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Found 4 results

  1. I'm interested in writing a script that would allow a trader/s, for example Black Market Trader to be the only available sell point for certain items. Excluding or blacklisting the selected traders from being able to sell a (item_x) for a player if not listed. Ive searched online for all the information i could but nothing really defines this function/script I'm trying to create plus being a noob doesn't help either, lol. If someone out there has the knowledge on how i would go about this could you please help me out. As of now i have a Black Market Trader and Farming on my server but the items from farming i would like them only to be sold at the Black Market Trader. As of now your able to sell them at all traders, how can i fix this or can someone direct me into the right path to writing a script for this to add into the server to prevent those items from being sold at the other available traders UNLESS its a Black Market. How would i go about getting this added? List of items ``` "DDR_Item_Mushrooms", "DDR_Item_Drugs_Weed", "DDR_Item_Silver_Ore", "DDR_Item_Gold_Ore", "DDR_Item_Crystal_Purple", "DDR_Item_Crystal_Green" ```
  2. Vandeanson's Apocalypse - the Mod: A "plug and play" mod that will spawn various sites and AI, fully randomly placed that will be dynamically de and respawning for ongoing survival action! NOTE: This is not a MISSION. This is a dynamic site and event spawner, that runs on top of any mission that you start while the mod is active. It spawns in sites based on player position, terrain and your settings (to change settings, you must edit your mission in Eden Editor - > Settings - > Addon Options). Never again will it be pointless, dull and boring to run around in armas beautiful forrests, just because all the loot and action is stuck in cities and other remains of civilisation! My mod will spawn in bandit camps to raid, small survivor hideouts to find and loot in the deepest forest, crashed helicopters that should definitely be searched before other survivors get there, ferocious packs of wild dogs that will jump you in the dark or animals to hunt for survival. Find a tame horse as a compagnion and tie it up next to your homebase while setting up barricades and boobie traps to fend off attacks against your newly claimed home. Zombies just got deadlier with the infection feature. When getting hit, you might catch a deadly infection that will drain your stamina and lifeforce over time. Stack up on anti virus pills to cure yourself! You will never rest easy, knowing that your steps may be watched from far and the moment you get too comfortable at a place, bandits pick up your trace and hunt you down! VANDEANSONS APOCALYPSE (STEAM DOWNLOAD) INSTALLATION: 1. Subscribe to the mod and activate it and CBA_A3 in the A3 launcher Whenever you start any mission (self made or from steam) , the mod will start to spawn in sites according to the default settings. 2. to adjust VA settings, open the mission you want to edit, or create a new one in Eden Editor, go to Settings -> Addon Options -> select the "VDA" options to see what you can change (there are a lot of options for customisation) 3. NOTE: the plane spawner requires you to place the following markers by default, else the planes spawn in the debug zone: "VD_PlaneMrkr_1,VD_PlaneMrkr_2,VD_PlaneMrkr_3,VD_PlaneMrkr_4". You may add or remove markers. 4. if you play on maps like chernarus, cover the empty terrain with large area markers and name them. enter the area markers name into the field under "VDA -1- General Settings" to blacklist that area from landsite spawns. 5. similar for shipwrecks and boats (cover inland lakes with additional area markers) so the shipwrecks and boats wont spawn in lakes inland. 6. Place your player and play. (Place the gamemaster module to check if the mod is working as ZEUS) FEATURES : - random and automatic position finder for all features. No marker placement needed (see INSTALLATION gor exceptions) - sites de and respawn after a adjustable time and while no player is close - Bandit Camps - Hideouts - Shipwrecks - Crashsites - Tradercamp (custom weapon attachment trader, custom trader for ravage respawn tent backpacks, all ravage traders) - AI Patrols - Animal Spawner (Goats & Sheep, can be gutted and eaten with the Ravage mod) - Spawners for Boats, Planes, Helicopters - Medical Sites - Zombie Infection Script for the RAVAGE mod (change the zombie parent if you want this to apply to other