Jump to content
  • 0
Sign in to follow this  
EditedSnowHD

Custom map additions, not spawning in.

Question

Hy,

 

I have downloaded some custom bases, and 'installed' them on my server.

But i have no idea why there not spawning. Because only the first custom base i installed is spawning.

And when i try to add another custom map additions, there just not spawning. 

Does someone have an idea what im doing wrong here?

 

In my server.pbo, i have a "buildings" folder, with all the Custom bases .sqf files. Except from the NorthWestAirfield.sqf i got that in a diffirent folder called "mapaddons", but i dont understand why that one is spawning but the otherones aren't?

In my server_functions all the way in the bottom i got the usual:

//MapAddons
execVM "\z\addons\dayz_server\mapaddons\NorthWestAirfield.sqf";
execVM "\z\addons\dayz_server\buildings\NEAF_S4M.sqf";
execVM "\z\addons\dayz_server\buildings\traderstary.sqf";
execVM "\z\addons\dayz_server\buildings\novy.sqf";
execVM "\z\addons\dayz_server\buildings\dichina.sqf";
execVM "\z\addons\dayz_server\buildings\bor.sqf";

My server RTP: https://www.dropbox.com/s/1v6eqk9r1fowrsq/arma2oaserver.RPT?dl=0

 

Thank you very much for you time!

(PS, im still a bit noobish)

 

 

Share this post


Link to post
Share on other sites

20 answers to this question

Recommended Posts

  • 0

WTF is this?

Wrong text element 'null'

Very disturbing to look at that RPT! Forget the whole RPT!

1. Start a NEW RPT and then start the server.

2. Then join the server.

3. If you are ingame, leave the server.

We only need this small RPT to check whats going wrong, not more.

 

 

Share this post


Link to post
Share on other sites
  • 0

@EditedSnowHD  this is my server_functions.sqf, And everything works !

Spoiler

[] ExecVM "\z\addons\dayz_server\init\AH.sqf";

#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"

waitUntil {!isNil "bis_fnc_init"};

BIS_MPF_remoteExecutionServer = {
    if ((_this select 1) select 2 == "JIPrequest") then {
        [nil,(_this select 1) select 0,"loc",rJIPEXEC,[any,any,"per","execVM","ca\Modules\Functions\init.sqf"]] call RE;
    };
};

call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\compile.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\compile.sqf";

BIS_Effects_Burn = {};
dayz_disconnectPlayers = [];
server_playerLogin = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerLogin.sqf";
server_playerSetup = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSetup.sqf";
server_onPlayerDisconnect = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf";
server_updateObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
server_playerDied = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
server_publishObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf";    //Creates the object in DB
server_deleteObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_deleteObj.sqf";     //Removes the object from the DB
server_playerSync = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSync.sqf";
zombie_findOwner = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_findOwner.sqf";
server_Wildgenerate = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_Wildgenerate.sqf";
base_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
//server_systemCleanup = compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_cleanup.sqf";
spawnComposition = compile preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"; //"\z\addons\dayz_code\compile\object_mapper.sqf";
server_sendToClient = compile preprocessFileLineNumbers "\z\addons\dayz_server\eventHandlers\server_sendToClient.sqf";

// EPOCH ADDITIONS
server_addCargo = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_addCargo.sqf";
server_swapObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_swapObject.sqf"; //Used to downgrade and upgrade Epoch buildables
server_publishVeh = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf"; //Used to spawn random vehicles by server
server_publishVeh2 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle2.sqf"; //Used to purchase vehicles at traders
server_publishVeh3 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle3.sqf"; //Used for car upgrades
server_tradeObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_tradeObject.sqf";
server_traders = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_traders.sqf";
server_spawnEvents = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnEvent.sqf";
server_deaths = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDeaths.sqf";
server_maintainArea = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_maintainArea.sqf";
server_adminevents = compile preprocessFileLineNumbers "\z\addons\dayz_server\adminevents\server_adminevents.sqf";
server_checkIfTowed = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_checkIfTowed.sqf";
server_handleSafeGear = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_handleSafeGear.sqf";
spawn_ammosupply = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_ammosupply.sqf";
spawn_mineveins = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_mineveins.sqf";
spawn_roadblocks = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_roadblocks.sqf";
spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf";
// ===========================================================================
// @PAIN VEHICLES
// ===========================================================================
server_paintVehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_paintVehicles.sqf";
// ===========================================================================

