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Zombies arent agressive / Arma 2 Chernarus Epoch


eXo2610

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Hey guys, since 2 Days the Zombies doesnt react... you can stand in front of them and shoot, they dont react. They dont catch you are something.

 

The spawn is normal. Is there anything i can do to fix it ? :) 

 

You can check it also on the server: 176.57.157.26:2302

 

ermmm i postet my arma 2 server here in the arma 2 section .

 

thanks guys <3

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Erm, okay. 

 

The server runs with a mission file around 5mb.

 

so i deleted some scripts that arent activated - like Nitro for cars , plotpole4life, zombiebomb, zombiebait, thewalkingdead script etc.

now the file is 3mb . thats okay.

 

after that restart everything works - but zombies dont register players in rage. they just chill... dont attack someone - if you shoot near them , they dont care.

 

realy dont know.. i can share some files if you want to watch.

 

i want them to register ppl and attack them ... thats dayz

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/*

    FUNCTION COMPILES

*/

//Player only

if (!isDedicated) then {

    "filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

    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 zombie

    player_zombieAttack =             compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf";    //Run on a players computer, causes a nearby zombie to attack them

    fnc_usec_damageActions =        compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf";        //Checks which actions for nearby casualty

    fnc_inAngleSector =                compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf";        //Checks which actions for nearby casualty

    fnc_usec_selfActions =            compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf";        //Checks which actions for self

    fnc_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    //TeeChange

    player_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 rating

    player_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 music

    player_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";

    //Objects

    object_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";

    //Zombies

    zombie_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 behaviour

    zombie_generate =             compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf";            //Server compile, used for loiter behaviour

    wild_spawnZombies =         compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf";            //Server compile, used for loiter behaviour

    pz_attack =                 compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";

    dog_findTargetAgent =         compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";

    //actions

    player_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";

    //ui

    player_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";

    //System

    player_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 functions

    player_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 items

    player_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 ": " part

        for "_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 code

    if (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 code

    call 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;

};

    //Both

    BIS_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 casualty

    fnc_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 damage

    object_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 value

    object_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 contents

    fnc_usec_damageHandler =        compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf";        //Event handler run on damage

    fnc_veh_ResetEH =             compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf";            //Initialize vehicle

    // Vehicle damage fix

    vehicle_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 vehicle

    fnc_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 unit

    vehicle_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 object

    local_lockUnlock =            compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf";        //When vehicle is local to unit perform locking vehicle

    local_gutObjectZ =            compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf";        //Generated on the server (|| local to unit) when gutting an object

    local_zombieDamage =             compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf";        //Generated by the client who created a zombie to track damage

    local_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 weapon

    curTimeStr =                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 vehicle

private ["_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 Only

    if (isServer) then {

        call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";

    } else {

        eh_localCleanup = {};

    };

initialized = true;

and here is the second one - dont know exactly why i have 2. both are in the some folder

 

 

//Custom Death screen

player_death =                 compile preprocessFileLineNumbers "fixes\player_death.sqf";
 
//Journal
horde_epeen_fnc_fill_page = compile preProcessFile "scripts\journal\playerstats\fill_page_fnc.sqf";
horde_epeen_determine_humanity_fnc = compile preProcessFile "scripts\journal\playerstats\determine_humanity_fnc.sqf";
horde_epeen_setText_journal_fnc = compile preProcessFile "scripts\journal\playerstats\epeen_setText_journal.sqf";
horde_epeen_setText_humanity_fnc = compile preProcessFile "scripts\journal\playerstats\epeen_setText_humanity.sqf";
horde_epeen_setText_stats_fnc = compile preProcessFile "scripts\journal\playerstats\epeen_setText_stats.sqf";
horde_epeen_show_humanity_fnc = compile preProcessFile "scripts\journal\playerstats\show_humanity_fnc.sqf";
//ESS
if (!isDedicated) then {
player_switchModel = compile preprocessFileLineNumbers "fixes\player_switchModel.sqf";
};
//Right Click
 player_selectSlot =             compile preprocessFileLineNumbers "scripts\RightClick\ui_selectSlot.sqf";
 //Exploded vehicles drop loot
vehicle_handleKilled = compile preprocessFileLineNumbers "scripts\ExplodedVehicleLoot\vehicle_handleKilled.sqf";
//VASP
// trader menu code
if (DZE_ConfigTrader) then {
call compile preprocessFileLineNumbers "scripts\VASP\player_traderMenuConfig.sqf";
}else{
call compile preprocessFileLineNumbers "scripts\VASP\player_traderMenuHive.sqf";
};
//Custom Self Actions
fnc_usec_selfActions = compile preprocessFileLineNumbers "fixes\fn_selfActions.sqf";
//ZombieBait/Bomb
zombie_findTargetAgent =    compile preprocessFileLineNumbers "scripts\ZombieBait_Bomb_Shield\zombie_findTargetAgent.sqf";
//Smelting fix
player_craftItem = compile preprocessFileLineNumbers "fixes\player_craftItem.sqf";
//CANT TOW LOCKED VEHICLES
local_lockUnlock = compile preprocessFileLineNumbers "fixes\local_lockUnlock.sqf";
 
//Snap Build
 
if (!isDedicated) then {
/* Use command menu instead of scroll menu? (default = false) */
DZE_SNAP_PRO_USE_COMMAND_MENU = false;
 
DZE_SNAP_BUILD_NUMKEYS = [0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0A,0x0B];
 
player_build = compile preprocessFileLineNumbers "fixes\player_build.sqf";
snap_build = compile preprocessFileLineNumbers "scripts\snap_pro\snap_build.sqf";
dayz_spaceInterrupt = compile preprocessFileLineNumbers "fixes\dayz_spaceInterrupt.sqf";
 
//Vector build
player_lockVault = compile preprocessFileLineNumbers "fixes\player_lockVault.sqf";
player_unlockVault = compile preprocessFileLineNumbers "fixes\player_unlockVault.sqf";
 
};
//Infected Camps
infectedcamps = compile preprocessFileLineNumbers "scripts\InfectedCamps\object_infectedcamps.sqf";
camp_spawnZombies = compile preprocessFileLineNumbers "scripts\InfectedCamps\camp_spawnZombies.sqf";
 
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Find this line  in compiles.sqf

 zombie_findTargetAgent =     compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";

and delete it, you dont need it, you already have a custom thats included with Z Bait

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