Ghostman Posted May 16, 2017 Report Share Posted May 16, 2017 1 minute ago, DAmNRelentless said: This is not a line I said to edit, you probably messed up something. Send me your mission_init.sqf and the mission you edited so I can take a look at that and please use spoilers on the forum. Simply click on the eye icon when you write a message to prevent huge posts. Spoiler if(isServer) then { private ["_mines","_difficulty","_mission","_type","_color","_dot","_position","_marker","_name","_show_marker","_aiCount"]; _mission = _this select 0; _position = _this select 1; _difficulty = _this select 2; _name = _this select 3; _type = _this select 4; _mines = _this select 5; _aiCount = _this select 6; if(count _this > 6) then { _show_marker = _this select 6; } else { _show_marker = true; }; if(debug_mode) then { diag_log("WAI: Starting Mission number " + str(_mission)); }; wai_mission_data select _mission set [1, _type]; wai_mission_data select _mission set [3, _position]; if(wai_enable_minefield && _mines) then { call { if(_difficulty == "easy") exitWith {_mines = [_position,20,37,20] call minefield;}; if(_difficulty == "medium") exitWith {_mines = [_position,35,52,50] call minefield;}; if(_difficulty == "hard") exitWith {_mines = [_position,50,75,100] call minefield;}; if(_difficulty == "extreme") exitWith {_mines = [_position,60,90,150] call minefield;}; }; wai_mission_data select _mission set [2, _mines]; }; _marker = ""; _dot = ""; _color = ""; call { if(_difficulty == "easy") exitWith {_color = "ColorGreen"}; if(_difficulty == "medium") exitWith {_color = "ColorYellow"}; if(_difficulty == "hard") exitWith {_color = "ColorRed"}; if(_difficulty == "extreme") exitWith {_color = "ColorBlack"}; _color = _difficulty; }; call { if(_type == "mainhero") exitWith { _name = "[Bandits] " + _name; }; if(_type == "mainbandit") exitWith { _name = "[Heroes] " + _name; }; if(_type == "special") exitWith { _name = "[Special] " + _name; }; }; if(_show_marker) then { [_position, _color, _name, _mission] spawn { private["_position","_color","_name","_running","_mission","_type","_marker","_dot"]; _position = _this select 0; _color = _this select 1; _name = _this select 2; _mission = _this select 3; _running = true; while {_running} do { _type = (wai_mission_data select _mission) select 1; _marker = createMarker ["" + _type + str(_mission) + "(AI left: " + str(_aiCount) + ")", _position]; _marker setMarkerColor _color; _marker setMarkerShape "ELLIPSE"; _marker setMarkerBrush "Solid"; _marker setMarkerSize [300,300]; _marker setMarkerText _name; _dot = createMarker [_type + str(_mission) + str(_aiCount) + "dot", _position]; _dot setMarkerColor "ColorBlack"; _dot setMarkerType "mil_dot"; _dot setMarkerText _name; sleep 1; deleteMarker _marker; deleteMarker _dot; _running = (typeName (wai_mission_data select _mission) == "ARRAY"); }; }; }; if(debug_mode) then { diag_log("WAI: Mission Data: " + str(wai_mission_data)); }; }; Spoiler if(isServer) then { private ["_complete","_crate_type","_mission","_position","_crate","_baserunover"]; // Get mission number, important we do this early _mission = count wai_mission_data -1; _position = [30] call find_position; [_mission,_position,"Medium","Abandoned Trader","MainBandit",true,12] call mission_init; diag_log format["WAI: [Mission:[Bandit] Abandoned Trader]: Starting... %1",_position]; //Setup the crate _crate_type = crates_medium call BIS_fnc_selectRandom; _crate = createVehicle [_crate_type,[(_position select 0) + 0.3,(_position select 1),0],[],0,"CAN_COLLIDE"]; // Create some Buildings //Buildings _baserunover0 = createVehicle ["Land_Misc_Garb_Heap_EP1",[(_position select 0) - 0.9, (_position select 1) + 4.2,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover1 = createVehicle ["Land_Misc_Garb_Heap_EP1",[(_position select 0) - 18, (_position select 1) + 1.5,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover2 = createVehicle ["Land_Shed_W03_EP1",[(_position select 0) - 4, (_position select 1) + 4.7,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover3 = createVehicle ["Land_Shed_M01_EP1", [(_position select 0) - 10, (_position select 1) + 5,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover4 = createVehicle ["Land_Market_shelter_EP1", [(_position select 0) - 10, (_position select 1) - 0.4,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover5 = createVehicle ["Land_Market_stalls_02_EP1", [(_position select 0) - 10, (_position select 1) - 5.8,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover6 = createVehicle ["Land_Market_stalls_01_EP1",[(_position select 0) + 