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Help with error please


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Thanks @ seelenapparat - Does it matter what I name it?

The class.hpp is default from github - I didn't change anything ...

Here's the link: https://github.com/ebaydayz/ESSV2

Still a bit confused - It actually uses class Class in several places - should I change them all?

class ClassDialog

class ClassSelect

class ClassList

class ClassButton

I guess I'll try this and first and give it a push - What's the worst that can happen :)

class Dialog

__________

EDIT: After changing class ClassDialog to class Dialog the result was stuck on class selection without any choices ...

http://steamcommunity.com/sharedfiles/filedetails/?id=752895543

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heres my class.hpp i compared with yours and have same numbers of brackets and ;  but your rpt says your missing a ;    strange.

try with my class.hpp

Spoiler

class ClassDialog
{
    idd = -1;
    movingenable = 0;
    class controlsBackground
    {
        class ClassBackground: RscText
        {
            text = "";
            x = .31 * safezoneW + safezoneX;
            y = .3 * safezoneH + safezoneY;
            w = .138504 * safezoneW;
            h = .325 * safezoneH;
            colorBackground[] = {.3,.3,.3,1};
            fixedWidth = 0;
        };
    };
    class Controls
    {
        class ClassSelect: RscText
        {
            text = "Class Selection";
            x = .31 * safezoneW + safezoneX;
            y = .26 * safezoneH + safezoneY;
            w = .138504 * safezoneW;
            h = .04025 * safezoneH;
            colorText[] = {1,1,1,1};
            colorBackground[] = {.384,.702,.886,.8};
            fixedWidth = 0;
            shadow = 1;
            sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * .6)";
        };
        class ClassList
        {
            idc = 8888;
            x = .31 * safezoneW + safezoneX;
            y = .303 * safezoneH + safezoneY;
            w = .138504 * safezoneW;
            h = .25 * safezoneH;
            autoScrollDelay = 5;
            autoScrollRewind = 0;
            autoScrollSpeed = -1;
            colorSelect[] = {};
            colorSelectBackground[] = {.5,.5,.5,1};
            colorText[] = {.88,.88,.88,1};
            font = "Zeppelin32";
            maxHistoryDelay = 1;
            onLBSelChanged = "call classPreview;";
            rowHeight = .04;
            class ScrollBar
            {
                arrowEmpty = "\ca\ui\data\arrow_up_ca.paa";
                arrowFull = "\ca\ui\data\arrow_up_ca.paa";
                border = "\ca\ui\data\ui_border_scroll_ca.paa";
                color[] = {.5,.5,.5,.5};
                colorActive[] = {.5,.5,.5,.3};
                colorDisabled[] = {.5,.5,.5,.1};
                shadow = 0;
                thumb = "";
            };
            sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * .6)";
            soundSelect[] = {"",.1,1};
            style = 16;
            type = 5;
        };
        class ClassButton
        {
            idc = 8889;
            text = "Select Class";
            x = .324 * safezoneW + safezoneX;
            y = .567 * safezoneH + safezoneY;
            w = .109 * safezoneW;
            h = .044 * safezoneH;
            action = "call classPick;";
            borderSize = 0;
            colorBackground[] = {.4,.4,.4,1};
            colorBackgroundActive[] = {.5,.5,.5,1};
            colorBackgroundDisabled[] = {.2,.2,.2,1};
            colorBorder[] = {.88,.88,.88,1};        
            colorDisabled[] = {.2,.2,.2,1};
            colorFocused[] = {.4,.4,.4,1};
            colorShadow[] = {0,0,0,0};
            colorText[] = {1,1,1,1};
            font = "Zeppelin32";
            offsetPressedX = .002;
            offsetPressedY = .002;
            offsetX = .003;
            offsetY = .003;
            sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * .6)";
            soundClick[] = {"\ca\ui\data\sound\onclick",.07,1};
            soundEnter[] = {"\ca\ui\data\sound\onover",.09,1};
            soundEscape[] = {"\ca\ui\data\sound\onescape",.09,1};
            soundPush[] = {"\ca\ui\data\sound\new1",0,0};            
            style = 2;
            type = 1;
        };
    };
};

 

 

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17 minutes ago, juandayz said:

heres my class.hpp i compared with yours and have same numbers of brackets and ;  but your rpt says your missing a ;    strange.

