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Trader menu's not working


Aundre

Question

So I recently added in several scripts and after I  found that they ALL worked, trader menu's did not after

 

Scrpits I used:

 

Sarge AI

Script used for intro music/text on screen

Along with more

 

init.sqf

/*	
	For DayZ Epoch
	Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];

//REALLY IMPORTANT VALUES
dayZ_instance =	11;					//The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;

//disable greeting menu 
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
enableRadio false;

// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
MaxHeliCrashes= 25; // Default = 5
MaxVehicleLimit = 500; // Default = 300
MaxDynamicDebris = 500; // Default = 100
dayz_MapArea = 14000; // Default = 10000
dayz_maxLocalZombies = 90; // Default = 30 

dayz_paraSpawn = false;

dayz_maxAnimals = 8; // Default: 8
dayz_tameDogs = true;
DynamicVehicleDamageLow = 0; // Default: 0
DynamicVehicleDamageHigh = 100; // Default: 100

EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
dayz_fullMoonNights = true;

//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";				//Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";	//Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";				//Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf";				//Compile trader configs
call compile preprocessFileLineNumbers "fixes\compiles.sqf"; //Compile custom compiles
progressLoadingScreen 1.0;

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

/* BIS_Effects_* fixes from Dwarden */
BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf";
BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf";

BIS_Effects_globalEvent = {
	BIS_effects_gepv = _this;
	publicVariable "BIS_effects_gepv";
	_this call BIS_Effects_startEvent;
};

BIS_Effects_startEvent = {
	switch (_this select 0) do {
		case "AirDestruction": {
				[_this select 1] spawn BIS_Effects_AirDestruction;
		};
		case "AirDestructionStage2": {
				[_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
		};
		case "Burn": {
				[_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
		};
	};
};

"BIS_effects_gepv" addPublicVariableEventHandler {
	(_this select 1) call BIS_Effects_startEvent;
};

if ((!isServer) && (isNull player) ) then
{
waitUntil {!isNull player};
waitUntil {time > 3};
};

if ((!isServer) && (player != player)) then
{
  waitUntil {player == player}; 
  waitUntil {time > 3};
};

if (isServer) then {
	call compile preprocessFileLineNumbers "dynamic_vehicle.sqf";				//Compile vehicle configs
	// SHK 
    diag_log "SAR_AI - starting SHK_pos";
    call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf";
	// Add trader citys
	_nil = [] execVM "mission.sqf";
		_serverMonitor = 	[] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};

if (!isDedicated) then {
	//Conduct map operations
	0 fadeSound 0;
	waitUntil {!isNil "dayz_loadScreenMsg"};
	dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
	
	//Run the player monitor
	_id = player addEventHandler ["Respawn", {_id = [] spawn player_death; _nul = [] execVM "playerspawn.sqf";}];
	_playerMonitor = 	[] execVM "\z\addons\dayz_code\system\player_monitor.sqf";	
	_nul = [] execVM "playerspawn.sqf";
	_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
	
	//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";
};

///////////////////////////////////////////////////////////////////////////////////////////
// Logistics Area

[] ExecVM "fixes\kh_actions.sqf";						// Refuel Script by Seven Then modified by Muddr 


// For more Refuel Locations add object classes to Line 14 of custom\kh_actions.sqf
///////////////////////////////////////////////////////////////////////////////////////////

[] execVM "custom_monitor.sqf";

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