11, (_position select 1) + 5,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover7 = createVehicle ["Land_Market_stalls_02_EP1",[(_position select 0) + 10, (_position select 1) - 5.8,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover8 = createVehicle ["Land_Market_shelter_EP1",[(_position select 0) + 10, (_position select 1) - 0.4,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover9 = createVehicle ["Land_transport_crates_EP1", [(_position select 0) + 22, (_position select 1) + 2,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover10 = createVehicle ["Fort_Crate_wood", [(_position select 0) + 18, (_position select 1) - 1,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover11 = createVehicle ["UralWreck", [(_position select 0) + 27, (_position select 1) - 3,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover12 = createVehicle ["Land_Canister_EP1",[(_position select 0) + 18, (_position select 1) + 1.4,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover13 = createVehicle ["MAP_ground_garbage_square5",[(_position select 0) + 13.6, (_position select 1) - 2,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover14 = createVehicle ["MAP_ground_garbage_square5",[(_position select 0) - 16, (_position select 1) - 2,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover15 = createVehicle ["MAP_ground_garbage_long", [(_position select 0) - 0.4, (_position select 1) - 2,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover16 = createVehicle ["MAP_garbage_misc", [(_position select 0) - 8, (_position select 1) - 2,-0.01],[], 0, "CAN_COLLIDE"]; // Adding buildings to one variable just for tidiness _baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5,_baserunover6,_baserunover7,_baserunover8,_baserunover9,_baserunover10,_baserunover11,_baserunover12,_baserunover13,_baserunover14,_baserunover15,_baserunover16]; // Set some directions for our buildings _directions = [0,0,0,0,0,-2.5,-0.34,0,2.32,-43.88,0,-67.9033,28.73,0,0,0,0]; { _x setDir (_directions select _forEachIndex) } forEach _baserunover; // Make buildings flat on terrain surface { _x setVectorUp surfaceNormal position _x; } count _baserunover; //Troops [[_position select 0,_position select 1,0],3,"Medium",["Random","AT"],4,"Random","Hero","Random","Hero",_mission] call spawn_group; [[_position select 0,_position select 1,0],3,"Medium","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group; [[_position select 0,_position select 1,0],3,"Medium","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group; //Static Guns [[ [(_position select 0) + 0.1, (_position select 1) + 20, 0], [(_position select 0) + 0.1, (_position select 1) - 20, 0] ],"M2StaticMG","Easy","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static; //Condition _complete = [ [_mission,_crate], // mission number and crate ["crate"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_baserunover], // cleanup objects "A trader city was abandoned after a bandit raid....Go secure the loot", // mission announcement "Survivors have secured the abandoned trader", // mission success "Survivors did not secure the abandoned trader in time" // mission fail ] call mission_winorfail; diag_log format["WAI: [Mission:[Bandit] Abandoned Trader]: Ended at %1",_position]; if(_complete) then { [_crate,8,5,15,3,2] call dynamic_crate; }; b_missionsrunning = b_missionsrunning - 1; }; Spoiler if(isServer) then { private ["_complete","_crate_type","_mission","_position","_crate","_baserunover"]; // Get mission number, important we do this early _mission = count wai_mission_data -1; _position = [30] call find_position; [_mission,_position,"Medium","Abandoned Trader","MainHero",true,12] call mission_init; diag_log format["WAI: [Mission:[Hero] Abandoned Trader]: Starting... %1",_position]; //Setup the crate _crate_type = crates_medium call BIS_fnc_selectRandom; _crate = createVehicle [_crate_type,[(_position select 0) + 0.3,(_position select 1),0],[],0,"CAN_COLLIDE"]; // Create some Buildings //Buildings _baserunover0 = createVehicle ["Land_Misc_Garb_Heap_EP1",[(_position select 0) - 0.9, (_position select 1) + 4.2,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover1 = createVehicle ["Land_Misc_Garb_Heap_EP1",[(_position select 0) - 18, (_position select 1) + 1.5,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover2 = createVehicle ["Land_Shed_W03_EP1",[(_position select 0) - 4, (_position select 1) + 4.7,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover3 = createVehicle ["Land_Shed_M01_EP1", [(_position select 0) - 10, (_position select 1) + 