Rapture Posted January 5, 2014 Report Share Posted January 5, 2014 Has someone released a script or change that allows for items to be sold to the vendors from your backpack instead of having to move everything to inventory? Link to comment Share on other sites More sharing options...
0 Dami Posted January 5, 2014 Report Share Posted January 5, 2014 That's not a difficult task. The first thing you'd want to do is find each script (for traders) that checks what items the player has on him. I'm not going to take the time to look, but I know one method uses is similar to: _qty = {_x == _part_in} count magazines player; if (_qty >= _qty_in) then { Wellz.. In the following else statement, instead of displaying the cutText for 'item not in inventory', you'd check if the item they are trying to sell is in their backpack like this: _qty = {_x == _part_in} count (getMagazineCargo (unitBackpack player)); if (_qty >= _qty_in) then { MAGIC } else { _needed = _qty_in - _qty; cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"]; }; I'm not sure if BIS_fnc_invRemove supports objects, but if not, then you'd just have to remove the sold item from the backpack, and place the currency in the backpack;however, if BIS_fnc_invRemove does support objects you could just replace player in the array, with (unitBackpack player). Very simple. Link to comment Share on other sites More sharing options...
0 Rapture Posted January 7, 2014 Author Report Share Posted January 7, 2014 I would be willing to pay someone to work with me and create this script if we can make it server-side. I've been trying to find ways to sell items from the vendors that require more than 12 briefcases and this would be great. Link to comment Share on other sites More sharing options...
0 NAIL Posted January 7, 2014 Report Share Posted January 7, 2014 I added a ruby to my server for just this reason. I updated my trade metals to allow players to trade 12 briefcases for 1 ruby. Or sell one ruby for 10 briefcases. I can then sell items for x amount of rubies. Link to comment Share on other sites More sharing options...
0 Axe Cop Posted January 7, 2014 Report Share Posted January 7, 2014 I added a ruby to my server for just this reason. I updated my trade metals to allow players to trade 12 briefcases for 1 ruby. Or sell one ruby for 10 briefcases. I can then sell items for x amount of rubies. clearly your players have to much money? haha you need to watch your economics this is like money inflation :p my players always complain about everthing is to expensive for 2 briefcases or something lol Link to comment Share on other sites More sharing options...
0 NAIL Posted January 7, 2014 Report Share Posted January 7, 2014 clearly your players have to much money? haha you need to watch your economics this is like money inflation :p my players always complain about everthing is to expensive for 2 briefcases or something lol It's easy come and easy go on my server. I have ai on the server and they drop gold on chance. It's also on panthera with a ton of vehicles to sell easily with lift tow. I think the fastest way players are making money right now is doing missions and selling the sniper weapons. It's also easy go because ai have AA and are pretty good with it. I also added back the DZ version of armed vehicles for twice the price of a DZE version. Basically the most expensive heli right now is bought for 1 ruby but still only sells for a briefcase. We also have a major clan war going on that has had about 16 vehicle casualties yesterday alone. All and all I like where it's going. It really feels like after zombie apoc because of the amount of mil loot laying around is a lot, just like I. imagine it would be with 99.9 % of the population dead. Link to comment Share on other sites More sharing options...
0 Axe Cop Posted January 7, 2014 Report Share Posted January 7, 2014 It's easy come and easy go on my server. I have ai on the server and they drop gold on chance. It's also on panthera with a ton of vehicles to sell easily with lift tow. I think the fastest way players are making money right now is doing missions and selling the sniper weapons. It's also easy go because ai have AA and are pretty good with it. I also added back the DZ version of armed vehicles for twice the price of a DZE version. Basically the most expensive heli right now is bought for 1 ruby but still only sells for a briefcase. We also have a major clan war going on that has had about 16 vehicle casualties yesterday alone. All and all I like where it's going. It really feels like after zombie apoc because of the amount of mil loot laying around is a lot, just like I. imagine it would be with 99.9 % of the population dead. Yeah you are right, but I think what you are describing is not a zombie game anymore, who cares about zombies in Epoch anymore? its a little sad :D zombies should be the enemy in Dayz and not other players, but well as long as its fun to play who cares, but this is no zombie game anymore ^^ Dami and NAIL 2 Link to comment Share on other sites More sharing options...
0 NAIL Posted January 7, 2014 Report Share Posted January 7, 2014 Yeah you are right, but I think what you are describing is not a zombie game anymore, who cares about zombies in Epoch anymore? its a little sad :D zombies should be the enemy in Dayz and not other players, but well as long as its fun to play who cares, but this is no zombie game anymore ^^ Your 100% right, but that is what DayZ has become. Shoot on site, no hold ups, and hide in a bush if you have zombie agro. Link to comment Share on other sites More sharing options...
0 thekaboobie Posted January 10, 2014 Report Share Posted January 10, 2014 I added a ruby to my server for just this reason. I updated my trade metals to allow players to trade 12 briefcases for 1 ruby. Or sell one ruby for 10 briefcases. I can then sell items for x amount of rubies. If you don't mind my asking how did you get the traders to properly accept the ruby? I have been trying to add an additional currency for high end vehicles and weapons using the 4 versions of the IED utilizing a crafting mechanic for the IED's allowing them to be purchased from the donor rewards or farmed in game. However when I added them to the db as the currency (placed them in the trader items table as well) when you purchase say a vehicle with the IED's it all looks fine you get a key but the vehicle is never spawned and the IED's don't leave your inventory. Link to comment Share on other sites More sharing options...
0 Mates31cz Posted January 27, 2014 Report Share Posted January 27, 2014 That's not a difficult task. The first thing you'd want to do is find each script (for traders) that checks what items the player has on him. I'm not going to take the time to look, but I know one method uses is similar to: _qty = {_x == _part_in} count magazines player; if (_qty >= _qty_in) then { Wellz.. In the following else statement, instead of displaying the cutText for 'item not in inventory', you'd check if the item they are trying to sell is in their backpack like this: _qty = {_x == _part_in} count (getMagazineCargo (unitBackpack player)); if (_qty >= _qty_in) then { MAGIC } else { _needed = _qty_in - _qty; cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"]; }; I'm not sure if BIS_fnc_invRemove supports objects, but if not, then you'd just have to remove the sold item from the backpack, and place the currency in the backpack;however, if BIS_fnc_invRemove does support objects you could just replace player in the array, with (unitBackpack player). Very simple. how and where I got this script to place? Link to comment Share on other sites More sharing options...
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Rapture
Has someone released a script or change that allows for items to be sold to the vendors from your backpack instead of having to move everything to inventory?
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