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New Server - New to "Coding"


DarkHorse

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Hi Guys,

 

Will be setting up a new Epoch server, dedicated hardware.

 

I have set up a test server on my home system, which is working well and working on the basics. Baby steps.

 

Any video tutorials on adding the various "addons" such as deployable bike, self bloodbag, spawn location etc?

 

I am trying to get my head around the primary file locations and actions:

 

MP Missions folder, Init etc and how they interact with each other.

 

Also any tutorials on importing a modified map, does anyone offer their Cherno maps to use please?

 

Normally I would pay someone to set it up for me, but would like to try and do it myself, although I am time poor.

 

Ideally I want the server to be:

 

Modified Chernarus map with traders

 

Spawn selection including parachute spawn and options, Cherno, Balota, Elektro etc.

 

Custom load out (done)

 

Custom Debug Monitor (done, but when pressing the ins key the default shows as well).

 

Self Bloodbag

 

Scroll toolbox deploy and pack bike

 

Safe Zones at Traders

 

AI missions with custom loot

 

Building with snapping available

 

 

That is all I can think of at the moment. I am slowly going through the search function and numerous posts, not easy. Then again nothing in life usually is.

 

Any help and or guidance would be greatly appreciated.

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Hello and welcome to hell, lol..I was so lost like you a year ago :P

Some things you mentioned are easy, so are more advanced.I'll list them starting from the easiest to the hardest (to install)

Not sure about "Modified Chernarus map with traders", what you mean by modifed Chernarus map ? oO we all got the default one.

 

Custom load out (done)
Custom Debug Monitor (done, but when pressing the ins key the default shows as well).

Well you've done the hard work, since its working....now all you have to do is overwrite the dayz_spaceInterrupt.sqf script to disable the default INS key.

I assume you have overwritten the compiles.sqf right ? This is your numero uno priority.

Here is part of my init.sqf:

//Load in compiled functions
call compile preprocessFileLineNumbers "code\init\variables.sqf";   //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "code\init\publicEH.sqf";	 /Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";	//Functions used by CLIENT for medical
progressLoadingScreen 0.4;
//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";				//Compile regular functions
//progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf"; //Initializes custom variables
call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; //Compile custom compiles
call compile preprocessFileLineNumbers "dayz_code\init\settings.sqf"; //Initialize custom clientside settings
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf";	       //Compile trader configs
progressLoadingScreen 1.0;

You will find all of these file in the days_code.pbo in the epoch folder. You open it with PBO Manager and extract the files somewhere in your mission folder...i have mine in dayz_code\....blah blah as you can see. Now that you have overwritten compiles.sqf open it and do the same for
 

dayz_spaceInterrupt =	compile preprocessFileLineNumbers "dayz_code\actions\dayz_spaceInterrupt.sqf";

Do the same thing for spaceinterrupt...open the newly copied file and find where is says _dikCode == 210 and do it like this:

if (_dikCode == 210) then {
  //_nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
};

Thats it...when players press Ins now..it wont load that script....


Self Bloodbag
There are many bloodbag scripts. I think the easiest one is the one i attached bellow.
Add the files where you want, then open them and change the path in the scripts to where you put them...then open init.sqf and at the bottom of it add (change the path again):

call compile preprocessFileLineNumbers "addons\bloodbag\init.sqf";

Safe Zones at Traders
Safezones is a mod with moderate difficulty to install...The main script is just a folder and a file....the trick is to tweak your mission.sqm

If i were you i would do this 1st : http://opendayz.net/threads/epoch-safe-zone-commander-god-anti-backpack-stealing-no-shooting-no-vehicle-weapons.14877/

then follow the link there where it says about maca...to see how to edit your mission.sqm. (i have a tip at the end of this thread to help you to easily test this)

 

Scroll toolbox deploy and pack bike

For this, check this site: https://board.nitrado.net/support-de-german-only/support-gameserver/dayz-mod-f-r-arma-ii/61726/tutorial-klapprad-skript-deploy-bike/?s=106b340957abeef1344f3597bd8d92238d4e3085#post425558

Follow the deploybike he has there....thats the original script. The links there are dead but the German site has them in a spoiler.

