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SummerGamingUK

I need help with @inidb > Stat save <<

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Hello

I have been trying to figure this out for 3 days now

I need help with the stat save. I have ticked the @inidb in TADST tool and I have installed Microsoft C++ but still nothing

The stats don't save

I have asked other communities to help me and they have lend me their mission files and we tried and still no stat saving

If anyone could kindly help us, it would be much appreciated

Teamspeak IP: ts3.summergaming.co.uk > Poke MrOMNZ

Thank you very much for taking your time reading

Much Appreciated

Edited by SummerGamingUK

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Is too difficult to say something without source code.

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What codes do I need to post?

I need code which is used to save stats.

It would be much better if you could join Teamspeak

I don't speak english, sorry.

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Ok

jaysantiglitch.sqf

[getPlayerUID player, getPlayerUID player, "Account Name", name player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "moneyAccount", bnkgeld] call fn_SaveToServer;

_pistol = (saveWeaponPistol select 0);

if(isNil "_pistol") then {_pistol = "";};

_rifle = (saveWeaponRifle select 0);

if(isNil "_rifle") then {_rifle = "";};

if(playerSide == west) then

{

[getPlayerUID player, getPlayerUID player, "WeaponsPlayerWest", (weapons player) + [_pistol] + [_rifle]] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "MagazinesPlayerWest", magazines player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "LicenseswWest", INV_LizenzOwner] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "InventoryWest", INV_InventarArray] call fn_SaveToServer;

};

if(playerSide == resistance) then

{

[getPlayerUID player, getPlayerUID player, "WeaponsPlayerRes", (weapons player) + [_pistol] + [_rifle]] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "MagazinesPlayerRes", magazines player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "LicensesRes", INV_LizenzOwner] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "InventoryRes", INV_InventarArray] call fn_SaveToServer;

};

if(playerSide == civilian) then

{

[getPlayerUID player, getPlayerUID player, "WeaponsPlayerCiv", (weapons player) + [_pistol] + [_rifle]] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "MagazinesPlayerCiv", magazines player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "LicensesCiv", INV_LizenzOwner] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "InventoryCiv", INV_InventarArray] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "savedVehiclesCiv", INV_SavedVeh] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "StreetRep", streetrep] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "INV_Fabrikowner", INV_Fabrikowner] call fn_SaveToServer;

};

jaysmanual.sqf

player groupChat "-| Player Stats Saved |-";

[getPlayerUID player, getPlayerUID player, "Account Name", name player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "moneyAccount", bnkgeld] call fn_SaveToServer;

_pistol = (saveWeaponPistol select 0);

if(isNil "_pistol") then {_pistol = "";};

_rifle = (saveWeaponRifle select 0);

if(isNil "_rifle") then {_rifle = "";};

if(playerSide == west) then

{

[getPlayerUID player, getPlayerUID player, "WeaponsPlayerWest", (weapons player) + [_pistol] + [_rifle]] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "MagazinesPlayerWest", magazines player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "LicenseswWest", INV_LizenzOwner] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "InventoryWest", INV_InventarArray] call fn_SaveToServer;

};

if(playerSide == resistance) then

{

[getPlayerUID player, getPlayerUID player, "WeaponsPlayerRes", (weapons player) + [_pistol] + [_rifle]] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "MagazinesPlayerRes", magazines player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "LicensesRes", INV_LizenzOwner] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "InventoryRes", INV_InventarArray] call fn_SaveToServer;

};

if(playerSide == civilian) then

{

[getPlayerUID player, getPlayerUID player, "WeaponsPlayerCiv", (weapons player) + [_pistol] + [_rifle]] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "MagazinesPlayerCiv", magazines player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "LicensesCiv", INV_LizenzOwner] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "InventoryCiv", INV_InventarArray] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "savedVehiclesCiv", INV_SavedVeh] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "privateStorageCiv", private_storage] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "StreetRep", streetrep] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "INV_Fabrikowner", INV_Fabrikowner] call fn_SaveToServer;

