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Smooth137

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Posts posted by Smooth137

  1. this is the link

     

    http://www.epochservers.com/viewtopic.php?f=14&t=13&sid=4d68d5283b8d5635f8323b5ed02979bf

     

    but i think i have find something.. a guy have the same problem

     

     

    Re: [Release] Add Right Click Options To Items
     by speaR » Sun Jun 15, 2014 7:03 pm
     
    I'm having some issues. You are talking about Compiles.sqf. Can i simply copy the one from my dayz_code.pbo\init? Same with ui_selectSlot.sqf if I want to use my own one and just replace the named links? Would be happy about some helping answers :-)
     
    and this guy reply
     
    Re: [Release] Add Right Click Options To Items
     by maxpayne25 » Mon Jun 16, 2014 2:07 pm
     
    Exactly. Place new compiles whereever you want on mission side.
    Then just add custom compiles to your init.sqf with this code under old call.
    call compile preprocessFileLineNumbers "yourfolder\compiles.sqf";
     
    i think this could help me but im not sure to understand.. (english not first language..)
  2. Hi!
     
    i have a good question
     
    for adding maca's right click options
     
    it tell me to do :
     
    In compiles.sqf you need to override player_selectSlot
     
    CODE: SELECT ALL
    player_selectSlot = compile preprocessFileLineNumbers "dayz_code\compile\ui_selectSlot.sqf"
     
    but if i have a empty file with only a few line like you say.. i dont have this..
    its only in dayz_code.pbo..
     
    i dont know where to overide those lines 
     
    can someone help me?
  3. Hi everybody i think i have found a huge problem in my server!
     
    i have this compile.sqf (actualcompile.sqf).. its almost empty
     

     

    if (!isDedicated) then {
    player_build = compile preprocessFileLineNumbers "custom\snap_pro\player_build.sqf";
    snap_build = compile preprocessFileLineNumbers "custom\snap_pro\snap_build.sqf";
    dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\snap_pro\dayz_spaceInterrupt.sqf";
    };
    player_updateGui  = compile preprocessFileLineNumbers "dayz_code\compile\player_updateGui.sqf";
     
    zombie_generate =     compile preprocessFileLineNumbers "zupa\walkers\zombie_generate.sqf";
    wild_spawnZombies =  compile preprocessFileLineNumbers "zupa\walkers\wild_spawnZombies.sqf"; 

     
    and i saw that i have to copy it from day_code.pbo and not make a new blank file 
    with only the lines i need
     
    so now i have copy the compile from dayz_code.pbo and i have added my lines that i need for
    my scripts in the new compile (newcompiles.sqf) to work but it messed up everything.. 
     

     

    /*
    FUNCTION COMPILES
    */
    //Player only
    if (!isDedicated) then {
     
    "filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
     
    zombie_generate =     compile preprocessFileLineNumbers "zupa\walkers\zombie_generate.sqf";
        wild_spawnZombies =  compile preprocessFileLineNumbers "zupa\walkers\wild_spawnZombies.sqf";
    player_updateGui  = compile preprocessFileLineNumbers "dayz_code\compile\player_updateGui.sqf";
    player_build = compile preprocessFileLineNumbers "custom\snap_pro\player_build.sqf";
    snap_build = compile preprocessFileLineNumbers "custom\snap_pro\snap_build.sqf";
    dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\snap_pro\dayz_spaceInterrupt.sqf";
    BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
    player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
    player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
    fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty
    fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
    fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self
    fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
    player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
    player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
    player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
    player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
    player_dumpBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";
    building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
    building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
    dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";
    player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre && audial rating
    player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
    player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
    player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
    player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";
     
    player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
    player_removeNearby =     compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";
     
    player_removeTankTrap = {
    //Object Array, Range, Error Message (@Skaronator)
    [["Hedgehog_DZ"], 1,"STR_EPOCH_ACTIONS_14"] call player_removeNearby;
    };
    player_removeNet = {
    [["DesertLargeCamoNet","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ"], 5,"str_epoch_player_8"] call player_removeNearby;
    };
     
    player_login = {
    private ["_unit","_detail"];
    _unit = _this select 0;
    _detail = _this select 1;
    if(_unit == getPlayerUID player) then {
    player setVariable["publish",_detail];
    };
    };
     
    player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
    player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";
     
    player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
    player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
    player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
    player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
    player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
    player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
    player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
    world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
    world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
    player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
    player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
    player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
    player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
    fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";
     