5,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover4 = createVehicle ["Land_Market_shelter_EP1", [(_position select 0) - 10, (_position select 1) - 0.4,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover5 = createVehicle ["Land_Market_stalls_02_EP1", [(_position select 0) - 10, (_position select 1) - 5.8,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover6 = createVehicle ["Land_Market_stalls_01_EP1",[(_position select 0) + 11, (_position select 1) + 5,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover7 = createVehicle ["Land_Market_stalls_02_EP1",[(_position select 0) + 10, (_position select 1) - 5.8,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover8 = createVehicle ["Land_Market_shelter_EP1",[(_position select 0) + 10, (_position select 1) - 0.4,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover9 = createVehicle ["Land_transport_crates_EP1", [(_position select 0) + 22, (_position select 1) + 2,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover10 = createVehicle ["Fort_Crate_wood", [(_position select 0) + 18, (_position select 1) - 1,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover11 = createVehicle ["UralWreck", [(_position select 0) + 27, (_position select 1) - 3,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover12 = createVehicle ["Land_Canister_EP1",[(_position select 0) + 18, (_position select 1) + 1.4,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover13 = createVehicle ["MAP_ground_garbage_square5",[(_position select 0) + 13.6, (_position select 1) - 2,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover14 = createVehicle ["MAP_ground_garbage_square5",[(_position select 0) - 16, (_position select 1) - 2,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover15 = createVehicle ["MAP_ground_garbage_long", [(_position select 0) - 0.4, (_position select 1) - 2,-0.01],[], 0, "CAN_COLLIDE"]; _baserunover16 = createVehicle ["MAP_garbage_misc", [(_position select 0) - 8, (_position select 1) - 2,-0.01],[], 0, "CAN_COLLIDE"]; // Adding buildings to one variable just for tidiness _baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5,_baserunover6,_baserunover7,_baserunover8,_baserunover9,_baserunover10,_baserunover11,_baserunover12,_baserunover13,_baserunover14,_baserunover15,_baserunover16]; // Set some directions for our buildings _directions = [0,0,0,0,0,-2.5,-0.34,0,2.32,-43.88,0,-67.9033,28.73,0,0,0,0]; { _x setDir (_directions select _forEachIndex) } forEach _baserunover; // Make buildings flat on terrain surface { _x setVectorUp surfaceNormal position _x; } count _baserunover; //Troops [[_position select 0,_position select 1,0],3,"Medium",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],3,"Medium","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],3,"Medium","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; //Static Guns [[ [(_position select 0) + 0.1, (_position select 1) + 20, 0], [(_position select 0) + 0.1, (_position select 1) - 20, 0] ],"M2StaticMG","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static; //Condition _complete = [ [_mission,_crate], // mission number and crate ["crate"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_baserunover], // cleanup objects "A trader city was abandoned after a bandit raid....Go secure the loot", // mission announcement "Survivors have secured the abandoned trader", // mission success "Survivors did not secure the abandoned trader in time" // mission fail ] call mission_winorfail; diag_log format["WAI: [Mission:[Hero] Abandoned Trader]: Ended at %1",_position]; if(_complete) then { [_crate,8,5,15,3,2] call dynamic_crate; }; h_missionsrunning = h_missionsrunning - 1; }; Link to comment Share on other sites More sharing options...
Relentless Posted May 16, 2017 Report Share Posted May 16, 2017 Yep that's the problem I mentioned. _this is now larger than the previous one because we added another element to the array. Go to your mission_init.sqf and change _mission = _this select 0; _position = _this select 1; _difficulty = _this select 2; _name = _this select 3; _type = _this select 4; _mines = _this select 5; _aiCount = _this select 6; if(count _this > 6) then { _show_marker = _this select 6; } else { _show_marker = true; }; to _mission = _this select 0; _position = _this select 1; _difficulty = _this select 2; _name = _this select 3; _type = _this select 4; _mines = _this select 5; if(count _this > 7) then { _show_marker = _this select 6; _aiCount = _this select 7; } else { _show_marker = true; _aiCount = _this select 6; }; Link to comment Share on other sites More sharing options...