Modified Chernarus map with traders
Like i said...no idea what you mean

Spawn selection including parachute spawn and options, Cherno, Balota, Elektro etc.

Now sure about the spawn selection...but for halo jump: http://opendayz.net/threads/working-halo-jump-new-re-spawn-only.12113/

AI missions with custom loot

There are many mission systems...here is the most preferred one:

 

Custom Loot
Thats a separate thing :P
You can find it here:

I would suggest getting the new 1.0.4.2 files from the dayz_code.pbo to overwrite these ones: mpmission / extras / custom_loot / Configs /

 

Building with snapping available

Pretty straightforward here:

 

 

Now the for the thing i was saying further up....Testing and debugging scripts in dayz is a biatch...As you have guessed you have to edit the files, start the server, join with your client and test your script...and if you got something wrong, rinse and repeat...That takes ages...
I've written a single player mission file for the editor (Press Alt+E at the main menu inside the game, select Chernarus), that emulates the client/server interactions.

Most things you want (besides the AI mission, build snapping) wont work there...(yet)...since they require a full days_server but all the other ones will.
The beauty of this whole thing...is that you dont need to start a server etc....you just go to editor, load the mission....play with the script and in the end just hit 'Preview' button to start playing...you made a mistake ? Fine....Esc, edit in 2d mode, redo your script...press 'Restart', then 'Preview' again....and you are testing it again....bam...in 10 seconds :P

Check it out cause if you get the hang of it and get used to it....it will save you hours of testing.

 

Here is the thread:

 

 

bloodbag.zip

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Sandbird,

 

THANK YOU VERY MUCH. Awesome. I appreciate you taking the time and effort. It is daunting with no background of "coding" or mods etc.

 

Sorry in regards to Cherno map, basically meant the base map with different enterable buildings scattered around etc.

 

Will now go through all you have posted and try to digest it.

 

Regards,

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Sandbird,

 

THANK YOU VERY MUCH. Awesome. I appreciate you taking the time and effort. It is daunting with no background of "coding" or mods etc.

 

Sorry in regards to Cherno map, basically meant the base map with different enterable buildings scattered around etc.

 

Will now go through all you have posted and try to digest it.

 

Regards,

 

Oh that its easily done in the editor..You start up the editor (same way i said above....but better to have the full options of buildings...so do this:)

- Download this mod and add the the @Jon_EditorUpdate folder in the root folder of your arma dir: http://www.armaholic.com/page.php?id=5932

- Download --> the @map zip i uploaded and do the same

- Make a new folder in your root arma dir called @mbg and inside it make a new folder called Addons, and copy paste inside from your main @DayZ_Epoch\Addon folder the following files:

315mm3a.jpg

The files you want are the mbg_ files...but its nice to have buildings from napf, aif etc....if you dont have some of the files i have up there...ignore them..i probably messed up and got some extra ones that epoch doesnt use anyways.

- Download the .bat file i uploaded and add this file in your root arma dir and run it.

This bat will start arma with epoch, map, jon editor updgrade and mbg buildings and give you the option in the editor to import the buildings in the editor and use them.

Since some of these files are not included by default in the mission.sqm if you ever use any of them...in order for your players to be able to join, you'll have to add their names in your mission.sqm file

 

At the top of that file (ex of mine):

	addOns[]=
	{
		"chernarus",
		"ca_modules_animals",
		"dayz_anim",
		"dayz_code",
		"dayz_communityassets",
		"dayz_weapons",
		"dayz_equip",
		"dayz_epoch",
		"dayz_vehicles",
		"cacharacters_pmc",
		"ca_modules_functions",
		"glt_m300t",
		"csj_gyroac",
		"map_eu",
		"jetskiyanahuiaddon",
		"pook_h13",
		"camisc_e",
		"camisc3",
		"castructures_mil",
		"castructureshouse_a_hospital",
		"glt_bh_wreck_burned"
	};
	addOnsAuto[]=
	{
		"dayz_weapons",
		"ca_modules_functions",
		"map_eu",
		"dayz_code",
		"camisc_e",
		"camisc3",
		"castructures_mil",
		"castructureshouse_a_hospital",
		"chernarus"
	};

as you can see i have map_eu.....if you use a building that mbg_buildings_2.pbo has....all you have to do is add mbg_buildings_2 to the list above with " ", tags around it.

