AlpacalypseTSH Posted March 23, 2014 Report Share Posted March 23, 2014 Hey there everyone. I was putting all the gems in my servers' traders but I would really like to know if anyone knew the rarity of each gem so I could change the price accordingly. It seems that Rubies seem to be the most rare, but I cannot find any documentation on it. Does anyone know the gem rarity? Link to comment Share on other sites More sharing options...
Sandbird Posted March 23, 2014 Report Share Posted March 23, 2014 40% chance for gems to drop at veins...i think 'what' will be when dropped is random. AlpacalypseTSH 1 Link to comment Share on other sites More sharing options...
AlpacalypseTSH Posted March 23, 2014 Author Report Share Posted March 23, 2014 40% chance for gems to drop at veins...i think 'what' will be when dropped is random. I see. Well, thank you very much for your help! I appreciate it. I hope to find out soon if each gem has a different rarity or if it's all just random. Link to comment Share on other sites More sharing options...
AlpacalypseTSH Posted March 23, 2014 Author Report Share Posted March 23, 2014 40% chance for gems to drop at veins...i think 'what' will be when dropped is random. Sorry for the double post, but do you know of any way to change the drop rates of certain gems or the chance of getting a gem from a vein? Thanks for the quick reply by the way. Link to comment Share on other sites More sharing options...
Sandbird Posted March 23, 2014 Report Share Posted March 23, 2014 my guess is you have to 'unpbo' all of the dayz_code.pbo in a folder and use an advanced notepad like notepad++ or ultraedit to search for all occurrences of MaxMineVeins in the files in the folder. Some script will be using that value and probably somewhere near there would be the function that generates gems on Veins based on that value. Or search the word Topaz, etc...to see whats happening and where...eventually you'll find it :) AlpacalypseTSH 1 Link to comment Share on other sites More sharing options...
AlpacalypseTSH Posted March 23, 2014 Author Report Share Posted March 23, 2014 my guess is you have to 'unpbo' all of the dayz_code.pbo in a folder and use an advanced notepad like notepad++ or ultraedit to search for all occurrences of MaxMineVeins in the files in the folder. Some script will be using that value and probably somewhere near there would be the function that generates gems on Veins based on that value. Or search the word Topaz, etc...to see whats happening and where...eventually you'll find it :) Alright that's great! Thank you very much once again buddy. For the quick replies and for your knowledge. I'll make sure I do that. I'll report back to the thread once I'm finished to see if it works. Thanks once again! Sandbird 1 Link to comment Share on other sites More sharing options...
Sandbird Posted March 23, 2014 Report Share Posted March 23, 2014 Alright that's great! Thank you very much once again buddy. For the quick replies and for your knowledge. I'll make sure I do that. I'll report back to the thread once I'm finished to see if it works. Thanks once again! Found it for you :P \actions\remove.sqf if (_isMine) then { if((random 10) <= 4) then { _gems = ["ItemTopaz","ItemObsidian","ItemSapphire","ItemAmethyst","ItemEmerald","ItemCitrine","ItemRuby"]; _gem = _gems select (floor(random (count _gems))); _selectedRemoveOutput set [(count _selectedRemoveOutput),[_gem,1]]; }; }; 40% chance to spawn a random gem. If you want to overwrite it..copy this file in your MPMission\dayz_code\actions and in your compiles.sqf change player_removeObject to this: player_removeObject = compile preprocessFileLineNumbers "dayz_code\actions\remove.sqf"; Then make your changes there in remove.sqf Link to comment Share on other sites More sharing options...
Eegore Posted March 23, 2014 Report Share Posted March 23, 2014 Why would you add gems to traders? So people don't have to mine at all? Link to comment Share on other sites More sharing options...
AlpacalypseTSH Posted March 23, 2014 Author Report Share Posted March 23, 2014 Why would you add gems to traders? So people don't have to mine at all? No. I'm putting them in the traders so they can trade the Gems they get for other things. Link to comment Share on other sites More sharing options...
Eegore Posted March 25, 2014 Report Share Posted March 25, 2014 Ahh that makes sense. Link to comment Share on other sites More sharing options...
ITr1ckst3rI Posted May 25, 2014 Report Share Posted May 25, 2014 necro bump. Trying to do this, not working D: if (_isMine) then { if((random 10) <= 10) then { _gems = ["ItemTopaz","ItemObsidian"]; _gem = _gems select (floor(random (count _gems))); _selectedRemoveOutput set [(count _selectedRemoveOutput),[_gem,1]]; }; }; Still dropping other gems. init.sqf //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles progressLoadingScreen 1.0; custom/compiles.sqf fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; // fnc_usec_selfActions - adds custom actions to dayz code player_removeObject = compile preprocessFileLineNumbers "dayz_code\actions\player_removeObject.sqf"; if (!isDedicated) then { player_build = compile preprocessFileLineNumbers "custom\snap_build\player_build.sqf"; player_buildControls = compile preprocessFileLineNumbers "custom\snap_build\player_buildControls.sqf"; snap_object = compile preprocessFileLineNumbers "custom\snap_build\snap_object.sqf"; }; rss_adm 1 Link to comment Share on other sites More sharing options...
