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By draco-nobilis
Can anyone help with changing the trader scenery map items.
I believe that the trader map items are set in dayz_code/system/mission/"***whatever map***.sqf
I have made changes to coordinates and item class name but when I check on server nothing has altered
I even deleted all but one item and still all was same
When i removed the init call for this file every thing vanished this i think seems to suggest it is correct file
i am a bit confused . I could remove all and make complete new map additions with editor but would like to use existing method.
I can add and moved the actual traders but not their suroundings
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By Harkness
Please consider joining our custom Epoch | DayZ | Expansion | Namalsk or Takistan servers, we have 2 long term Admins on both UK/US continents and run our servers completely for charity and from 100% clean and renewable energy too!
Click here to join our Discord for more information
DayZSA Expansion Namalsk | DayZSA Expansion Takistan | A2 DayZ Epoch Namalsk
86.10.6.13:2402 | 86.10.6.13:2602 | 86.10.6.13:2302
Custom Content:
- Armed Roaming / Dynamic AI Bandit Patrols
- Custom Land and Air Trader Camps
- Banking and Wallets
- Customization Land Rovers
- Advanced Weaponry
- No Vehicle Crash Damage & Fix Vehicle Positions
- More weapons packs, loot+, vehicles+, custom clothing & backpacks
- Bounty Hunting
- Unlimited Stamina
- PvP & Raiding
- Modular Vests
- Igloo Crafting
Thanks we hope to see you there!
CPU: Xeon-X5690 @ 3.46GHz
RAM: 16GB
Storage: SSD
Additional Features:
ATM Banking | More Weapons | More Cars | More Loot | Namalsk Igloo | Light Saber Mod | No-Vehicle-Crash-Damage | Trader Wallet - Money/Item Storage | Custom Namalsk Spawn Selection | Custom Trader Cities | All items added to traders |Namalsk Airdrops | | Notification System | Territories System | Auto-run System | No Stamina System | Safezone System | Mission System | Skin System | Map UI and 2D/3D Markers System | KillFeed System | Towing System | Player Attachment | Custom lighting | Custom interiors | Custom ocean | Working Street lights | Builderitems | Gravecross | KillFeed | Notifications | Gravecross | Horn | Autorun | No stamina | MoreGuns | Street lights | Car Keys | CodeLock | Map UI and 2D/3D Markers | Global/Transport/Party Chat | Book (Server Info, Rules, player stats | party management | territory management) System
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By AntZ
Hey there! I just set up an Overpoch Chernarus server on a server provider but the vehicle traders aren't spawning the vehicles when you buy them. The trader takes your gold bars, gives you a key, then a red arrow appears over where the vehicle Should spawn, but nothing appears. After restarting the server all the vehicles that were bought appear right on top of the spot where they were Suppose to show up.
-I Do Not have infistar installed
-I'm using worldwidesorrow's admin tools from here: https://github.com/worldwidesorrow/Epoch-Admin-Tools/tree/TestBranch
-But just in case I removed the admin tool and tested the vehicle traders again but still no luck.
Here is my server RPT:
Can someone please look into this. This is the exact issue discussed in this post but the solution doesn't apply in my case.
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By Brian Soanes
To unlock vehicles left in your traders over a server restart, open your epoch_server.pbo
In epoch_server\compile\epoch_vehicle\EPOCH_load_vehicles.sqf
Find
if (_allowDamage) then { Just above that, add this
A3E_SafeZonePosArray = [ [[18451.9,14278.1,0]], //Altis East trader [[13333.5,14494.3,0]], //Altis Central trader [[6192.46,16834,0]] //Altis West trader ]; { if (_vehicle distance (_x select 0) < 200) then { _vehicle lock false; diag_log format["Vehicle %1 left in trader unlocked @ %2", _class, mapGridPosition _vehicle]; }; } forEach A3E_SafeZonePosArray; Pack pbo and you're good to go
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By Thug
In the file server_spawnTraders.sqf
private "_trader"; { _trader = createAgent [_x select 0,_x select 1,[],0,"CAN_COLLIDE"]; {_trader removeMagazine _x;} count magazines _trader; removeAllItems _trader; // removeAllWeapons _trader;//this is commented out so traders have weapons removeBackpack _trader; _trader switchMove ""; _trader setDir (_x select 2); _trader setVehicleInit "this disableAI 'ANIM'; this disableAI 'AUTOTARGET'; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;"; _trader setUnitAbility 0.6; _trader disableAI "ANIM"; _trader disableAI "AUTOTARGET"; _trader disableAI "FSM"; _trader disableAI "MOVE"; _trader disableAI "TARGET"; _trader setBehaviour "CARELESS"; _trader forceSpeed 0; _trader allowDamage false; _trader enableSimulation false; } count _this; processInitCommands; What would I have to do to get the Traders to move like they did in v1.0.5.1
I have tried but can not get it to work.
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I made some changes to the traders inventory.
So they they have 15 drinks, and 15 food.
However, when I restart server, and check, the inventory was just like it was before restart.
I have a feeling I don't understand the loot system yet, and the traders.
Looks like it's a running tally of what ever gets sold to them, and it carries over through restarts.
Probably only resets after it reaches a certain point (amount of items).
What I'd like to do, is have the traders have a minimum of 15 food and 15 drink at all times is that possible?
Thanks,
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