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sercanatici

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Posts posted by sercanatici

  1. 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 entry

    I have talked to Juan and he couldnt help me.

    Hope anyone could help me, thanks anyway..

  2. 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 entry

    Hope anyone could help me, thanks anyway..

  3. 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.

  4. 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?

  5. 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.

    http://pastebin.com/G2WVPMgC

  6. 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.ext
     
    respawn = "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 supports
     maxPlayers = 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 itself
     
    class 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_RATIO
    x = 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_PROGRESS
    style = 0; // ST_SINGLE
    texture = "\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"
  7. 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 twice
    Item STR_EQUIP_DESC_41 listed twice
    Updating 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
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