try with my class.hpp

  Reveal hidden contents

class ClassDialog
{
    idd = -1;
    movingenable = 0;
    class controlsBackground
    {
        class ClassBackground: RscText
        {
            text = "";
            x = .31 * safezoneW + safezoneX;
            y = .3 * safezoneH + safezoneY;
            w = .138504 * safezoneW;
            h = .325 * safezoneH;
            colorBackground[] = {.3,.3,.3,1};
            fixedWidth = 0;
        };
    };
    class Controls
    {
        class ClassSelect: RscText
        {
            text = "Class Selection";
            x = .31 * safezoneW + safezoneX;
            y = .26 * safezoneH + safezoneY;
            w = .138504 * safezoneW;
            h = .04025 * safezoneH;
            colorText[] = {1,1,1,1};
            colorBackground[] = {.384,.702,.886,.8};
            fixedWidth = 0;
            shadow = 1;
            sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * .6)";
        };
        class ClassList
        {
            idc = 8888;
            x = .31 * safezoneW + safezoneX;
            y = .303 * safezoneH + safezoneY;
            w = .138504 * safezoneW;
            h = .25 * safezoneH;
            autoScrollDelay = 5;
            autoScrollRewind = 0;
            autoScrollSpeed = -1;
            colorSelect[] = {};
            colorSelectBackground[] = {.5,.5,.5,1};
            colorText[] = {.88,.88,.88,1};
            font = "Zeppelin32";
            maxHistoryDelay = 1;
            onLBSelChanged = "call classPreview;";
            rowHeight = .04;
            class ScrollBar
            {
                arrowEmpty = "\ca\ui\data\arrow_up_ca.paa";
                arrowFull = "\ca\ui\data\arrow_up_ca.paa";
                border = "\ca\ui\data\ui_border_scroll_ca.paa";
                color[] = {.5,.5,.5,.5};
                colorActive[] = {.5,.5,.5,.3};
                colorDisabled[] = {.5,.5,.5,.1};
                shadow = 0;
                thumb = "";
            };
            sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * .6)";
            soundSelect[] = {"",.1,1};
            style = 16;
            type = 5;
        };
        class ClassButton
        {
            idc = 8889;
            text = "Select Class";
            x = .324 * safezoneW + safezoneX;
            y = .567 * safezoneH + safezoneY;
            w = .109 * safezoneW;
            h = .044 * safezoneH;
            action = "call classPick;";
            borderSize = 0;
            colorBackground[] = {.4,.4,.4,1};
            colorBackgroundActive[] = {.5,.5,.5,1};
            colorBackgroundDisabled[] = {.2,.2,.2,1};
            colorBorder[] = {.88,.88,.88,1};        
            colorDisabled[] = {.2,.2,.2,1};
            colorFocused[] = {.4,.4,.4,1};
            colorShadow[] = {0,0,0,0};
            colorText[] = {1,1,1,1};
            font = "Zeppelin32";
            offsetPressedX = .002;
            offsetPressedY = .002;
            offsetX = .003;
            offsetY = .003;
            sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * .6)";
            soundClick[] = {"\ca\ui\data\sound\onclick",.07,1};
            soundEnter[] = {"\ca\ui\data\sound\onover",.09,1};
            soundEscape[] = {"\ca\ui\data\sound\onescape",.09,1};
            soundPush[] = {"\ca\ui\data\sound\new1",0,0};            
            style = 2;
            type = 1;
        };
    };
};

 

 

Testing now thank you!

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1 hour ago, juandayz said:

heres my class.hpp i compared with yours and have same numbers of brackets and ;  but your rpt says your missing a ;    strange.

