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hyperrepair

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Posts posted by hyperrepair

  1. 8 hours ago, salival said:

    This is something you have done, i.e an error on your part, please post your FULL init.sqf to pastebin or similar

    /*    
        For DayZ Epoch
        Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
    */

    //Server settings
    dayZ_instance = 11; //Instance ID of this server
    dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)

    //Game settings
    dayz_antihack = 0; // DayZ Antihack / 1 = enabled // 0 = disabled
    dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled
    dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
    dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
    dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
    dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
    dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
    dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.

    //DayZMod presets
    dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"

    //Only need to edit if you are running a custom server.
    if (dayz_presets == "Custom") then {
        dayz_enableGhosting = false; //Enable disable the ghosting system.
        dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
        dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
        dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
        dayz_spawnCrashSite_clutterCutter = 0;    // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
        dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass 
        dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
        dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked
        dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
        dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
        dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
    };

    //Temp settings
    dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
    dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
    dayz_temperature_override = false; // Set to true to disable all temperature changes.

    enableRadio false;
    enableSentences false;

    // EPOCH CONFIG VARIABLES START //
    #include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
    // See the above file for a full list including descriptions and default values
    // Uncomment the lines below to change the default loadout
    //DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
    //DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
    //DefaultBackpack = "DZ_Patrol_Pack_EP1";
    //DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
    dayz_paraSpawn = false; // Halo spawn
    dayz_groupSystem = true; // Enable group system
    dayz_markGroup = 1; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only
    dayz_markSelf = 1; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only
    dayz_markBody = 1; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only
    dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites.
    DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
    DZE_BuildOnRoads = false; // Allow building on roads
    DZE_MissionLootTable = true; //Custom Loot Tables
    DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
    DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
    DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
    DZE_GodModeBase = false; // Make player built base objects indestructible
    DZE_requireplot = 1; // Require a plot pole to build  0 = Off, 1 = On
    DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
    DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
    DZE_SafeZonePosArray = [[[6325,7807,0],100],[[4063,11664,0],100],[[11447,11364,0],100],[[1606,7803,0],100],[[12944,12766,0],100],[[12060,12638,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
    DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
    DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
    MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
    MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
    spawnArea = 1400; // Distance around markers to find a safe spawn position
    spawnShoremode = 1; // Random spawn locations  1 = on shores, 0 = inland
    EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
    EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
    // EPOCH CONFIG VARIABLES END //

    diag_log 'dayz_preloadFinished reset';
    dayz_preloadFinished=nil;
    onPreloadStarted "diag_log [diag_tickTime,'onPreloadStarted']; dayz_preloadFinished = false;";
    onPreloadFinished "diag_log [diag_tickTime,'onPreloadFinished']; dayz_preloadFinished = true;";
    with uiNameSpace do {RscDMSLoad=nil;}; // autologon at next logon

    if (!isDedicated) then {
        enableSaving [false, false];    startLoadingScreen ["","RscDisplayLoadCustom"];
        progressLoadingScreen 0;
        dayz_loadScreenMsg = localize 'str_login_missionFile';
        progress_monitor = [] execVM "\z\addons\dayz_code\system\progress_monitor.sqf";
        0 cutText ['','BLACK',0];
        0 fadeSound 0;
        0 fadeMusic 0;
    };

    initialized = false;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
    call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf";
    progressLoadingScreen 0.05;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
    progressLoadingScreen 0.1;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
    progressLoadingScreen 0.15;
    call compile preprocessFileLineNumbers "addons\bike\init.sqf";
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
    call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf";
    progressLoadingScreen 0.25;
    call compile preprocessFileLineNumbers "scripts\traders\server_traders.sqf";
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on every machine early
    initialized = true;

    setTerrainGrid 25;
    if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
    execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";

    if (isServer) then {
        if (dayz_POIs && (toLower worldName == "chernarus")) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
        call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
        call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_monitor.sqf";
        execVM "\z\addons\dayz_server\traders\chernarus11.sqf"; //Add trader agents
        if (Z_singleCurrency && {Z_globalBanking && Z_globalBankingTraders}) then {execVM "\z\addons\dayz_server\bankTraders\init.sqf";}; // Add global banking agents
        //Get the server to setup what waterholes are going to be infected and then broadcast to everyone.
        if (dayz_infectiousWaterholes && (toLower worldName == "chernarus")) then {execVM "\z\addons\dayz_code\system\mission\chernarus\infectiousWaterholes\init.sqf";};
        
        // Lootable objects from CfgTownGeneratorDefault.hpp
        if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\system\mission\chernarus\MainLootableObjects.sqf"; };
    };

    if (!isDedicated) then {
        if (toLower worldName == "chernarus") then {
            execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
        };
        
        //Enables Plant lib fixes
        execVM "\z\addons\dayz_code\system\antihack.sqf";
        
        if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf"; };
        call compile preprocessFileLineNumbers "spawn\init.sqf";
        execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
        //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
        if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
        call compile preprocessFileLineNumbers "scripts\zsc\zscInit.sqf";
        [] execVM "scripts\zsc\playerHud.sqf";
        [] execVM "dayz_code\compile\remote_message.sqf";
        waitUntil {scriptDone progress_monitor};
        cutText ["","BLACK IN", 3];
        3 fadeSound 1;
        3 fadeMusic 1;
        endLoadingScreen;
    };

  2. .With adding to the init.sqf i become this error

     

    dayz_groupSystem = true; 
    dayz_markGroup = 1; 
    dayz_ma>
    18:54:29   Error position: <= true; 
    dayz_markGroup = 1; 
    dayz_ma>
    18:54:29   Error Missing ;
    18:54:29 File mpmissions\DayZ_Epoch_11.Chernarus\init.sqf, line 19

     

    my init.sqf

    // EPOCH CONFIG VARIABLES START //
    #include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
    dayz_groupSystem = true; // Enable group system
    dayz_markGroup = 1; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only
    dayz_markSelf = 1; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only
    dayz_markBody = 1; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only
    dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites.

    // See the above file for a full list including descriptions and default values
    // Uncomment the lines below to change the default loadout
    //DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
    //DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
    //DefaultBackpack = "DZ_Patrol_Pack_EP1";
    //DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
    dayz_paraSpawn = false; // Halo spawn
    DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
    DZE_BuildOnRoads = false; // Allow building on roads
    DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
    DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
    DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
    DZE_GodModeBase = false; // Make player built base objects indestructible
    DZE_requireplot = 1; // Require a plot pole to build  0 = Off, 1 = On
    DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
    DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
    DZE_SafeZonePosArray = [[[6325,7807,0],100],[[4063,11664,0],100],[[11447,11364,0],100],[[1606,7803,0],100],[[12944,12766,0],100],[[12060,12638,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
    DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
    DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
    MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
    MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
    spawnArea = 1400; // Distance around markers to find a safe spawn position
    spawnShoremode = 1; // Random spawn locations  1 = on shores, 0 = inland
    EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
    EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
    // EPOCH CONFIG VARIABLES END //

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