All the above 'addons' are included in epoch files...so players will have them...and the game will work fine....BUT you cant just download mods from the BIS forum and add them there hoping the server will work :P All players must have the same mods...and since your players wont have it...they wont be able to join the server. Basically what you have inside the @Dayz_epoch is what you have to work with....the @map addon is just the same buildings like the normal ones (they start with Land_ names...map uses MAP_ name) but they wont spawn loot inside of them...so for example you can use the Map_Barracks building..and people would just wait inside for ages...and loot will never spawn :P

 

Now after you've added the buildings you want in the editor. Save the mission file and in your C:\Users\Documents\ArmA 2\missions\your mission name here that you saved, will be a mission.sqf file.

 

Copy all the 'vehicles' from there into a clean notepad++ file (yes i mean get notepad++ :P)...They look like this:

_vehicle_5 = objNull;
if (true) then
{
  _this = createVehicle ["Land_pumpa", [4969.4131, 10010.288], [], 0, "CAN_COLLIDE"];
  _vehicle_5 = _this;
  _this setDir 86.106819;
  _this setPos [4969.4131, 10010.288];
};

_vehicle_6 = objNull;
if (true) then
{
  _this = createVehicle ["Land_MBG_Garage_Single_A", [4861.9463, 9952.9385, 3.0517578e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_6 = _this;
  _this setDir 61.941597;
  _this setPos [4861.9463, 9952.9385, 3.0517578e-005];
};

 

Change them all to a format like this:

_bldObj = objNull;
if (true) then
{
  _bldObj = createVehicle ["Land_pumpa", [4969.4131, 10010.288], [], 0, "CAN_COLLIDE"];
  _bldObj setDir 86.106819;
  _bldObj setPos [4969.4131, 10010.288];
};

_bldObj = objNull;
if (true) then
{
_bldObj = createVehicle ["Land_MBG_Garage_Single_A", [4861.9463, 9952.9385, 3.0517578e-005], [], 0, "CAN_COLLIDE"];
_bldObj setDir 61.941597;
_bldObj setPos [4861.9463, 9952.9385, 3.0517578e-005];
};

etc etc...


Save the file in your dayz_server folder (for ex) ..@DayZ_Epoch_Server\addons\dayz_server\custom_buildings\mybuildings.sqf

Now open your @DayZ_Epoch_Server\addons\dayz_server\init\server_functions.sqf and at the bottom of it add:

[] execVM "\z\addons\dayz_server\custom_buildings\mybuildings.sqf";

Pack your dayz_server folder with PBO Manager again , and bam...you got all your custom buildings inside your server now.

 

 

ps: Believe me....all the above took me months to figure out...I was asking for help at Opendayz forum and here when i first started and all i got was tutorial pages....so i feel ya.

So trust me....this will jumpstart you to a Mustang with Nitro boost and a 4 double D blond girl next you running in a road full of bumps :P

@MAP.zip

DayZEpoch.zip

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Sandbird, it should be pinned, absolutely awesome! Thank you so much. I hope I can repay the help one day.

 

I really appreciate it. I have notepad++, PBO manager, Navicat lite etc.

 

I have to go back to the beginning, sorry.

 

File structure:

 

At the moment I have a folder called MPMissions/DayZ_Epoch_11.Chernarus/

 

Inside that I have:

 

file called compiles.sqf (only has code for custom debug at the moment)

 

file called init.sqf (added code compiles.sqf)

 

file called server_traders.sqf

 

file called mission.sqm

 

file called description.ext

 

A FOLDER called dayz_code with the extracted files from the PBO.

 

Obviously I need to get the file/folder structure right first. My limited understanding is that I code the init.sqf to reference the other files/folders to action items such as self BB, bike etc.

 

 

Cheers

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Ok i made an example setup here: https://www.dropbox.com/s/y8bayotqw5wakth/Add_then_in_root_arma_folder.zip

This is a bit modified version of what i posted here:

I just changed the compiles.sqf to include an anti-wall hack...so people cant eject from their car next to a wall to get inside a base.