try with my class.hpp

  Reveal hidden contents

class ClassDialog
{
    idd = -1;
    movingenable = 0;
    class controlsBackground
    {
        class ClassBackground: RscText
        {
            text = "";
            x = .31 * safezoneW + safezoneX;
            y = .3 * safezoneH + safezoneY;
            w = .138504 * safezoneW;
            h = .325 * safezoneH;
            colorBackground[] = {.3,.3,.3,1};
            fixedWidth = 0;
        };
    };
    class Controls
    {
        class ClassSelect: RscText
        {
            text = "Class Selection";
            x = .31 * safezoneW + safezoneX;
            y = .26 * safezoneH + safezoneY;
            w = .138504 * safezoneW;
            h = .04025 * safezoneH;
            colorText[] = {1,1,1,1};
            colorBackground[] = {.384,.702,.886,.8};
            fixedWidth = 0;
            shadow = 1;
            sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * .6)";
        };
        class ClassList
        {
            idc = 8888;
            x = .31 * safezoneW + safezoneX;
            y = .303 * safezoneH + safezoneY;
            w = .138504 * safezoneW;
            h = .25 * safezoneH;
            autoScrollDelay = 5;
            autoScrollRewind = 0;
            autoScrollSpeed = -1;
            colorSelect[] = {};
            colorSelectBackground[] = {.5,.5,.5,1};
            colorText[] = {.88,.88,.88,1};
            font = "Zeppelin32";
            maxHistoryDelay = 1;
            onLBSelChanged = "call classPreview;";
            rowHeight = .04;
            class ScrollBar
            {
                arrowEmpty = "\ca\ui\data\arrow_up_ca.paa";
                arrowFull = "\ca\ui\data\arrow_up_ca.paa";
                border = "\ca\ui\data\ui_border_scroll_ca.paa";
                color[] = {.5,.5,.5,.5};
                colorActive[] = {.5,.5,.5,.3};
                colorDisabled[] = {.5,.5,.5,.1};
                shadow = 0;
                thumb = "";
            };
            sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * .6)";
            soundSelect[] = {"",.1,1};
            style = 16;
            type = 5;
        };
        class ClassButton
        {
            idc = 8889;
            text = "Select Class";
            x = .324 * safezoneW + safezoneX;
            y = .567 * safezoneH + safezoneY;
            w = .109 * safezoneW;
            h = .044 * safezoneH;
            action = "call classPick;";
            borderSize = 0;
            colorBackground[] = {.4,.4,.4,1};
            colorBackgroundActive[] = {.5,.5,.5,1};
            colorBackgroundDisabled[] = {.2,.2,.2,1};
            colorBorder[] = {.88,.88,.88,1};        
            colorDisabled[] = {.2,.2,.2,1};
            colorFocused[] = {.4,.4,.4,1};
            colorShadow[] = {0,0,0,0};
            colorText[] = {1,1,1,1};
            font = "Zeppelin32";
            offsetPressedX = .002;
            offsetPressedY = .002;
            offsetX = .003;
            offsetY = .003;
            sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * .6)";
            soundClick[] = {"\ca\ui\data\sound\onclick",.07,1};
            soundEnter[] = {"\ca\ui\data\sound\onover",.09,1};
            soundEscape[] = {"\ca\ui\data\sound\onescape",.09,1};
            soundPush[] = {"\ca\ui\data\sound\new1",0,0};            
            style = 2;
            type = 1;
        };
    };
};

 

 

After installing your class.hpp everything still seems to be working - the strange thing is your hpp file is 4kb and my hpp file is 3kb 

I cleared the server rpt restarted and still got the error:

____________

 8:29:20 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:20   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:20   Error Missing ;
 8:29:20 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1
 8:29:21 Error in expression <cur_mp.chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error position: <ClassDialog
{
idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1

______________

Thanks as always Juan!

 

 

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This error still persists and I feel like it could be the root of our player re-spawn issue.

Any other ideas? I've uninstalled and reinstalled - tried different class.hpp files and nothing changed

_____

idd = -1;
movingenable = 0>
 8:29:21   Error Missing ;
 8:29:21 File mpmissions\__cur_mp.chernarus\spawn\class.hpp, line 1

_____

My class.hpp

https://gist.github.com/anonymous/f8ba28ae9959867c53e474ebefc9f935

 

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,mmmm @Bricktop take a look on step 5.   Youre doing fine this step?

