juandayz Posted December 30, 2016 Author Report Share Posted December 30, 2016 3 minutes ago, Tullerusk said: Yeah checked the coords, they are correct. your are using it on epoch 1.6 ? Link to comment Share on other sites More sharing options...
Tullerusk Posted December 30, 2016 Report Share Posted December 30, 2016 Yep. Should they not be like this? [[6325.6772,7807.7412,0],150,true],//stary [[4063.4226,11664.19,0],150,true],//bash [[11447.472,11364.504,0],150,true],//klen [[1606.6443,7803.5156,0],150,true],//bandit [[12944.227,12766.889,0],150,true],//hero [[4361.4937,2259.9526,0],50,true],//wholesalerSouth [[12060,12640,0],200,true]//air dealear ]; Link to comment Share on other sites More sharing options...
juandayz Posted December 30, 2016 Author Report Share Posted December 30, 2016 5 minutes ago, Tullerusk said: Yep. Should they not be like this? [[6325.6772,7807.7412,0],150,true],//stary [[4063.4226,11664.19,0],150,true],//bash [[11447.472,11364.504,0],150,true],//klen [[1606.6443,7803.5156,0],150,true],//bandit [[12944.227,12766.889,0],150,true],//hero [[4361.4937,2259.9526,0],50,true],//wholesalerSouth [[12060,12640,0],200,true]//air dealear ]; yup this is for chernarus map Link to comment Share on other sites More sharing options...
lwbuk Posted December 30, 2016 Report Share Posted December 30, 2016 Try renaming it safezones.sqf without the caps and make sure the init call is the same. [] execVM "safezones.sqf"; In your case [] execVM "custom\safezones.sqf"; juandayz 1 Link to comment Share on other sites More sharing options...
Tullerusk Posted December 30, 2016 Report Share Posted December 30, 2016 RPT file says: 17:54:35 File mpmissions\DayZ_Epoch_11.Chernarus\custom\safezone.sqf, line 1 17:54:35 Error in expression <Epoch_11.Chernarus\custom\safezone.sqf" */ USE_CANBUILD = false; USE_Tra> 17:54:35 Error position: <*/ USE_CANBUILD = false; USE_Tra> 17:54:35 Error Invalid number in expression EDIT: yeah, i just realized the mistake. Will try with proper start EDIT 2: WORKS! Thank you! Link to comment Share on other sites More sharing options...
icomrade Posted December 31, 2016 Report Share Posted December 31, 2016 You guys may want to set the DZE_SafeZonePosArray variable. otherwise players will be killed and ejected from their vehicles if they are destroyed in safe zones. { DZE_SafeZonePosArray set [(count DZE_SafeZonePosArray), [(_x select 0), (_x select 1)]]; } forEach _infiSZ; add above if (isServer) exitWith juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted December 31, 2016 Author Report Share Posted December 31, 2016 2 hours ago, icomrade said: You guys may want to set the DZE_SafeZonePosArray variable. otherwise players will be killed and ejected from their vehicles if they are destroyed in safe zones. { DZE_SafeZonePosArray set [(count DZE_SafeZonePosArray), [(_x select 0), (_x select 1)]]; } forEach _infiSZ; add above if (isServer) exitWith changed in main post . i got a question: this line //wild_spawnZombies = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\wild_spawnZombies.sqf'; must be replaced by ? zombie_Wildgenerate = compile preprocessFileLineNumbers '\z\addons\dayz_server\compile\zombie_Wildgenerate.sqf'; Link to comment Share on other sites More sharing options...
Grahame Posted December 31, 2016 Report Share Posted December 31, 2016 Thanks for this @juandayz. You may want to consider adding the three other traders too? [[13532,6355,0],50,true],//boatTraderEast [[7989,2900,0],50,true],//BoatDealerSouth [[13441,5429,0],50,true],//BoatDealerEast juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted December 31, 2016 Author Report Share Posted December 31, 2016 19 minutes ago, Grahame said: Thanks for this @juandayz. You may want to consider adding the three other traders too? [[13532,6355,0],50,true],//boatTraderEast [[7989,2900,0],50,true],//BoatDealerSouth [[13441,5429,0],50,true],//BoatDealerEast tnks for the coords .. was added in main post Link to comment Share on other sites More sharing options...