};

loadAccount.sqf

player groupChat "Loading stats, You will be temporarily frozen and will not be able to move until stats load.";

player groupChat "Please wait while your stats load...";

hintSilent "Stats Loading 0%";

//player groupChat "Loading";

//Requests info from server in order to download stats

[getPlayerUID player, getPlayerUID player, "moneyPlayer", "NUMBER"] call sendToServer;

sleep 3;

hintSilent "Stats Loading 20%";

//player groupChat "Loading. .";

[getPlayerUID player, getPlayerUID player, "moneyAccount", "NUMBER"] call sendToServer;

hintSilent "Stats Loading 40%";

//player groupChat "Loading. . .";

if(playerSide == west) then

{

[getPlayerUID player, getPlayerUID player, "WeaponsPlayerWest", "ARRAY"] call sendToServer;

[getPlayerUID player, getPlayerUID player, "MagazinesPlayerWest", "ARRAY"] call sendToServer;

[getPlayerUID player, getPlayerUID player, "LicensesWest", "ARRAY"] call sendToServer;

[getPlayerUID player, getPlayerUID player, "InventoryWest", "ARRAY"] call sendToServer;

};

hintSilent "Stats Loading 60%";

//player groupChat "Loading. . . .";

if(playerSide == resistance) then

{

[getPlayerUID player, getPlayerUID player, "WeaponsPlayerRes", "ARRAY"] call sendToServer;

[getPlayerUID player, getPlayerUID player, "MagazinesPlayerRes", "ARRAY"] call sendToServer;

[getPlayerUID player, getPlayerUID player, "LicensesRes", "ARRAY"] call sendToServer;

[getPlayerUID player, getPlayerUID player, "InventoryRes", "ARRAY"] call sendToServer;

};

hintSilent "Stats Loading 80%";

//player groupChat "Loading. . . . .";

if(playerSide == civilian) then

{

[getPlayerUID player, getPlayerUID player, "WeaponsPlayerCiv", "ARRAY"] call sendToServer;

[getPlayerUID player, getPlayerUID player, "MagazinesPlayerCiv", "ARRAY"] call sendToServer;

[getPlayerUID player, getPlayerUID player, "LicensesCiv", "ARRAY"] call sendToServer;

[getPlayerUID player, getPlayerUID player, "InventoryCiv", "ARRAY"] call sendToServer;

[getPlayerUID player, getPlayerUID player, "savedVehiclesCiv", "ARRAY"] call sendToServer;

[getPlayerUID player, getPlayerUID player, "privateStorageCiv", "ARRAY"] call sendToServer;

[getPlayerUID player, getPlayerUID player, "StreetRep", "NUMBER"] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "INV_Fabrikowner", "ARRAY"] call fn_SaveToServer;

};

hintSilent "Stats Loading 100%";

sleep 2;

disableUserInput false;

//player groupChat "Loading. . . . . .";

//===========================================================================

sleep 3;

//END

statsLoaded = 1;

statsAreLoadedForReal = true;

hint "Stats Load Complete!";

player groupChat "Player Stats Loading Complete If your stats have not yet loaded please relog immediately or risk losing your previous stats";

player groupChat "If your stats have not yet loaded please relog immediately or risk losing your previous stats";

sleep 4;

player groupChat "RELOG IMMEDIATELY IF YOUR STATS HAVE NOT LOADED YET!!";

player groupChat "RELOG IMMEDIATELY IF YOUR STATS HAVE NOT LOADED YET!!";

player groupChat "RELOG IMMEDIATELY IF YOUR STATS HAVE NOT LOADED YET!!";

player groupChat "If your stats have not yet loaded please relog immediately or risk losing your previous stats";

loadStats.sqf

//===========================================================================

_loadFromDBClient =

"

_array = _this;

_uid = _array select 0;

if((getPlayerUID player) != _uid) exitWith {};

_varName = _array select 1;