Also tweaked the variables.sqf a bit to include many more choppers in case you ever want to add an air tow vehicle script.

Also i changed (again in the variables.sqf) the maintenance building to include all type of Storage buildings (safes etc) and the plot pole...because there were not in the array....and if you ever add the maintenance script after months you realize that plot poles and safes get delete on base degradation.

I initialized the compiles.sqf and variables.sqf in the init.sqf...and in the compiles.sqf i overwritten the dayz_spaceinterrupted.sqf to disable the default INS key (for the debug).

Search for the word " Sandbird " in the compiles.sqf to see how i 'overwritten' the location of the files.

I also added in the file the bloodbag script and initialized it at the bottom of the init.sqf...so you see how thats done as well.

I also added in the init.sqf a default loadout....(backpack, magazines and weapons) for starting players. (you can of course tweak those values).

 

You might wonder wtf is this JSGME in the file....its a helper program to easily load/unload changes of your server...instead of having everything in the root arma folder and tweak stuff there...you can do it all inside the mods folder (maybe even make backups there before you do some major changes of your files) and when you are ready to test stuff...fire up JSGME, select the folder and then click load...It will copy all the stuff inside your mod folder into the root of arma....if you want to unload it...run JSGME again and unload it. (JSGME doenst have to run all the time...just run it, load the file and close the program).

Its just a way to keep things nice and tidy...so you dont have to copy 3-4 folders from your root arma dir in case you want to make a backup (like your dayz_server, mission file and battleye filters)....you got everything inside MODS folder...(i have like 3-4 different versions of my server...every time i make a huge change...i like to keep a backup first incase everything goes to hell...)

 

ps: Get a program called Ultraedit and its extra mod Ultracompare...they are both awesome...especially Ultracompare...you can compare files or folders with eachother and see changes.

ps2: Best resources for writing code in arma : http://opendayz.net/threads/resources-introduction-to-scripting.11313/

ps3: A lot of mods, plugins, scripts etc : http://opendayz.net/threads/resources-dayz-server-additions.9003/

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Everyone once in a while you come "across" someone that is willing to give up there time to help others, by choice  :D

 

To guide and explain something that some find easy, others like me difficult and continue to assist is a blessing. I cannot thank you enough.

 

I really appreciate it Sandbird. Thank you.

 

May your safes always be full of gold and your bullets find their target first.

 

Cheers

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Sandbird that has already helped A LOT!

 

Making more sense now.

 

I do have a question. I downloaded the "add_then_in_root_arma_folder". It has Instance_11_Chernarus/config/Class mission1/template = "DayZ_Epoch_17.Chernarus";

 

Then in the folder MPMissions it has: DayZ_Epoch_17.Chernarus

 

Inside that is the "init".sqf

 

In the init file it references this at line(s) 73-77

 

if (isServer) then {
//Compile vehicle configs
call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
// Add trader citys
_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";
 
How come it references Epoch_11.Chernarus and NOT Epoch_17.Chernarus :blink:
 
Thank you.
 
Cheers
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Sandbird that has already helped A LOT!

 

Making more sense now.

 

I do have a question. I downloaded the "add_then_in_root_arma_folder". It has Instance_11_Chernarus/config/Class mission1/template = "DayZ_Epoch_17.Chernarus";

 

Then in the folder MPMissions it has: DayZ_Epoch_17.Chernarus

 

Inside that is the "init".sqf

 

In the init file it references this at line(s) 73-77

 

if (isServer) then {
//Compile vehicle configs
call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
// Add trader citys
_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";
 
How come it references Epoch_11.Chernarus and NOT Epoch_17.Chernarus :blink:
 
Thank you.
 
Cheers

 

 

Yeah, my bad....i had that mission file ready for the chernarus version of instance 17 not 11....i thought i 'caught' them all before i send it to you...I changed all 17s to 11s but i missed one i guess.

Just change everything you see that has 17 to 11 (since you are using 11)

I probably forgot to change it also in the mission.sqm.

Open notepad++ and search in the \Add_then_in_root_arma_folder\MODS\1.0.4.2a\MPMissions for all     _17    references in the files.

