GEORGE FLOROS GR 4207 Posted August 8, 2018 GF Ravage Static Traders Script by GEORGE FLOROS [GR] Description: GF Ravage Static Traders Script , configurable script. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission .https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems )http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Spawn Static Traders on random or certain position, for Ravage mod. Configurable script. #Caution : in order to get this work you need to add in the Editor, a Ravage Ai module. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Requirements : Community Base addons A3Ravage Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40162 Armaholic GF Ravage Static Traders Script 2 1 Share this post Link to post Share on other sites
Guest Posted August 8, 2018 Thanks for sending us the release :) An Armaholic mirror is now available: GF Ravage Static Traders Script v1.0 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted August 8, 2018 Just now, foxhound said: An Armaholic mirror is now available: Thank you very much Foxhound ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted August 12, 2018 Some extra pics : The bleeding at the 3rd pic is from: GF Blood Stains and SFX LITE Script Share this post Link to post Share on other sites
socs 92 Posted September 21, 2018 Hey George! I have returned, I'm wondering, for this script, if there is a way that I could make it to where once you step into a certain radius of the trader you become invincible. Thus allowing you to trade peacefully without having to worry about zombies/AI killing you out of nowhere. This would be super helpful :) Thank you! Also, would it be possible you could create a vehicle trader as well? To buy land, air, and sea vehicles? That'd be very cool as well! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted September 21, 2018 1 hour ago, socs said: without having to worry about zombies/AI killing you out of nowhere. Hello there Socs ! If i remember there are safe Zones for Ravage, i 'm not sure if it is for preventing enemy presence or it is refering to radiation, so if someone know i would be glad to hear about it ! I'll check and tell you for more ! A vehicle trader is a very good idea , this scipt should fit , once i'll have time for this i'll check it! Thanks again ! Share this post Link to post Share on other sites
socs 92 Posted September 22, 2018 39 minutes ago, GEORGE FLOROS GR said: Hello there Socs ! If i remember there are safe Zones for Ravage, i 'm not sure if it is for preventing enemy presence or it is refering to radiation, so if someone know i would be glad to hear about it ! I'll check and tell you for more ! A vehicle trader is a very good idea , this scipt should fit , once i'll have time for this i'll check it! Thanks again ! Alright, neat thank you! One more thing, how would I go about adding more items to the shop? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted September 22, 2018 1 hour ago, socs said: adding more items The traders items is from ravage it's not an extra feauture so i can't edit this , but with the same way as adding a vehicle trader , you can succed this with another script like: @hoverguy Can you tell us if there is anything made already for Ravage? Thanks ! 1 Share this post Link to post Share on other sites
MisterOth 76 Posted October 14, 2018 Hello George I find out that this script need not only Ravage Ai module, but also to set trader presence in the module to 100%. But with this Ravage will spawn only traders and not some people to recruit. Can you make the Static Trader everythime a trader without the need to set 100% presence for traders in the module Thank you 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 14, 2018 19 minutes ago, MisterOth said: set trader presence in the module to 100% Hello MisterOth ! Thank for this ! To be honest i'm not using the ravage spawn system , so i didn't notice this problem . I 'm going to check about it , but maybe Haleks knows already how. Share this post Link to post Share on other sites