    //Objects
    object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
    object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
    object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
     
    local_roadDebris = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";
     
    //Zombies
    zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
    zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
    zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour
    wild_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviour
     
    pz_attack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";
     
    dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";
     
    //actions
    player_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";
    player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
    player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
    player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
    player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
    player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
    player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";
    player_vaultPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";
    player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
    player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";
    player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
    player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
    player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
    player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
    player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
    player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
    player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
    object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
    player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
    player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
    player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
    player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";
     
    player_plotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_showPlotRadius.sqf";
    player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";
     
    //ui
    player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";
    player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";
    player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
    ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
    ui_gear_sound =             compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";
     
    //System
    player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";
    player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";
    player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
    onPreloadStarted "dayz_preloadFinished = false;";
    onPreloadFinished "dayz_preloadFinished = true;";
     
    // helper functions
    player_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";
    player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";
    player_removeItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";
    //Trader ["Trader City Name",false,"enter"] - Trader City Name | Show Message | "enter" || "leave"
    player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";
     
    // combination of check && remove items
    player_checkAndRemoveItems = {
    private ["_items","_b"];
    _items = _this;
    _b = _items call player_checkItems;
    if (_b) then {
    _b = _items call player_removeItems;
    };
    _b
    };
     
    dayz_HungerThirst = {
    dayz_hunger = dayz_hunger + (_this select 0);
    dayz_thirst = dayz_thirst + (_this select 1);
    };
     
    epoch_totalCurrency = {
    // total currency
    _total_currency = 0;
    {
    _part =  (configFile >> "CfgMagazines" >> _x);
    _worth =  (_part >> "worth");
    if isNumber (_worth) then {
    _total_currency = _total_currency + getNumber(_worth);
    };
    } count (magazines player);
    _total_currency
    };
     
    epoch_itemCost = {
    _trade_total = 0;
    {
    _part_in_configClass =  configFile >> "CfgMagazines" >> (_x select 0);
    if (isClass (_part_in_configClass)) then {
    _part_inWorth = (_part_in_configClass >> "worth");
    if isNumber (_part_inWorth) then {
    _trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1));
    };
    };
    } count _this;
     
    //diag_log format["DEBUG TRADER ITEMCOST: %1", _this];
    _trade_total
    };
     
    epoch_returnChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf";
    // usage [["partinclassname",4]] call epoch_returnChange;
     
    dayz_losChance = {
    private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
    _agent = _this select 0;
    _dis = _this select 1;
    _maxDis = _this select 2;
    // diag_log ("VAL:  " + str(_this));
    _val = (_maxDis - _dis) max 0;
    _maxExp = ((exp 2) * _maxDis);
    _myExp = ((exp 2) * (_val)) / _maxExp;
    _myExp = _myExp * 0.7;
    _myExp
    };
     
    ui_initDisplay = {
    private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];
    disableSerialization;
    _display = uiNamespace getVariable 'DAYZ_GUI_display';
    _control = _display displayCtrl 1204;
    _control ctrlShow false;
    if (!r_player_injured) then {
    _ctrlBleed = _display displayCtrl 1303;
    _ctrlBleed ctrlShow false;
    };
    if (!r_fracture_legs && !r_fracture_arms) then {
    _ctrlFracture = _display displayCtrl 1203;
    _ctrlFracture ctrlShow false;
    };
    _ctrlDogFoodBorder = _display displayCtrl 1501;
    _ctrlDogFoodBorder ctrlShow false;
    _ctrlDogFood = _display displayCtrl 1701;
    _ctrlDogFood ctrlShow false;
     
    _ctrlDogWaterBorder = _display displayCtrl 1502;
    _ctrlDogWaterBorder ctrlShow false;
    _ctrlDogWater = _display displayCtrl 1702;
    _ctrlDogWater ctrlShow false
    };
     
    dayz_losCheck = {
    private["_target","_agent","_cantSee"];
    _target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
    _agent = _this select 1;
    _cantSee = true;
    if (!isNull _target) then {
     
    _tPos = visiblePositionASL _target;
    _zPos = visiblePositionASL _agent;
     