Ghostman Posted May 16, 2017 Report Share Posted May 16, 2017 stil error :( 15:03:52 Error position: <_aiCount) + ")", _position]; _marker s> 15:03:52 Error Undefined variable in expression: _aicount 15:03:52 File z\addons\dayz_server\WAI\compile\mission_init.sqf, line 67 15:03:53 Error in expression <pe + str(_mission) + "(AI left: " + str(_aiCount) + ")", _position]; _marker s> Link to comment Share on other sites More sharing options...
Relentless Posted May 16, 2017 Report Share Posted May 16, 2017 Replace private["_position","_color","_name","_running","_mission","_type","_marker","_dot"]; with private["_position","_color","_name","_running","_mission","_type","_marker","_dot","_aiCount"]; Link to comment Share on other sites More sharing options...
Ghostman Posted May 16, 2017 Report Share Posted May 16, 2017 Spoiler 15:33:04 Error in expression <pe + str(_mission) + "(AI left: " + str(_aiCount) + ")", _position]; _marker s> 15:33:04 Error position: <_aiCount) + ")", _position]; _marker s> 15:33:04 Error Undefined variable in expression: _aicount 15:33:04 File z\addons\dayz_server\WAI\compile\mission_init.sqf, line 67 15:33:04 [DZMS]: Starting DayZ Mission System. 15:33:04 [DZMS]: WickedAI Found! Using WickedAI's Relations! 15:33:04 [DZMS]: Currently Running Version: 1.1FIN 15:33:04 [DZMS]: Mission and Extended Configuration Loaded! 15:33:04 [DZMS]: chernarus Detected. Map Specific Settings Adjusted! 15:33:04 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted! 15:33:04 [DZMS]: Loading ExecVM Functions. 15:33:04 [DZMS]: Loading Compiled Functions. 15:33:04 [DZMS]: Loading All Other Functions. 15:33:04 [DZMS]: Mission Functions Script Loaded! 15:33:05 [DZMS]: Mission Marker Loop for JIPs Starting! 15:33:05 [DZMS]: Minor Mission Clock Starting! 15:33:05 [DZMS]: Major Mission Clock Starting! 15:33:05 "WAI: Spawned a group of 3 AI (Bandit) at [8422.7,6350.48,0]" 15:33:05 "WAI: Spawned a group of 3 AI (Bandit) at [8422.7,6350.48,0]" 15:33:05 No owner 15:33:05 No owner 15:33:05 No owner 15:33:05 No owner 15:33:05 "WAI: Spawned a group of 3 AI (Bandit) at [8422.7,6350.48,0]" 15:33:05 "WAI: Spawned in 2 M2StaticMG" 15:33:05 Error in expression <pe + str(_mission) + "(AI left: " + str(_aiCount) + ")", _position]; _marker s> 15:33:05 Error position: <_aiCount) + ")", _position]; _marker s> 15:33:05 Error Undefined variable in expression: _aicount 15:33:05 File z\addons\dayz_server\WAI\compile\mission_init.sqf, line 67 15:33:06 Error in expression <pe + str(_mission) + "(AI left: " + str(_aiCount) + ")", _position]; _marker s> i'm give up. Still have error, but the for try help:) Link to comment Share on other sites More sharing options...
Relentless Posted May 16, 2017 Report Share Posted May 16, 2017 @Ghostman Giving up is not an option in ArmA. Try to figure out what the problem is and keep testing until it works. That's how you learn. :) Link to comment Share on other sites More sharing options...
Relentless Posted May 16, 2017 Report Share Posted May 16, 2017 I guess the problem is that _aiCount is outter scope so you need to define the variable before the if condition. so _mission = _this select 0; _position = _this select 1; _difficulty = _this select 2; _name = _this select 3; _type = _this select 4; _mines = _this select 5; _aiCount = 0; if(count _this > 7) then { _show_marker = _this select 6; _aiCount = _this select 7; } else { _show_marker = true; _aiCount = _this select 6; }; Link to comment Share on other sites More sharing options...
kheldar125 Posted May 16, 2017 Report Share Posted May 16, 2017 Not sure if this will be of any help but I remember WAI having a config to set % of AI killed to spawn the loot. So I'm assuming its keeping track of the total AI alive from the mission somewhere right? I'm no expert though, I leave that job for you guys. Relentless 1 Link to comment Share on other sites More sharing options...