MisterOth 76 Posted October 14, 2018 6 minutes ago, GEORGE FLOROS GR said: Hello MisterOth ! Thank for this ! To be honest i'm not using the ravage spawn system , so i didn't notice this problem . I 'm going to check about it , but maybe Haleks knows already how. Thank you Can this maybe help you ? In ravage you can set AI to be Trader without need to have 100% trader presence in Ravage ai module : 1-add this to the init of the unit you want as a trader - Supply Trader => this setVariable ["isTrader", "rvg_supplies_s", true]; - Gear Trader => this setVariable ["isTrader", "rvg_gear_s", true]; - Arms trader => this setVariable ["isTrader", "rvg_arms_s", true]; - Random trader => this setVariable ["isTrader", selectRandom ["rvg_supplies_s", "rvg_arms_s", "rvg_arms_s"], true]; 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 14, 2018 1 minute ago, MisterOth said: AI to be Trader I just test the example mission with 0 presense and 1 and everything is working normal , as it should be. So might be something else interefering? Share this post Link to post Share on other sites
MisterOth 76 Posted October 14, 2018 40 minutes ago, GEORGE FLOROS GR said: I just test the example mission with 0 presense and 1 and everything is working normal , as it should be. So might be something else interefering? Weird ! Your example mission work perfect. But in my other custom mission none of them work. I don't know why unfortunately 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 14, 2018 12 minutes ago, MisterOth said: Weird ! Would you like to list your mods and send me your files? Share this post Link to post Share on other sites
MisterOth 76 Posted October 14, 2018 9 minutes ago, GEORGE FLOROS GR said: Would you like to list your mods and send me your files? - @CBA - @Ravage - @Ravagecup - @More Readable Map - @Enhanced Movement - @JSRS Soundmod - @JSRS Soundmod Reloading - @EdnFortification - @CUP Terrain Core - @ChernarusRedux How can I send you my mission ? Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 14, 2018 21 minutes ago, MisterOth said: How can I send you my mission ? I don't think that there is a problem with these. Have in mind ace mod is interfering most of the times. Lets see the scripts. https://uploadfiles.io/0kuek Share this post Link to post Share on other sites
MisterOth 76 Posted October 14, 2018 3 minutes ago, GEORGE FLOROS GR said: I don't think that there is a problem with these. Have in mind ace mod is interfering most of the times. Lets see the scripts. https://uploadfiles.io/0kuek Is it ok that I share the mission but I didn't respect your and other scripter credits ? Sorry to ask Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 14, 2018 8 minutes ago, MisterOth said: credits You can add the credits when you will publish this ! Send to me the files in private. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 14, 2018 i just notice that you run the scripts in the initplayerlocal, so there you will add everything that concerns only the players . https://community.bistudio.com/wiki/Initialization_Order Create an initServer.sqf and add : execVM "EDN_Fortification\VD_Settings.sqf"; execVM "EDN_Fortification\VD_Arrays.sqf"; execvm "EDN_Fortification\VD_EDN_Functions.sqf"; execvm "EDN_Fortification\VD_EDN_BlueprintArray.sqf"; execvm "EDN_Fortification\VD_EDN_BlueprintArray.sqf"; for "_i" from 1 to VD_EDN_MatboxAmount do {execvm "EDN_Fortification\VD_EDN_MaterialSpawner.sqf"; sleep 2;}; for "_i" from 1 to VD_EDN_MatboxAmount do {execvm "EDN_Fortification\VD_EDN_MaterialSpawnerInHouse.sqf"; sleep 2;}; execVM "scripts\amb_helis.sqf"; null = [] execVM "GF_Earthquakes\GF_Earthquakes.sqf"; [] execVM "GF_Crashsites\GF_Crashsites_vanilla_ravage.sqf"; [] execVM "GF_Ravage_Static_Traders\Trader_rvg_arms_s.sqf"; [] execVM "GF_Ravage_Static_Traders\Trader_rvg_gear_s.sqf"; [] execVM "GF_Ravage_Static_Traders\Trader_rvg_supplies_s.sqf"; in the initPlayerLocal.sqf add : player addEventHandler ["GetInMan", {[_this select 2] execVM "KP_Fuel_Consumption\kp_fuel_consumption.sqf";}];sleep 0.5; execVM "scripts\resting.sqf"; [] execVM "Detrimental_WeatherEffects\WeatherEffects.sqf"; init.sqf : outlw_magRepackMonitor = true; _null = [] execVM "Outlw_magRepack\MagRepack_init_sv.sqf"; i'm not so sure about the vd script , but it should be fine in the initserver 1 Share this post Link to post Share on other sites