In dayz_server\compile\server_playerSetup.sqf find this block:

Spoiler
if (_randomSpot) then {
        private["_counter","_position","_isNear","_isZero","_mkr"];
        if (!isDedicated) then {
                endLoadingScreen;
        };
       
        //Spawn modify via mission init.sqf
        if(isnil "spawnArea") then {
                spawnArea = 1500;
        };
        if(isnil "spawnShoremode") then {
                spawnShoremode = 1;
        };
       
        //
        _spawnMC = actualSpawnMarkerCount;
 
        //spawn into random
        _findSpot = true;
        _mkr = "";
        while {_findSpot} do {
                _counter = 0;
                while {_counter < 20 && _findSpot} do {
                        // switched to floor
                        _mkr = "spawn" + str(floor(random _spawnMC));
                        _position = ([(getMarkerPos _mkr),0,spawnArea,10,0,2000,spawnShoremode] call BIS_fnc_findSafePos);
                        _isNear = count (_position nearEntities ["Man",100]) == 0;
                        _isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
                        //Island Check          //TeeChange
                        _pos            = _position;
                        _isIsland       = false;                //Can be set to true during the Check
                        for [{_w=0},{_w<=150},{_w=_w+2}] do {
                                _pos = [(_pos select 0),((_pos select 1) + _w),(_pos select 2)];
                                if(surfaceisWater _pos) exitWith {
                                        _isIsland = true;
                                };
                        };
                       
                        if ((_isNear && !_isZero) || _isIsland) then {_findSpot = false};
                        _counter = _counter + 1;
                };
        };
        _isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
        _position = [_position select 0,_position select 1,0];
        if (!_isZero) then {
                //_playerObj setPosATL _position;
                _worldspace = [0,_position];
        };
};

Delete and replace the whole block with:

Spoiler

if (_randomSpot) then {
   if (!isDedicated) then {endLoadingScreen;};
   _debug = getMarkerpos "respawn_west";
   _worldspace = [0,[_debug select 0,_debug select 1,0.3]];
};

Remember repack your pbo

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On 8/30/2016 at 1:56 PM, juandayz said:

,mmmm @Bricktop take a look on step 5.   Youre doing fine this step?

In dayz_server\compile\server_playerSetup.sqf find this block:

  Hide contents
if (_randomSpot) then {
        private["_counter","_position","_isNear","_isZero","_mkr"];
        if (!isDedicated) then {
                endLoadingScreen;
        };
       
        //Spawn modify via mission init.sqf
        if(isnil "spawnArea") then {
                spawnArea = 1500;
        };
        if(isnil "spawnShoremode") then {
                spawnShoremode = 1;
        };
       
        //
        _spawnMC = actualSpawnMarkerCount;
 
        //spawn into random
        _findSpot = true;
        _mkr = "";
        while {_findSpot} do {
                _counter = 0;
                while {_counter < 20 && _findSpot} do {
                        // switched to floor
                        _mkr = "spawn" + str(floor(random _spawnMC));
                        _position = ([(getMarkerPos _mkr),0,spawnArea,10,0,2000,spawnShoremode] call BIS_fnc_findSafePos);
                        _isNear = count (_position nearEntities ["Man",100]) == 0;
                        _isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
                        //Island Check          //TeeChange
                        _pos            = _position;
                        _isIsland       = false;                //Can be set to true during the Check
                        for [{_w=0},{_w<=150},{_w=_w+2}] do {
                                _pos = [(_pos select 0),((_pos select 1) + _w),(_pos select 2)];
                                if(surfaceisWater _pos) exitWith {
                                        _isIsland = true;
                                };
                        };
                       
                        if ((_isNear && !_isZero) || _isIsland) then {_findSpot = false};
                        _counter = _counter + 1;
                };
        };
        _isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
        _position = [_position select 0,_position select 1,0];
        if (!_isZero) then {
                //_playerObj setPosATL _position;
                _worldspace = [0,_position];
        };
};

Delete and replace the whole block with:

  Reveal hidden contents


if (_randomSpot) then {
   if (!isDedicated) then {endLoadingScreen;};
   _debug = getMarkerpos "respawn_west";
   _worldspace = [0,[_debug select 0,_debug select 1,0.3]];
};

Remember repack your pbo

Yes I did this exact and still the error persists ... any other ideas?

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Im gonna put all my ESSV2 step by step , compare with yours @Bricktop

1. In init.sqf find this:
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";

Add right below:
execVM "spawn\start.sqf";

My init.sqf

Spoiler

if (!isDedicated) then {
    //Conduct map operations

    // Debug Monitor
[] execVM "custom\style\debug\debug_init.sqf";
[] execVM "custom\style\debug\custom_monitor.sqf";


    [] execVM "custom\style\WelcomeCredits.sqf";
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";    

    execVM "spawn\start.sqf";
    execVM "dzgm\init.sqf";

2. Near the top of init.sqf if you have these lines make sure they are set as shown:
dayz_spawnselection = 0; (if using ESS spawn selector)
dayz_paraSpawn = false;
Note: If using a separate file for Epoch config variables make sure they are set as shown in that too!