Ghostman Posted May 16, 2017 Report Share Posted May 16, 2017 21 minutes ago, kheldar125 said: Not sure if this will be of any help but I remember WAI having a config to set % of AI killed to spawn the loot. So I'm assuming its keeping track of the total AI alive from the mission somewhere right? I'm no expert though, I leave that job for you guys. hello you know how add counter to WAI minniosns? Link to comment Share on other sites More sharing options...
Relentless Posted May 16, 2017 Report Share Posted May 16, 2017 51 minutes ago, kheldar125 said: Not sure if this will be of any help but I remember WAI having a config to set % of AI killed to spawn the loot. So I'm assuming its keeping track of the total AI alive from the mission somewhere right? I'm no expert though, I leave that job for you guys. Oh you are right, that's a good idea to look at. I will take a look at it, when I have more time. Nice spot though. Link to comment Share on other sites More sharing options...
kheldar125 Posted May 16, 2017 Report Share Posted May 16, 2017 Have experimented a little getting this working but having issues, no doubt someone with more experience than me might be able to add further insight. What iv found so far, 1) the function that check for AI killed % is in mission_winorfail.sqf if(((wai_mission_data select _mission) select 0) <= _killpercent) then { { if((isPlayer _x) && (_x distance _position <= 20)) then { _complete = true; }; } count playableUnits; Iv tried this in the files where the missions are setup (example from armed_vehicle.sqf) _ai = ((wai_mission_data select _mission) select 0); [_mission,_position,"Medium",format["Disabled %1,%2 Ai Remaining",_vehname,_ai],"MainHero",true] call mission_init; "_ai" also added to private variable declaration. Unfortunately doesn't work. If anyone can point out exactly where wai_mission_data gets its variables from I will try further. I could be completely wrong with the way I'm trying this, So please correct me if i'm wrong. new to scripting, but wanting to learn :D Link to comment Share on other sites More sharing options...
Relentless Posted May 16, 2017 Report Share Posted May 16, 2017 @kheldar125 Nice that you spotted it already. I will do that later and I will post it here with detailed steps so you also know what I did and you can learn. :) kheldar125 1 Link to comment Share on other sites More sharing options...
kheldar125 Posted May 16, 2017 Report Share Posted May 16, 2017 54 minutes ago, DAmNRelentless said: @kheldar125 Nice that you spotted it already. I will do that later and I will post it here with detailed steps so you also know what I did and you can learn. :) Thanks, I would appreciate that a lot. Link to comment Share on other sites More sharing options...
LuckBeWitYa Posted May 24, 2017 Report Share Posted May 24, 2017 every time I try to load this I get this error. The game will allow me to load into the lobby. Shows the cut screen with loading bar at bottom of page but counts to 119 and bounces me back to the lobby. The only mod I have installed is Dayz Epoch Deployable Bike. I have checked to see if those files were on my server and they are. Spoiler 22:42:49 Warning Message: Script z\addons\dayz_server\init\server_functions.sqf not found 22:42:49 Warning Message: Script z\addons\dayz_server\compile\server_spawnTraders.sqf not found 22:42:55 Warning Message: Script z\addons\dayz_server\system\dynamic_vehicle.sqf not found 22:42:55 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not found 22:42:55 Warning Message: Script z\addons\dayz_server\traders\chernarus11.sqf not found 22:42:55 Error in expression <; _recompile = (count _this) > 0; if (BIS_fnc_init && !_recompile) exitwith {t> 22:42:55 Error position: <BIS_fnc_init && !_recompile) exitwith {t> 22:42:55 Error Undefined variable in expression: bis_fnc_init 22:42:55 File ca\Modules\Functions\init.sqf, line 28 22:45:34 Client: Remote object 2:10 not found 22:45:34 Client: Remote object 2:11 not found 22:45:34 Client: Remote object 2:12 not found Link to comment Share on other sites More sharing options...