_varValue = _array select 2;

if(isNil '_varValue') exitWith {};

if(_varName == 'moneyPlayer') then {Mishy = _varValue;};

if(_varName == 'moneyAccount') then {bnkgeld = _varValue;};

if(playerSide == west) then

{

if(_varName == 'WeaponsPlayerWest') then {{player addWeapon _x} forEach _varValue;};

if(_varName == 'MagazinesPlayerWest') then {{player addMagazine _x} forEach _varValue;};

if(_varName == 'LicensesWest') then {INV_LizenzOwner = _varValue;};

if(_varName == 'InventoryWest') then {INV_InventarArray = _varValue;};

};

if(playerSide == civilian) then

{

if(_varName == 'WeaponsPlayerCiv') then {{player addWeapon _x} forEach _varValue;};

if(_varName == 'MagazinesPlayerCiv') then {{player addMagazine _x} forEach _varValue;};

if(_varName == 'LicensesCiv') then {INV_LizenzOwner = _varValue;};

if(_varName == 'InventoryCiv') then {INV_InventarArray = _varValue;};

if(_varName == 'savedVehiclesCiv') then {INV_SavedVeh = _varValue;};

if(_varName == 'privateStorageCiv') then {private_storage = _varValue;};

if(_varName == 'StreetRep') then {streetrep = _varValue;};

if(_varName == 'INV_Fabrikowner') then {INV_Fabrikowner = _varValue;};

};

if(playerSide == resistance) then

{

if(_varName == 'WeaponsPlayerRes') then {{player addWeapon _x} forEach _varValue;};

if(_varName == 'MagazinesPlayerRes') then {{player addMagazine _x} forEach _varValue;};

if(_varName == 'LicensesRes') then {INV_LizenzOwner = _varValue;};

if(_varName == 'InventoryRes') then {INV_InventarArray = _varValue;};

};

";

loadFromDBClient = compile _loadFromDBClient;

//===========================================================================

_sendToServer =

"

accountToServerLoad = _this;

publicVariableServer 'accountToServerLoad';

";

sendToServer = compile _sendToServer;

//===========================================================================

"accountToClient" addPublicVariableEventHandler

{

(_this select 1) spawn loadFromDBClient;

};

//===========================================================================

statFunctionsLoaded = 1;

saveFunction.sqf

if (true) exitWith {};

[getPlayerUID player, getPlayerUID player, "Account Name", name player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "moneyAccount", bnkgeld] call fn_SaveToServer;

_pistol = (saveWeaponPistol select 0);

if(isNil "_pistol") then {_pistol = "";};

_rifle = (saveWeaponRifle select 0);

if(isNil "_rifle") then {_rifle = "";};

if(playerSide == west) then

{

[getPlayerUID player, getPlayerUID player, "WeaponsPlayerWest", (weapons player) + [_pistol] + [_rifle]] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "MagazinesPlayerWest", magazines player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "LicenseswWest", INV_LizenzOwner] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "InventoryWest", INV_InventarArray] call fn_SaveToServer;

};

if(playerSide == resistance) then

{

[getPlayerUID player, getPlayerUID player, "WeaponsPlayerRes", (weapons player) + [_pistol] + [_rifle]] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "MagazinesPlayerRes", magazines player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "LicensesRes", INV_LizenzOwner] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "InventoryRes", INV_InventarArray] call fn_SaveToServer;

};

if(playerSide == civilian) then

{

[getPlayerUID player, getPlayerUID player, "WeaponsPlayerCiv", (weapons player) + [_pistol] + [_rifle]] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "MagazinesPlayerCiv", magazines player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "LicensesCiv", INV_LizenzOwner] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "InventoryCiv", INV_InventarArray] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "savedVehiclesCiv", INV_SavedVeh] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "StreetRep", streetrep] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "INV_Fabrikowner", INV_Fabrikowner] call fn_SaveToServer;

};

saveLoop.sqf

while {true} do

{

sleep 120;

[getPlayerUID player, getPlayerUID player, "Account Name", name player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "moneyAccount", bnkgeld] call fn_SaveToServer;

_pistol = (saveWeaponPistol select 0);

if(isNil "_pistol") then {_pistol = "";};