"extDB" callExtension "9:DATABASE:Database2";
"extDB" callExtension format["9:ADD:DB_RAW_V2:%1",1];
"extDB" callExtension "9:LOCK";

server_queryGarageVehicle =     compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_queryGarageVehicle.sqf";
server_spawnVehicle =     compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_spawnVehicle.sqf";
server_storeVehicle =     compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_storeVehicle.sqf";
fn_asyncCall =     compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\fn_async.sqf";

server_medicalSync = {
    _player = _this select 0;
    _array = _this select 1;
    
    _player setVariable ["USEC_isDead",(_array select 0)]; //0
    _player setVariable ["NORRN_unconscious",(_array select 1)]; //1
    _player setVariable ["USEC_infected",(_array select 2)]; //2
    _player setVariable ["USEC_injured",(_array select 3)]; //3
    _player setVariable ["USEC_inPain",(_array select 4)]; //4
    _player setVariable ["USEC_isCardiac",(_array select 5)]; //5
    _player setVariable ["USEC_lowBlood",(_array select 6)]; //6
    _player setVariable ["USEC_BloodQty",(_array select 7)]; //7
    // _wounds; //8
    // [_legs,_arms]; //9
    _player setVariable ["unconsciousTime",(_array select 10)]; //10
    _player setVariable ["blood_type",(_array select 11)]; //11
    _player setVariable ["rh_factor",(_array select 12)]; //12
    _player setVariable ["messing",(_array select 13)]; //13
    _player setVariable ["blood_testdone",(_array select 14)]; //14
};
/*
dayz_Achievements = {
    _achievementID = (_this select 0) select 0;
    _player = (_this select 0) select 1;
    _playerOwnerID = owner _player;
    
    _achievements = _player getVariable "Achievements";
    _achievements set [_achievementID,1];
    _player setVariable ["Achievements",_achievements];
};
*/

//Send fences to this array to be synced to db, should prove to be better performaince wise rather then updaing each time they take damage.
server_addtoFenceUpdateArray = {
    //Potential problem no current way to say what is setting the damage.
    if ((_this select 0) isKindOf "DZ_buildables") then {
        (_this select 0) setDamage (_this select 1);

        if !((_this select 0) in needUpdate_FenceObjects) then {
            needUpdate_FenceObjects set [count needUpdate_FenceObjects, (_this select 0)];
        };
    };
};


vehicle_handleServerKilled = {
    private ["_unit","_killer"];
    _unit = _this select 0;
    _killer = _this select 1;
        
    [_unit, "killed"] call server_updateObject;    
    _unit removeAllMPEventHandlers "MPKilled";
    _unit removeAllEventHandlers "Killed";
    _unit removeAllEventHandlers "HandleDamage";
    _unit removeAllEventHandlers "GetIn";
    _unit removeAllEventHandlers "GetOut";
};

check_publishobject = {
    private ["_saveObject","_allowed","_allowedObjects","_object","_playername"];

    _object = _this select 0;
    _playername = _this select 1;
    _allowed = false;

    #ifdef OBJECT_DEBUG
        diag_log format["DEBUG: Checking if Object: %1 is allowed, published by %2",_object,_playername];
    #endif

    if ((typeOf _object) in DayZ_SafeObjects) then {
        _saveObject = "DayZ_SafeObjects";
        _allowed = true;
    };
    
    //Buildings
    if (_object isKindOf "DZ_buildables") then {
        _saveObject = "DZ_buildables";
        _allowed = true;
    };
    
    #ifdef OBJECT_DEBUG
        diag_log format["DEBUG: Object: %1 published by %2 is allowed by %3",_object,_playername,_saveObject];
    #endif

