Epoch Dupe traders and zoom in on trader to make work... please help!

Cushaway

New Member
Alright guys, I have looked around for a real solution for this several times w/ no real definitive fix. I am not a great scripter/editer by any means, but I do know my was around the server files and understand some of them alright.

Be aware that I use Vilayer and have used their updater and I know there was a "instance" issue with the traders with 11 and 17... right now it appears my init.sqf calls on the "11" file buy my server_trader.sqf seems to be the "17" file, maybe this is what could be causing the duplication of the trader area problem? PLEASE HELP! Below is my current server_trader.sqf

Code:
// DayZ Epoch TRADERS for 17
serverTraders = ["Tanny_PMC","Drake","BAF_Soldier_AAR_DDPM","GUE_Soldier_2","US_Delta_Force_AR_EP1","US_Delta_Force_Medic_EP1","Soldier_MG_PKM_PMC","Soldier_MG_PMC","UN_CDF_Soldier_Crew_EP1","GUE_Soldier_1","Soldier_Sniper_PMC","UN_CDF_Soldier_Pilot_EP1","GUE_Soldier_3","BAF_Soldier_EN_MTP","UN_CDF_Soldier_Pilot_EP1","GUE_Worker2","Herrera_Light","Soldier_MG_PKM_PMC","Soldier_MG_PMC","GUE_Soldier_CO","RU_Damsel4","FR_Sykes","GUE_Villager4","TK_GUE_Warlord_EP1","GUE_Commander","RU_Profiteer4","TK_GUE_Soldier_5_EP1","CIV_EuroWoman02_EP1","Dr_Annie_Baker_EP1","GUE_Soldier_Crew","Citizen3_EP1","ibr_lingorman6","ibr_lingorman6s","TK_CIV_Woman02_EP1","Damsel3"];
// Hero Vendor
menu_Tanny_PMC = [
    [["Ammunition",478],["Clothes",476],["Helicopter Armed",493],["Military Armed",562],["Trucks Armed",479],["Weapons",477]],
    [],
    "hero"
];
// Ammunition Friendly
menu_Drake = [
    [["Assault Rifle Ammo",480],["Light Machine Gun Ammo",481],["Pistol Ammo",484],["Shotguns and Single-shot Ammo",573],["Sniper Rifle Ammo",482],["Submachine Gun Ammo",483]],
    [],
    "friendly"
];
// Weapons Friendly
menu_BAF_Soldier_AAR_DDPM = [
    [["Assault Rifle",485],["Light Machine Gun",486],["Pistols",489],["Shotguns and Single-shot",574],["Sniper Rifle",487],["Submachine Guns",488]],
    [],
    "friendly"
];
// Friendly Vehicles
menu_US_Delta_Force_AR_EP1 = [
    [["Bikes and ATV",608],["Buses and Vans",563],["Cargo Trucks",564],["Compact Cars",578],["Economy Cars",583],["Fuel Trucks",492],["Luxury Cars",581],["Microcars",584],["Military Unarmed",491],["Trucks",495],["Used Cars",585],["Utility Vehicles",565]],
    [],
    "friendly"
];
// General Store
menu_US_Delta_Force_Medic_EP1 = [
    [["Backpacks",496],["Clothes",497],["Cooked Meats",580],["Drinks",498],["Packaged Food",579]],
    [["ItemCopperBar","TrashJackDaniels",1,1,"buy","Empty Wiskey Bottle","Copper Bar",101]],
    "neutral"
];
// Weapons neutral
menu_Soldier_MG_PKM_PMC = [
    [["Assault Rifle",602],["Light Machine Gun",603],["Pistols",606],["Shotguns and Single-shot",607],["Sniper Rifle",605],["Submachine Guns",604]],
    [],
    "neutral"
];
// Ammunition Neutral
menu_Soldier_MG_PMC = [
    [["Assault Rifle Ammo",609],["Light Machine Gun Ammo",610],["Pistol Ammo",611],["Shotguns and Single-shot Ammo",613],["Sniper Rifle Ammo",614],["Submachine Gun Ammo",612]],
    [],
    "neutral"
];
// Neutral Building/Parts
menu_UN_CDF_Soldier_Crew_EP1 = [
    [["Building Supplies",508],["Toolbelt Items",510],["Vehicle Parts",509]],
    [],
    "neutral"
];
// Bandit Trader
menu_GUE_Soldier_1 = [
    [["Ammunition",577],["Clothing",575],["Helicopter Armed",512],["Military Armed",569],["Trucks Armed",534],["Weapons",627]],
    [],
    "hostile"
];
// Aircraft Dealer
menu_Soldier_Sniper_PMC = [
    [["Airplanes",517],["Helicopter Unarmed",519]],
    [],
    "friendly"
];
// Vehicles Neutral
menu_GUE_Soldier_2 = [
    [["Bikes and ATV",587],["Buses and Vans",588],["Cargo Trucks",586],["Compact Cars",560],["Economy Cars",523],["Fuel Trucks",589],["Luxury Cars",521],["Microcars",522],["Military Unarmed",598],["Trucks",590],["Used Cars",520],["Utility Vehicles",591]],
    [],
    "neutral"
];
// Black Market Vendor
menu_GUE_Soldier_3 = [
    [["Black Market Ammo",527],["Black Market Weapons",526],["Explosives",529]],
    [],
    "neutral"
];
// Friendly Building/Parts
menu_BAF_Soldier_EN_MTP = [
    [["Building Supplies",530],["Toolbelt Items",532],["Vehicle Parts",531]],
