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Khyron

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  1. Sched_init.sqf #define PATH "\z\addons\dayz_server\system\scheduler\" call compile preprocessFileLineNumbers (PATH+"sched_corpses.sqf"); call compile preprocessFileLineNumbers (PATH+"sched_lootpiles.sqf"); call compile preprocessFileLineNumbers (PATH+"sched_sync.sqf"); call compile preprocessFileLineNumbers (PATH+"sched_safetyVehicle.sqf"); call compile preprocessFileLineNumbers (PATH+"sched_dzms.sqf"); call compile preprocessFileLineNumbers (PATH+"sched_wai.sqf"); call compile preprocessFileLineNumbers (PATH+"sched_event.sqf"); call compile preprocessFileLineNumbers (PATH+"sched_traps.sqf"); if (DZE_Bury_Body || DZE_Butcher_Body) then { call compile preprocessFileLineNumbers (PATH+"sched_lootCrates.sqf"); }; if (DZE_EVR) then { call compile preprocessFileLineNumbers (PATH+"sched_evr.sqf"); }; local _list = [ // period offset code <-> ctx init code ->ctx [ 60, 0, sched_event, sched_event_init ], [ 60, 224, sched_corpses ], [ 300, 336, sched_lootpiles_5m, sched_lootpiles_5m_init ], [ 90, 60, sched_dzms, sched_dzms_init ], [ 90, 60, sched_wai, sched_wai_init ], [ 6, 340, sched_lootpiles ], [ 900, 0, sched_sync ], [ 120, 48, sched_safetyVehicle ], [ 360, 480, sched_fps ], [ 30, 60, sched_traps, sched_traps_init ] ]; if (DZE_Bury_Body || DZE_Butcher_Body) then { _list set [count _list, [ 60, 240, sched_lootCrates ]]; }; if (DZE_EVR) then { _list set [count _list, [ 60, 180, sched_evr, sched_evr_init ]]; }; _list execFSM ("\z\addons\dayz_code\system\scheduler\scheduler.fsm"); //diag_log [ __FILE__, "Scheduler started"]; this one?
  2. Im having an issue with Missions continuing to spaw, when the server starts and I log in, all 4 missions will start <i set it for 2 bandit and 2 hero> if i complete the missions, no more missions spawn, i have these errors in the rpt log. [_hArray,_bArray,_bTime,_hTime] };> 10:39:16 Error position: <_hArray,_bArray,_bTime,_hTime] };> 10:39:16 Error Undefined variable in expression: _harray 10:39:16 File z\addons\dayz_server\system\scheduler\sched_wai.sqf, line 77 10:40:16 "SERVER FPS: 45 PLAYERS: 1" 10:40:40 "DZAI Monitor :: Server Uptime: 0:25:12. Active AI Groups: 0." 10:40:40 "DZAI Monitor :: Static Spawns: 0. Respawn Queue: 0 groups queued." 10:40:46 Error in expression <+ (wai_mission_timer select 0)) * 60; i'm using a clean downloaded copy, any ideas? /* This scheduled task checks for running WAI missions and starts them appropriately. */ sched_wai_init = { diag_log("WAI: Scheduler Started"); local _hArray = +wai_hero_missions; local _bArray = +wai_bandit_missions; local _hTime = (random((wai_mission_timer select 1) - (wai_mission_timer select 0)) + (wai_mission_timer select 0)) * 60; local _bTime = (random((wai_mission_timer select 1) - (wai_mission_timer select 0)) + (wai_mission_timer select 0)) * 60; [_hArray,_bArray,_bTime,_hTime] }; sched_wai = { local _hArray = _this select 0; local _bArray = _this select 1; local _bTime = _this select 2; local _hTime = _this select 3; local _mission = ""; // Bandit mission timer if (WAI_MarkerReady && {diag_tickTime - wai_b_starttime >= _bTime} && {b_missionsrunning < wai_bandit_limit}) then { WAI_MarkerReady = false; local _selected = false; while {!_selected} do { if (wai_debug_mode) then {diag_log format["WAI: Bandit Array: %1",_bArray];}; _mission = _bArray select (floor (random (count _bArray))); _index = [_bArray, (_mission select 0)] call BIS_fnc_findNestedElement select 0; _bArray = [_bArray,_index] call fnc_deleteAt; if (count _bArray == 0) then {_bArray = +wai_bandit_missions;}; if ((_mission select 1) >= random 1) then { _selected = true; if (wai_debug_mode) then {diag_log format["WAI: Bandit mission %1 selected.",(_mission select 0)];}; } else { if (wai_debug_mode) then {diag_log format["WAI: Bandit mission %1 NOT selected.",(_mission select 0)];}; }; }; b_missionsrunning = b_missionsrunning + 1; wai_b_starttime = diag_tickTime; wai_mission_markers set [(count wai_mission_markers), ("MainBandit" + str(count wai_mission_data))]; wai_mission_data = wai_mission_data + [[0,[],[],[],[],[],[]]]; ["MainBandit","Hero"] execVM format ["\z\addons\dayz_server\WAI\missions\missions\%1.sqf",(_mission select 0)]; }; // Hero mission timer if (WAI_MarkerReady && {diag_tickTime - wai_h_starttime >= _hTime} && {h_missionsrunning < wai_hero_limit}) then { WAI_MarkerReady = false; local _selected = false; while {!