Change all occurrences of _17 to _11.

Dayz_server files should be fine....its a universal folder

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No worries. I was not too sure if it was referencing the Instance 11 as the master file and inside the master file in the config the reference to Epoch_17 thus overwriting what was written in the MPMission init.

 

You have been a fantastic help. I find it easier to learn by it being demonstrated to me than just reading it, by uploading the "folder" I am able to understand the file structures and scripting so much easier.

 

Cheers

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Sandbird,

 

Sorry to ask, but with the custom debug, I want it to work with the insert key instead of being always "on" or being displayed.

 

I assume I have to modify the compiles.sqf in the dayZ_code folder/init/compiles to reference the location of my debug.sqf file??

Cheers

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Sandbird,

Sorry to ask, but with the custom debug, I want it to work with the insert key instead of being always "on" or being displayed.

I assume I have to modify the compiles.sqf in the dayZ_code folder/init/compiles to reference the location of my debug.sqf file??

Cheers

well actually, remember that part in dayz_spaceInterrupt.sqf where we commented some lines ? All you have to do is add YOUR debug sqf in those commented lines and uncomment them.

So its

if (_dikCode == 210) then {
    _nill = execvm "dayz_code\actions\debug.sqf";
};
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Holy hell!

Sandbird, you're awesome! 

 

Any server that has you as admin is privileged.

Very Very True. An absolute scholar and gentleman  :)

 

I am still having trouble with it. The "server" is now locking up on the black "epoch" screen.

 

I had it showing the whole time as I referenced it at the bottom of the init file like this:

 

 

//Debug Script
call compile preprocessFileLineNumbers "dayz_code\actions\debug.sqf";
 
I removed that from the init file.
 
Here is my init file:
 
/*
For DayZ Epoch
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];
 
//REALLY IMPORTANT VALUES
dayZ_instance = 11; //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
 
//disable greeting menu 
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
enableRadio false;
// May prevent "how are you civillian?" messages from NPC
enableSentences false;
 
// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
 
MaxVehicleLimit = 500; // Default = 50
MaxDynamicDebris = 100; // Default = 100
dayz_MapArea = 14000; // Default = 10000
dayz_maxLocalZombies = 30; // Default = 30 
 
dayz_paraSpawn = false;
 
dayz_sellDistance_vehicle = 10;
dayz_sellDistance_boat = 30;
dayz_sellDistance_air = 40;
 
dayz_maxAnimals = 5; // Default: 8
dayz_tameDogs = true;
DynamicVehicleDamageLow = 0; // Default: 0
DynamicVehicleDamageHigh = 100; // Default: 100
 
//death messages
DZE_DeathMsgGlobal = true;
DZE_DeathMsgSide = true;
DZE_DeathMsgTitleText = true;
 
DZE_BuildOnRoads = false; // Default: False
 
/Default Loadout
DefaultMagazines = ["ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","ItemBloodbag","FoodSteakCooked"];
DefaultWeapons = ["M9SD","ItemToolbox","ItemMap","ItemCompass"];
DefaultBackpack = "DZ_TerminalPack_EP1";
DefaultBackpackWeapon = "";
 
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
dayz_fullMoonNights = true;
 
//Load in compiled functions
call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; //Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs
progressLoadingScreen 1.0;
 
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
 
if (isServer) then {
//Compile vehicle configs
call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
// Add trader citys
_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";
 
_serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};
 
if (!isDedicated) then {
//Conduct map operations
0 fadeSound 0;
waitUntil {!isNil "dayz_loadScreenMsg"};
dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
 
//Run the player monitor
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
 
 
//anti Hack
[] execVM "\z\addons\dayz_code\system\antihack.sqf";
 
//Lights
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
};
#include "\z\addons\dayz_code\system\REsec.sqf"
//Start Dynamic Weather
//execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";
 
setviewdistance 2300;   //View Distance limit
0 setovercast 0;
0 setrain 0;
//0 setfog 0;
0 setfog bis_fog;
 
