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Script needs


Willids

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I have got the following but it does not seem to be working

startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];

//REALLY IMPORTANT VALUES
dayZ_instance =	11;					//The instance - Change me if your database is not using instance 11 as default
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;

//Disable Greeting Menu 
player setVariable ["BIS_noCoreConversations", true];
//Radio Messages to be heard and shown in the left lower corner
enableRadio true;

// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
dayz_fullMoonNights = true; // Default: false
MaxHeliCrashes= 25; // Default = 5
MaxVehicleLimit = 350; // Default = 50
MaxDynamicDebris = 500; // Default = 100
dayz_MapArea = 14000; // Default = 10000
dayz_maxLocalZombies = 30; // Default = 40 
dayz_tameDogs = true; // Default = fasle
DZE_TRADER_SPAWNMODE = false; // Default = false
DZE_DeathMsgGlobal = true; // Default = false
 
// Default Loadout Config for New Spawns
DefaultMagazines = ["8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","ItemBandage","ItemBandage","ItemMorphine","FoodCanFrankBeans","ItemSodaPepsi","ItemPainkiller","ItemHeatPack"];
DefaultWeapons = ["ItemFlashlightRed","ItemMap","ItemCompass","ItemWatch","MakarovSD","NVGoggles"];
DefaultBackpack = "DZ_TerminalPack_EP1";
DefaultBackpackWeapon = "";

//Load in compiled functions
//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";				 // Initilize the Variables (IMPORTANT: Must happen very early)
call compile preprocessFileLineNumbers "dayz_code\variables.sqf";								 // Initilize the Custom Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";				 // Initilize the publicVariable event handlers
call compile preprocessFileLineNumbers "dayz_code\publicEH.sqf";					   			 // Initilize the Custom 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
call compile preprocessFileLineNumbers "dayz_code\compiles.sqf";					 			 // Compile Custom Functions and Weather
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) && (isNull player) ) then
{
waitUntil {!isNull player};
waitUntil {time > 3};
};

if ((!isServer) && (player != player)) then
{
  waitUntil {player == player}; 
  waitUntil {time > 3};
};

if (isServer) then {
	call compile preprocessFileLineNumbers "dynamic_vehicle.sqf";								 // Compile vehicle configs
	
	// Add trader citys
	_nil = [] execVM "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;}];
	
///////////////////////////////////////////////////////////////////////////////////////////
// Default Player Monitor

// _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";	

///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////	
// Admin Tools Player Monitor

_playerMonitor = [] execFSM "admintools\player_monitor.fsm";

///////////////////////////////////////////////////////////////////////////////////////////

_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
};

///////////////////////////////////////////////////////////////////////////////////////////
// Added Extras are below however some are also enabled/disabled via custom fn_selfactions.
// Add or Remove Comment at the START of each SCRIPT line below to enable or disable.
// Custom Loadscreen is found in load_screen - To replace make sure image is 2048x1024.
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Sarge AI Area 

call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";					// UPSMON (Needed for Sarge)
call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf";									// SHK (Needed for Sarge)
[] ExecVM "addons\SARGE\SAR_AI_init.sqf";														// SARGE AI - Roaming AI Survivor, Military and Bandit Groups

// For Custom Configuration see addons/SARGE/SAR_config.sqf
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Custom Actions Area
// Self Blood Transfuions, Strip Clothing from Bodies, and Fireplace Dancing are in dayz_code\fn_selfActions.sqf
// Search for Self Bloodbag, Clothes, Knockout, Tent Sleeping and Dance and add * at the end and start of the //// above and below respectfully to disable.
// To disable all of these custom actions simply use the default complies and comment out the custom version above on line 37-38.
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// POI Chernarus - By Bungle

[] ExecVM "map_updates\villages.sqf";															// Epoch Trader Villages 1.2
[] ExecVM "map_updates\buildings.sqf";															// Extra Charnarus Buildings 1.2
//[] ExecVM "map_updates\raceday.sqf";															// Coastal Racetrack 1.1
//[] ExecVM "map_updates\fightyard.sqf";														// Cherno Fightyard 1.0

// Race Day and the Fightyard are for events, unless you want them as default.
// Updates and additons on these will be posted seperate and included in future updates.
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// POI Chernarus - By Team BBC

[] ExecVM "map_updates\Barrage_Dan_BBC.sqf";													// Topolka Dam Military Base
[] ExecVM "map_updates\BlackLac_Dan_BBC.sqf";													// Black Lake Miltary Base
[] ExecVM "map_updates\bois1_Dan_BBC.sqf";														// Hidden Killers Ranch
[] ExecVM "map_updates\LieuxditPenduAto.sqf";													// Wreck Sites
[] ExecVM "map_updates\castle.sqf";																// The Dead Castle

// Upadtes and additons on these will be posted sepearte and included in furture updates.
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Extra Map Upgrades

[] ExecVM "map_updates\devilscastle.sqf";														// Devils Castle Base by AVendettaForYou.

// Skalisty Bridge is on by default and disbaled by changing the missiondefault.sqm to mission.sqm
// Thanks to Excelisor and AVendettaForYou for their awesome packs and hard work.
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Logistics Area

[] ExecVM "custom_scripts\kh_actions.sqf";														// Refuel Script by Seven Then modified by Muddr 
[] ExecVM "R3F_ARTY_AND_LOG\init.sqf";															// R3F Logistics

// For more Refuel Locations add object classes to Line 14 of custom\kh_actions.sqf
// Limited Towing/Lifting/Cargo - See R3F_ARTY_AND_LOG\R3F_LOG\config.sqf
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Admin Tools added by Traffiq
[] execVM "admintools\Activate.sqf";													 		// In-game Admin Tool Menu.

// Modify the "######" tags in Activate.sqf AdminToolsMain.sqf and with your Admins/Mods player ID's
///////////////////////////////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////////////////////
// STATS
[] execVM "custom_monitor.sqf";

///////////////////////////////////////////////////////////////////////////////////////////
// I hope you enjoy the pack thanks to everyone for their contributions.
// If you have any issues please let me know via the post on www.dayzepoch.com
// Special Thanks to the Epoch Development Team for their mod and hard work on the mod.
///////////////////////////////////////////////////////////////////////////////////////////



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^what Radiix said.

Mod packs are outdated for the most recent DayZ Epoch version (and any other DayZ mod for that matter), and are usually just slapped together...
I am planning on setting up a server pack with some sample scripts so people can see how to efficiently set up a server themselves...

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So is there any scripts that work with Epoch 1.0.2.1

If anyone can point me in the right direction that would be good, as I do not want to change both of our servers just yet.

A lot of scripts work with Epoch 1.0.2.1

We don't recommend modpacks due to any new update breaking them (because the authors do not know how to make proper workaround, or at least stick around to update)

On the OpenDayZ Resources thread, there are a lot of tutorials and scripting resources that you can look into:

http://opendayz.net/threads/resources-dayz-server-additions.9003/

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