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[HELP] Deploy anything script


QCube

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Hi there

 

RPT File: http://pastebin.com/rvGMsqN5

 

I'm turning to the epoch mod community to see if I can get some sort of help here because I'm not too sure where i've gone wrong

 

My server works(ish) but I keep getting this error spammed in my .RPT file

BIS_Effects_Init = true; 

diag_log "Res>
 6:33:27   Error position: <BIS_Effects_Init = true; 

diag_log "Res>
 6:33:27   Error Missing ;
 6:33:27 File z\addons\dayz_code\system\BIS_Effects\init.sqf, line 1
 6:33:27 Error in expression <\dayz_code\system\BIS_Effects\init.sqf"
BIS_Effects_Init = true; 

The script I am trying to add is the I've had problem with it since. The install instructions are pretty simple, simply add 

 

  • call compile preprocessFileLineNumbers "addons\bike\init.sqf";
    

    to my init.sqf file underneath my compiles file.

Here is my init.sqf file : http://pastebin.com/ZefmkC96

 

You can see at the very bottom of my init.sqf I have 

  1. #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"
but for some reason, the error still gets spammed.
 
Note: I should add at this point that the deploy anything script doesn't even work. (I have added both addons and overwrite folder) to the mission directory. However the deploy anything script has a ui_selectSlot.sqf already included and I already have my own. I Differmerge that and found that the only addon to the file was this
	//### BEGIN MODIFIED CODE: extra click actions
    {
        private["_classname","_text","_execute","_condition"];
        _classname   = _x select 0;
        _text        = _x select 1;
        _execute     = _x select 2;
        _condition   = _x select 3;
        // if the clicked item matches, then assign the script call and display text
        if(_item == _classname && (call compile _condition)) then {
            _menu = _parent displayCtrl (1600 + _numActions);
            _menu ctrlShow true;
            _height = _height + (0.025 * safezoneH);
            uiNamespace setVariable ['uiControl', _control];
            _menu ctrlSetText _text;
            _menu ctrlSetEventHandler ["ButtonClick",_execute];
            _numActions = _numActions + 1;
        };
    } forEach DZE_CLICK_ACTIONS;
    //### END MODIFIED CODE: extra click actions

Which I have added right above 

_pos set [3,_height];	

I've also gone into the overwrites\click_actions\init.sqf and change the location of player_selectSlot to the current modified version that I have already (custom\ui_selectSlot.sqf)

 

I've also uploaded the addons and overwrite folder so that if the problem might be in them, someone could possibly help out.

http://www.mediafire.com/download/ny9996chck53o3n/QCubes+addons+and+overwrites.rar

 

Thanks in advance if you can help!!!!

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I'm on mobile so just the simplest support :D

In your init.sqf:You forgot to add a ; in this line:

execVM "Scripts\Gold_Coin_system\fn_rewardLoyalty.sqf"

 

No way! Can't believe I didn't spot that! Probably because I was up all night, I just missed it from tiredness! 

That fixed the spamming of the error  :) Thanks pal!

 

I'm still having troubles with this deploy anything script.. The right click option isn't working on anything but I think the script is working itself because I'm getting this in my RPT log

13:21:40 BIKE: loading version 2.5.1 ...
13:21:40 BIKE: adding bike to safe vehicle list...
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if right click not working, it means you have messed up your ui_selectSlot.sqf :)

 

I must've been looking in the wrong place. I've been looking in the configs of the script etc..

 

Can you see what's wrong with this, the possible cause of it not working?

http://pastebin.com/BTN2fHZB

 

I currently have the local key lock/unlock/start engine script added to the file 

The right click is between line 113 to 131

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Nothing in the RPT?

Nothing showing in the RPT, server works but the right click options aren't

 

The deploy anything script has a custom ui_selectSlot.sqf already included but I already have a custom one

 

however, In the 

overwrites\click_actions\init.sqf

 

It has the line 

player_selectSlot = compile preprocessFileLineNumbers "overwrites\click_actions\ui_selectSlot.sqf";

 

I changed this to 

player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf";

 

but that didn't work, at all

I also removed the line above because I already have it called in my custom compiles

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Is this part of the deploy bike Script?

    //### BEGIN MODIFIED CODE: extra click actions
{
private["_classname","_text","_execute","_condition"];
_classname = _x select 0;
_text = _x select 1;
_execute = _x select 2;
_condition = _x select 3;
// if the clicked item matches, then assign the script call and display text
if(_item == _classname && (call compile _condition)) then {
_menu = _parent displayCtrl (1600 + _numActions);
_menu ctrlShow true;
_height = _height + (0.025 * safezoneH);
uiNamespace setVariable ['uiControl', _control];
_menu ctrlSetText _text;
_menu ctrlSetEventHandler ["ButtonClick",_execute];
_numActions = _numActions + 1;
};
} forEach DZE_CLICK_ACTIONS;
//### END MODIFIED CODE: extra click actions

Only thing that i could find for this was the Weapon Attachment Script.

