Hi everybody i think i have found a huge problem in my server!
i have this compile.sqf (actualcompile.sqf).. its almost empty
if (!isDedicated) then {
player_build = compile preprocessFileLineNumbers "custom\snap_pro\player_build.sqf";snap_build = compile preprocessFileLineNumbers "custom\snap_pro\snap_build.sqf";dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\snap_pro\dayz_spaceInterrupt.sqf";};player_updateGui = compile preprocessFileLineNumbers "dayz_code\compile\player_updateGui.sqf";zombie_generate = compile preprocessFileLineNumbers "zupa\walkers\zombie_generate.sqf";wild_spawnZombies = compile preprocessFileLineNumbers "zupa\walkers\wild_spawnZombies.sqf";
and i saw that i have to copy it from day_code.pbo and not make a new blank file
with only the lines i need
so now i have copy the compile from dayz_code.pbo and i have added my lines that i need for
my scripts in the new compile (newcompiles.sqf) to work but it messed up everything..
/*
FUNCTION COMPILES*///Player onlyif (!isDedicated) then {"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";zombie_generate = compile preprocessFileLineNumbers "zupa\walkers\zombie_generate.sqf";wild_spawnZombies = compile preprocessFileLineNumbers "zupa\walkers\wild_spawnZombies.sqf";player_updateGui = compile preprocessFileLineNumbers "dayz_code\compile\player_updateGui.sqf";player_build = compile preprocessFileLineNumbers "custom\snap_pro\player_build.sqf";snap_build = compile preprocessFileLineNumbers "custom\snap_pro\snap_build.sqf";dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\snap_pro\dayz_spaceInterrupt.sqf";BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombieplayer_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack themfnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualtyfnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualtyfnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for selffnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChangeplayer_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";player_dumpBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre && audial ratingplayer_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";player_removeTankTrap = {//Object Array, Range, Error Message (@Skaronator)[["Hedgehog_DZ"], 1,"STR_EPOCH_ACTIONS_14"] call player_removeNearby;};player_removeNet = {[["DesertLargeCamoNet","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ"], 5,"str_epoch_player_8"] call player_removeNearby;};player_login = {private ["_unit","_detail"];_unit = _this select 0;_detail = _this select 1;if(_unit == getPlayerUID player) then {player setVariable["publish",_detail];};};player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient musicplayer_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";//Objectsobject_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";local_roadDebris = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";//Zombieszombie_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 behaviourzombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviourwild_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviourpz_attack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";//actionsplayer_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";player_vaultPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";player_plotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_showPlotRadius.sqf";player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";//uiplayer_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";//Systemplayer_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";onPreloadStarted "dayz_preloadFinished = false;";onPreloadFinished "dayz_preloadFinished = true;";// helper functionsplayer_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";player_removeItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";//Trader ["Trader City Name",false,"enter"] - Trader City Name | Show Message | "enter" || "leave"player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";// combination of check && remove itemsplayer_checkAndRemoveItems = {private ["_items","_b"];_items = _this;_b = _items call player_checkItems;if (_b) then {_b = _items call player_removeItems;};_b};dayz_HungerThirst = {dayz_hunger = dayz_hunger + (_this select 0);dayz_thirst = dayz_thirst + (_this select 1);};epoch_totalCurrency = {// total currency_total_currency = 0;{_part = (configFile >> "CfgMagazines" >> _x);_worth = (_part >> "worth");if isNumber (_worth) then {_total_currency = _total_currency + getNumber(_worth);};} count (magazines player);_total_currency};epoch_itemCost = {_trade_total = 0;{_part_in_configClass = configFile >> "CfgMagazines" >> (_x select 0);if (isClass (_part_in_configClass)) then {_part_inWorth = (_part_in_configClass >> "worth");if isNumber (_part_inWorth) then {_trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1));};};} count _this;//diag_log format["DEBUG TRADER ITEMCOST: %1", _this];_trade_total};epoch_returnChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf";// usage [["partinclassname",4]] call epoch_returnChange;dayz_losChance = {private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];_agent = _this select 0;_dis = _this select 1;_maxDis = _this select 2;// diag_log ("VAL: " + str(_this));_val = (_maxDis - _dis) max 0;_maxExp = ((exp 2) * _maxDis);_myExp = ((exp 