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YuriLowell

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About YuriLowell

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    Survivor
  • Birthday 05/17/1989

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  1. I have the same issue, i think its related to VMs as far as i could see.
  2. Btw the link for no Donor Soul hive is wrong. points to the donor one.
  3. I get this error when i hold 2 or more guns that use the same ammunition tipe on my inv.
  4. Anyone else getting this error on the RPT? 13:00:12 "EPOCH SERVERTRADE: Player: Name (xxxxxxxxxxxxx) bought a in/at trader city Klen for 2000x Gold Coins" 13:00:12 Error in expression <for %5", _name, (getPlayerUID _player), _classname, _traderCity, _price]; } else> 13:00:12 Error position: <_classname, _traderCity, _price]; } else> 13:00:12 Error Undefined variable in expression: _classname 13:00:12 File z\addons\dayz_server\compile\server_tradeObject.sqf, line 15
  5. im Getting this when the missions try to start Nvm found the issue. 15:59:29 "WAI: Starting mission ikea_convoy" 15:59:29 "WAI: Mission Convoy Started At [5131.41,8802.71]" 15:59:29 "WAI: Mission Convoy spawned a Ural_UN_EP1" 15:59:29 "WAI: Mission Convoy spawned a UralRefuel_TK_EP1_DZ" 15:59:29 "WAI: Mission convoy spawned a UAZ_Unarmed_TK_CIV_EP1" 15:59:30 Error in expression <s select 1, "ground"] call on_kill;}]; if (_mission) then { _unit setVariable [> 15:59:30 Error position: <if (_mission) then { _unit setVariable [> 15:59:30 Error if: Type String, expected Bool 15:59:30 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 120 15:59:56 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
  6. The banking interface still works w/o that folder, im just wondering bc its actually preety big and i like to keep my mission.pbo small
  7. Where would you put it in here for example? if (isServer) then { private ["_aitype","_mission","_aipack","_aicskill","_position","_unitnumber","_skill","_gun","_mags","_backpack","_skin","_gear","_aiweapon","_aigear","_aiskin","_skillarray","_unitGroup","_weapon","_magazine","_weaponandmag","_gearmagazines","_geartools","_unit"]; _position = _this select 0; _unitnumber = _this select 1; _skill = _this select 2; _gun = _this select 3; _mags = _this select 4; _backpack = _this select 5; _skin = _this select 6; _gear = _this select 7; _aitype = _this select 8; if (count _this > 9) then { _mission = _this select 9; } else { _mission = false; }; _aiweapon = []; _aigear = []; _aiskin = ""; _aicskill = []; _aipack = ""; _skillarray = ["aimingAccuracy","aimingShake","aimingSpeed","endurance","spotDistance","spotTime","courage","reloadSpeed","commanding","general"]; _unitGroup = createGroup east; _current_time = time; for "_x" from 1 to _unitnumber do { switch (_gun) do { case 0 : {_aiweapon = ai_wep_assault;}; case 1 : {_aiweapon = ai_wep_machine;}; case 2 : {_aiweapon = ai_wep_sniper;}; case "Random" : {_aiweapon = ai_wep_random call BIS_fnc_selectRandom;}; }; _weaponandmag = _aiweapon call BIS_fnc_selectRandom; _weapon = _weaponandmag select 0; _magazine = _weaponandmag select 1; switch (_gear) do { case 0 : {_aigear = ai_gear0;}; case 1 : {_aigear = ai_gear1;}; case 2 : {_aigear = ai_gear2;}; case 3 : {_aigear = ai_gear3;}; case 4 : {_aigear = ai_gear4;}; case "Random" : {_aigear = ai_gear_random call BIS_fnc_selectRandom;}; }; _gearmagazines = _aigear select 0; _geartools = _aigear select 1; if (_skin == "Random") then { _aiskin = ai_skin call BIS_fnc_selectRandom; } else { _aiskin = _skin; }; _unit = _unitGroup createUnit [_aiskin, [(_position select 0),(_position select 1),(_position select 2)], [], 10, "PRIVATE"]; [_unit] joinSilent _unitGroup; switch (_aitype) do { case "Bandit": { _unit setVariable ["humanity", ai_add_humanity, true]; }; case "Hero": { _unit setVariable ["humanity", -ai_remove_humanity, true]; }; }; if (_backpack == "Random") then { _aipack = ai_packs call BIS_fnc_selectRandom; } else { _aipack = _backpack; }; _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; _unit enableAI "MOVE"; _unit enableAI "ANIM"; _unit enableAI "FSM"; _unit setCombatMode ai_combatmode; _unit setBehaviour ai_behaviour; removeAllWeapons _unit; removeAllItems _unit; _unit addweapon _weapon; if (sunOrMoon != 1) then { _unit addweapon "NVGoggles"; }; for "_i" from 1 to _mags do { _unit addMagazine _magazine; }; _unit addBackpack _aipack; { _unit addMagazine _x } foreach _gearmagazines; { _unit addweapon _x } foreach _geartools; switch (_skill) do { case "easy" : { _aicskill = ai_skill_easy; }; case "medium" : { _aicskill = ai_skill_medium; }; case "hard" : { _aicskill = ai_skill_hard; }; case "extreme" : { _aicskill = ai_skill_extreme; }; case "Random" : { _aicskill = ai_skill_random call BIS_fnc_selectRandom; }; default { _aicskill = ai_skill_random call BIS_fnc_selectRandom; }; }; { _unit setSkill [(_x select 0),(_x select 1)] } foreach _aicskill; ai_ground_units = (ai_ground_units + 1); _unit addEventHandler ["Killed",{[_this select 0, _this select 1, "ground"] call on_kill;}]; if (_mission) then { _unit setVariable ["missionclean", "ground"]; }; }; // Stops them from killing eachother when they fire.. _unitGroup setFormation "ECH LEFT"; _unitGroup selectLeader ((units _unitGroup) select 0); [_unitGroup, _position, _mission] call group_waypoints; diag_log format ["WAI: Spawned a group of %1 bandits at %2", _unitnumber, _position]; };
  8. For some reason the tank traps dont disapear after the missions ends, but the mines do, could a mod like plot 4 life or deploy anything have something to do?
  9. Im having some issue with ppl losing gear on relog/restart sometimes. Could this be the cause? server_functions.sqf /* Not used, why is this here? server_characterSync = { private ["_characterID","_playerPos","_playerGear","_playerBackp","_medical","_currentState","_currentModel","_key"]; _characterID = _this select 0; _playerPos = _this select 1; _playerGear = _this select 2; _playerBackp = _this select 3; _medical = _this select 4; _currentState = _this select 5; _currentModel = _this select 6; _key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,0,0,0,0,_currentState,0,0,_currentModel,0]; _key call server_hiveWrite; }; */
  10. Anyone knows how to get the plot pole maint working with coins?
  11. Any way of making it so the values dont go below 0? for example if i take 10k coins from a guy with only 10 coins it will go to -9990 coins.
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