z" !"addMagazine _itemNew;\n_morphHandle = [dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph;\n}" !"<= -2000) then {\nif (_isMen || _isMenH) then {\n[dayz_playerUID,dayz_characterID,\"Bandit1_DZ\"] spawn player_humanityMorph" !"#line 1 \"z\\addons\\dayz_code\\compile\\player_humanityMorph.sqf" 5 playableUnits !"for [{_y=0},{_y < count(playableUnits)},{_y=_y+1}] do {" !"typeName player == \"OBJECT\" && {(player in playableUnits" !"AND {((alive _x) AND {((vehicle _x) distance _obj < 150)})}} count playableUnits)}) then {" !="_local = { _unit distance _x < _dis; } count playableUnits <= 1;" !"if (!_isOk) exitWith {false};\nuiSleep 0.001;\n} forEach playableUnits;" !"ManagementMustBeClose) then { player nearEntities [\"CAManBase\", 10] } else { playableUnits };" 5 positionCameraToWorld 5 removeAllEventHandlers !"_WarnFuel = false;\n};\n\n};\n\n_vehicle removeAllEventHandlers \"IncomingMissile" !"leep _wait;} else {sleep (_wait * 4);};\n};\n\n_vehicle removeAllEventHandlers \"Dammaged" !"lse\"];\n{\n(findDisplay 12) displayCtrl 51 ctrlRemoveAllEventHandlers" !"select 1,0] nearestObject (_x select 2);\n_building removeAllEventHandlers" !"\n\n\n\nif (_this isKindOf \"AllVehicles\") then {\n\n_this removeAllEventHandlers" !"With {};\n\n_old = player;\n_old removeAllEventHandlers \"FiredN" !"\npublicVariableServer \"PVDZ_veh_Save\";\n};\n};\n\n\n_unit removeAllEventHandlers" 5 selectPlayer !"addSwitchableUnit dayz_originalPlayer;\nsetPlayable dayz_originalPlayer;\nselectPlayer dayz_originalPlayer;" !"addSwitchableUnit _newUnit;\nsetPlayable _newUnit;\nselectPlayer _newUnit;" 5 serverCommand !="_character = if (serverCommandAvailable \"#kick\") then { call sched_tg_follow } else { player };" !"serverCommand (\"#vote kick \" + _selectedName);" 5 setAperture !"select 1);\n\nif(_NVOn == \"ON\") exitwith\n{\nsetaperture -1" !"+_inc;\n\n_NVOn = (_NV select 0);\n\nif(_NVOn == \"ON\") then {\n\nsetAperture" 5 setCamUseTI 5 setDamage !"if (_entity isKindOf \"Animal\") then {\n_entity setDamage 1;" !"player setDamage 1;\n};\n\nif (dayz_onBack != \"\") then {\nif (dayz_onBack in w" !"if (_ent isKindOf \"Animal\" || _ent isKindOf \"zZombie_base\") then {\n_ent setDamage 1;" 5 setDammage 5 setDate !rsetDate !"\"setDate\", " !"\n\n\nif (!isDedicated) then {\n\"dayzSetDate\" addPublicVariableEventHandler {" !"if (_x != _newdate select _forEachIndex) exitWith {\nsetDate _newdate" !"plr_Login1]; \nPVDZ_send = [player,\"dayzSetDate\",[player]];\npublicVariableServer" !="!isNil \"dayzSetDate\"" !"diag_log ['Date & time received:', dayzSetDate];\nsetDate dayzSetDate;\ndiag" 5 SetEventHandler !"\n_menu ctrlSetEventHandler [\"ButtonClick\",_compile];\n};" !"inGameUISetEventHandler [\"Action\",\"false\"];" 5 setMarkerAlpha 5 setMarkerBrush 5 setMarkerColor !",if (_vehicle == _x) then {name _x} else {_vehicle call dayz_getCrew}];\n_marker setMarkerColorLocal \"ColorGreen\";" 5 setMarkerDir 5 setMarkerPos !"\"setMarkerPosLocal\"," !"rsetMarkerPosLocal" 5 setMarkerShape 5 setMarkerSize 5 setMarkerText !",if (_vehicle == _x) then {name _x} else {_vehicle call dayz_getCrew}];\n_marker setMarkerColorLocal \"ColorGreen\";" 5 setMarkerType !",if (_vehicle == _x) then {name _x} else {_vehicle call dayz_getCrew}];\n_marker setMarkerColorLocal \"ColorGreen\";" 5 setPosASL !="_unit setPosAsl [(_position select 0), (_position select 1), (LHA_height+1)];" !="_flame setPosASL [_pos select 0,_pos select 1,(_pos select 2)+0.2];" !="_fire setPosASL _location;" !"_objectHelper setPosASL _position;\n} else {" !"_b0x1337 setPosASL (getPosASL player);\n} else {" !"_obj setPosASL [_center select 0, _a, _b];" !"_objectSnapGizmo setPosASL " !"_para setposasl [\n" !"_thingy setPosASL (ATLToASL _pos);\n} else {" 5 setTerrainGrid !"if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers \"" 5 setUnitRecoilCoefficient 5 setVehicle !"if(_status) then {\n_vehicle setVehicleLock \"LOCKED\";\n} else {\n_vehicle setVehicleLock \"UNLOCKED\";\n};" 5 setViewDistance 5 sideLogic !"publicVariable \"BIS_MPF_logic\";" 5 switchCamera !"