    _tPos set [2,(_tPos select 2)+1];
    _zPos set [2,(_zPos select 2)+1];
     
    if ((count _tPos > 0) && (count _zPos > 0)) then {
    _cantSee = terrainIntersectASL [_tPos, _zPos];
    if (!_cantSee) then {
    _cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];
    };
    };
    };
    _cantSee
    };
     
    dayz_equipCheck = {
    private ["_empty", "_needed","_diff","_success"];
    _config = _this;
    _empty = [player] call BIS_fnc_invSlotsEmpty;
    _needed = [_config] call BIS_fnc_invSlotType;
    _diff = [_empty,_needed] call BIS_fnc_vectorDiff;
     
    _success = true;
    {
    if (_x > 0) then {_success = false};
    } count _diff;
    hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];
    _success
    };
     
    vehicle_gear_count = {
    private["_counter"];
    _counter = 0;
    {
    _counter = _counter + _x;
    } count _this;
    _counter
    };
     
    player_tagFriendlyMsg = {
    if(player == (_this select 0)) then {
    cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"];
    };
    };
     
    player_serverModelChange = {
    private["_object","_model"];
    _object = _this select 0;
    _model = _this select 1;
    if (_object == player) then {
    _model call player_switchModel;
    };
    };
     
    player_guiControlFlash = {
    private["_control"];
    _control = _this;
    if (ctrlShown _control) then {
    _control ctrlShow false;
    } else {
    _control ctrlShow true;
    };
    };
     
    gearDialog_create = {
    private ["_i","_dialog"];
    if (!isNull (findDisplay 106)) then {
    (findDisplay 106) closeDisplay 0;
    };
    openMap false;
    closeDialog 0;
    if (gear_done) then {sleep 0.001;};
    player action ["Gear", player];
    if (gear_done) then {sleep 0.001;};
    _dialog = findDisplay 106;
    _i = 0;
    while {isNull _dialog} do {//DO NOT CHANGE TO A FOR LOOP!
    _i = _i + 1;
    _dialog = findDisplay 106;
    if (gear_done) then {sleep 0.001;};
    if (_i in [100,200,299]) then {
    closeDialog 0;
    player action ["Gear", player];
    };
    if (_i > 300) exitWith {};
    };
    if (gear_done) then {sleep 0.001;};
    _dialog = findDisplay 106;
    if ((parseNumber(_this select 0)) != 0) then {
    ctrlActivate (_dialog displayCtrl 157);
    if (gear_done) then {
    waitUntil {ctrlShown (_dialog displayCtrl 159)};
    sleep 0.001;
    };
    };
    _dialog
    };
     
    gear_ui_offMenu = {
    private["_control","_parent","_menu"];
    disableSerialization;
    _control = _this select 0;
    _parent = findDisplay 106;
    if (!(_this select 3)) then {
    for "_i" from 0 to 9 do {
    _menu = _parent displayCtrl (1600 + _i);
    _menu ctrlShow false;
    };
    _grpPos = ctrlPosition _control;
    _grpPos set [3,0];
    _control ctrlSetPosition _grpPos;
    _control ctrlShow false;
    _control ctrlCommit 0;
    };
    };
     
    dze_surrender_off = {
    player setVariable ["DZE_Surrendered", false, true];
    DZE_Surrender = false;
    };
     
    gear_ui_init = {
    private["_control","_parent","_menu","_dspl","_grpPos"];
    disableSerialization;
    _parent = findDisplay 106;
    _control = _parent displayCtrl 6902;
    for "_i" from 0 to 9 do {
    _menu = _parent displayCtrl (1600 + _i);
    _menu ctrlShow false;
    };
    _grpPos = ctrlPosition _control;
    _grpPos set [3,0];
    _control ctrlSetPosition _grpPos;
    _control ctrlShow false;
    _control ctrlCommit 0;
    };
     
    dayz_eyeDir = {
    private["_vval","_vdir"];
    _vval = (eyeDirection _this);
    _vdir = (_vval select 0) atan2 (_vval select 1);
    if (_vdir < 0) then {_vdir = 360 + _vdir};
    _vdir
    };
     