    [],
    "friendly"
];
// Friendly Vehicles 2
menu_UN_CDF_Soldier_Pilot_EP1 = [
    [["Bikes and ATV",536],["Buses and Vans",592],["Cargo Trucks",570],["Compact Cars",593],["Economy Cars",594],["Fuel Trucks",595],["Luxury Cars",596],["Microcars",597],["Military Unarmed",599],["Trucks Unarmed",535],["Used Cars",600],["Utility Vehicles",568]],
    [],
    "friendly"
];
// General Store 2
menu_GUE_Worker2 = [
    [["Backpacks",538],["Clothes",628],["Cooked Meats",630],["Drinks",601],["Packaged Food",629]],
    [["ItemCopperBar","TrashJackDaniels",1,1,"buy","Empty Wiskey Bottle","Copper Bar",101]],
    "friendly"
];
// Medical Supplies
menu_Herrera_Light = [
    [["Chem-lites/Flares",542],["Medical Supplies",541],["Smoke Grenades",543]],
    [["FoodBioMeat","ItemZombieParts",1,1,"buy","Zombie Parts","Bio Meat",101]],
    "friendly"
];
// Weapons friendly 2
menu_Soldier_MG_PKM_PMC = [
    [["Assault Rifle",615],["Light Machine Gun",616],["Pistols",617],["Shotguns and Single-shot",620],["Sniper Rifle",619],["Submachine Guns",618]],
    [],
    "friendly"
];
// Ammunition friendly 2
menu_Soldier_MG_PMC = [
    [["Assault Rifle Ammo",621],["Light Machine Gun Ammo",622],["Pistol Ammo",625],["Shotguns and Single-shot Ammo",623],["Sniper Rifle Ammo",624],["Submachine Gun Ammo",626]],
    [],
    "friendly"
];
// East Wholesaler
menu_GUE_Soldier_CO = [
    [["Wholesale",555]],
    [],
    "neutral"
];
// General Store 3
menu_RU_Damsel4 = [
    [["Backpacks",632],["Clothes",631],["Cooked Meats",634],["Drinks",633],["Packaged Food",635]],
    [["ItemCopperBar","TrashJackDaniels",1,1,"buy","Empty Wiskey Bottle","Copper Bar",101]],
    "neutral"
];
// West Wholesaler
menu_FR_Sykes = [
    [["Wholesale",636]],
    [],
    "neutral"
];
// Boat Vendor
menu_GUE_Villager4 = [
    [["Boats Armed",558],["Boats Unarmed",557]],
    [],
    "neutral"
];
// Weapons neutral 2
menu_TK_GUE_Warlord_EP1 = [
    [["Assault Rifle",637],["Light Machine Gun",638],["Pistols",674],["Shotguns and Single-shot",641],["Sniper Rifle",640],["Submachine Guns",642]],
    [],
    "neutral"
];
// Ammunition Neutral 2
menu_GUE_Commander = [
    [["Assault Rifle Ammo",643],["Light Machine Gun Ammo",644],["Pistol Ammo",646],["Shotguns and Single-shot Ammo",649],["Sniper Rifle Ammo",647],["Submachine Gun Ammo",648]],
    [],
    "neutral"
];
// Vehicles Neutral 2
menu_RU_Profiteer4 = [
    [["Bikes and ATV",650],["Buses and Vans",651],["Cargo Trucks",653],["Compact Cars",652],["Economy Cars",654],["Fuel Trucks",655],["Luxury Cars",656],["Microcars",657],["Military Unarmed",658],["Trucks",659],["Used Cars",660],["Utility Vehicles",661]],
    [],
    "neutral"
];
// Neutral Building/Parts
menu_TK_GUE_Soldier_5_EP1 = [
    [["Building Supplies",662],["Toolbelt Items",663],["Vehicle Parts",664]],
    [],
    "neutral"
];
// Medical Supplies 2
menu_CIV_EuroWoman02_EP1 = [
    [["Chem-lites/Flares",666],["Medical Supplies",665],["Smoke Grenades",668]],
    [["FoodBioMeat","ItemZombieParts",1,1,"buy","Zombie Parts","Bio Meat",101]],
    "neutral"
];
// Medical Supplies 3
menu_Dr_Annie_Baker_EP1 = [
    [["Chem-lites/Flares",669],["Medical Supplies",670],["Smoke Grenades",671]],
    [["FoodBioMeat","ItemZombieParts",1,1,"buy","Zombie Parts","Bio Meat",101]],
    "neutral"
];
// Boat Trader 2
menu_GUE_Soldier_Crew = [
    [["Boats Armed",673],["Boats Unarmed",672]],
    [],
    "neutral"
];
// Wholesale 3
menu_Citizen3_EP1 = [
    [["Wholesale",675]],
    [],
    "neutral"
];
// Friendly Building/parts 2
menu_ibr_lingorman6 = [
    [["Building Supplies",678],["Toolbelt Items",679],["Vehicle Parts",677]],
    [],
    "friendly"
];
// Friendly Building/Parts 3
menu_ibr_lingorman6s = [
    [["Building Supplies",680],["Toolbelt Items",681],["Vehicle Parts",682]],
    [],
    "friendly"
];
// General Store 4
menu_TK_CIV_Woman02_EP1 = [
    [["Backpacks",685],["Clothes",683],["Cooked Meats",686],["Drinks",684],["Packaged Food",687]],
    [],
    "neutral"
];
// General Store 5
menu_Damsel3 = [
    [["Backpacks",688],["Clothes",689],["Cooked Meats",690],["Drinks",691],["Packaged Food",692]],
    [],
    "friendly"
];