My init.sqf

Spoiler

// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500

MaxVehicleLimit = 1; // Default = 50
MaxDynamicDebris = 50; // Default = 100
dayz_MapArea = 14000; // Default = 10000
dayz_maxLocalZombies = 3; // Default = 30

dayz_paraSpawn = false;

dayz_minpos = -1;
dayz_maxpos = 16000;

3. At the very bottom of description.ext add this:
#include "spawn\class.hpp"
#include "spawn\halo.hpp"
#include "spawn\spawn.hpp"

My description.ext

Spoiler

    class controls
    {
        class Title1 : RscLoadingText
        {
            text = "$STR_LOADING"; // "Loading" text in the middle of the screen
        };
        class CA_Progress : RscProgress // progress bar, has to have idc 104
        {
            idc = 104;
            type = 8; // CT_PROGRESS
            style = 0; // ST_SINGLE
            texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
        };
        class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
        {
            idc = 103;
        };
        class Name2: RscText // the text on the top-left
        {
            idc = 101;
            x = 0.05;
            y = 0.029412;
            w = 0.9;
            h = 0.04902;
            text = "";
            sizeEx = 0.05;
            colorText[] = {0.543,0.5742,0.4102,1.0};
        };
    };
};

#include "dzgm\defines.hpp"
class RscTitles
{

 

#include "ZSC\config\ZSChud.hpp"
#include "dzgm\icons.hpp"
};

//coins
#include "ZSC\config\ZSCdefines.hpp"
#include "ZSC\config\ZSCdialogs.hpp"

//adv trade
#include "zupa\advancedTrading\advancedTrading.hpp"

// Epoch Admin Tools
#include "admintools\dialog.hpp"

//snap
#include "custom\snap_pro\snappoints.hpp"

//spawn select
#include "spawn\class.hpp"
#include "spawn\halo.hpp"
#include "spawn\spawn.hpp"

//clickright
#include "custom\extra_rc.hpp"

//Groupmanagemeent
#include "dzgm\groupManagement.hpp"

//plotmanagement
#include "plotManagement\defines.hpp"
#include "plotManagement\plotManagement.hpp"


//whorkshop
#include "custom\scripts\workshop\hpp\des.hpp"
#include "custom\scripts\workshop\hpp\workshopmenu.hpp"

4. Place the \spawn\ folder in your mission root.

D:\testserver\MPMissions\DayZ_Epoch_11.Chernarus\spawn

 

5. If using ESS spawn selector: (IM USING EPOCH)

In dayz_server\compile\server_playerSetup.sqf find this block:
Epoch: http://pastebin.com/LiJ3HXvg
vanilla dayz: http://pastebin.com/aCMQ9tD1

Replace the whole block with this:

Code:
if (_randomSpot) then {
if (!isDedicated) then {endLoadingScreen;}; 
_debug = getMarkerpos "respawn_west";
_worldspace = [0,[_debug select 0,_debug select 1,0.3]]; 
};

 

My server_PlayerSetup.sqf

Spoiler

} else {
    //Save initial loadout
    //register stats
    _playerObj setVariable["zombieKills",0,true];
    _playerObj setVariable["humanKills",0,true];
    _playerObj setVariable["banditKills",0,true];
    _playerObj setVariable["headShots",0,true];
    
    //record for Server JIP checks
    _playerObj setVariable["zombieKills_CHK",0];
    _playerObj setVariable["humanKills_CHK",0,true];
    _playerObj setVariable["banditKills_CHK",0,true];
    _playerObj setVariable["headShots_CHK",0];
};

if (_randomSpot) then {
   if (!isDedicated) then {endLoadingScreen;};
   _debug = getMarkerpos "respawn_west";
   _worldspace = [0,[_debug select 0,_debug select 1,0.3]];
};

//Record player for management
dayz_players set [count dayz_players,_playerObj];