zombie mods) - JBDOG feral dog spawner - DBO Horses spawner (you need to subscribe to this mod separately, if you wish to use the spawn feature) - No Rest! spawner (checks if player stays at a place for too long, if so, might spawn AI hunters ) - loot spawns at all sites - Max Joiners melee weapon mod is automatically included in the loot economy and player equipper. AIs wont spawn with melee weapons however. This requires the max_melee weapons mod. No dependency is created. GENERAL: - dynamic simulation is enabled for all spawned AI and structures. Simulation is enabled based on your view distance settings minus fog, plus scoped view distance to save FPS - automated loot arrays based on active mods (e.g. CUP, RHS,... will be integrated into the features) - option to blacklist items from loot arrays - option to exclude Arma 3 Vanilla and DLC items from loot table - option to exclude various mod sub content (e. g. CUP Uniforms, or IFA3 Backpacks...) - adjustable AI equipper (or option to use Ravage Equipper) - adjustable player equipper (or option to use Ravage Equipper) - CBA_A3 Settings to tune features in Editor while making a mission - possibility to add blacklist area markers for land sites (e.g. Bandit Camps) and coastal sites (e.g. shipwreck and boats) - adjustable spawn ranges and despawn timers - MP compatible to my best knowledge, please report any issues - the default currency is the ravage money, fyi. Without ravage mod active, it will just not spawn without error - adjust the amount of sites/features that at spawn to your needs or disable specific features if you dont like it - plane spawner: the only feature that requires you to place markers, check the CBA3 settings for it. 4 markers are pre defined, you may add as many as you want and place such markers at airfields. All placed markers will be a potential spawn position for planes - This mod creates NO dependency! UPCOMING/PLANNED FEATURES: I have quite a bunch of ideas for new features and plan to improve and extend the mod going forward, no ETA gor such features however. AI Spawner: - AIscavengers that move from house to house in a city and then return to a hideout z nearby to drop off loot, then go back to scavenging - AI spawner in case players spend a lot of time at the e same place (e.g. Looting a city) - chance for AI groups in any feature to be military grade geared, rather than random low quality survivor gear - some sort of simple basebuilding, crafting and ressource gathering feature - a mission generator - optional loot economy (to fill buildings with loot) - option to include heroes survive - option to include zombies & demons (e.g. A ambient Z spawner) - fake underground sites such as bunkers or caves TO DO'S: - not all arrays are automated (automated means, items or structures of active mods are put into category for use in my script) - automate heli, plane, heliwreck, boat arrays based on active mods - automate inventory items REQUIREMENTS : Note that this mod requires CBA3. CUP Terrain Core is also recommended, as some structures from it are used. There is no dependency however. Ravage has been the inspiration for the mod and this mod is made with Ravage in mind. There is however no dependency, you can use the mod with our without Ravage. THANKS: Thanks to all the great guys on the BI forum for their help and advise. With special thanks to George Floros GR, Johnnyboy, Mr H., HazJ, Larrow, pierremgi, Haleks, Grumpyoldman, Gunter Severloh, the Ravage folks, all followers of my topic thread and anyone i might have forgotten right now. HELP TO IMPROVE: Please subscribe, rate and let me know any issue that might occur, I would appreciate receiving any feedback that helps me improve the mod. Cheers VD
  3. Thought I should give back to this community so here goes, please be gentle with criticism but I will attempt to keep updating, especially with your help. I wanted and easier way to deal with mods and items in the traders, all happened when we decided to change our server from CUP and MAS to RHS/MAS/HLC and the mission config became a nightmare. I had come across this technique before in A2 using the flat-file system and something almost identical in A3 Epoch so thought it was possible. The basic idea is to have separate trader files for each mod you use, each mod has classes unique to it, and each class has that mods items, this allows you to turn off classes quickly. I have included: CUP vehicles, CUP weapons, HLC, RHS vehicles (US and RUS 0.4.1), MAS vehicles, MAS weapons, RHS