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Posts posted by sercanatici
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Hey Guys,
Iam running Juans server pack, and i am having almost the same problem. i can spawn vehicles through the infistar, but when i go to the trader it wont let me spawn it. It does the animation, and you get the key. The red arrow shows up but no vehicle spawns. This is the error iam getting from it.
23:30:50 "EPOCH SERVERTRADE: Player: Punisher (76561198020415154) bought a HMMWV_M1035_DES_EP1 in/at trader city Stary for 40000x Coins"
23:30:50 Error in expression < _array select 5;
_pos = _worldspace select 1;
_txt = getText (configFile >
23:30:50 Error position: <select 1;
_txt = getText (configFile >
23:30:50 Error select: Type Object, expected Array,Config entryI have talked to Juan and he couldnt help me.
Hope anyone could help me, thanks anyway..
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Hey, iam using Server pack that a guy who is called Juan have builded. I am having a issue due to infistar which i have installed aswell. Infistar is blocking vehicles to spawn when you buy them from any trader.
23:30:50 "EPOCH SERVERTRADE: Player: Punisher (76561198020415154) bought a HMMWV_M1035_DES_EP1 in/at trader city Stary for 40000x Coins"
23:30:50 Error in expression < _array select 5;
_pos = _worldspace select 1;
_txt = getText (configFile >
23:30:50 Error position: <select 1;
_txt = getText (configFile >
23:30:50 Error select: Type Object, expected Array,Config entryHope anyone could help me, thanks anyway..
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I have tried this on my server, but with no luck. I have done as you have told, but i cant really get it to work, any help?
My compiles.sqf looks like this
//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 "zupa\walkers\zombie_generate.sqf";
wild_spawnZombies = compile preprocessFileLineNumbers "zupa\walkers\wild_spawnZombies.sqf";I am running infistar.
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I just tested the server without infistar and all the vehicles were spawning fine.
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20 hours ago, LunatikCH said:
pleasure
Sorry to type again, i just realized that i could only get one vehicle from the trader. After the one vehicle. when i try to get another after removing the first one, the red arrow stays there, and no vehicle comes out?
Juan is there way to remove the extra traders you have added and there is a base with Friendly AI, but as soon as you shoot at them they side chat spams away about check your fire and such?
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13 hours ago, LunatikCH said:
looks like an infistar issue, this issue is known in the latest version.
Hey bro, You are the best i just sovled it by going back to older version. i only replaced the AH.sqf. done.
Thanks brother i wont forget it :D.
- juandayz and dayzguy420
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I have the latest version, Is there a fix or do i just rollback to old version?
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Hey Juan, iam using your server pack, iam having a problem with the traders tho, i buy a vehicle from any trader, the red arrow comes out, but no vehicle spawns tho?
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TNT,
Gelid Nitro is based on this one: http://opendayz.net/threads/release-nos-for-cars.20620/
And "this one" is based in the unreleased Nitro script by Sandbird, the user give full credits to Sandbird. This is why i just mention Sandbird on the op.
Hey iam not getting any problems at rpt but i am not either getting the option to install the Nitro to cars.
Here is my files what i think i might do something wrong.
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is there a way to update the buildings object so you keep your buildings?
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The multi character support should be called within the description.