_rifle = (saveWeaponRifle select 0);

if(isNil "_rifle") then {_rifle = "";};

if(playerSide == west) then

{

[getPlayerUID player, getPlayerUID player, "WeaponsPlayerWest", (weapons player) + [_pistol] + [_rifle]] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "MagazinesPlayerWest", magazines player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "LicenseswWest", INV_LizenzOwner] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "InventoryWest", INV_InventarArray] call fn_SaveToServer;

};

if(playerSide == resistance) then

{

[getPlayerUID player, getPlayerUID player, "WeaponsPlayerRes", (weapons player) + [_pistol] + [_rifle]] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "MagazinesPlayerRes", magazines player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "LicensesRes", INV_LizenzOwner] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "InventoryRes", INV_InventarArray] call fn_SaveToServer;

};

if(playerSide == civilian) then

{

[getPlayerUID player, getPlayerUID player, "WeaponsPlayerCiv", (weapons player) + [_pistol] + [_rifle]] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "MagazinesPlayerCiv", magazines player] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "LicensesCiv", INV_LizenzOwner] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "InventoryCiv", INV_InventarArray] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "savedVehiclesCiv", INV_SavedVeh] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "privateStorageCiv", private_storage] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "StreetRep", streetrep] call fn_SaveToServer;

[getPlayerUID player, getPlayerUID player, "INV_Fabrikowner", INV_Fabrikowner] call fn_SaveToServer;

};

player groupChat "Stats saved...";

};

saveToServer.sqf

_save =

"

accountToServerSave = _this;

publicVariableServer 'accountToServerSave';

";

fn_SaveToServer = compile _save;

serverGather.sqf

_saveToDB =

"

_array = _this;

_uid = _array select 1;

_varName = _array select 2;

_varValue = _array select 3;

_saveArray = [_uid, _uid, _varName, _varValue];

_saveArray call iniDB_write;

";

saveToDB = compile _saveToDB;

_loadFromDB =

"

_array = _this;

_uid = _array select 1;

_varName = _array select 2;

_type = _array select 3;

_loadArray = [_uid, _uid, _varName, _type];

accountToClient = [_uid,_varName,_loadArray call iniDB_read];

publicVariable 'accountToClient';

";

loadFromDB = compile _loadFromDB;

"accountToServerSave" addPublicVariableEventHandler

{

(_this select 1) spawn saveToDB;

};

"accountToServerLoad" addPublicVariableEventHandler

{

(_this select 1) spawn loadFromDB;

};

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loadAccount.sqf

[getPlayerUID player, getPlayerUID player, "StreetRep", "NUMBER"] call [color="#FF0000"]sendToServer[/color];
[getPlayerUID player, getPlayerUID player, "INV_Fabrikowner", "ARRAY"] call [color="#FF0000"]sendToServer[/color];

saveFunction.sqf

if (true) exitWith {}; // [color="#FF0000"]Why?[/color]

[getPlayerUID player, getPlayerUID player, "Account Name", name player] call fn_SaveToServer;
[getPlayerUID player, getPlayerUID player, "moneyAccount", bnkgeld] call fn_SaveToServer;

Can you provide log from RPT-file?

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loadAccount.sqf

[getPlayerUID player, getPlayerUID player, "StreetRep", "NUMBER"] call [color="#FF0000"]sendToServer[/color];
[getPlayerUID player, getPlayerUID player, "INV_Fabrikowner", "ARRAY"] call [color="#FF0000"]sendToServer[/color];

saveFunction.sqf

if (true) exitWith {}; // [color="#FF0000"]Why?[/color]

[getPlayerUID player, getPlayerUID player, "Account Name", name player] call fn_SaveToServer;
[getPlayerUID player, getPlayerUID player, "moneyAccount", bnkgeld] call fn_SaveToServer;

Can you provide log from RPT-file?

The RPT file is too big

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The RPT file is too big

Post parts of log related to files which you previously posted. Use spoilers, please.

What about saveFunction.sqf? There is no sense because exitWith fires all time.

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