//record player pos locally for server checking
_playerObj setVariable["CharacterID",_characterID,true];
_playerObj setVariable["humanity",_humanity,true];
_playerObj setVariable["humanity_CHK",_humanity];
//_playerObj setVariable["worldspace",_worldspace,true];
//_playerObj setVariable["state",_state,true];
_playerObj setVariable["lastPos",getPosATL _playerObj];

6. In dayz_server\compile\server_playerSetup.sqf:

For Epoch::

Find this line: dayzPlayerLogin2 = [_worldspace,_state];
Replace with: dayzPlayerLogin2 = [_worldspace,_state,_randomSpot];

My server_playerSetup.sqf:

Spoiler

//record player pos locally for server checking
_playerObj setVariable["CharacterID",_characterID,true];
_playerObj setVariable["humanity",_humanity,true];
_playerObj setVariable["humanity_CHK",_humanity];
//_playerObj setVariable["worldspace",_worldspace,true];
//_playerObj setVariable["state",_state,true];
_playerObj setVariable["lastPos",getPosATL _playerObj];

dayzPlayerLogin2 = [_worldspace,_state,_randomSpot];

// PVDZE_obj_Debris = DZE_LocalRoadBlocks;
_clientID = owner _playerObj;
if (!isNull _playerObj) then {
    _clientID publicVariableClient "dayzPlayerLogin2";
    
    if (isNil "PVDZE_plr_SetDate") then {
        call server_timeSync;
    };
    _clientID publicVariableClient "PVDZE_plr_SetDate";
};

 
7. If using body check:
In dayz_server\compile\server_playerDied.sqf find:
_newObject setVariable ["bodyName", _victimName, true];

Add below:
_newObject setVariable ["bodyUID", _playerID, true];
 
MY server_playerDied.sqf
Spoiler

if (((count _this) >= 6) && {(typeName (_this select 5)) == "STRING"} && {(_this select 5) != ""}) then {
    _victimName =    _this select 5;
} else {
    _victimName =  if (alive _newObject) then {name _newObject;} else {"";};
};
_victim = _newObject;
_newObject setVariable ["bodyName", _victimName, true];

_newObject setVariable ["bodyUID", _playerID, true];

_killer = _victim getVariable["AttackedBy", "nil"];
_killerName = _victim getVariable["AttackedByName", "nil"];

SAVE ALL CHANGES AND REPACK YOUR DAYZ_SERVER.PBO

8. If using infistar:  (IM NOT USE INFI)

9. Edit the spawn\config files with the settings you want

10. If using Sauerland and ESS spawn selector: (I Dont do anything here)

11. Extra steps for vanilla dayz or Overwatch (NOT Overpoch) only:  ( ITS NOT FOR EPOCH)

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for issues with loading screen you can try it:

First you need a custom compiles.sqf

open it and find:

 // 120 sec timeout (12000 * 0.01)
 then change the whole block by

 // 120 sec timeout (12000 * 0.01)
        while { _timeOut < 12000 } do {
            if (dayz_clientPreload && dayz_authed) exitWith {
                    diag_log "PLOGIN: Login loop completed!";
                    endLoadingScreen;
                 };    

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Like this?

_______________

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;
        };

_____________________

Change it to:

_____________________

while { _timeOut < 12000 } do {
            if (dayz_clientPreload && dayz_authed) exitWith {
                    diag_log "PLOGIN: Login loop completed!";
                    endLoadingScreen;
                 };    

 

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no no, @Bricktop 

in your custom compiles.sqf 

find :

// 120 sec timeout (12000 * 0.01)
        while { _timeOut < 12000 } do {
            if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };

replace by:

 

// 120 sec timeout (12000 * 0.01)
        while { _timeOut < 12000 } do {
            if (dayz_clientPreload && dayz_authed) exitWith {
                    diag_log "PLOGIN: Login loop completed!";
                    endLoadingScreen;
                 };

 

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last question - Do I need to do this if I run Overpoch?

5. If using ESS spawn selector: (IM USING EPOCH)

In dayz_server\compile\server_playerSetup.sqf find this block:
Epoch: http://pastebin.com/LiJ3HXvg
vanilla dayz: http://pastebin.com/aCMQ9tD1

Replace the whole block with this:

Code:
if (_randomSpot) then {
if (!isDedicated) then {endLoadingScreen;}; 
_debug = getMarkerpos "respawn_west";
_worldspace = [0,[_debug select 0,_debug select 1,0.3]]; 
};
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