] spawn {
    _delay = 3;
    sleep 0.01;
    while {true} do {
        _delay  setovercast 0;
        _delay  setrain 0;
        _delay  setfog bis_fog;
        sleep _delay ;
    };
};
 
#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"
 
//Bloodbag Script
call compile preprocessFileLineNumbers "custom\bloodbag\init.sqf";
 
 
 
____________________________________________________________________________________________________________________________________________
 
 
Here is my the line out of my compiles file:
 
dayz_spaceInterrupt = compile preprocessFileLineNumbers "dayz_code\actions\dayz_spaceInterrupt.sqf";
 
 
_____________________________________________________________________________________________________________________________________________
 
 
Here is the line(s) out of my dayz_spaceInterrupt:
 
if (_dikCode == 210) then {
_nill = execvm "dayz_code\actions\debug.sqf";
 
 
_______________________________________________________________________________________________________________________________________________
 
Does this line have to be active (un-nulled) in the dayz_spaceInterrupt?:
 
//if (_dikCode in actionKeys "User20" and (diag_tickTime - dayz_lastCheckBit > 5)) then {
// dayz_lastCheckBit = diag_tickTime;
// nill = execvm "dayz_code\actions\playerstats.sqf"; //EDITS _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
//};
 
 
Again sorry for all the questions and problems. I appreciate your time and help greatly.
 
Cheers
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Here is the script for my debug (playerstats):

 

fnc_debug = {
        private ["_kills","_killsH","_killsB","_humanity","_headShots","_vehname","_crew","_crew2","_crew3","_crew4","_crew5","_crew6","_crew7","_crew8","_crew9"];
    debugMonitor = true;
    while {debugMonitor} do
    {
        _kills =        player getVariable["zombieKills",0];
        _killsH =       player getVariable["humanKills",0];
        _killsB =       player getVariable["banditKills",0];
        _humanity =     player getVariable["humanity",0];
        _headShots =    player getVariable["headShots",0];
 
_pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
        if (player == vehicle player) then
        {
            _pic = (gettext (configFile >> 'cfgWeapons' >> (currentWeapon player) >> 'picture'));
        }
            else
        {
            _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
        };
hintSilent parseText format ["
<t size='1,2' font='Bitstream' align='center' color='#31C300'>The Fallen</t>
<img size='4' image='%10'/><br/>
        <t size='1' font='Bitstream' align='left'>Zombies Killed: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%2</t><br/>
        <t color='#ffffff' size='1' font='Bitstream' align='left'>Survivors Killed: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%4</t><br/>
        <t color='#ffffff' size='1' font='Bitstream' align='left'>Bandits Killed: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%5</t><br/>
        <t color='#ffffff' size='1' font='Bitstream' align='left'>FPS: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%8</t><br/>
        <t color='#ffffff' size='1' font='Bitstream' align='left'>Humanity: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%7</t><br/>
        <t color='#ffffff' size='1' font='Bitstream' align='left'>Blood: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%6</t><br/>
        <t color='#ffffff' size='1' font='Bitstream' align='left'>Restart: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%9 Min</t><br/>
<t size='1' font='Bitstream' align='center' color='#31C300'>Press INSERT to toggle</t>
",
        (name player),
        (player getVariable['zombieKills', 0]),
        (player getVariable['headShots', 0]),
        (player getVariable['humanKills', 0]),
        (player getVariable['banditKills', 0]),
        (player getVariable['USEC_BloodQty', r_player_blood]),
        (player getVariable['humanity', 0]),
        (round diag_fps),
        (239-(round(serverTime/60))),
        _pic];
sleep 1;
};
};
 
[] spawn fnc_debug;
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One bug is in your init.sqf..You got :    /Default Loadout

Should be :    //Default Loadout    <--- 2 //

To avoid errors like this...get this prog : http://www.armaholic.com/page.php?id=11817

It will highlight (and fix) for you any syntax errors you might have.

It wont recognize normal dayz global variables and give you some false/positives...just dont pay attention to messages like "No matching signature..." or _killB value never used" or crap like that.

99% trust it when it comes to Private variables....you have to properly initialize private variables at the top of your script. Squint will see what you use on your script and make a private declaration for you...