The zoom in to make the traders work problem lies in the humanity points and may need editing in the server_traders.sqf also I would assume and maybe another part of the "11" or "17" thing. I would like someone with a little more knowledge to assist me on this too please.

I can specify any information very quickly on other files if someone could help me here, this seems to be the only real hang up on my server from running very smoothly at the moment. Any help is appreciated!

Thanks!
 
Awesome, thanks. That would explain a lot.

I am checking into my mission.sqf for the trader area dupilication issue.
 
It just appears as if scenery objects in the area are duplicated on top of each other, not 100% perfectly, just offset enough that you can tell and it looks silly and makes traversing the area a pain, and not being able to access everything and such.

One exmple is a cargo container at Stary has duped over top of where the ammo and weapons traders are, you can see their weapons barely sticking out of the container side, but you cannot access the traders themselves.

I am going thru and checking exact locations of spawned in objects for the traders via the mission.sqm and will make an edit there to see if it works or not.
 
Just use a new copy of the mission.sqf unless you have customized it.

Post yours and I'll compare it to mine.
 
My mission.sqf is too large to post on the forum, but last night I took the server_traders.sqf, mission.sqm, and mission.sqf from the 1.0.2.5 zip file from the Epoch site and tried those all together.

Tried Chernarus_11 files together which seemed to take care of the duplication but broke other things and it seemed like it removed or misplaced some of the trader NPCs themselves.

Tried Chernarus_17 files and it seemed like it broke other shit, made me spawn on the coast and several other things, kind of got the same results, some traders worked, some weren't accessible at all, etc.

When doing this I also made sure to make the appropriate change in the config.cfg file from 11 to 17 and vice versa, and the instance also in the init.sqf in the mission file.

I also used combinations of these to see what would change/be fixed or not, which changed things, or seemed to break the server altogether.

Realistically, I know probably just enough to think I know what I'm doing, lol. I had to reset the server_traders.sqf, mission.sqm and .sqf back to what I was using originally, which causes the duplication, to get the majority of things working properly and called it good after about 4-5 hrs of editing and testing.

I am sure I can figure a way to post my .sqm and .sqf files, but they are too large to post on this forum.
 
I'm lost to what is causing this at this point. I really don't want to do a full server wipe, because at this point I don't think it would fix the problem. I think I'll have to look into a few of the additions onto the server and see if one or a few of them are causing, or helping to cause a problem with the traders.

Is there a good way we could compare a few files since they are too large to post on here?
 
I don't know if this is the correct way to do it, but I fixed about 98% of my problem by manually deleting all of the trader area scenery objects out of the mission.sqf, and then moving a couple of the trader NPCs so that they were accessible... I still looks very good, just custom to any other server.
wink.png


I also happened to fix the scroll option that was giving me issues too.

I have a feeling that somewhere, that I can't find obviously, that the init.sqf or something is calling for 2 seperate trader areas at the same time, how and why I have no idea...

Where else other than the mission.sqf would the trader area objects be coming from?

I'm not super worried about it I guess... I could see where it could make more work depending on what happens in updates, but it is working good and I'll deal with it.

The only issue that I couldn't resolve was that the Aircraft Trader, Stary Ammo Trader, and Weapons Trader all have their feet slightly under the ground for some reason, and it didn't seem like it made a difference if I manually changed the elevation of them in the mission file or not, it stayed the same... minor issue, mainly cosmetic.
 
Yep, that was a typo, I cleared all objects from the mission.sqm, it worked... however I know that it is calling for the scenery objects 2 times, and can't seem to find the other instance of where it is coming from... that is the most frustrating part because if I could find it, I'd know to just eliminate whichever is incorrect completely. Seems to work fine though, no big deal. I appreciate the help and if you think of where else the mission would call and get the same information about the traders twice I'd appreciate any info. Thanks.
 
I'm not sure where else it would be calling them. By default that should be the only location.
Maybe your host decided all the scenery objects needed added to the object_data table? Take a look for any out of place buildings in there.
 
So deleting some objects around traders fixed the scroll option issue for you? I can acces all traders but with most of them I have to zoom in to get the menu.
 
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