\"switchCamera\", " !"rswitchCamera" !="player switchCamera (Dayz_constructionContext select 2);" !"player switchCamera _currentCamera;\nif (_currentWpn !=" 5 systemChat !="systemChat format[localize \"str_missing_to_do_this\", _x];" !"systemChat (localize " !"systemChat format[localize \"STR_EPOCH_" !"systemChat localize \"STR_EPOCH_" !"case \"system\": {systemChat _message;};" 5 title !"titleCut [\"\", \"BLACK " !"\"titleCut\", " !"\"titleText\"" !="rtitleCut = 'titleCut'" !"rtitleCutc" !="rtitleText = 'titleText'" !"rtitleTextc" !"(_missionTextListPath >> \"titles\")" !"(_display displayCtrl _titleIDC) ctrlShow false;" !"titleText [format[localize \"str_return_lobby\", _x" !",\"_titleText\"" !"localize 'STR_UI_GENDER_TITLE';\n_timeNem" !="scriptName \"MP\\data\\scriptCommands\\titleText.sqf\";" !_fillTradeTitle !_bldTxtStringTitle !"localize \"str_halo_altitude_speed" 5 toString !"_animCheck = toString ([(_animStateArray select 0),(_animStateArray select 1)" !="_skinToModel = toString (_finalArray);" !="{_textArrayTemp = _textArrayTemp + [tostring [_x]]} foreach _line;" !="_cmpt = toString _cmpt;" !="_objName = toLower(toString(_objName));" !"if (toString _hayArr != _needle) then {" !="_type = toString _typeA;" !="_anim4 = toString _anim4;" !"{(count _stance>17)}) then {toString [_stance select 17]}" !"BIS_fnc_timeToString" !"02, if (typeName _name == \"ARRAY\") then {toString _name} else {_name}];"!"_input = parseNumber (toString (_input));" 5 worldTo !="_relPos = _building worldToModel _point;" !"if (_isPlayer) then {\n_x = _pos worldToModel _new;" !"_w2m = _x worldToModel (getPosATL player);\n_bb = (boundingbox _x) select 1;" !="_h = _offset + ((_o worldToModel (getPosATL _o)) select 2);" !"_pos set [2,(_pos select 2) + 1.5];\n_screen = worldToScreen _pos;\n_text = composeText [image" //The best use of this file is filtering commonly used scripting commands, because they are always the same when compiled and executed. See: https://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 //Filtering strings, variable names and code snippets is less effective because they can easily be changed or obfuscated in a near infinite number of ways //Always test after modifying by executing code on yourself. Ensure you are kicked or logged appropriately. One error in this file can break functionality of all filters and exceptions beyond that point. //Note ! and != currently behave identically in scripts.txt, there is no advantage to using one over the other //Note currently scripts.txt does not support regex, so the only characters that need to be escaped are literal double quotes " and literal backslash \ //Note tabs and spaces used as indents are stripped out automatically and do not need to be included in exceptions //Note code is filtered as it appears when it is executed. Macros in scripts and % in formats will be replaced with their real values. Double quotes ""x"" or ''x'' nested in strings will appear as single quotes. Formatting characters will be stripped from FSMs.  
    • By Thug
      I have an overpoch Sauerland server. The vehicle traders are not spawning when you buy. The SOB takes your money and gives you a key, but no vehicle.  The arrow comes up for about 12 seconds.  After the restart, they are there, all on top of each other.
      NO, I do not have infistar installed.  It brakes the server. No admin tools at all.
      Here are my server and client RPTs. Can someone please take a look for me?
      All other traders work.
    • By chi
      Can someone tell me if im doing something wrong here? Im trying to spawn a random amount of coins on Zombies when they die.
      This is my zombie_generate.sqf and im calling it from my custom compiles. Sorry, but im on my phone and cant find a spoiler box button.
