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[1.0.2.5] Tower lights are not working after update.


mysticviperx

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Further testing has left me with more questions...

 

So both the towers at NWAF (part of the map) and the towers at my Skalisty base (Ive Added to the map) do not respond to a running generator near them.

 

currently my init.sqf Light line is as follows

 

    [0,0,true,true,false,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
 

if im correct it reads ["default start time", "default stop time", "House Lights on", "Tower Lights on", "Doesnt need a Generator"

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Edit your mission  init.sqf to call your fixed local_lights_init.sqf 

i.e

 

[0,0,true,true,false,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "fixes\compile\local_lights_init.sqf";

 

Copy   compile\local_lights_init.sqf  -> fixes\local_lights_init.sqf

line 29 --- axeTowerLights = compile preprocessFileLineNumbers "fixes\compile\local_lights_tower.sqf";

Copy compile\local_lights_tower.sqf    -> fixes\local_lights_tower.sqf)

(remove the dot from the start of the file)

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Ok retype because I miss read this...and im Dumb.

 

Open the init.sqf, and find this line (Default Line 113-114) EDIT: this line is commented out by default, if you wish to use it you need to remove the '//' before the second line.

	//Lights
	[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";

and change it to:

//Lights
[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "fixes\local_lights_init.sqf";

 

go to your mission folder or mission.pbo and create a folder named 'fixes'.

 

open the dayz_code.pbo in the @DayZ_Epoch/addons folder, open compiles and copy out 'local_lights_init.sqf' and 'local_lights_tower.sqf' and place them in the 'fixes' folder in your mission folder or mission.pbo.

 

open the 'local_lights_init.sqf' in your fixes folder and find (line 29)

axeTowerLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_tower.sqf";

Change it to:

axeTowerLights = compile preprocessFileLineNumbers "fixes\local_lights_tower.sqf";

Open the "local_lights_tower.sqf", on the first line, change this:

./*
	DayZ Epoch Lighting System - Illuminant Tower Lights
	Made for DayZ Epoch by axeman please ask permission to use/edit/distribute email [email protected] or [email protected].
*/

To this: (Remove the period)

/*
	DayZ Epoch Lighting System - Illuminant Tower Lights
	Made for DayZ Epoch by axeman please ask permission to use/edit/distribute email [email protected] or [email protected].
*/

And done. repackage your PBO if needed, upload your files and run it. Tower lights should work now. Please note I did not put the files in "fixes/compiles" so the compile location is not needed for the call of the files. Also, on my server I have the 3rd Boolean or 5th variable set to false so the tower lights come on with out generators.(there is a chance that they wont, and 100% chance if it has a generator I think)

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Ok retype because I miss read this...and im Dumb.

 

Open the init.sqf, and find this line (Default Line 113-114) EDIT: this line is commented out by default, if you wish to use it you need to remove the '//' before the second line.

	//Lights
	[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";

and change it to:

//Lights
[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "fixes\local_lights_init.sqf";

 

go to your mission folder or mission.pbo and create a folder named 'fixes'.

 

open the dayz_code.pbo in the @DayZ_Epoch/addons folder, open compiles and copy out 'local_lights_init.sqf' and 'local_lights_tower.sqf' and place them in the 'fixes' folder in your mission folder or mission.pbo.

 

open the 'local_lights_init.sqf' in your fixes folder and find (line 29)

axeTowerLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_tower.sqf";

Change it to:

axeTowerLights = compile preprocessFileLineNumbers "fixes\local_lights_tower.sqf";

Open the "local_lights_tower.sqf", on the first line, change this:

./*
	DayZ Epoch Lighting System - Illuminant Tower Lights
	Made for DayZ Epoch by axeman please ask permission to use/edit/distribute email [email protected] or [email protected].
*/

To this: (Remove the period)

/*
	DayZ Epoch Lighting System - Illuminant Tower Lights
	Made for DayZ Epoch by axeman please ask permission to use/edit/distribute email [email protected] or [email protected].
*/

And done. repackage your PBO if needed, upload your files and run it. Tower lights should work now. Please note I did not put the files in "fixes/compiles" so the compile location is not needed for the call of the files. Also, on my server I have the 3rd Boolean or 5th variable set to false so the tower lights come on with out generators.(there is a chance that they wont, and 100% chance if it has a generator I think)

 

 

It seemed like instead of doing all of that I could just remove the extra dot in the"local_lights_tower.sqf" file inside of dayz_code.pbo, then just repackage the dayz_code.pbo and upload it to my server.  However, that did not fix it.  Any idea why just removing the offending "extra dot" would not fix the problem?

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mysticviperx's fix should work, repackaging the server side dayz_code.pbo won't work as the client (player) still has the bad file.

 

Was wondering if the public variable could just be reclassified after initialising the lights with:

axeTowerLights = compile preprocessFileLineNumbers "fixes\local_lights_tower.sqf";

Not been tested..

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i would like that, but the fix works and it looks complicated but it really isnt.  As axeman stated, the dayz_code needs to be updated client side, and the only files you send to the client is your mission.pbo, so the change must be made in the mission pbo. the only other edit you can make that doesnt need to be sent to the client is the dayz_server.pbo. any thing in your @epoch folder in your server has to match the client's @epoch folder, or they have to manually download your updated client files. If it was easy, server operators would be adding in all sorts of weapon and vehicle mods to their servers.

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