    DZE_getModelName = {
    _objInfo = toArray(str(_this));
    _lenInfo = count _objInfo - 1;
    _objName = [];
    _i = 0;
    // determine where the object name starts
    {
    if (58 == _objInfo select _i) exitWith {};
    _i = _i + 1;
    } count _objInfo;
    _i = _i + 2; // skip the ": " part
    for "_k" from _i to _lenInfo do {
    _objName set [(count _objName), (_objInfo select _k)];
    };
    _objName = toLower(toString(_objName));
    _objName
    };
     
    dze_isnearest_player = {
    private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"];
    if(!isNull _this) then {
    _nearPlayers = _this nearEntities ["CAManBase", 12];
    _playerNear = ({isPlayer _x} count _nearPlayers) > 1;
    _notClosest = false;
    if (_playerNear) then {
    // check if another player is closer
    _playerDistance = player distance _this;
    {
    if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };
    } count _nearPlayers;
    };
    } else {
    _notClosest = false;
    };
    _notClosest
    };
     
    // trader menu code
    if (DZE_ConfigTrader) then {
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf";
    }else{
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf";
    };
    // recent murders menu code
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";
     
    //This is still needed but the fsm should terminate if any errors pop up.
    [] spawn {
            private["_timeOut","_display","_control1","_control2"];
            disableSerialization;
            _timeOut = 0;
            dayz_loadScreenMsg = "";
            diag_log "DEBUG: loadscreen guard started.";
            _display = uiNameSpace getVariable "BIS_loadingScreen";
            if (!isNil "_display") then {
                    _control1 = _display displayctrl 8400;
                    _control2 = _display displayctrl 102;
            };
    if (!isNil "dayz_DisplayGenderSelect") then {
    waitUntil {!dayz_DisplayGenderSelect};
    };
     
            // 120 sec timeout (12000 * 0.01)
            while { _timeOut < 12000 } do {
                if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };
                if (!isNil "_display") then {
                    if ( isNull _display ) then {
                            waitUntil { !dialog; };
                            startLoadingScreen ["","RscDisplayLoadCustom"];
                            _display = uiNameSpace getVariable "BIS_loadingScreen";
                            _control1 = _display displayctrl 8400;
                            _control2 = _display displayctrl 102;
                    };
     
                    if ( dayz_loadScreenMsg != "" ) then {
                            _control1 ctrlSetText dayz_loadScreenMsg;
                            dayz_loadScreenMsg = "";
                    };
     
                    _control2 ctrlSetText format["%1",round(_timeOut*0.01)];
                };
     
                _timeOut = _timeOut + 1;
     
                if (_timeOut >= 12000) then {
                    1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];
                    sleep 10;
                    endLoadingScreen;
                    endMission "END1";
                };
     
                sleep 0.01;
            };
    };
     
    dayz_meleeMagazineCheck = {
                    private["_meleeNum","_magType"];
                    _magType =         ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
                    _meleeNum = ({_x == _magType} count magazines player);
                    if (_meleeNum < 1) then {
                            player addMagazine _magType;
                    };
            };
     
    dayz_originalPlayer = player;
     
    progressLoadingScreen 0.8;
    };
     
    //Both
    BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
    BIS_fnc_vectorAdd =         compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";
    BIS_fnc_halo =              compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
    BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
    BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";
     
    fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
    fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage
     
    // object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage
    object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
    object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
    object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
    object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
    object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records && sets hit)
    object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
    // object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player || server to monitor changes in cargo contents
    fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
    fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
    // Vehicle damage fix
    vehicle_handleDamage    = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
    vehicle_handleKilled    = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
    //fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehicle
    fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
    fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
    fnc_isInsideBuilding2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding2;
    fnc_isInsideBuilding3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding3;
    dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
    vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
    local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (|| local to unit) when gutting an object
    local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle
    local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (|| local to unit) when gutting an object
    local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
    local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
    //player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player || server to monitor whether they have picked up a new weapon
    curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
    player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
    player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
    player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
    player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
    player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
    player_breaklegs = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";
    player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
    world_isDay = {if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}};
    player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
    spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
    spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";
    // player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
    FNC_GetSetPos = { //DO NOT USE IF YOU NEED ANGLE COMPENSATION!!!!
    private "_pos";
    _thingy = _this select 0;
    _pos = getPosASL _thingy;
    if (surfaceIsWater _pos) then {
    _thingy setPosASL _pos;
    } else {
    _thingy setPosATL (ASLToATL _pos);
    };
    };
    FNC_GetPos = {
    private "_pos";
    if (isNil {_this select 0}) exitWith {[0,0,0]};
    _thingy = _this select 0;
    _pos = getPosASL _thingy;
    if !(surfaceIsWater _pos) then {
    _pos =  ASLToATL _pos;
    };
    _pos
    };
    local_setFuel = {
    private["_qty","_vehicle"];
    _vehicle = _this select 0;
    _qty = _this select 1;
    _vehicle setFuel _qty;
    };
    zombie_initialize = {
    private ["_unit","_position"];
    _unit = _this select 0;
    if (isServer) then {
    _unit addEventHandler ["local", {_this call zombie_findOwner}];
    };
    _id = _unit addeventhandler["HandleDamage", { _this call local_zombieDamage }];
    _id = _unit addeventhandler["Killed", { [_this, "zombieKills"] call local_eventKill }];
    };
     