 

Have you defined this Variable in your variables.sqf?

DZE_CLICK_ACTIONS

EDIT:

 

 

The deploy anything script has a custom ui_selectSlot.sqf already included but I already have a custom one

Have merged them together? Or called both of them?

 

EDIT2:

 

Ok, well paste your compiles.sqf, overwrites\click_actions\init.sqf both ui_selectSlot.sqf and init.sqf

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Is this part of the deploy bike Script?

    //### BEGIN MODIFIED CODE: extra click actions
{
private["_classname","_text","_execute","_condition"];
_classname = _x select 0;
_text = _x select 1;
_execute = _x select 2;
_condition = _x select 3;
// if the clicked item matches, then assign the script call and display text
if(_item == _classname && (call compile _condition)) then {
_menu = _parent displayCtrl (1600 + _numActions);
_menu ctrlShow true;
_height = _height + (0.025 * safezoneH);
uiNamespace setVariable ['uiControl', _control];
_menu ctrlSetText _text;
_menu ctrlSetEventHandler ["ButtonClick",_execute];
_numActions = _numActions + 1;
};
} forEach DZE_CLICK_ACTIONS;
//### END MODIFIED CODE: extra click actions

Only thing that i could find for this was the Weapon Attachment Script.

 

Have you defined this Variable in your variables.sqf?

DZE_CLICK_ACTIONS

EDIT:

Have merged them together? Or called both of them?

 

EDIT2:

 

Ok, well paste your compiles.sqf, overwrites\click_actions\init.sqf both ui_selectSlot.sqf and init.sqf

 

 

The first block of code is part of the right click script. I have added that to my ui_selectSlot.sqf (I merged them)

 

I don't have DZE_CLICK_ACTIONS defined in my variables.sqf but that doesn't matter as it is defined in the script init.sqf and then into the config 

(overwrites\click_actions\config.sqf)

 

overwrites\click_actions\init.sqf = http://pastebin.com/GYHKNBSQ (the player_selectSlot = "pathHere.sqf" would be on line 8 but I have removed it as I added the code into my custom ui_selectSlot.sqf

overwrites\click_actions\config.sqf = http://pastebin.com/LYgH0R1A

ui_selectSlot included with the script = http://pastebin.com/U7Amfd8V 

my custom ui_selectSlot.sqf = http://pastebin.com/M69RHhc7

my init.sqf = http://pastebin.com/4nJDMwvR

my compiles.sqf = http://pastebin.com/F0HMJmgi

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hmm... cant find anything wrong in there. Maybe someone else knows whats up?

 

My next steps would be to debug the whole thing:

 

First make sure we only use the right one ui_selectSlot. 

since you are calling this compiles.sqf at last it has the path to your ui_selectSlot:

call compile preprocessFileLineNumbers "custom\compiles.sqf";   

which is located in:

custom\ui_selectSlot.sqf

so we do not need any other one.

 

Os it this one?

 

 

my custom ui_selectSlot.sqf = http://pastebin.com/M69RHhc7

 

Next we want to see if its even get called by adding some systemchats:

 

http://pastebin.com/LWZMe34z

 

Then try to right click something and check if there is some systemchats poping up.

If not then we need to check the compiles.sqf for any errors. If they are showing but not running till

Testing 9

then we have at least our checkpoint where to look at :)

 

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hmm... cant find anything wrong in there. Maybe someone else knows whats up?

 

My next steps would be to debug the whole thing:

 

First make sure we only use the right one ui_selectSlot. 

since you are calling this compiles.sqf at last it has the path to your ui_selectSlot:

call compile preprocessFileLineNumbers "custom\compiles.sqf";   

which is located in:

custom\ui_selectSlot.sqf

so we do not need any other one.

 

Os it this one?

 

Next we want to see if its even get called by adding some systemchats:

 

http://pastebin.com/LWZMe34z

 

Then try to right click something and check if there is some systemchats poping up.

If not then we need to check the compiles.sqf for any errors. If they are showing but not running till

Testing 9

then we have at least our checkpoint where to look at :)

 

 

I have only called the ui_selectSlot.sqf once in my main compiles file, like so 

//ui
player_selectSlot = compile preprocessFileLineNumbers "custom\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";

as you noticed in custom\ui_selectSlot.sqf

I have a script already above the Right click option that I have added (lock/unlock/start engine) , I will check to see if this script works :)

 

I will also try to remove all the stuff that i added in the config.sqf of the right click options to make sure there are no mistakes there (I'll just restore it to default)

 

I will post my findings :)! 