2) * (_val)) / _maxExp;_myExp = _myExp * 0.7;_myExp};ui_initDisplay = {private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];disableSerialization;_display = uiNamespace getVariable 'DAYZ_GUI_display';_control = _display displayCtrl 1204;_control ctrlShow false;if (!r_player_injured) then {_ctrlBleed = _display displayCtrl 1303;_ctrlBleed ctrlShow false;};if (!r_fracture_legs && !r_fracture_arms) then {_ctrlFracture = _display displayCtrl 1203;_ctrlFracture ctrlShow false;};_ctrlDogFoodBorder = _display displayCtrl 1501;_ctrlDogFoodBorder ctrlShow false;_ctrlDogFood = _display displayCtrl 1701;_ctrlDogFood ctrlShow false;_ctrlDogWaterBorder = _display displayCtrl 1502;_ctrlDogWaterBorder ctrlShow false;_ctrlDogWater = _display displayCtrl 1702;_ctrlDogWater ctrlShow false};dayz_losCheck = {private["_target","_agent","_cantSee"];_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!_agent = _this select 1;_cantSee = true;if (!isNull _target) then {_tPos = visiblePositionASL _target;_zPos = visiblePositionASL _agent;_tPos set [2,(_tPos select 2)+1];_zPos set [2,(_zPos select 2)+1];if ((count _tPos > 0) && (count _zPos > 0)) then {_cantSee = terrainIntersectASL [_tPos, _zPos];if (!_cantSee) then {_cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];};};};_cantSee};dayz_equipCheck = {private ["_empty", "_needed","_diff","_success"];_config = _this;_empty = [player] call BIS_fnc_invSlotsEmpty;_needed = [_config] call BIS_fnc_invSlotType;_diff = [_empty,_needed] call BIS_fnc_vectorDiff;_success = true;{if (_x > 0) then {_success = false};} count _diff;hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];_success};vehicle_gear_count = {private["_counter"];_counter = 0;{_counter = _counter + _x;} count _this;_counter};player_tagFriendlyMsg = {if(player == (_this select 0)) then {cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"];};};player_serverModelChange = {private["_object","_model"];_object = _this select 0;_model = _this select 1;if (_object == player) then {_model call player_switchModel;};};player_guiControlFlash = {private["_control"];_control = _this;if (ctrlShown _control) then {_control ctrlShow false;} else {_control ctrlShow true;};};gearDialog_create = {private ["_i","_dialog"];if (!isNull (findDisplay 106)) then {(findDisplay 106) closeDisplay 0;};openMap false;closeDialog 0;if (gear_done) then {sleep 0.001;};player action ["Gear", player];if (gear_done) then {sleep 0.001;};_dialog = findDisplay 106;_i = 0;while {isNull _dialog} do {//DO NOT CHANGE TO A FOR LOOP!_i = _i + 1;_dialog = findDisplay 106;if (gear_done) then {sleep 0.001;};if (_i in [100,200,299]) then {closeDialog 0;player action ["Gear", player];};if (_i > 300) exitWith {};};if (gear_done) then {sleep 0.001;};_dialog = findDisplay 106;if ((parseNumber(_this select 0)) != 0) then {ctrlActivate (_dialog displayCtrl 157);if (gear_done) then {waitUntil {ctrlShown (_dialog displayCtrl 159)};sleep 0.001;};};_dialog};gear_ui_offMenu = {private["_control","_parent","_menu"];disableSerialization;_control = _this select 0;_parent = findDisplay 106;if (!(_this select 3)) then {for "_i" from 0 to 9 do {_menu = _parent displayCtrl (1600 + _i);_menu ctrlShow false;};_grpPos = ctrlPosition _control;_grpPos set [3,0];_control ctrlSetPosition _grpPos;_control ctrlShow false;_control ctrlCommit 0;};};dze_surrender_off = {player setVariable ["DZE_Surrendered", false, true];DZE_Surrender = false;};gear_ui_init = {private["_control","_parent","_menu","_dspl","_grpPos"];disableSerialization;_parent = findDisplay 106;_control = _parent displayCtrl 6902;for "_i" from 0 to 9 do {_menu = _parent displayCtrl (1600 + _i);_menu ctrlShow false;};_grpPos = ctrlPosition _control;_grpPos set [3,0];_control ctrlSetPosition _grpPos;_control ctrlShow false;_control ctrlCommit 0;};dayz_eyeDir = {private["_vval","_vdir"];_vval = (eyeDirection _this);_vdir = (_vval select 0) atan2 (_vval select 1);if (_vdir < 0) then {_vdir = 360 + _vdir};_vdir};DZE_getModelName = {_objInfo = toArray(str(_this));_lenInfo = count _objInfo - 1;_objName = [];_i = 0;// determine where the object name starts{if (58 == _objInfo select _i) exitWith {};_i = _i + 1;} count _objInfo;_i = _i + 2; // skip the ": " partfor "_k" from _i to _lenInfo do {_objName set [(count _objName), (_objInfo select _k)];};_objName = toLower(toString(_objName));_objName};dze_isnearest_player = {private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"];if(!isNull _this) then {_nearPlayers = _this nearEntities ["CAManBase", 12];_playerNear = ({isPlayer _x} count _nearPlayers) > 1;_notClosest = false;if (_playerNear) then {// check if another player is closer_playerDistance = player distance _this;{if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };} count _nearPlayers;};} else {_notClosest = false;};_notClosest};// trader menu codeif (DZE_ConfigTrader) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf";}else{call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf";};// recent murders menu codecall compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";//This is still needed but the fsm should terminate if any errors pop up.