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arma 3 epoch init.sqf


looonytoonz@gmail.com

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I need to create the mpmissions/ init.sqf in order to use some scripts as it is not used in epoch. But I have also read that arma 3 epoch won't read from it either way. How do I add mods that use the init.sqf? I have tried to add the file myself but it seems to have no affect. I am trying to install the status bar thing and all the postI have seen labeled for arma 3 epoch say to edit the init.sqf. 

screenshot of  the root of my mpMissions  epoch.altis.pbo below: 

 

Capture.JPG

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inside your mission file/pbo if you dont have a init.sqf create one this is what i made for my server

init.sqf:

//spawn
[] spawn {
    // noFatigue
    while {true} do {
        player setFatigue 0;
        uiSleep 6;
    };
};
//isMission
  [] execVM "briefing.sqf";
  [] execVM "wai\remote.sqf";
  [] execVM "trader\init.sqf";
  [] execVM "trader\HALV_takegive_crypto_init.sqf";
  [] execVM "trader\resetvehicleammo.sqf";
  [] execVM "addons\taru_pods\taru_init.sqf";
  [] execVM "addons\messages\init.sqf";
  [] execVM "IgiLoad\IgiLoadInit.sqf";
  [] execVM "custom\HALV_takegive_crypto_init.sqf";
  [] execVM "zombie\compiles.sqf";
  [] execVM "blckClient.sqf";
//isloadOuts
if(isNil "admin_list") then
{
  [] execVM "admin.sqf";    
};
if(isNil "donor_list") then
{
  [] execVM "donor.sqf";    
};
//isDedicated
if (isDedicated) then {
  [] execVM "\q\addons\zombiemission\init.sqf";
};
//isServer
if (isServer) then {
  [] execVM "\q\addons\traderATMs\init.sqf";
  [] execVM "\q\addons\custom_server\init.sqf";
};
//isInterface
if(hasInterface) then{
  [] execVM "addons\Status_Bar\init_statusBar.sqf";
  [] execVM "addons\service_point\service_point.sqf";
};
//isCompile
call compile preProcessFileLineNumbers "cmEarplugs\config.sqf";

//isEventHandler
"SDROP_Alert" addPublicVariableEventHandler {
    hint parseText format["%1", _this select 1];
"playZSoundHurt" addPublicVariableEventHandler {
    (_this select 1) call fncNextSound};
"playZSound" addPublicVariableEventHandler {
    (_this select 1) call fncNextSound};
};

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