eXo2610 Posted April 25, 2015 Report Share Posted April 25, 2015 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 Link to comment Share on other sites More sharing options...
0 ElDubya Posted April 26, 2015 Report Share Posted April 26, 2015 Link to comment Share on other sites More sharing options...
0 eXo2610 Posted April 26, 2015 Author Report Share Posted April 26, 2015 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 Link to comment Share on other sites More sharing options...
0 Gr8 Posted April 26, 2015 Report Share Posted April 26, 2015 Post your compiles.sqf here Link to comment Share on other sites More sharing options...
0 eXo2610 Posted April 26, 2015 Author Report Share Posted April 26, 2015 /* 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"; Link to comment Share on other sites More sharing options...
0 Gr8 Posted April 27, 2015 Report Share Posted April 27, 2015 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 Link to comment Share on other sites More sharing options...
0 eXo2610 Posted April 27, 2015 Author Report Share Posted April 27, 2015 alright, i did it. im gonna try it and give u a feedback but erm i deleted the zombie bait script. but we will see if i upload the new file :) thanks! Link to comment Share on other sites More sharing options...
0 eXo2610 Posted April 27, 2015 Author Report Share Posted April 27, 2015 Okay, i uploaded it - doesnt work. zombies only attack if you are 1meter in range. but they dont follow you or something else Link to comment Share on other sites More sharing options...
0 SchwEde Posted April 28, 2015 Report Share Posted April 28, 2015 Post your whole mission and we will take a look :) Link to comment Share on other sites More sharing options...
0 eXo2610 Posted April 28, 2015 Author Report Share Posted April 28, 2015 i know the bug. i deleted a script, in this script was the zombiefindtarget sqf. im gonna add it. then it should be fixed!:) BUT MUCH THANKS! :) SchwEde 1 Link to comment Share on other sites More sharing options...
0 eXo2610 Posted April 28, 2015 Author Report Share Posted April 28, 2015 jep its fixed:) thanks all! maybe u can check my other topics , if you want to help me :P #close Link to comment Share on other sites More sharing options...
Question
eXo2610
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
Link to comment
Share on other sites
10 answers to this question
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now