      #include "\z\addons\dayz_code\loot\Loot.hpp"
      private ["_bypass","_position","_unitTypes","_radius","_method","_agent","_maxlocalspawned","_doLoiter","_wildspawns","_maxControlledZombies",
      _position = _this select 0;
      _doLoiter = _this select 1; // wonder around
      _unitTypes = _this select 2; // class of wanted models
      //_wildspawns = _this select 3;
      _bypass = _this select 3;
      _maxlocalspawned = round(dayz_spawnZombies);
      //Lets check if we need to divide the amount of zeds
      if (r_player_divideinvehicle > 0) then {
          _maxlocalspawned = round(dayz_spawnZombies / r_player_divideinvehicle);
      _maxControlledZombies = round(dayz_maxLocalZombies);
      _cantSee = {
          private "_isOk";
          _isOk = true;
          _zPos = +(_this select 0);
          if (count _zPos < 3) exitWith {
              diag_log format["%1::_cantSee illegal pos %2", __FILE__, _zPos];
          _zPos = ATLtoASL _zPos;
          _fov = _this select 1; // players half field of view
          _safeDistance = _this select 2; // minimum distance. closer is wrong
          _farDistance = _this select 3; // distance further we won't check
          _zPos set [2, (_zPos select 2) + 1.7];
              _xasl = getPosASL _x;
              if (_xasl distance _zPos < _farDistance) then {
                  if (_xasl distance _zPos < _safeDistance) then {
                      _isOk = false;
                  } else {
                      _eye = eyePos _x; // ASL
                      _ed = eyeDirection _x;
                      _ed = (_ed select 0) atan2 (_ed select 1);
                      _deg = [_xasl, _zPos] call BIS_fnc_dirTo;
                      _deg = (_deg - _ed + 720) % 360;
                      if (_deg > 180) then { _deg = _deg - 360; };
                      if ((abs(_deg) < _fov) && {( // in right angle sector?
                              (!(terrainIntersectASL [_zPos, _eye]) // no terrain between?
                              && {(!(lineIntersects [_zPos, _eye]))}) // and no object between?
                          )}) then {
                          _isOk = false;
              if (!_isOk) exitWith {false};
          uiSleep 0.001;
          } forEach playableUnits;
      _skipFOV = false;
      if ((_maxlocalspawned < _maxControlledZombies) && (dayz_CurrentNearByZombies < dayz_maxNearByZombies) && (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then {
          if (_bypass) then {  
              _skipFOV = true;
              _position = [_position,3,20,1] call fn_selectRandomLocation;
          if (surfaceIsWater _position) exitWith { diag_log "Location is in Water Abort"; };
          if ((_skipFOV) or {([_position, 15, 10, 70] call _cantSee)}) then {
              _tooClose = {isPlayer _x} count (_position nearEntities ["CAManBase",30]) > 0;
              if (_tooClose) exitwith { diag_log "Zombie_Generate: was too close to player."; };
              if (count _unitTypes == 0) then {
                  _unitTypes = getArray (missionConfigFile >> "CfgLoot" >> "Buildings" >> "Default" >> "zombieClass");
              // lets create an agent
              _type = _unitTypes call BIS_fnc_selectRandom;
              _radius = 5;
              //_method = if (_doLoiter) then {"CAN_COLLIDE"} else {"NONE"};
              _agent = createAgent [_type, _position, [], _radius, "CAN_COLLIDE"]; 
              uiSleep 0.03;
              //add to global counter 
              dayz_spawnZombies = dayz_spawnZombies + 1;
              dayz_CurrentNearByZombies = dayz_CurrentNearByZombies + 1;
              dayz_currentGlobalZombies = dayz_currentGlobalZombies + 1;
              //Add some loot
              if (0.3 > random 1) then {
                  _lootGroup = configFile >> "CfgVehicles" >> _type >> "zombieLoot";
                  if (isText _lootGroup) then {
                      //_lootGroup = dayz_lootGroups find getText (_lootGroup);
                      _lootGroup = Loot_GetGroup(getText _lootGroup);
                      //[_agent, _lootGroup, 1] call loot_insert;
                      Loot_Insert(_agent, _lootGroup, 1);
              _agent setVariable["agentObject",_agent];
              if (!isNull _agent) then {
                  _agent setDir random 360;
                  uiSleep 0.03;
                  _position = getPosATL _agent;
                  _favStance = (
                      switch ceil(random(3^0.5)^2) do {
                          //case 3: {"DOWN"}; // prone
                          case 2: {"middle"}; // Kneel "middle"
                          default {"Up"}; // stand-up
                  _agent setUnitPos _favStance;
                  _agent setVariable ["stance", _favStance];
                  _agent setVariable ["BaseLocation", _position];
                  _agent setVariable ["doLoiter", _doLoiter]; // true: Z will be wandering, false: stay still
                  _coinsRandom = random 1;
                  if (_coinsRandom <= 0.5) then {
                  _cash = round(random 20) * 5; // number between 0 and 200 Add Coins to Zombie
                  _agent setVariable["CashMoney",_cash ,true]; // Add Coins to Zombie
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