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By looter809
Epoch Trader Converter -- Version 1.0
A simple program built for DayZ Epoch to easily convert trader files into a CSV file for easier editing. You can also import a CSV file to rebuild trader files. If you want to switch your economy from gold/gem to coins or vice versa, you can simple build a CSV file with your current files and then rebuild the trader files with your desired economy system.
GITHUB LINK AND DOWNLOAD
Features
Convert trader files to CSV files Import CSV files to rebuild trader files Switch between gold/gem and coins Super Fast! YOUTUBE VIDEO EXAMPLE
Notes
This DOES NOT deal the with the trader menu handling. If you add Category numbers to the CSV file, you will need to manually assign them to your desired traders. The default location for this is @DayZ_Epoch\addons\dayz_code\system\mission\server_traders\chernarus11.sqf or replace chernarus11.sqf with whichever map you are using. These are not instructions for how to customize this file. It is suggested to backup your trader files before using this program in case of some sort of error. Although, it doesn't change your files directly unless you tell it to. Running Trader to CSV will not take any comments from the trader files, they are stripped as it reads them. Trader to CSV only works with "worth" aka coins and silver/gold item classnames for the buy/sell prices. Be sure to select the entire CfgServerTrader (or CfgServerTraderZSC) folder when using Trader to CSV. Once you have the CSV file, consider the following: You can use the CSV file to rebuild trader files with your desired economy system. Do not add any more columns to the CSV file. Do not change the order of the columns. Do not change the column names. You CAN and are encouraged to add/remove/change the rows in the CSV file, but not the first row (the header row). Notes for when converting back into trader files: You can use the CSV file to rebuild trader files with your desired economy system as previously stated. The returned trader files will be named CfgServerTraderZSC if you are using coins or CfgServerTrader if you are using gold/gem. If you select classic economy, the program will use a lowest common denominator of silver and gold for the buy/sell prices. This means 12000 in the CSV file would be converted to 12x ItemGoldBar10oz Another example: 1050 would be converted to 105x ItemSilverBar10oz Consider the above carefully when choosing prices if you plan to use classic silver/gold economy. As stated before, do not use something like "ItemRuby" for the buy price, it will not work. Epoch should automatically convert 10, "Itembriefcase100oz" to 1 ruby in the traders if you have a ruby set to being worth to 10 briefcases. -
By calinova22
How would I go about adding custom vehicles to my server? I want to have an F35B with no weapons. I know how to remove the weapons, just cant find the file for the jet itself to edit.
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By Cyrus
I found this on another forum, but seeing as I am truly dedicated to this one, I thought I'd share what i have found concerning the question I see a lot of people ask regarding default loadouts for everyone, including respawns and new players to the server. Its customizable with current 1.0.6.2 class IDs.
Unpack dayz_server.pbo and navigate to the compiles folder. Open the file named server_playerlogin.sqf. Find the follow block of code :
_config = (configFile >> "CfgSurvival" >> "Inventory" >> "Default"); _mags = getArray (_config >> "magazines"); _wpns = getArray (_config >> "weapons"); _bcpk = getText (_config >> "backpack"); _randomSpot = true; _key = format["CHILD:203:%1:%2:%3:",_charID,[_wpns,_mags],[_bcpk,[],[]]]; _key call server_hiveWrite; and comment this out by adding /* */ to the top and bottom of this code block. Like this
/* _config = (configFile >> "CfgSurvival" >> "Inventory" >> "Default"); _mags = getArray (_config >> "magazines"); _wpns = getArray (_config >> "weapons"); _bcpk = getText (_config >> "backpack"); _randomSpot = true; _key = format["CHILD:203:%1:%2:%3:",_charID,[_wpns,_mags],[_bcpk,[],[]]]; _key call server_hiveWrite; */ Then directly underneath this paste the following and configure to your liking. I have tried this and it works. To understand the logic, it is pointless to add a custom sqf in the mission folder, whether it be inside the init.sqf or a "exeVM" or a "call" method pointing to another custom sqf file seeing as the init is processed before server_playerlogin.sqf.
_randomSpot = true; _inventory = [["ItemFlashlight","ItemMap","ItemGPS","NVGoggles","AK_74"],["ItemBandage","ItemPainkiller","30Rnd_545x39_AK"]]; _backpack = ["DZ_ALICE_Pack_EP1",[],[]]; _key = format["CHILD:203:%1:%2:%3:",_charID,_inventory,_backpack]; _key call server_hiveWrite; Here is a list of most of the class ID's currently being used. Not all of them are there, but for this purpose you will find it more than adequate.
https://forums.dayz.com/topic/137361-dayz-chernarus-class-ids/
Finally we can now lay this beast to rest. Hope this will help many solve their default loadouts. I can recommend <ESSV3> by @ebayShopperif you need more than a single loadout for all spawns.
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By Cyrus
I have been finding that some people on my server has been losing base walls and floors even though DZE_godmodebase = true; , it has no effect on anything built inside the plot radius. So i have come to the conclusion that base items might receive damage on age and this ultimately being removed by server cleanup script. So my question is if I drop this event below will that stop me and others from losing base walls and floor? Or at the minimum update it without any cinder wall items?
like this and set damage to 0.001:
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By Cyrus
Im looking for an easy, effective way to randomize loot (weapons, ammo, toolbelt items, food, meds and building supplies) in static crate. I have a placed crate already and populated with stuff but i would like to have this random on spawn. Also i would like to know how to have this crate stay for 2 hours then destroy and respawn 15 min later. This is what my customLootCrate.sqf looks like :
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I have placed a fuel pump in starry using a custom script. The fuel pump is there and accessible but i would like to know how i can make it work with out the need of having to place a generator or a running fuel ural. by default it acts the same way a placeable fuel pump works picked up in the world.
Here is the code that use to spawn the fuel pump.
_vehicle_344 = objNull; if (true) then { _this = createVehicle ["Land_A_FuelStation_Feed", [6325.166, 7715.0869, 0.15837258], [], 0, "CAN_COLLIDE"]; _vehicle_344 = _this; _this setDir -52.000465; _this setPos [6325.166, 7715.0869, 0.15837258]; };
Any help will be appreciated.
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