iben Posted May 24, 2017 Report Share Posted May 24, 2017 4 hours ago, LuckBeWitYa said: every time I try to load this I get this error. The game will allow me to load into the lobby. Shows the cut screen with loading bar at bottom of page but counts to 119 and bounces me back to the lobby. The only mod I have installed is Dayz Epoch Deployable Bike. I have checked to see if those files were on my server and they are. Reveal hidden contents 22:42:49 Warning Message: Script z\addons\dayz_server\init\server_functions.sqf not found 22:42:49 Warning Message: Script z\addons\dayz_server\compile\server_spawnTraders.sqf not found 22:42:55 Warning Message: Script z\addons\dayz_server\system\dynamic_vehicle.sqf not found 22:42:55 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not found 22:42:55 Warning Message: Script z\addons\dayz_server\traders\chernarus11.sqf not found 22:42:55 Error in expression <; _recompile = (count _this) > 0; if (BIS_fnc_init && !_recompile) exitwith {t> 22:42:55 Error position: <BIS_fnc_init && !_recompile) exitwith {t> 22:42:55 Error Undefined variable in expression: bis_fnc_init 22:42:55 File ca\Modules\Functions\init.sqf, line 28 22:45:34 Client: Remote object 2:10 not found 22:45:34 Client: Remote object 2:11 not found 22:45:34 Client: Remote object 2:12 not found @LuckBeWitYa, Hi, check your server_monitor.sqf using diffmerge and compare with this file, eventually your init file, compare with this file. I guess you'll find something wrong.... Link to comment Share on other sites More sharing options...
LuckBeWitYa Posted May 24, 2017 Report Share Posted May 24, 2017 4 hours ago, iben said: @LuckBeWitYa, Hi, check your server_monitor.sqf using diffmerge and compare with this file, eventually your init file, compare with this file. I guess you'll find something wrong.... init file? do you mean the EpochConfig.sqf Link to comment Share on other sites More sharing options...
iben Posted May 24, 2017 Report Share Posted May 24, 2017 47 minutes ago, LuckBeWitYa said: init file? do you mean the EpochConfig.sqf I mean init.sqf in root of you mission folder (see link above) Link to comment Share on other sites More sharing options...
LuckBeWitYa Posted May 24, 2017 Report Share Posted May 24, 2017 1 minute ago, iben said: I mean init.sqf in root of you mission folder (see link above) ok well, I found one issue in server_monitor, but as for the init ..I have a server on survival servers so as the set up is different...some of the init are in init.sql and some are in an EpochConfig.sql..... I do not see some things in there as in the Hotfix....rest seems fine just in different locations...thanks for the help....guess I will just have to go code by code and see what's missing and what's changed. Link to comment Share on other sites More sharing options...
iben Posted May 24, 2017 Report Share Posted May 24, 2017 1 minute ago, LuckBeWitYa said: ok well, I found one issue in server_monitor, but as for the init ..I have a server on survival servers so as the set up is different...some of the init are in init.sql and some are in an EpochConfig.sql..... I do not see some things in there as in the Hotfix....rest seems fine just in different locations...thanks for the help....guess I will just have to go code by code and see what's missing and what's changed. ok, I think it's in your serverside files anyway... check RPT (mainly server rpt) if there is another warning or error ... good luck! Link to comment Share on other sites More sharing options...
Ghostman Posted May 24, 2017 Report Share Posted May 24, 2017 How can i add WAI display in top or in debug monitor, Currently I only have radio messages Link to comment Share on other sites More sharing options...
ViktorReznov Posted June 4, 2017 Report Share Posted June 4, 2017 Hello, ive installed this on both fresh installs, and modded installs. It refuses to work! Theres been 0 errors in my client or server side .rpts and nothing produces ingame. Not even the debug works! I love wai too much to just cast it away so if anyone has any suggestions, please let me know. Followed all instructions to the T and repeatedly made sure of that. Thanks in advance! Link to comment Share on other sites More sharing options...
salival Posted June 4, 2017 Report Share Posted June 4, 2017 57 minutes ago, ViktorReznov said: Hello, ive installed this on both fresh installs, and modded installs. It refuses to work! Theres been 0 errors in my client or server side .rpts and nothing produces ingame. Not even the debug works! I love wai too much to just cast it away so if anyone has any suggestions, please let me know. Followed all instructions to the T and repeatedly made sure of that. Thanks in advance! I will pm you for you to send me your dayz_server pbo. Link to comment Share on other sites More sharing options...