icomrade Posted December 31, 2016 Report Share Posted December 31, 2016 5 hours ago, juandayz said: changed in main post . i got a question: this line //wild_spawnZombies = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\wild_spawnZombies.sqf'; must be replaced by ? zombie_Wildgenerate = compile preprocessFileLineNumbers '\z\addons\dayz_server\compile\zombie_Wildgenerate.sqf'; Probably not, I don't know why it would be defined twice Link to comment Share on other sites More sharing options...
juandayz Posted December 31, 2016 Author Report Share Posted December 31, 2016 56 minutes ago, icomrade said: Probably not, I don't know why it would be defined twice i ask cuz.. wild_spawnZombies.sqf do not exist anymore. but maybe zombie_Wildgenerate.sqf replace the old wild_spawnZombies Link to comment Share on other sites More sharing options...
icomrade Posted January 1, 2017 Report Share Posted January 1, 2017 42 minutes ago, juandayz said: i ask cuz.. wild_spawnZombies.sqf do not exist anymore. but maybe zombie_Wildgenerate.sqf replace the old wild_spawnZombies I wouldn't add it, if nothing's broken just leave it. idk why it's defined there anyway juandayz 1 Link to comment Share on other sites More sharing options...
Daddy Kropp Posted January 7, 2017 Report Share Posted January 7, 2017 Is there a way to expand or change the size of the safezones? Link to comment Share on other sites More sharing options...
juandayz Posted January 7, 2017 Author Report Share Posted January 7, 2017 @Daddy Kropp take a look here the 150 (last number is the radius of each safezone _infiSZ = [ [[6325.6772,7807.7412,0],150,true],//stary [[4063.4226,11664.19,0],150,true],//bash [[11447.472,11364.504,0],150,true],//klen [[1606.6443,7803.5156,0],150,true],//bandit [[12944.227,12766.889,0],150,true],//hero [[4361.4937,2259.9526,0],50,true],//wholesalerSouth [[12060,12640,0],200,true]//air dealear ]; if u see all is seted in 150 mts around exept for the wholesalerSouth seted in 50mts... change this number to get more or less radius in each safezone Link to comment Share on other sites More sharing options...
Daddy Kropp Posted January 7, 2017 Report Share Posted January 7, 2017 Ha, that simple. Thanks @juandayz juandayz 1 Link to comment Share on other sites More sharing options...
MakeLoveWork Posted January 10, 2017 Report Share Posted January 10, 2017 Hey there, now this might sound weird, but this script worked perfectly fine for me but by now it doesnt work at all. I am fairly new to all this as well so i couldnt find a way to fiox it myself. i tried reseting everything and put the script back in but it wont work. Also my Infistar wont work. Help me please, i feel so dumb by now. Link to comment Share on other sites More sharing options...
juandayz Posted January 10, 2017 Author Report Share Posted January 10, 2017 11 minutes ago, MakeLoveWork said: Hey there, now this might sound weird, but this script worked perfectly fine for me but by now it doesnt work at all. I am fairly new to all this as well so i couldnt find a way to fiox it myself. i tried reseting everything and put the script back in but it wont work. Also my Infistar wont work. Help me please, i feel so dumb by now. what exactly is not working Link to comment Share on other sites More sharing options...
MakeLoveWork Posted January 10, 2017 Report Share Posted January 10, 2017 So basically nothing works. When it worked, i could enter the safezone radius and it said the usual "you entered a safezone" with the green font at the bottom. now it does not, i can take damage and all that. It's as if the script was not installed at all. Same for Infistar. as i said i tried to reset everything, reinstall, reset database as well. Infistar didnt ever work for me even though i followed the instructions and tried some diffrent methods. Also i am using 1.0.6 of course Link to comment Share on other sites More sharing options...
juandayz Posted January 10, 2017 Author Report Share Posted January 10, 2017 4 minutes ago, MakeLoveWork said: So basically nothing works. When it worked, i could enter the safezone radius and it said the usual "you entered a safezone" with the green font at the bottom. now it does not, i can take damage and all that. It's as if the script was not installed at all. Same for Infistar. as i said i tried to reset everything, reinstall, reset database as well. Infistar didnt ever work for me even though i followed the instructions and tried some diffrent methods. Also i am using 1.0.6 of course ok, few checks... you say your running the script by default (same as in main post). Youre running under chernarus11 map, right? so the default coords are fine for you. At bottom of init.sqf you have: [] execVM "custom\safezone.sqf"; and you put the safezone.sqf in mpmissions\instance_11.chernarus\custom\safezone.sqf Link to comment Share on other sites More sharing options...
