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GROUP MANAGEMENT NOT WORKING


Thug

Question

For some reason my group management is not working. Can someone look at my init.sqf and see what may be wrong

/*    
    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 = 0; // DayZ Antihack / 1 = enabled // 0 = disabled
dayz_REsec = 0; // 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_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
dayz_randomMaxFuelAmount = 1500; //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 = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
    dayz_spawnCrashSite_clutterCutter = 0;    // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
    dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass 
    dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 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
    dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
};

//Temp settings
dayz_DamageMultiplier = 2; //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 = false; // Set to true to disable all temperature changes.

// Group System
dayz_groupSystem = true; // Enable group system
dayz_markGroup = 2; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only
dayz_markSelf = 2; // 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
dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites.

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 = ["HandRoadFlare","ItemBandage","ItemBandage","ItemPainkiller","ItemMorphine","17Rnd_9x19_glock17SD","17Rnd_9x19_glock17SD"];
DefaultWeapons = ["G17_DZ","ItemMap","ItemRadio"];
DefaultBackpack = "DZ_Patrol_Pack_EP1";
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
dayz_paraSpawn = false; // Halo spawn
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
DZE_BuildOnRoads = false; // Allow building on roads
DZE_PlayerZed = false; // Enable spawning as a player zombie when players die with infected status
DZE_R3F_WEIGHT = false; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
DZE_slowZombies = false; // Force zombies to always walk
DZE_StaticConstructionCount = 1; // Steps required to build. If greater than 0 this applies to all objects.
DZE_GodModeBase = false; // Make player built base objects indestructible
DZE_requireplot = 1; // Require a plot pole to build  0 = Off, 1 = On
DZE_PlotPole = [75,90]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
DZE_BuildingLimit = 750; // Max number of built objects allowed in DZE_PlotPole radius
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
DZE_HeartBeat = true;
MaxDynamicDebris = 5; // Max number of random road blocks to spawn around the map
MaxVehicleLimit = 350; // Max number of random vehicles to spawn around the map
spawnArea = 1400; // Distance around markers to find a safe spawn position
spawnShoremode = 1; // Random spawn locations  1 = on shores, 0 = inland
// Dynamic Vehicles
DynamicVehicleDamageLow = 50; 
DynamicVehicleDamageHigh = 100; 
DynamicVehicleFuelLow = 15; 
DynamicVehicleFuelHigh = 20; 
MaxAmmoBoxes = 3;
MaxMineVeins = 50;

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";
call compile preprocessFileLineNumbers "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";
call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf";
call compile preprocessFileLineNumbers "addons\bike\init.sqf";
progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "logistic\init.sqf";
call compile preprocessFileLineNumbers "scripts\traders\server_traders.sqf";
initialized = true;

setTerrainGrid 50;
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\system\server_monitor.sqf";
    execVM "\z\addons\dayz_server\traders\chernarus11.sqf"; //Add trader agents
    
    //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\MainLootableObjects.sqf"; };
};
if (!isDedicated) then {
    //Enables Plant lib fixes
    //execVM "\z\addons\dayz_code\system\antihack.sqf"; Taken out because of infiStar
    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_townGenerator) then { 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";
    _nil = [] execVM "scripts\VehicleKeyChanger\VehicleKeyChanger_init.sqf";
    if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
    call compile preprocessFileLineNumbers "scripts\zsc\zscInit.sqf";
    execVM "scripts\zsc\playerHud.sqf";
    waitUntil {scriptDone progress_monitor};
    cutText ["","BLACK IN", 3];
    3 fadeSound 1;
    3 fadeMusic 1;
    endLoadingScreen;
    [] execVM "scripts\service_points\service_point.sqf";
};
    [] execVM "scripts\Safe_Zones\infiStar_safezone.sqf";

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6 hours ago, LunatikCH said:

 

put your custom settings below this line #include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line

AND WHY ARE YOU USING FKING CAPS

 

The Devil made me us FKING CAPS

Thanks to all for the input. Its Working fine now. @juandayz @icomrade

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