ViktorReznov Posted June 12, 2017 Report Share Posted June 12, 2017 So, with @salival help, I have this working near flawlessly! However, no matter what I try and do, I cannot get the radio on client side to do what I want it to. I get no option to right click on it and select anything. I have tried: extra_rc, deploy anything click actions and even @salival's update to click actions. Im trying to figure where the problem is because all those right click mods work on everything else and seeing as its because of wai that I want this to work, I seek the advice of the pros. It is very well indeed unnecessary but desired. Any help is much appreciated! Link to comment Share on other sites More sharing options...
Relentless Posted June 13, 2017 Report Share Posted June 13, 2017 22 hours ago, ViktorReznov said: all those right click mods work on everything else If you say that it's working on everything else, there is maybe just a small mistake that is not obviously visible to you in the itemRadio line. Many people say that click actions is the best way to do it but I still prefer extraRC. Would be good if you decide for a method now and tell us how you did it. Just as an example. My extraRC looks like this: Spoiler class ExtraRc { class ItemMap { class LocateVehicle { text = "Locate Vehicles"; script = "execVM 'path\locateVehicle.sqf'"; }; }; class ItemToolbox { class BuildBike { text = "Deploy Bike"; script = "execVM 'path\deploybike.sqf'"; }; }; class ItemKnife { class FarmHemp1 { text = "Harvest Hemp"; script = "execVM 'path\cuthemp.sqf'"; }; }; class ItemMachete { class FarmHemp2 { text = "Harvest Hemp"; script = "execVM 'path\cuthemp.sqf'"; }; }; class ItemKiloHemp { class SmokeHemp { text = "Smoke dat Haze"; script = "execVM 'path\smokehemp.sqf'"; }; }; class ItemBriefcase_Base { class OpenMysteryBriefcase { text = "Open Briefcase"; script = "execVM 'path\open_brief.sqf'"; }; }; }; The most common mistake is the syntax. Often happens in the script line. Make sure to follow the syntax which is like: script = "execVM 'path\file.sqf'"; Link to comment Share on other sites More sharing options...
ViktorReznov Posted June 13, 2017 Report Share Posted June 13, 2017 2 hours ago, DAmNRelentless said: If you say that it's working on everything else, there is maybe just a small mistake that is not obviously visible to you in the itemRadio line. Many people say that click actions is the best way to do it but I still prefer extraRC. Would be good if you decide for a method now and tell us how you did it. Just as an example. My extraRC looks like this: Hide contents class ExtraRc { class ItemMap { class LocateVehicle { text = "Locate Vehicles"; script = "execVM 'path\locateVehicle.sqf'"; }; }; class ItemToolbox { class BuildBike { text = "Deploy Bike"; script = "execVM 'path\deploybike.sqf'"; }; }; class ItemKnife { class FarmHemp1 { text = "Harvest Hemp"; script = "execVM 'path\cuthemp.sqf'"; }; }; class ItemMachete { class FarmHemp2 { text = "Harvest Hemp"; script = "execVM 'path\cuthemp.sqf'"; }; }; class ItemKiloHemp { class SmokeHemp { text = "Smoke dat Haze"; script = "execVM 'path\smokehemp.sqf'"; }; }; class ItemBriefcase_Base { class OpenMysteryBriefcase { text = "Open Briefcase"; script = "execVM 'path\open_brief.sqf'"; }; }; }; The most common mistake is the syntax. Often happens in the script line. Make sure to follow the syntax which is like: script = "execVM 'path\file.sqf'"; in init.sqf [] execVM "dayz_code\compile\remote_message.sqf"; (from zsc) or _nil = [] execVM "scripts\radio\remote.sqf"; //wai radio toggle but never at the same time in click actions ["ItemRadio","Toggle Power","execVM 'scripts\radio\switch_on_off.sqf';","true"], my entire Extra_rc class ExtraRc { class ItemRadio { class switchOnOff { text = "Power ON/OFF"; script = "execVM 'scripts\radio\switch_on_off.sqf'"; }; }; }; ui_selectSlot.sqf with both click actions and extra rc and @salival's