[] spawn {private["_timeOut","_display","_control1","_control2"];disableSerialization;_timeOut = 0;dayz_loadScreenMsg = "";diag_log "DEBUG: loadscreen guard started.";_display = uiNameSpace getVariable "BIS_loadingScreen";if (!isNil "_display") then {_control1 = _display displayctrl 8400;_control2 = _display displayctrl 102;};if (!isNil "dayz_DisplayGenderSelect") then {waitUntil {!dayz_DisplayGenderSelect};};// 120 sec timeout (12000 * 0.01)while { _timeOut < 12000 } do {if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };if (!isNil "_display") then {if ( isNull _display ) then {waitUntil { !dialog; };startLoadingScreen ["","RscDisplayLoadCustom"];_display = uiNameSpace getVariable "BIS_loadingScreen";_control1 = _display displayctrl 8400;_control2 = _display displayctrl 102;};if ( dayz_loadScreenMsg != "" ) then {_control1 ctrlSetText dayz_loadScreenMsg;dayz_loadScreenMsg = "";};_control2 ctrlSetText format["%1",round(_timeOut*0.01)];};_timeOut = _timeOut + 1;if (_timeOut >= 12000) then {1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];sleep 10;endLoadingScreen;endMission "END1";};sleep 0.01;};};dayz_meleeMagazineCheck = {private["_meleeNum","_magType"];_magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;_meleeNum = ({_x == _magType} count magazines player);if (_meleeNum < 1) then {player addMagazine _magType;};};dayz_originalPlayer = player;progressLoadingScreen 0.8;};//BothBIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualtyfnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage// object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damageobject_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the valueobject_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records && sets hit)object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";// object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player || server to monitor changes in cargo contentsfnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damagefnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle// Vehicle damage fixvehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";//fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehiclefnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;fnc_isInsideBuilding2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding2;fnc_isInsideBuilding3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding3;dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unitvehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (|| local to unit) when gutting an objectlocal_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehiclelocal_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (|| local to unit) when gutting an objectlocal_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damagelocal_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player || server to monitor whether they have picked up a new weaponcurTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";player_breaklegs = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";world_isDay = {if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}};player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";// player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";FNC_GetSetPos = { //DO NOT USE IF YOU NEED ANGLE COMPENSATION!!!!private "_pos";_thingy = _this select 0;_pos = getPosASL _thingy;if (surfaceIsWater _pos) then {_thingy setPosASL _pos;} else {_thingy setPosATL (ASLToATL _pos);};};FNC_GetPos = {private "_pos";if (isNil {_this select 0}) exitWith {[0,0,0]};_thingy = _this select 0;_pos = getPosASL _thingy;if !(surfaceIsWater _pos) then {_pos = ASLToATL _pos;};_pos};local_setFuel = {private["_qty","_vehicle"];_vehicle = _this select 0;_qty = _this select 1;_vehicle setFuel _qty;};zombie_initialize = {private ["_unit","_position"];_unit = _this select 0;if (isServer) then {_unit addEventHandler ["local", {_this call zombie_findOwner}];};_id = _unit addeventhandler["HandleDamage", { _this call local_zombieDamage }];_id = _unit addeventhandler["Killed", { [_this, "zombieKills"] call local_eventKill }];};dayz_EjectPlayer = {// check if player in vehicleprivate ["_noDriver","_vehicle","_inVehicle"];_vehicle = vehicle player;_inVehicle = (_vehicle != player);if(_inVehicle) then {_noDriver = ((_vehicle emptyPositions "driver") > 0);if (_noDriver && (speed _vehicle) != 0) then {player action [ "eject", _vehicle];};};};player_sumMedical = {private["_character","_wounds","_legs","_arms","_medical"];_character = _this;_wounds = [];if (_character getVariable["USEC_injured",false]) then {{if (_character getVariable[_x,false]) then {_wounds set [count _wounds,_x];};} count USEC_typeOfWounds;};_legs = _character getVariable ["hit_legs",0];_arms = _character getVariable ["hit_arms",0];_medical = [_character getVariable["USEC_isDead",false],_character getVariable["NORRN_unconscious", false],_character getVariable["USEC_infected",false],_character getVariable["USEC_injured",false],_character getVariable["USEC_inPain",false],_character getVariable["USEC_isCardiac",false],_character getVariable["USEC_lowBlood",false],_character getVariable["USEC_BloodQty",12000],_wounds,[_legs,_arms],_character getVariable["unconsciousTime",0],_character getVariable["messing",[0,0]]];_medical};//Server Onlyif (isServer) then {call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";} else {eh_localCleanup = {};};initialized = true;
the server do start but its not loading my scripts correctly and wholesaler still not working...
(sorry for bad english.. not my first language..)
Thanks!