Just right click "Change/Insert private array here" and select Preview Fix to see the changes it will do...and if you agree, click Fix....then in the end...copy paste the changes to your own script.

-----------------

hmmm can remember whats actionkeys User20...try to enable this in the end and see what happens:

//if (_dikCode in actionKeys "User20" and (diag_tickTime - dayz_lastCheckBit > 5)) then {
// dayz_lastCheckBit = diag_tickTime;
// nill = execvm "dayz_code\actions\playerstats.sqf"; //EDITS _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
//};

---------------------

your debug.sqf looks fine...

If you get a black screen then probably there are some errors in the Log files....(which you should ALWAYS check anyways :P)

The server's log file is located in your instance folder, mine is here:
C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\instance_11_Chernarus\arma2oaserver.RPT

This server log will show you errors that the server had executing your dayz_server.pbo AND mission.pbo.

Dont forget your mission.pbo gets executed from both players and server.....hence sometimes you might see in scripts :  if (isServer) exitwith{}     <--- meaning if the server tries to run this script...exit the script and dont let it.

But if YOU are getting a black screen, then maybe there is some information about it in YOUR log...meaning the player's log..(not the server's)....so you have to check YOUR log as well.

Mine is located here:

C:\Users\Sand\AppData\Local\ArmA 2 OA\arma2oa.RPT

 

Always check these files....they will show you any errors you have in your files. Some error are just plain stupid...and you should ignore them....like errors about object structures, missing Bones and crap like that.

The errors you should pay attention to are errors like

>
  Error position: <[AdminDialogList, _index, _lbdata]; 
}>
  Error Missing ;
File C:\Users\Documents\ArmA 2\missions\DayzEpochTemplate.Chernarus\blahblah.sqf, line 63

Anyways...fix that error in init.sqf first and after that check both logs to see if you'll see something there about why the screen goes black....maybe (and i think this is why you do get the black screen) thats the only bug in your code.

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Sandbird,

 

That was the error, "/Default Loadout", instead of "//Default Loadout", thank you so much.

 

Loads now through to game, but when loading the mission file, I get a 10 second pause when it reaches 36kb, then after that it finishes downloading the rest.

 

eg. 1-36kb (10 second pause) 37-173kb

 

Not sure why.

 

Now when I press the "insert" button the custom debug comes up, but stays there. Cannot get it to fade or toggle with the insert button. Would prefer it to fade.........

 

Thank you so much again. I appreciate your patience  B)

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Sandbird,

 

That was the error, "/Default Loadout", instead of "//Default Loadout", thank you so much.

 

Loads now through to game, but when loading the mission file, I get a 10 second pause when it reaches 36kb, then after that it finishes downloading the rest.

 

eg. 1-36kb (10 second pause) 37-173kb

 

Not sure why.

 

Now when I press the "insert" button the custom debug comes up, but stays there. Cannot get it to fade or toggle with the insert button. Would prefer it to fade.........

 

Thank you so much again. I appreciate your patience  B)

 

That loading time is normal.

 

I think for the fade away, you do have to enable this:

if (_dikCode in actionKeys "User20" and (diag_tickTime - dayz_lastCheckBit > 5)) then {
	dayz_lastCheckBit = diag_tickTime;
	_nill = execvm "dayz_code\actions\debug.sqf";
};

and change the path to where your debug.sqf is

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That loading time is normal.

 

I think for the fade away, you do have to enable this:

if (_dikCode in actionKeys "User20" and (diag_tickTime - dayz_lastCheckBit > 5)) then {
	dayz_lastCheckBit = diag_tickTime;
	_nill = execvm "dayz_code\actions\debug.sqf";
};

and change the path to where your debug.sqf is

Will try that and see how it goes. (EDIT it does NOT work, hmmmm, once insert is pressed the debug shows and then remains).

 

Now that I have the debug "working" for some reason self blood bag is NOT working. Have not changed anything with it, gaaah :(

 

I am so sorry for the lack of ability.

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Will try that and see how it goes. (EDIT it does NOT work, hmmmm, once insert is pressed the debug shows and then remains).

 

Now that I have the debug "working" for some reason self blood bag is NOT working. Have not changed anything with it, gaaah :(

 

I am so sorry for the lack of ability.