_selected} do { if (wai_debug_mode) then {diag_log format["WAI: Hero Array: %1",_hArray];}; _mission = _hArray select (floor (random (count _hArray))); _index = [_hArray, (_mission select 0)] call BIS_fnc_findNestedElement select 0; _hArray = [_hArray,_index] call fnc_deleteAt; if (count _hArray == 0) then {_hArray = +wai_hero_missions;}; if ((_mission select 1) >= random 1) then { _selected = true; if (wai_debug_mode) then {diag_log format["WAI: Hero mission %1 selected.",(_mission select 0)];}; } else { if (wai_debug_mode) then {diag_log format["WAI: Hero mission %1 NOT selected.",(_mission select 0)];}; }; }; h_missionsrunning = h_missionsrunning + 1; wai_h_starttime = diag_tickTime; wai_mission_markers set [(count wai_mission_markers), ("MainHero" + str(count wai_mission_data))]; wai_mission_data = wai_mission_data + [[0,[],[],[],[],[],[]]]; ["MainHero","Bandit"] execVM format ["\z\addons\dayz_server\WAI\missions\missions\%1.sqf",(_mission select 0)]; }; // Reset times _hTime = (random((wai_mission_timer select 1) - (wai_mission_timer select 0)) + (wai_mission_timer select 0)) * 60; _bTime = (random((wai_mission_timer select 1) - (wai_mission_timer select 0)) + (wai_mission_timer select 0)) * 60; [_hArray,_bArray,_bTime,_hTime] };
  3. does it come with "Get a haircut?" ;-)
  4. Silly question, i love the ability to build objects as well through here, however, like when you craft, and you press "F" the item stays and you can walk around, make sure it's where you want it then hit space to build, i cant do this will deploy, anyone ever been able to add this function in the deploy_player ? ive tried with no success. TY
  5. There was a mod like this that allowed you to use IED's and then destroyed the doors when they went off, had a count down. but objects appeared after restart, will this do that? or does it just unlock it?
  6. anyone ever get AI to spawn in this? i dont even see AI options.
  7. for some reason my event will not give coins, using standard Zupa coins. no errors in logs, i set config to true. any ideas?
  8. I know it's an older MOD, im running 6.2 and this mod did work, but for some reason now, it's not saving cameras or TV to the database, i place walls and other buildables and they have no isse, just seems to be this... any ideas? nothing in my RPT logs .. in hive log it has this, not sure if this pertains. 2020-08-06 13:22:55 HiveExt: [Information] Method: 302 Params: ObjectData8458b8767b27460e013aac3282ddcf81.sqf:false: 2020-08-06 13:22:55 HiveExt: [Information] Result: ["NOTICE","ObjectData8458b8767b27460e013aac3282ddcf81.sqf has been deleted"]
  9. not sure what i'm missing, but i get this sometimes, any ideas? ErrorMessage: File mpmissions\__cur_mp.Chernarus\scripts\tmenu\Defines.hpp, line 80: /tmenu/Controls.TMListbox1: Undefined base class 'RscListbox'
  10. Also, anyone know how to make an additional menu. I would like to be able to buy special base parts through a scroll menu, mainly antennas, billboards and other things to "decorate" a base, when i tryed it i get the menu, i try to buy the item but nothing shows up and it keeps saying building in progress.
  11. for some reason the checks aren't working for me, if i skip the level one and go right to the 2nd amp, its still using it's benefits.
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