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_script =  "[""" + _ownerID + """] execVM ""Scripts\vehicle\remote_lock.sqf""";

Somebody help me with this please, i'm confused..

"[" Ok, this is supposed to be part of the String / Name?

"" This is just an Empty String?

+ _ownerID +  Ok easy, i got that...

"" Again an empty String?

"] ExecVM" .. Wait... Is this supposed to be a String?

" Scripts\vehicle\remote_lock.sqf" Ok, yeah i got that..

"" An empty String again?


I'm not sure, about this, but shouldn't it look like so?:
_script =  "[" + _ownerID + "]" execVM "Scripts\vehicle\remote_lock.sqf";

So this is supposed to look like so, right?:
_script= [2132] execVM "Scripts\vehicle\remote_lock.sqf";

But it looks like so:
_script = [ 123123 "] ExecVM" "Scripts\vehicle\remote_lock.sqf" ;


//EDIT: If interested, in how i found this:


In the first Post you posted your RPT, which looks like so:
 
BIS_Effects_Init = true; 

diag_log "Res>
 6:33:27   Error position: <BIS_Effects_Init = true; 

diag_log "Res>
 6:33:27   Error Missing ;
 6:33:27 File z\addons\dayz_code\system\BIS_Effects\init.sqf, line 1
 6:33:27 Error in expression <\dayz_code\system\BIS_Effects\init.sqf"
BIS_Effects_Init = true; 

What this is telling us, is.. There is a " and after that it wants a ;.. This means, that something has been closed to early and by looking at that " it' is most likely, that there is somewhere a " to much, which is closing a string that's not supposed to be closed yet..

 

If you look closely at the Syntax Highlighting you'll also find, that this is a String:

"Res>
 6:33:27   Error position: <BIS_Effects_Init = true; 

diag_log "

i.e. Opening the String and closing it... So, you might want to cocider setting up Notepad++ for proper SQL Highlighting :)

 

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_script =  "[""" + _ownerID + """] execVM ""Scripts\vehicle\remote_lock.sqf""";

Somebody help me with this please, i'm confused..

"[" Ok, this is supposed to be part of the String / Name?

"" This is just an Empty String?

+ _ownerID +  Ok easy, i got that...

"" Again an empty String?

"] ExecVM" .. Wait... Is this supposed to be a String?

" Scripts\vehicle\remote_lock.sqf" Ok, yeah i got that..

"" An empty String again?

I'm not sure, about this, but shouldn't it look like so?:

_script =  "[" + _ownerID + "]" execVM "Scripts\vehicle\remote_lock.sqf";

So this is supposed to look like so, right?:

_script= [2132] execVM "Scripts\vehicle\remote_lock.sqf";

But it looks like so:

_script = [ 123123 "] ExecVM" "Scripts\vehicle\remote_lock.sqf" ;

//EDIT: If interested, in how i found this:

In the first Post you posted your RPT, which looks like so:

 

BIS_Effects_Init = true; 

diag_log "Res>
 6:33:27   Error position: <BIS_Effects_Init = true; 

diag_log "Res>
 6:33:27   Error Missing ;
 6:33:27 File z\addons\dayz_code\system\BIS_Effects\init.sqf, line 1
 6:33:27 Error in expression <\dayz_code\system\BIS_Effects\init.sqf"
BIS_Effects_Init = true; 

What this is telling us, is.. There is a " and after that it wants a ;.. This means, that something has been closed to early and by looking at that " it' is most likely, that there is somewhere a " to much, which is closing a string that's not supposed to be closed yet..

 

If you look closely at the Syntax Highlighting you'll also find, that this is a String:

"Res>
 6:33:27   Error position: <BIS_Effects_Init = true; 

diag_log "

i.e. Opening the String and closing it... So, you might want to cocider setting up Notepad++ for proper SQL Highlighting :)

 

 

I had fixed this error with SchwEde' suggestion. He noticed that the end of the script in my init.sqf wasn't there and was missing, hence this was stopping the 

  1. #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"
 
Solved that error, but still having some issues with deploying bikes etc.. I've switched over to the EVD script but that's throwing some issues at me..
 
I can deploy the bike (it start's to medic action and the text on screen is correct) but no bike spawns unfortunately...
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Note: I should add at this point that the deploy anything script doesn't even work. (I have added both addons and overwrite folder) to the mission directory. However the deploy anything script has a ui_selectSlot.sqf already included and I already have my own. I Differmerge that and found that the only addon to the file was this

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

if you already have a custom ui_selectSlot.sqf  that means you must be using macca's right click script yes?

