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Thanks so much for reading my TED talk. =)
{
"SlotName": "Dogtag",
"Items": [
{
"ClassName": "Dogtag_Bandit",
"Chance": 1.0,
"Quantity": {
"Min": 0.0,
"Max": 0.0
},
"Health": [
{
"Min": 1.0,
"Max": 1.0,
"Zone": ""
}
],
"InventoryAttachments": [],
"InventoryCargo": [],
"ConstructionPartsBuilt": [],
"Sets": []
}
]
},
since AIs are currently still considered “players,” they may also receive them (not verified).
override Dogtag_Base EquipDogtag(PlayerBase player)
{
Dogtag_Base tag;
if (!player.HasDogtag()) // check if the player has a tag already
// create a new tag is the player doesn't have one
int slotId = InventorySlots.GetSlotIdFromString("Dogtag");
// update player's dogtags base on time
float playtime = player.StatGet("playtime");
// create dog tag based on playtime
if (playtime > 86400 && playtime < 259199)
{
tag = player.GetInventory().CreateAttachmentEx("Dogtag_Silver", slotId);
}
else if (playtime > 259200 && playtime < 604799)
{
tag = player.GetInventory().CreateAttachmentEx("Dogtag_Granite", slotId);
}
else if (playtime > 604800)
{
tag = player.GetInventory().CreateAttachmentEx("Dogtag_Cobalt", slotId);
}
else
{
tag = player.GetInventory().CreateAttachmentEx("Dogtag_Survivor", slotId);
}
}
tag = player.GetDogtag(); // get current tag on player, new or existing
tag.SetNickName(player.GetIdentity().GetName()); // updates player's name
return tag;
}
{
super.UpdatePlayersStats();
array<Man> players = {};
GetGame().GetPlayers(players);
for (int i = 0; i < players.Count(); i++)
{
PlayerBase player;
Class.CastTo(player, players.Get(i));
if( player )
{
// update player's dogtags base on time
float playtime = player.StatGet("playtime");
if (playtime > 86400 && playtime < 259199)
{
player.ReplaceDogtag("Dogtag_Silver");
}
else if (playtime > 259200 && playtime < 604799)
{
player.ReplaceDogtag("Dogtag_Granite");
}
else if (playtime > 604800)
{
player.ReplaceDogtag("Dogtag_Cobalt");
}
}
}
}
"SlotName":
Thanks!
ErrorMessage_DayZServer_x64_2024-06-24_18-51-14.mdmp
Any ideea?
I've removed all mods in my load list one by one and it stopped happening after i unsubscribed Dogtags mod
$CurrentDir:mpmissions\dayzOffline.chernarusplus\init.c(33): Function 'EquipDogtag' is marked as override, but there is no function with this name in the base class
anyone received this and know how to fix it
Compile error
---------------------------
Can't compile "World" script module!
WRDG/Dogtags/Scripts/4_World/dogtags\integrations\trader\entities\dayzplayerimplement.c(11): Function 'isInPlayerInventory' is marked as override, but there is no function with this name in the base class
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