ReDBaroN Posted July 20, 2014 Report Share Posted July 20, 2014 Found it for you :P \actions\remove.sqf if (_isMine) then { if((random 10) <= 4) then { _gems = ["ItemTopaz","ItemObsidian","ItemSapphire","ItemAmethyst","ItemEmerald","ItemCitrine","ItemRuby"]; _gem = _gems select (floor(random (count _gems))); _selectedRemoveOutput set [(count _selectedRemoveOutput),[_gem,1]]; }; }; 40% chance to spawn a random gem. If you want to overwrite it..copy this file in your MPMission\dayz_code\actions and in your compiles.sqf change player_removeObject to this: player_removeObject = compile preprocessFileLineNumbers "dayz_code\actions\remove.sqf"; Then make your changes there in remove.sqf Hi Sandbird, thanks for finding this. If I wanted to make them even rarer than 10% by having it set to: if((random 10) <= 1) then { could I change that line to read like this: if((random 100) <= 4) then { Would this make it a 4% chance? Or, am I way off piste! :) Thanks again Link to comment Share on other sites More sharing options...
Shadowking74 Posted August 15, 2014 Report Share Posted August 15, 2014 if((random 100) <= 4) then { Is 4% if((random 10) <= 1) then { is 10% Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 15, 2014 Report Share Posted August 15, 2014 Thanks! :) Link to comment Share on other sites More sharing options...
rss_adm Posted September 11, 2014 Report Share Posted September 11, 2014 necro bump. Trying to do this, not working D: if (_isMine) then { if((random 10) <= 10) then { _gems = ["ItemTopaz","ItemObsidian"]; _gem = _gems select (floor(random (count _gems))); _selectedRemoveOutput set [(count _selectedRemoveOutput),[_gem,1]]; }; }; Still dropping other gems. init.sqf //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles progressLoadingScreen 1.0; custom/compiles.sqf fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; // fnc_usec_selfActions - adds custom actions to dayz code player_removeObject = compile preprocessFileLineNumbers "dayz_code\actions\player_removeObject.sqf"; if (!isDedicated) then { player_build = compile preprocessFileLineNumbers "custom\snap_build\player_build.sqf"; player_buildControls = compile preprocessFileLineNumbers "custom\snap_build\player_buildControls.sqf"; snap_object = compile preprocessFileLineNumbers "custom\snap_build\snap_object.sqf"; }; I have the same situation. bump I editing: if((random 10) <= 4) then { to if((random 100) <= 1) then { But remained 40% and still dropping other gems.. Link to comment Share on other sites More sharing options...
deadeye Posted September 11, 2014 Report Share Posted September 11, 2014 The line in your custom compiles.sqf should point to the location of your customized remove.sqf file, like this: player_removeObject = compile preprocessFileLineNumbers "scripts\remove.sqf"; Link to comment Share on other sites More sharing options...
A Pollo Posted October 10, 2014 Report Share Posted October 10, 2014 The line in your custom compiles.sqf should point to the location of your customized remove.sqf file, like this: player_removeObject = compile preprocessFileLineNumbers "scripts\remove.sqf"; I figured out that if you have a custom fn_selfActions.sqf you also need to go in and change the locations for the remove.sqf otherwise it wont work. calamity 1 Link to comment Share on other sites More sharing options...
calamity Posted October 14, 2014 Report Share Posted October 14, 2014 I figured out that if you have a custom fn_selfActions.sqf you also need to go in and change the locations for the remove.sqf otherwise it wont work. thankz for that..... Link to comment Share on other sites More sharing options...
dzrealkiller Posted November 24, 2014 Report Share Posted November 24, 2014 Hi sorry to ask here but where can I get the ore vein gems mod? I have searched but cant seem to find it.. guessing been so tired I'm missing it or something :S Link to comment Share on other sites More sharing options...
ReDBaroN Posted November 24, 2014 Report Share Posted November 24, 2014 Hi sorry to ask here but where can I get the ore vein gems mod? I have searched but cant seem to find it.. guessing been so tired I'm missing it or something :S It depends what you mean....ore veins exist as default in Epoch unless you have switched them off by zeroing this line in your mission init file: MaxMineVeins = 50; If you mean, how do I set up a trader where gems can be bought & sold there are a few different ways of doing that with various threads on these forums showing you how. Link to comment Share on other sites More sharing options...
dzrealkiller Posted November 24, 2014 Report Share Posted November 24, 2014 So these veins already drop topaz and such? Also I can not find: MaxMineVeins = 50; In the Mission init.sqf file its not there :S Link to comment Share on other sites More sharing options...
ReDBaroN Posted November 24, 2014 Report Share Posted November 24, 2014 hmm, ok, thought it was in there as standard. Go ahead and add that in the config section of your init file and you should be good to go... :) something life this...: DynamicVehicleFuelLow = 10; DynamicVehicleFuelHigh = 35; MaxMineVeins = 50; DZE_vehicleAmmo = 0; //Default = 0, deletes ammo from vehicles with machine guns every restart if set to 0. Link to comment Share on other sites More sharing options...
dzrealkiller Posted November 24, 2014 Report Share Posted November 24, 2014 veins already have topaz and stuff in them? or is that a script to add them? Link to comment Share on other sites More sharing options...
ReDBaroN Posted November 24, 2014 Report Share Posted November 24, 2014 veins already have topaz and stuff in them? or is that a script to add them? the file to read and potentially override is called remove.sqf. You can find this in your dayz_code\actions folder. If you leave it as standard it will drop any gem at a 40% chance. It is totally random which gem it chooses to drop if the 40% chance is successful. I override this file by dropping it into my custom folder and changing the 3 calls to it (one in compiles and 2 in fn_selfActions) to point to the overridden file. I have then edited and reduced the % chance in the now custom remove.sqf as we use gems as higher currency on GoG's World and a 40% chance of a gem drop is too high. Hope this helps. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted May 20, 2015 Report Share Posted May 20, 2015 Gonna revive an old post here instead of create a new one. I understand that remove.sqf has the chances for gems, but does anyone know where I can find the changes for the various types of ore? Link to comment Share on other sites More sharing options...
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