    _allowed
};

server_hiveWrite = {
    private "_data";
    //diag_log ("ATTEMPT WRITE: " + _this);
    _data = "HiveExt" callExtension _this;
    //diag_log ("WRITE: " +str(_data));
};

server_hiveReadWrite = {
    private ["_key","_resultArray","_data"];
    _key = _this;
    //diag_log ("ATTEMPT READ/WRITE: " + _key);
    _data = "HiveExt" callExtension _key;
    //diag_log ("READ/WRITE: " +str(_data));
    _resultArray = call compile str formatText["%1", _data];
    if (isNil "_resultArray") then {_resultArray = "HIVE CONNECTION ERROR";};
    _resultArray
};

onPlayerDisconnected "[_uid,_name] call server_onPlayerDisconnect;";

server_getDiff = {
    private ["_variable","_object","_vNew","_vOld","_result"];
    _variable = _this select 0;
    _object = _this select 1;
    _vNew = _object getVariable [_variable,0];
    _vOld = _object getVariable [(_variable + "_CHK"),_vNew];
    _result = 0;
    if (_vNew < _vOld) then {
        //JIP issues
        _vNew = _vNew + _vOld;
        _object getVariable [(_variable + "_CHK"),_vNew];
    } else {
        _result = _vNew - _vOld;
        _object setVariable [(_variable + "_CHK"),_vNew];
    };
    _result
};

server_getDiff2 = {
    private ["_variable","_object","_vNew","_vOld","_result"];
    _variable = _this select 0;
    _object = _this select 1;
    _vNew = _object getVariable [_variable,0];
    _vOld = _object getVariable [(_variable + "_CHK"),_vNew];
    _result = _vNew - _vOld;
    _object setVariable [(_variable + "_CHK"),_vNew];
    _result
};

//seems max is 19 digits
dayz_objectUID2 = {
    private["_position","_dir","_time" ,"_key"];
    _dir = _this select 0;
    _time = round diag_tickTime;
    if (_time > 99999) then {_time = round(random 99999);}; //prevent overflow if server isn't restarted
    _key = "";
    _position = _this select 1;
    _key = format["%1%2%3%4", round(_time + abs(_position select 0)), round(_dir), round(abs(_position select 1)), _time];
    _key;
};

dayz_recordLogin = {
    private ["_key","_status","_name"];
    _key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
    _key call server_hiveWrite;
        
    _status = switch (1==1) do {
        case ((_this select 2) == 0): { "CLIENT LOADED & PLAYING" };
        case ((_this select 2) == 1): { "LOGIN PUBLISHING, Location " +(_this select 4) };
        case ((_this select 2) == 2): { "LOGGING IN" };
        case ((_this select 2) == 3): { "LOGGED OUT, Location " +(_this select 4) };
    };
    
    _name = if (typeName (_this select 3) == "ARRAY") then { toString (_this select 3) } else { _this select 3 };
    diag_log format["INFO - Player: %1(UID:%3/CID:%4) Status: %2",_name,_status,(_this select 0),(_this select 1)];
};

generate_new_damage = {
    private "_damage";
    _damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
    _damage
};

server_hiveReadWriteLarge = {
    private["_key","_resultArray","_data"];
    _key = _this;
    _data = "HiveExt" callExtension _key;
    _resultArray = call compile _data;
    _resultArray
};

// coor2str: convert position to a GPS coordinates
fa_coor2str = {
    private["_pos","_res","_nearestCity","_town"];

    _pos = +(_this);
    if (count _pos < 1) then { _pos = [0,0]; }
    else { if (count _pos < 2) then { _pos = [_pos select 0,0]; };
    };
    _nearestCity = nearestLocations [_pos, ["NameCityCapital","NameCity","NameVillage","NameLocal"],1000];
    _town = "Wilderness";
    if (count _nearestCity > 0) then {_town = text (_nearestCity select 0)};
    _res = format["%1 [%2]", _town, mapGridPosition _pos];

    _res
};

// print player player PID and name. If name unknown then print UID.
fa_plr2str = {
    private["_x","_res","_name"];
    _x = _this;
    _res = "nobody";
    if (!isNil "_x") then {
        _name = _x getVariable ["bodyName", nil];
        if ((isNil "_name" OR {(_name == "")}) AND ({alive _x})) then { _name = name _x; };
        if (isNil "_name" OR {(_name == "")}) then { _name = "UID#"+(getPlayerUID _x); };
        _res = format["PID#%1(%2)", owner _x, _name ];
    };
    _res
};

array_reduceSize = {
    private ["_array1","_array","_count","_num"];
    _array1 = _this select 0;
    _array = _array1 - ["Hatchet_Swing","Crowbar_Swing","Machete_Swing","Bat_Swing","BatBarbed_Swing","BatNails_Swing","Fishing_Swing","Sledge_Swing","CSGAS"];
    _count = _this select 1;
    _num = count _array;
    if (_num > _count) then {
        _array resize _count;
    };
    _array
};