 

your conflict would be macca's right click script conflicting with Deploy anything right click script you either use macca's or you use mudzereli not both

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_script =  "[""" + _ownerID + """] execVM ""Scripts\vehicle\remote_lock.sqf""";

Somebody help me with this please, i'm confused..

"[" Ok, this is supposed to be part of the String / Name?

"" This is just an Empty String?

+ _ownerID +  Ok easy, i got that...

"" Again an empty String?

"] ExecVM" .. Wait... Is this supposed to be a String?

" Scripts\vehicle\remote_lock.sqf" Ok, yeah i got that..

"" An empty String again?

I'm not sure, about this, but shouldn't it look like so?:

_script =  "[" + _ownerID + "]" execVM "Scripts\vehicle\remote_lock.sqf";

So this is supposed to look like so, right?:

_script= [2132] execVM "Scripts\vehicle\remote_lock.sqf";

But it looks like so:

_script = [ 123123 "] ExecVM" "Scripts\vehicle\remote_lock.sqf" ;

 

_script =  "[" + _ownerID + "]" execVM "Scripts\vehicle\remote_lock.sqf";

 

this is pretty simple:

 

In some Cases, you need to combine 2 Strings into one, and this is as far as i can tell one of the easiest :)

 

so lets say _ownerID is 112233445566

 

then we have this line and combine our string with _ownerID

_script =  "[" + _ownerID + "]" execVM "Scripts\vehicle\remote_lock.sqf";

so what you get is this

"["

combined with:

112233445566

and combined with

"]" execVM "Scripts\vehicle\remote_lock.sqf"

equals:

"[" + 112233445566 + "]" execVM "Scripts\vehicle\remote_lock.sqf"

is the same as:

"[112233445566] execVM "Scripts\vehicle\remote_lock.sqf"

Another example which may be a bit easier to understand is this:

 

if ( _tempLvl >= 36 ) then { _tempImg = 4 };
if ( _tempLvl > 33 && _tempLvl < 36 ) then { _tempImg = 3 };
if ( _tempLvl >= 30 && _tempLvl <= 33 ) then { _tempImg = 2 };
if ( _tempLvl > 28 && _tempLvl < 30 ) then { _tempImg = 1 };
if ( _tempLvl <= 28 ) then { _tempImg = 0 };


_temp = "\z\addons\dayz_code\gui\status_temp_" + str(_tempImg) + "_ca.paa";

As you can see this is from the GUI Script and updates your temperature.

 

So the Results can be the following:

"\z\addons\dayz_code\gui\status_temp_0_ca.paa"
"\z\addons\dayz_code\gui\status_temp_1_ca.paa"
"\z\addons\dayz_code\gui\status_temp_2_ca.paa"
"\z\addons\dayz_code\gui\status_temp_3_ca.paa"
"\z\addons\dayz_code\gui\status_temp_4_ca.paa"

//EDIT: If interested, in how i found this:

In the first Post you posted your RPT, which looks like so:

 

BIS_Effects_Init = true; 

diag_log "Res>
 6:33:27   Error position: <BIS_Effects_Init = true; 

diag_log "Res>
 6:33:27   Error Missing ;
 6:33:27 File z\addons\dayz_code\system\BIS_Effects\init.sqf, line 1
 6:33:27 Error in expression <\dayz_code\system\BIS_Effects\init.sqf"
BIS_Effects_Init = true; 

What this is telling us, is.. There is a " and after that it wants a ;.. This means, that something has been closed to early and by looking at that " it' is most likely, that there is somewhere a " to much, which is closing a string that's not supposed to be closed yet..

 

If you look closely at the Syntax Highlighting you'll also find, that this is a String:

"Res>
 6:33:27   Error position: <BIS_Effects_Init = true; 

diag_log "

i.e. Opening the String and closing it... So, you might want to cocider setting up Notepad++ for proper SQL Highlighting :)

 

This one is also a simple one:

 

as you can see in his init for the Biss_Effects its just an #include

So as you may already guess it just put the input from this file in the init.sqf, same as for the configs in the description.ext. Means you also could have a description.ext with all the configs in it, without the extra .hpp files, but this is easier to keep the overview of them :)

 

so since the RPT is telling us:

 

 

6:33:27 Error Missing ;

6:33:27 File z\addons\dayz_code\system\BIS_Effects\init.sqf, line 1

 

But the default BIS_Effects\init.sqf is working just fine, we need to look above the #include command in the init.sqf of the mission for the error and it was right there:

execVM "Scripts\Gold_Coin_system\fn_rewardLoyalty.sqf" //<<see no ; at the end, caused the error

Hope this helps :)

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