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Can someone spot the wrong in this init file?!


ognims

Question

So today i had all of this working. But i dont get it. I must have removed something.. When i connect with the "Not working" one the server wont authenticate. The log just sais that players has no ID.

Any smartheads out there ?

 

And yes! i have a custom compile added correctly :P

 

 

Not working!

 

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 = 300; // Default = 50
MaxDynamicDebris = 500; // Default = 100
dayz_MapArea = 14000; // Default = 10000
dayz_maxLocalZombies = 30; // Default = 30
DZE_BuildingLimit = 1500;

dayz_paraSpawn = false;

dayz_minpos = -1;
dayz_maxpos = 16000;

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

DZE_BuildOnRoads = false; // Default: False
DZE_MissionLootTable = true;
DZE_StaticConstructionCount = 1; //Fast Building
DZE_R3F_WEIGHT = false;
/*ZSC*/
DZE_ConfigTrader = true;
/*ZSC*/

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 "\z\addons\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 "compiles.sqf"; //Compile regular functions
call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf";
/*ZSC*/
call compile preprocessFileLineNumbers "ZSC\gold\ZSCinit.sqf";
/*ZSC*/
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders_cherno_11.sqf"; //Compile trader configs
progressLoadingScreen 1.0;
call compile preprocessFileLineNumbers "logistic\init.sqf"; //Tow Lift script
call compile preprocessFileLineNumbers "player_murderMenu.sqf"; // Kill message trade zones

"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
//Compile vehicle configs

// 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";

//Lights
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";

};


//Start Dynamic Weather
execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";


#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"

// WPD's Action Menu
[] execVM "ActionMenu\actionmenu_activate.sqf";

// Sentino's LoadoutScript
[] execVM "SentinoLoudout\Loadout.sqf";

// InfiSTAR Safezones
[] execVM "SafeZone.sqf";

// Kill message is dedicated
[] execVM "kill_msg.sqf";

// Auto Refuel
[] execVM "scripts\kh_actions.sqf";


[] execVM "buildings\balota.sqf";

[] execVM "buildings\basenovy.sqf";

[] execVM "buildings\kamenka.sqf";

[] execVM "buildings\krasno.sqf";

[] execVM "buildings\northeast.sqf";

[] execVM "buildings\northwest.sqf";

[] execVM "buildings\vybor.sqf";

 

 

 

Working!

 

/*


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 = 300; // Default = 50
MaxDynamicDebris = 500; // Default = 100
dayz_MapArea = 14000; // Default = 10000
dayz_maxLocalZombies = 30; // Default = 30

dayz_paraSpawn = false;

dayz_minpos = -1;
dayz_maxpos = 16000;

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

DZE_BuildOnRoads = false; // Default: False
DZE_StaticConstructionCount = 1; //Fast Building
DZE_R3F_WEIGHT = 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 "\z\addons\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 "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf";
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs
progressLoadingScreen 1.0;
call compile preprocessFileLineNumbers "logistic\init.sqf"; //Tow Lift script
call compile preprocessFileLineNumbers "player_murderMenu.sqf"; // Kill message trade zones

"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
//Compile vehicle configs

// 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";

//Lights
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";

};


//Start Dynamic Weather
execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";


#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"

// WPD's Action Menu
[] execVM "ActionMenu\actionmenu_activate.sqf";

// Sentino's LoadoutScript
[] execVM "SentinoLoudout\Loadout.sqf";

// InfiSTAR Safezones
[] execVM "SafeZone.sqf";

// Kill message is dedicated
[] execVM "kill_msg.sqf";

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7 answers to this question

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Check your arma2oaserver.rpt for error messages.

I have. Nothing other then what i stated. Players have no ID. I can always try adding one and one script and se were i end up. But i figured i could let some of u scripts junkies look at it :P

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call compile preprocessFileLineNumbers "compiles.sqf"; //Compile regular functions
call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf";

So ... You have a custom compiles in the root of your mission folder? Then you are overwriting it?

[] execVM "buildings\balota.sqf";

[] execVM "buildings\basenovy.sqf";

[] execVM "buildings\kamenka.sqf";

[] execVM "buildings\krasno.sqf";

[] execVM "buildings\northeast.sqf";

[] execVM "buildings\northwest.sqf";

[] execVM "buildings\vybor.sqf";

I would be calling those server side instead of client side.

 

In your second "working" init, you also have : 

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf";

Why don't you just make the necessary changes to the compiles.sqf in the custom\snap_build folder?

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call compile preprocessFileLineNumbers "compiles.sqf"; //Compile regular functions
call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf";

So ... You have a custom compiles in the root of your mission folder? Then you are overwriting it?

[] execVM "buildings\balota.sqf";

[] execVM "buildings\basenovy.sqf";

[] execVM "buildings\kamenka.sqf";

[] execVM "buildings\krasno.sqf";

[] execVM "buildings\northeast.sqf";

[] execVM "buildings\northwest.sqf";

[] execVM "buildings\vybor.sqf";

I would be calling those server side instead of client side.

 

In your second "working" init, you also have : 

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf";

Why don't you just make the necessary changes to the compiles.sqf in the custom\snap_build folder?

 

 

Its not overlapping first of thats a compile for a script and second im using vilayer so the root folder is empty by default. It automaticly gets the files from elsewere on the server :) all my root has as a fresh install is a init.sqf file.

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