MakeLoveWork Posted January 10, 2017 Report Share Posted January 10, 2017 Ýea i just copied the default script from the main post here, running chernarus11 even though the folder is called mpmissions/dayz.epoch.chernarus (which is default by the files the ftp downloaded from the hoster) and the safezone.sqf is in the custom folder. no typos or anything, there is no diffrence in the execVM and the folder/sqf name as far as i saw. Also as i said it worked for sometime and probably "damaged" by another change i did. execVM is still at the bottom of the init.sqf and both init.sqf and custom-folder are located in the dayz.epoch.charnarus folder Link to comment Share on other sites More sharing options...
juandayz Posted January 10, 2017 Author Report Share Posted January 10, 2017 2 minutes ago, MakeLoveWork said: Ýea i just copied the default script from the main post here, running chernarus11 even though the folder is called mpmissions/dayz.epoch.chernarus (which is default by the files the ftp downloaded from the hoster) and the safezone.sqf is in the custom folder. no typos or anything, there is no diffrence in the execVM and the folder/sqf name as far as i saw. Also as i said it worked for sometime and probably "damaged" by another change i did. execVM is still at the bottom of the init.sqf and both init.sqf and custom-folder are located in the dayz.epoch.charnarus folder ok, so how you said its become from another cheange you did... maybe in init.sqf? can you paste your whole init.sqf (do you remember what you change before) Link to comment Share on other sites More sharing options...
MakeLoveWork Posted January 10, 2017 Report Share Posted January 10, 2017 So the change i did is already completly reverted - might sound dumb but - i tried to move the infistar files in the mpmissions folder and install them there (just like usual scripts) , cause it didnt work in the dayz_server.pbo when i saw it wont work like this either, i reverted the changes. init.sqf : /* For DayZ Epoch Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz */ //Server settings dayZ_instance = 11; //Instance ID of this server dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number) //Game settings dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled dayz_antiWallHack = 1; //DayZ AntiWallhack / 1 = enabled // 0 = disabled, Adds items to the map to plug holes. dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick). dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations dayz_POIs = true; dayz_infectiousWaterholes = true; dayz_ForcefullmoonNights = false; // Forces night time to be full moon. dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations. //DayZMod presets dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite" //Only need to edit if you are running a custom server. if (dayz_presets == "Custom") then { dayz_enableGhosting = false; //Enable disable the ghosting system. dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again. dayz_spawnselection = 1; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits dayz_spawncarepkgs_clutterCutter = 2; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass dayz_spawnCrashSite_clutterCutter = 2; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass dayz_spawnInfectedSite_clutterCutter = 2; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass dayz_bleedingeffect = 3; //1 = blood on the ground, 2 = partical effect, 3 = both dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system. dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag }; //Temp settings dayz_DamageMultiplier = 25; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies. dayz_maxGlobalZeds = 500; //Limit the total zeds server wide. dayz_temperature_override = true; // Set to true to disable all temperature changes. enableRadio false; enableSentences false; // EPOCH CONFIG VARIABLES START // #include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line // See the above file for a full list including descriptions and default values // Uncomment the lines below to change the default loadout DefaultMagazines = ["ItemBandage","ItemPainkiller","15Rnd_9x19_M9","15Rnd_9x19_M9","ItemBandage","FoodCanBakedBeans","ItemSodaMdew"]; DefaultWeapons = ["M9","ItemMap","ItemCompass","ItemToolbox","ItemFlashlight"]; DefaultBackpack = "DZ_ALICE_Pack_EP1"; //DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"]; dayz_paraSpawn = true; // Halo spawn DZE_BackpackAntiTheft = true; // Prevent stealing from backpacks in trader zones DZE_BuildOnRoads = false; // Allow building on roads DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly. DZE_slowZombies = true; // Force zombies to always walk DZE_StaticConstructionCount = 1; // Steps required to build. If greater than 0 this applies to all objects. DZE_GodModeBase = true; // Make player built base objects indestructible DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On DZE_PlotPole = [100,500]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases. DZE_BuildingLimit = 