weapons (US and RUS 0.4.1), TRYK, PODS, Arma 3 base vehicles, HVP v2.1, R3F Weapons, Extended Building Mod, Apex, Fox Vehicles, HAP, Jonzie, RHSGREF and NIArms - as I said we did a whole mod change on the server so I had most of the trader files already, but as always there are things I will have missed although everything seems to be working without issue on my current server (except we aren't using clothes outside of the Exile mod and no longer use CUP/TRYK + I don't use loads of the other mods any more). To keep the theme running I also made and Exile file-set so you can call those too and it keeps it all in the same structure (plus made the recent update really easy to update my files). This trader system is offered free without any guarantee or promise and users should back up their files before proceeding. All the folders and files are included in the download, I have also included full instructions and mod class list and trader list and have updated to recent update prices and structure but have mainly updated prices of mods we currently use (as I don't know when TRYK etc. will fix issues with clothes). Download the scripts from GiTHub - https://github.com/redned70/Trader-Mod *** Update v7.2 *** Added : TankDLC Thanks to @ItsDutch for the files *** Update v7.1 *** Added : HAFM Added : MASWW2 Added : NLD Added : POOK Thanks to @ItsDutch and his contributors *** Update v7.0*** Updated for Exile Pineapple *************************************************** ****** Thanks to all the following for help *************** ****** XxFri3ndlyxX, [RG] Salutesh, SE7EN *************** ****** Tobias Solem, pomp4h, Bob_the_K ************** ****** Razor77, jmayr2000, C][G GhostTown™ *********** ****** ElShotte, Killerpoodezz *********************** *************************************************** Installation is in the text files but basically you unzip, copy the TRADERS folder into your mission PBO, then delete whatever you don't use. In your mission folder you remove all the pricing, replacing with file calls, and then remove item classes, again replacing with file calls (again its in the zip with more detailed instructions) and finally copy in the traders over the top of what's in the file (or replace with external file call) removing any unused classes or mods. There are 2 files in each folder one contains prices, the other makes items into classes (a full list of the classes I used is in the zip), this method seems pretty good at helping to change over mods on your server or controlling what parts of each mods are in the server traders (we only have guns and vehicles from any of the mods till all of them are fixed so we just leave out the clothing classes). I have tried to balance the prices but I am sure you can change it to suit (you can copy items straight out of your config file as long as the formatting remains the same) and also I have tried to add all the items from each of the mods I have included but some are harder to track down every possible item. I don't claim to have invented this script as there are many out there like it (probably), but I have compiled everything I have found or information/knowledge I have got from making games servers for 16 years so please don't shout "you ripped me off" as I am sure to have done just that in some way as we all have when we "borrowed" other servers trader prices etc but as ever I will take down anything which people say is 100% theirs (but I am pretty sure I haven't done that). I hope this just makes it easier with trader lists. cheers ****** You may not use my script on a server which takes real money for items in game ****** Edited April 16, 2018 by red_ned
  4. Hi i have this: private _fnc_getStack = { params [["_keys",[],[[]]], ["_values",[],[[]]]]; _merged = _keys apply {[_x,(_values select (_keys find _x))]}; _merged //[["10Rnd_9x21_Mag","FirstAidKit"],[1,2]] }; private _weapons = ((getWeaponCargo _vehicle) call _fnc_getStack); private _mags = ((getMagazineCargo _vehicle) call _fnc_getStack); private _items = ((getItemCargo _vehicle) call _fnc_getStack); private _bags = ((getBackpackCargo _vehicle) call _fnc_getStack); //[["10Rnd_9x21_Mag",1],["FirstAidKit",2]] private _vehicleItems = []; { for "_i" from 1 to (_x # 1) do { _vehicleItems pushBack (_x # 0); }; } forEach (_weapons+_mags+_items+_bags); //["10Rnd_9x21_Mag","FirstAidKit","FirstAidKit"] It looks pretty ugly for me. I wanna ask you guys if you have any idea how to write this better!
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