// Precise base building 1.0.5
call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\kk_functions.sqf";
#include "mission_check.sqf"

#include "spawn_config.sqf"

execVM "\z\addons\dayz_server\buildings\checkpoints.sqf";
execVM "\z\addons\dayz_server\buildings\traderstary.sqf";
execVM "\z\addons\dayz_server\buildings\NEAF_S4M.sqf";
execVM "\z\addons\dayz_server\buildings\AirNorht.sqf";
execVM "\z\addons\dayz_server\buildings\basenovy.sqf";
execVM "\z\addons\dayz_server\buildings\basedichina.sqf";
execVM "\z\addons\dayz_server\buildings\basebor.sqf";
execVM "\z\addons\dayz_server\buildings\balota.sqf";
execVM "\z\addons\dayz_server\buildings\churches.sqf";
execVM "\z\addons\dayz_server\buildings\BANKS.sqf";
execVM "\z\addons\dayz_server\buildings\BLACK_TRADER.sqf";
execVM "\z\addons\dayz_server\buildings\market_basic.sqf";
execVM "\z\addons\dayz_server\buildings\superbandit.sqf";
execVM "\z\addons\dayz_server\buildings\Skalisty.sqf";
execVM "\z\addons\dayz_server\buildings\MogilevkaBase.sqf";
execVM "\z\addons\dayz_server\buildings\Base_S4M.sqf";
execVM "\z\addons\dayz_server\buildings\Shero_S4M.sqf";

 //  BUILDING    ///////THIS IS TO MAKE SURE EACH FILE SPAWN ONLY ONE TIME\\\\\\\\
if (isNil "JustOneTime") then {
    JustOneTime = true;

call compile preprocessFileLineNumbers "\z\addons\dayz_server\custom_map\lumbermill.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_server\custom_map\flats.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_server\custom_map\lastleg.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_server\custom_map\newdamcity.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_server\custom_map\pobeda.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_server\custom_map\petrovkaRoad.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_server\custom_map\Skalkatown.sqf";
};

 

 

Share this post


Link to post
Share on other sites
  • 0

Double check they are being loaded.

To the top of each map add-on file add

diag_log "Stary Trader : CUSTOM BUILDINGS LOADING";

(Just fix up the name so you know what file is being loading)

 

Can also add it to the bottom if you want to know when it finishes.

diag_log "Stary Trader : CUSTOM BUILDINGS LOADED";

 

Share this post


Link to post
Share on other sites
  • 0
29 minutes ago, oldmatechoc said:

Double check they are being loaded.

To the top of each map add-on file add

diag_log "Stary Trader : CUSTOM BUILDINGS LOADING";

(Just fix up the name so you know what file is being loading)

 

Can also add it to the bottom if you want to know when it finishes.

diag_log "Stary Trader : CUSTOM BUILDINGS LOADED";

 

Oke i added these lines to all my *mapaddon*.sqf files.

Where can i check if they are being loaded? My server.rpt?

 

Thank you for your time (again) :P

Share this post


Link to post
Share on other sites
  • 0

@S4M this is my server_functions.sqf:

Spoiler

#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"

waitUntil {!isNil "bis_fnc_init"};

BIS_MPF_remoteExecutionServer = {
    if ((_this select 1) select 2 == "JIPrequest") then {
        [nil,(_this select 1) select 0,"loc",rJIPEXEC,[any,any,"per","execVM","ca\Modules\Functions\init.sqf"]] call RE;
    };
};

call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\compile.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\compile.sqf";

BIS_Effects_Burn = {};
dayz_disconnectPlayers = [];
server_playerLogin = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerLogin.sqf";
server_playerSetup = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSetup.sqf";
server_onPlayerDisconnect = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf";
server_updateObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
server_playerDied = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
server_publishObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf";    //Creates the object in DB
server_deleteObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_deleteObj.sqf";     //Removes the object from the DB
server_playerSync = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSync.sqf";
zombie_findOwner = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_findOwner.sqf";
server_Wildgenerate = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_Wildgenerate.sqf";
base_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
//server_systemCleanup = compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_cleanup.sqf";
spawnComposition = compile preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"; //"\z\addons\dayz_code\compile\object_mapper.sqf";
server_sendToClient = compile preprocessFileLineNumbers "\z\addons\dayz_server\eventHandlers\server_sendToClient.sqf";

