[x] iDanich

script ACiDy Portable Trade zones

54 posts in this topic

ACD_PT - ACiDy Portable Trade zones

acd_pt_0.1.thumb.jpg.82c4bcd106572f73e5d

Features:

  • Place as many trading zones as you want and wherever you want
  • Turn ON and OFF safe zone trigger
  • Turn ON and OFF any specified trader

Changelog:

Version 0.2

  • Added _ID to assign unique number of sz

Usage:

[
_isSafe, 			// [boolean: true/false] - Turn ON/OFF safe zone trigger
_pos, 				// [array: getPosATL _obj] - Building position
_general_direction, // [number: getDir _obj] - Direction of building
_Armory, 			// [boolean: true/false] - Turn ON/OFF Armory trader and props
_Equipment, 		// [boolean: true/false] - Turn ON/OFF Equipment trader and props
_Food, 				// [boolean: true/false] - Turn ON/OFF Food trader and props
_Hardware, 			// [boolean: true/false] - Turn ON/OFF Hardware trader and props
_Office, 			// [boolean: true/false] - Turn ON/OFF Office trader and props
_SpecialOperations, // [boolean: true/false] - Turn ON/OFF Special Operations trader and props
_Vehicle, 			// [boolean: true/false] - Turn ON/OFF Vehicle trader and props
_WasteDump,			// [boolean: true/false] - Turn ON/OFF Waste Dump trader and props
_ID,				// [number: unique] - Designated number of safe zone
] call acd_fnc_createTradingOffice;

Example:

[true,[15137.3,16695.4,0.00143814],300,true,true,true,true,true,true,true,true,347] call acd_fnc_createTradingOffice;

GitHub: https://github.com/d4n1ch/ACD_PT

DOWNLOAD: https://github.com/d4n1ch/ACD_PT/archive/master.zip

Edited by [x] iDanich
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This is cool. But how do you get Cords to place these Traders on the map ?

As it says in usage instructions _pos is an array of ATL [0,0,0] (x,y,z) coordinates.

[array: getPosATL _obj]

You can use in-game editor on any map find a suitable place bring up your debug console and put (getPosATL player) in any watch window

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Hi,

Another thing, if you add more then one black market then some modifications need to be done in order to show all the markers:

1) As last value in the array, add a marker name:  (different name for each marker)

[false,[22900,17000,0],120,true,true,true,true,true,true,true,true,"mark1"] call acd_fnc_createTradingOffice;

[false,[15525,11185,0],150,true,true,true,true,true,true,true,true,"mark2"] call acd_fnc_createTradingOffice;

2) At file acd_fnc_createTradingOffice.sqf, add the following line:

_sz_name = _this select 11;

 

E.g:

private["_pos"];
_isSafe = _this select 0;
_pos = _this select 1;
_general_direction = _this select 2;
_Armory = _this select 3;
_Equipment = _this select 4;
_Food = _this select 5;
_Hardware = _this select 6;
_Office = _this select 7;
_SpecialOperations = _this select 8;
_Vehicle = _this select 9;
_WasteDump = _this select 10;
_sz_name = _this select 11;

 

 

Again, great script!

 

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This kind of building are in loot table so loot spawns and I haven't tried to do something about it.

And yes, i'll add uniqe sz id param to to the function so markers would work properly.

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I've installed this on my test server and it works great apart from the trader animations, they are really jerky. Any idea what could be causing it?

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I've installed this on my test server and it works great apart from the trader animations, they are really jerky. Any idea what could be causing it?

Any specific trader? It may be caused by Exile custom animation playing script or some of the animations i've used.

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Any specific trader? It may be caused by Exile custom animation playing script or some of the animations i've used.

It seems to be all of them, it's like they are animating the key frames and missing the tweens

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