1000; // Max number of built objects allowed in DZE_PlotPole radius DZE_SelfTransfuse = true; // Allow players to bloodbag themselves DZE_selfTransfuse_Values = [12000,0,120]; // [blood amount given, infection chance %, cooldown in seconds] DZE_NameTags = 1; // Name displays when looking at player up close 0 = Off, 1= On, 2 = Player choice DZE_UI = "epoch"; //"vanilla","epoch","dark" UI status icons style. Dark accommodates color blind people. DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming. Doesn't work with amphibious pook which should not be used due to FPS issues. DZE_SafeZoneNoBuildDistance = 1000; // Distance from safe zones listed above to disallow building near. DZE_maintainCurrencyRate = -1; //The currency rate of what maintaining an item will be, for instance: at 100, 10 items will have a worth of 1000 (1 10oz gold or 1k coins) see actions/maintain_area.sqf for more examples. // Trader Menu DZE_TRADER_SPAWNMODE = true; // Vehicles purchased at traders will be parachuted in // Death Messages DZE_DeathMsgChat = "global"; //"none","global","side","system" Display death messages in selected chat channel. DZE_DeathMsgDynamicText = true; // Display death messages as dynamicText in the top left with weapon icons. DZE_DeathMsgRolling = false; // Display death messages as rolling messages in bottom center of screen. DZE_DeathScreen = true; // True=Use Epoch death screen (Trade city obituaries have been amended) False=Use DayZ death screen (You are dead) // Dynamic Vehicles DynamicVehicleDamageLow = 0; // Min damage random vehicles can spawn with DynamicVehicleDamageHigh = 66; // Max damage random vehicles can spawn with DynamicVehicleFuelLow = 20; // Min fuel random vehicles can spawn with DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with // Plot Management and Plot for Life DZE_plotManagementMustBeClose = true; //Players must be within 10m of pole to be added as a plot friend. DZE_MaxPlotFriends = 10; //Max friends allowed on a plot. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance. DZE_doorManagementMustBeClose = true; //Players must be within 10m of door to be added as a door friend. DZE_doorManagementAllowManualCode = false; //Allow unlocking doors by manually entering the combination. Setting false requires the use of eye scan for all doors. DZE_maintainCurrencyRate = -1; //The currency rate of what maintaining an item will be, for instance: at 100, 10 items will have a worth of 1000 (1 10oz gold or 1k coins) see actions/maintain_area.sqf for more examples. dayz_markGroup = 1; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only dayz_markSelf = 1; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only dayz_markBody = 1; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only MaxDynamicDebris = 0; // Max number of random road blocks to spawn around the map MaxVehicleLimit = 500; // Max number of random vehicles to spawn around the map spawnArea = 1000; // Distance around markers to find a safe spawn position spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule. EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]]; // EPOCH CONFIG VARIABLES END // diag_log 'dayz_preloadFinished reset'; dayz_preloadFinished=nil; onPreloadStarted "diag_log [diag_tickTime,'onPreloadStarted']; dayz_preloadFinished = false;"; onPreloadFinished "diag_log [diag_tickTime,'onPreloadFinished']; dayz_preloadFinished = true;"; with uiNameSpace do {RscDMSLoad=nil;}; // autologon at next logon if (!isDedicated) then { enableSaving [false, false]; startLoadingScreen ["","RscDisplayLoadCustom"]; progressLoadingScreen 0; dayz_loadScreenMsg = localize 'str_login_missionFile'; progress_monitor = [] execVM "\z\addons\dayz_code\system\progress_monitor.sqf"; 0 cutText ['','BLACK',0]; 0 fadeSound 0; 0 fadeMusic 0; }; initialized = false; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; progressLoadingScreen 0.05; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; progressLoadingScreen 0.15; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf"; progressLoadingScreen 0.25; call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on each machine early initialized = true; setTerrainGrid 25; //grass draw distance (50=no grass, 25=normal, 12.5=far) if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";}; execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf"; if (isServer) then { call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_server\traders\chernarus11.sqf"; //Add trader agents call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_monitor.sqf"; //Must be global spawned, so players don't fall through buildings (might be best to spilt these to important, not important) if (dayz_POIs && (toLower worldName == "chernarus")) then { execVM "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf"; }; //Get the server to setup what waterholes are going to be infected and then broadcast to everyone. if (dayz_infectiousWaterholes && (toLower worldName == "chernarus")) then {execVM "\z\addons\dayz_code\system\mission\chernarus\infectiousWaterholes\init.sqf";}; }; // Lootable objects from CfgTownGeneratorDefault.hpp if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\system\mission\chernarus\LegacyTownGenerator\MainLootableObjects.sqf"; }; if (!isDedicated) then { if (dayz_antiWallHack != 0) then { //Enables Map Plug items execVM "\z\addons\dayz_code\system\mission\chernarus\security\init.sqf"; //Enables Plant lib fixes call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\antihack.sqf"; }; if (toLower(worldName) == "chernarus") then { diag_log "WARNING: Clearing annoying benches from Chernarus"; ([4654,9595,0] nearestObject 145259) setDamage 1; ([4654,9595,0] nearestObject 145260) setDamage 1; }; if (dayz_enableRules && (profileNamespace getVariable ["streamerMode",0] == 0)) then { dayz_rulesHandle = execVM "rules.sqf"; }; if (!isNil "dayZ_serverName") then { execVM "\z\addons\dayz_code\system\watermark.sqf"; }; execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf"; execFSM "\z\addons\dayz_code\system\player_monitor.fsm"; //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";}; waitUntil {scriptDone progress_monitor}; cutText ["","BLACK IN", 3]; 3 fadeSound 1; 3 fadeMusic 1; endLoadingScreen; }; if(not isNil "paramsArray") then{ [paramsArray select <3>] spawn { //<x> a placeholder for the element in your paramsArray _skipspeed = (_this select 0)/2; while{_skipspeed > 0} do{ sleep 0.5; skipTime(_skipspeed/3600); }; }; }; [] execVM "custom\safezone.sqf"; It shouldnt be related to the day/night cycle either cause i put that in later. Also if that makes everythign more easy, i could tell you the log in data for the FTP-Server so you can take a look at it yourself Link to comment Share on other sites More sharing options...
lwbuk Posted January 10, 2017 Report Share Posted January 10, 2017 Infistar is a one line install in server_functions.sqf in your Dayz_Epoch_Server/addons/Dayz_server.pbo in the Init folder You cant run it any other way, it has to be this way. This goes at the very top. [] execVM "\z\addons\dayz_server\init\AH.sqf"; Copy AH,AT,and AHconfig.sqf into the same init folder as server_functions.sqf, edit AHconfig to add your Puid. Follow the readme included with infistar to turn off the default antihack in init.sqf, its two lines need changing. Repack your PBO and it should work. The safezone script doesnt need infistar, so again, one line in init.sqf and it should work. You must have done soemthing to break a function somewhere and its not being called. Also post your server rpt so we can see if something is causing it. Does the rpt show infistar initialising? Shoud be pretty obvious if it is, as it uses up quite a few lines of the rpt when it first loads. Link to comment Share on other sites More sharing options...
MakeLoveWork Posted January 10, 2017 Report Share Posted January 10, 2017 2 minutes ago, lwbuk said: Infistar is a one line install in server_functions.sqf in your Dayz_Epoch_Server/addons/Dayz_server.pbo in the Init folder You cant run it any other way, it has to be this way. This goes at the very top. [] execVM "\z\addons\dayz_server\init\AH.sqf"; Copy AH,AT,and AHconfig.sqf into the same init folder as server_functions.sqf, edi AHconfig to add your Puid,repack your PBO and it should work. The safezone script doesnt need infistar, so again, one line in init.sqf and it should work. You must have done soemthing to break a function somewhere and its not being called. Also post your server rpt so we can see if something is causing it. Does the rpt show infistar initialising? Shoud be pretty obvious if it is, as it uses up quite a few lines of the rpt when it first loads. So as i said, i am pretty new to that. First time i saw anythign related to arma scripts, servers ftp servers and all was 4 days ago, so please dont mind my mistakes. i'll try to find the .rpt real quick and try to install infistar the way you told me. in the readme it said the execVM should be at the very bottom and the files should stay ina folder placed in the server.pbo itself. Anyway, gimme a few minutes Link to comment Share on other sites More sharing options...
juandayz Posted January 10, 2017 Author Report Share Posted January 10, 2017 1 minute ago, MakeLoveWork said: So as i said, i am pretty new to that. First time i saw anythign related to arma scripts, servers ftp servers and all was 4 days ago, so please dont mind my mistakes. i'll try to find the .rpt real quick and try to install infistar the way you told me. in the readme it said the execVM should be at the very bottom and the files should stay ina folder placed in the server.pbo itself. Anyway, gimme a few minutes dont worry everyone here sometime was new . your init.sqf looks fine. so you dont have issues here i guess. take the iwbuk suggest and tell us if you fix it. the rpt. is in: YOUR SERVER ROOT\instance_11_Chernarus\arma2oaserver.RPT MakeLoveWork 1 Link to comment Share on other sites More sharing options...
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