 

lol, np.

The selfblood should work...Make sure you initialize it in the init.sqf...You might have accidentally deleted the line that does that.

Also to make sure its not loading open the Server Log file and search for :   SELF BLOODBAG: initializing

If you cant find it in there after you joined the server then yes its not loading.

diag_log text "SELF BLOODBAG: initializing...";

This line above does that....diag_log  are log entries.

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Sandbird,

 

I checked the server log, I connect as a player ok and no messages after that????

 

I even copied the folders you sent me yesterday (with blood bag in custom folder) over to the test server again AND used the original init file. I have a bloodbag from a hospital I found in the main inventory, player blood is 10,400 and when I scroll, I cannot get the menu to come up for bloodbag???

 

Here is the init file again:

 

/*
For DayZ Epoch
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];
 
//REALLY IMPORTANT VALUES
dayZ_instance = 11; //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
 
//disable greeting menu 
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
enableRadio false;
// May prevent "how are you civillian?" messages from NPC
enableSentences false;
 
// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
 
MaxVehicleLimit = 500; // Default = 50
MaxDynamicDebris = 100; // Default = 100
dayz_MapArea = 14000; // Default = 10000
dayz_maxLocalZombies = 30; // Default = 30 
 
DefaultMagazines = ["ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","ItemBloodbag","FoodSteakCooked"];
DefaultWeapons = ["M9SD","ItemToolbox","ItemMap","ItemCompass"];
DefaultBackpack = "DZ_TerminalPack_EP1";
DefaultBackpackWeapon = "";
 
dayz_paraSpawn = false;
 
dayz_sellDistance_vehicle = 10;
dayz_sellDistance_boat = 30;
dayz_sellDistance_air = 40;
 
dayz_maxAnimals = 5; // Default: 8
dayz_tameDogs = true;
DynamicVehicleDamageLow = 0; // Default: 0
DynamicVehicleDamageHigh = 100; // Default: 100
 
//death messages
DZE_DeathMsgGlobal = true;
DZE_DeathMsgSide = true;
DZE_DeathMsgTitleText = true;
 
DZE_BuildOnRoads = false; // Default: False
 
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
dayz_fullMoonNights = true;
 
//Load in compiled functions
call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; //Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs
progressLoadingScreen 1.0;
 
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
 
if (isServer) then {
//Compile vehicle configs
call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
// Add trader citys
_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";
 
_serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};
 
if (!isDedicated) then {
//Conduct map operations
0 fadeSound 0;
waitUntil {!isNil "dayz_loadScreenMsg"};
dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
 
//Run the player monitor
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
 
 
//anti Hack
[] execVM "\z\addons\dayz_code\system\antihack.sqf";
 
//Lights
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
};
#include "\z\addons\dayz_code\system\REsec.sqf"
//Start Dynamic Weather
//execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";
 
setviewdistance 2100;   //View Distance limit
0 setovercast 0;
0 setrain 0;
//0 setfog 0;
0 setfog bis_fog;
 
] spawn {
    _delay = 3;
    sleep 0.01;
    while {true} do {
        _delay  setovercast 0;
        _delay  setrain 0;
        _delay  setfog bis_fog;
        sleep _delay ;
    };
};
 
#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"
 
 
//Bloodbag Script
call compile preprocessFileLineNumbers "custom\bloodbag\init.sqf";
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Add your codes inside <> tags (its the button that looks like <>)..Makes it easier to understand :P

 

The problem is in your init.sqf...you are missing a [  in the first line....should be like :

[] spawn {
    _delay = 3;
    sleep 0.01;
    while {true} do {
        _delay  setovercast 0;
        _delay  setrain 0;
        _delay  setfog bis_fog;
        sleep _delay ;
    };
};

if something doesnt work from half a script and bellow....that means there is probably an error a few lines further up.

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Sandbird, thank you. Amazing. I looked and looked and could not see it. Please PM me your paypal details so I can send you some $$$$ for your time and as a token of appreciation.

 

I will look for what each of the characters mean:

 

// nulls it out, that I know, lol.

 

Not sure on the others though.

 

Cheers

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