ext
Need to see your description to see how you have managed the calls :)
Description.extrespawn = "BASE";respawndelay = 5;onLoadMission= "DayZ Epoch Chernarus";OnLoadIntro = "Welcome to DayZ Epoch Chernarus";OnLoadIntroTime = False;OnLoadMissionTime = False;disabledAI = true;disableChannels[]={0,2};enableItemsDropping = 0;#include "R3F_ARTY_AND_LOG\desc_include.h"briefing = 0;debriefing = 0;onPauseScript = "";loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa";class Header{gameType = COOP; //DM, Team, Coop, ...minPlayers = 1; //min # of players the mission supportsmaxPlayers = 100; //Max # of players the mission supports};aiKills = 1;diagRadio = 1;diagHit = 1;class RscText{type = 0;idc = -1;x = 0;y = 0;h = 0.037;w = 0.3;style = 0x100;font = Zeppelin32;SizeEx = 0.03921;colorText[] = {1,1,1,1};colorBackground[] = {0, 0, 0, 0};linespacing = 1;};class RscPicture{access=0;type=0;idc=-1;style=48;colorBackground[]={0,0,0,0};colorText[]={1,1,1,1};font="TahomaB";sizeEx=0;lineSpacing=0;text="";};class RscLoadingText : RscText{style = 2;x = 0.323532;y = 0.666672;w = 0.352944;h = 0.039216;sizeEx = 0.03921;colorText[] = {0.543,0.5742,0.4102,1.0};};class RscProgress{x = 0.344;y = 0.619;w = 0.313726;h = 0.0261438;texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";colorFrame[] = {0,0,0,0};colorBar[] = {1,1,1,1};};class RscProgressNotFreeze{idc = -1;type = 45;style = 0;x = 0.022059;y = 0.911772;w = 0.029412;h = 0.039216;texture = "#(argb,8,8,3)color(0,0,0,0)";};class RscTitles{#include "RC\desc_inc.h"};// the loading screen itselfclass DayZ_loadingScreen{idd = -1;duration = 10e10;fadein = 0;fadeout = 0;name = "loading screen";class controlsBackground{class blackBG : RscText{x = safezoneX;y = safezoneY;w = safezoneW;h = safezoneH;text = "";colorText[] = {0,0,0,0};colorBackground[] = {0,0,0,1};};/*class nicePic : RscPicture{style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIOx = safezoneX + safezoneW/2 - 0.25;y = safezoneY + safezoneH/2 - 0.2;w = 0.5;h = 0.4;text = "img\nicePic.paa";};*/};class controls{class Title1 : RscLoadingText{text = "$STR_LOADING"; // "Loading" text in the middle of the screen};class CA_Progress : RscProgress // progress bar, has to have idc 104{idc = 104;type = 8; // CT_PROGRESSstyle = 0; // ST_SINGLEtexture = "\ca\ui\data\loadscreen_progressbar_ca.paa";};class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse{idc = 103;};class Name2: RscText // the text on the top-left{idc = 101;x = 0.05;y = 0.029412;w = 0.9;h = 0.04902;text = "";sizeEx = 0.05;colorText[] = {0.543,0.5742,0.4102,1.0};};};};#include "admintools\dialog.hpp"#include "custom\snap_pro\snappoints.hpp"#include "RscDisplayCharacterSelect.hpp"#include "spawn\defines.hpp"#include "spawn\class.hpp"#include "spawn\halo.hpp"#include "spawn\spawn.hpp"//#include "defines.hpp"#include "doorManagement\doorUnlock.hpp"#include "doorManagement\doorManagement.hpp" -
Theres you problem dude. you have more than one RscTextT somewhere.
What mods are you running ?
Can you post your defines.hpp and description.ext ?
These issues will happen quite often if you add allot to your server so take note :D
The defines supplied by zupa btw, the one from ESS does not have the RscTextT.
what about MultiCharacter?
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Sure there is dude, Just ensure that the .hpp files are in a different sub folder from everything else. "Just helps you".
In the description.ext, just place the code anywhere at the bottom. You must ensure they stop in that order :)
Just replace example with the folder name.
#include "Example\spawn\defines.hpp"
#include "Example\spawn\class.hpp"
#include "Example\spawn\halo.hpp"
#include "Example\spawn\spawn.hpp"
There may be a clash in the class controls in the spawn.hpp.. It should be fine though.
Just post your server rpt log if you have any issues. If this bit is wrong the server will 99% not start.
Will get stuck in waiting for host :)
Good luck
George
sorry iam still getting problem here is my server rtp.log
Item STR_EQUIP_NAME_41 listed twiceItem STR_EQUIP_DESC_41 listed twiceUpdating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/ErrorMessage: File mpmissions\__cur_mp.Chernarus\defines.hpp, line 45: .RscTextT: Member already defined -
i have ESS Enchaned Spawn selection is there way to run both?
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so i did that but now iam getting this error defines.hpp, line 45: ,RscRexT:Member already defined.?
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Pretty sure he is telling you need only one defines.hpp and to make sure you're not calling on two of them, just the one in his doorManagement folder.
so i have to change the defines.hpp name, will it mess up my other script?
so i did that now iam getting this error defines.hpp, line 45: ,rsctext: Member Already defined
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You need 1 time defines, but my defines in in the doorManagement folder, not in the root one.
can you explain it a bit more?
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iam getting this error "include file mpmissions\_cur_mp.Chernarus\defines.hpp not found."
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i didnt get this right could you explain it different
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open the file player_monitor.sqf and change the path to my custom player_monitor.fsm so that the line looks something like this:
_id = [] execFSM "custom\player_monitor.fsm";
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Working great thankes a lot
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Yes thankes alot iam having this in my Description file
disableChannels[]={0,2};
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i removed 2 in the description file but its still not showing, when player connect or disconnect
[Release] Walkers Zombies / Disable running on zeds
in A2: Epoch Mods (1.0.5.1)
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