    dayz_EjectPlayer = {
    // check if player in vehicle
            private ["_noDriver","_vehicle","_inVehicle"];
            _vehicle = vehicle player;
    _inVehicle = (_vehicle != player);
    if(_inVehicle) then {
    _noDriver = ((_vehicle emptyPositions "driver") > 0);
    if (_noDriver && (speed _vehicle) != 0) then {
    player action [ "eject", _vehicle];
    };
    };
    };
     
    player_sumMedical = {
    private["_character","_wounds","_legs","_arms","_medical"];
    _character = _this;
    _wounds = [];
    if (_character getVariable["USEC_injured",false]) then {
    {
    if (_character getVariable[_x,false]) then {
    _wounds set [count _wounds,_x];
    };
    } count USEC_typeOfWounds;
    };
    _legs = _character getVariable ["hit_legs",0];
    _arms = _character getVariable ["hit_arms",0];
    _medical = [
    _character getVariable["USEC_isDead",false],
    _character getVariable["NORRN_unconscious", false],
    _character getVariable["USEC_infected",false],
    _character getVariable["USEC_injured",false],
    _character getVariable["USEC_inPain",false],
    _character getVariable["USEC_isCardiac",false],
    _character getVariable["USEC_lowBlood",false],
    _character getVariable["USEC_BloodQty",12000],
    _wounds,
    [_legs,_arms],
    _character getVariable["unconsciousTime",0],
    _character getVariable["messing",[0,0]]
    ];
    _medical
    };
     
    //Server Only
    if (isServer) then {
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
    } else {
    eh_localCleanup = {};
    };
     
    initialized = true; 

     
    the server do start but its not loading my scripts correctly and wholesaler still not working...
     
    (sorry for bad english.. not my first language..)
    Thanks!
  4. Hi!

     

    i need some help with this one.

     

    in github they tell me to change those lines :

     

    Search for

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";

    Replace with

    call compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\init\variables.sqf";
    but i have this in my init. bcz of other mods.. ?
    call compile preprocessFileLineNumbers "init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
    call compile preprocessFileLineNumbers "custom\Buildables\variables.sqf";
     
    i'm not sure what to do?
  5. Hi everybody!

     

    First post here..

     

    i would like to know if its possible to input those items in the loot table?

     

    - (Soda) Dr. Wasteland (Dr. wasteland)
    - (Soda) Mikhail Made Lemonade (-=PA=-Mikhail)
    - (Soda) LVG Root Beer (LVG)
    - (Soda) Mountain Green
    - (Soda) mZLY yZLY (mZLY)
    - (Soda) R4Z0R soda (R4Z0R)
    - (Soda) Smasht (Smasht)
    - (Beer) Rabbitman (Rabbitman)
    - (Can) Bad Guy's Ubiquitous Peaches (UbiquitousBadGuy)
    - (Can) Chef Boneboy Ravioli (Boneboys)
    - (Can) Curgon's Chicken Noodle Soup (Curgon)
    - (Can) Demon Groves Green Beans (DemonGroover)
    - (Can) FraggleOs (Fraggle)
    - (Can) Griff Black Beans (Griff)
    - (Can) Herpy Dooves Canned Muffins (DerpyHooves)
    - (Can) Orlok Mixed Fruit (orlok)
    - (Can) Powell's New England Clam Chowder (Powell)
    - (Can) Unlabeled Can
    - (Can) Tyler's Kidney Beans
    - (Can) Conrad's Whole Kernel Corn
     
    i think its from 1.7.6...
    i have them in my all item box in Infistar, but they are not in the loot table
    and i dont find the classnames?
     
    i hope somebody is gonna be able to help me.
     
    Thank you!
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