click_actions update Spoiler //private ["_control","_button","_parent","_group","_pos","_item","_conf","_name","_cfgActions","_numActions","_height","_menu","_config","_type","_script","_outputOriented","_compile","_array","_outputClass","_outputType"]; disableSerialization; _control = _this select 0; _button = _this select 1; _parent = findDisplay 106; if (carryClick) then {carryClick = false;}; if (_button == 1) then { private ["_conf","_name","_compile","_height","_item","_isKey"]; _group = _parent displayCtrl 6902; _pos = ctrlPosition _group; _item = gearSlotData _control; if ( //No right click action (!DZE_SelfTransfuse && _item in ["ItemBloodbag","wholeBloodBagANEG","wholeBloodBagAPOS","wholeBloodBagBNEG","wholeBloodBagBPOS","wholeBloodBagABNEG","wholeBloodBagABPOS","wholeBloodBagONEG","wholeBloodBagOPOS"]) or (!dayz_groupSystem && _item == "ItemRadio") ) exitWith {}; if (mouseOverCarry) then { _item = DayZ_onBack; carryClick = true; }; _pos set [0,((_this select 2) + 0.46)]; _pos set [1,((_this select 3) + 0.07)]; _conf = configFile >> "cfgMagazines" >> _item; if (!isClass _conf) then { _conf = configFile >> "cfgWeapons" >> _item; }; _name = getText(_conf >> "displayName"); _cfgActions = _conf >> "ItemActions"; _numActions = (count _cfgActions); _height = 0; //Populate Menu for "_i" from 0 to (_numActions - 1) do { _menu = _parent displayCtrl (1600 + _i); _menu ctrlShow true; _config = (_cfgActions select _i); _type = getText (_config >> "text"); _script = getText (_config >> "script"); _outputOriented = getNumber (_config >> "outputOriented") == 1; _height = _height + (0.025 * safezoneH); _compile = format["_id = '%2' %1;",_script,_item]; uiNamespace setVariable ['uiControl', _control]; if (_outputOriented) then { /* This flag means that the action is output oriented the output class will then be transferred to the script and the type used for the name */ _array = getArray (_config >> "output"); _outputClass = _array select 0; _outputType = _array select 1; _name = getText (configFile >> _outputType >> _outputClass >> "displayName"); _compile = format["_id = ['%2',%3] %1;",_script,_item,_array]; }; _menu ctrlSetText format[_type,_name]; _menu ctrlSetEventHandler ["ButtonClick",_compile]; }; //click actions _isKey = ((["ItemKey",_item] call fnc_inString) && (_item != "ItemKeyKit")); { private["_classname","_text","_execute","_condition","_option"]; _classname = _x select 0; _text = _x select 1; _execute = _x select 2; _condition = _x select 3; if (count _this > 4) then {_option = _x select 4}; if ((_item == _classname || (_isKey && (_className == "ItemKey"))) && (call compile _condition)) then { _menu = _parent displayCtrl (1600 + _numActions); _menu ctrlShow true; _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; if (_isKey && (_className == "ItemKey")) then { _menu ctrlSetEventHandler ["ButtonClick",format ["[%1,%2] %3",str _item,_option,_execute]]; } else { _menu ctrlSetEventHandler ["ButtonClick",_execute]; }; _numActions = _numActions + 1; }; } forEach DZE_CLICK_ACTIONS; //EXTRA_RC _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item); _erc_numActions = (count _erc_cfgActions); if (isClass _erc_cfgActions) then { for "_j" from 0 to (_erc_numActions - 1) do { _menu = _parent displayCtrl (1600 + _j + _numActions); _menu ctrlShow true; _config = (_erc_cfgActions select _j); _text = getText (_config >> "text"); _script = getText (_config >> "script"); _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; _menu ctrlSetEventHandler ["ButtonClick",_script]; }; }; //EXTRA_RC _pos set [3,_height]; //systemChat format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_pos]; _group ctrlShow true; ctrlSetFocus _group; _group ctrlSetPosition _pos; _group ctrlCommit 0; }; and unaltered files to either of those init.sqf calls salival 1 Link to comment Share on other sites More sharing options...
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