// EPOCH ADDITIONS
server_addCargo = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_addCargo.sqf";
server_swapObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_swapObject.sqf"; //Used to downgrade and upgrade Epoch buildables
server_publishVeh = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf"; //Used to spawn random vehicles by server
server_publishVeh2 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle2.sqf"; //Used to purchase vehicles at traders
server_publishVeh3 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle3.sqf"; //Used for car upgrades
server_tradeObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_tradeObject.sqf";
server_traders = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_traders.sqf";
server_spawnEvents = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnEvent.sqf";
server_deaths = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDeaths.sqf";
server_maintainArea = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_maintainArea.sqf";
server_checkIfTowed = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_checkIfTowed.sqf";
server_handleSafeGear = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_handleSafeGear.sqf";
spawn_ammosupply = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_ammosupply.sqf";
spawn_mineveins = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_mineveins.sqf";
spawn_roadblocks = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_roadblocks.sqf";
spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf";

server_medicalSync = {
    _player = _this select 0;
    _array = _this select 1;
    
    _player setVariable ["USEC_isDead",(_array select 0)]; //0
    _player setVariable ["NORRN_unconscious",(_array select 1)]; //1
    _player setVariable ["USEC_infected",(_array select 2)]; //2
    _player setVariable ["USEC_injured",(_array select 3)]; //3
    _player setVariable ["USEC_inPain",(_array select 4)]; //4
    _player setVariable ["USEC_isCardiac",(_array select 5)]; //5
    _player setVariable ["USEC_lowBlood",(_array select 6)]; //6
    _player setVariable ["USEC_BloodQty",(_array select 7)]; //7
    // _wounds; //8
    // [_legs,_arms]; //9
    _player setVariable ["unconsciousTime",(_array select 10)]; //10
    _player setVariable ["blood_type",(_array select 11)]; //11
    _player setVariable ["rh_factor",(_array select 12)]; //12
    _player setVariable ["messing",(_array select 13)]; //13
    _player setVariable ["blood_testdone",(_array select 14)]; //14
};
/*
dayz_Achievements = {
    _achievementID = (_this select 0) select 0;
    _player = (_this select 0) select 1;
    _playerOwnerID = owner _player;
    
    _achievements = _player getVariable "Achievements";
    _achievements set [_achievementID,1];
    _player setVariable ["Achievements",_achievements];
};
*/

//Send fences to this array to be synced to db, should prove to be better performaince wise rather then updaing each time they take damage.
server_addtoFenceUpdateArray = {
    //Potential problem no current way to say what is setting the damage.
    if ((_this select 0) isKindOf "DZ_buildables") then {
        (_this select 0) setDamage (_this select 1);

        if !((_this select 0) in needUpdate_FenceObjects) then {
            needUpdate_FenceObjects set [count needUpdate_FenceObjects, (_this select 0)];
        };
    };
};


vehicle_handleServerKilled = {
    private ["_unit","_killer"];
    _unit = _this select 0;
    _killer = _this select 1;
        
    [_unit, "killed"] call server_updateObject;    
    _unit removeAllMPEventHandlers "MPKilled";
    _unit removeAllEventHandlers "Killed";
    _unit removeAllEventHandlers "HandleDamage";
    _unit removeAllEventHandlers "GetIn";
    _unit removeAllEventHandlers "GetOut";
};

check_publishobject = {
    private ["_saveObject","_allowed","_allowedObjects","_object","_playername"];

    _object = _this select 0;
    _playername = _this select 1;
    _allowed = false;

    #ifdef OBJECT_DEBUG
        diag_log format["DEBUG: Checking if Object: %1 is allowed, published by %2",_object,_playername];
    #endif

    if ((typeOf _object) in DayZ_SafeObjects) then {
        _saveObject = "DayZ_SafeObjects";
        _allowed = true;
    };
    
    //Buildings
    if (_object isKindOf "DZ_buildables") then {
        _saveObject = "DZ_buildables";
        _allowed = true;
    };
    
    #ifdef OBJECT_DEBUG
        diag_log format["DEBUG: Object: %1 published by %2 is allowed by %3",_object,_playername,_saveObject];
    #endif

    _allowed
};

server_hiveWrite = {
    private "_data";
    //diag_log ("ATTEMPT WRITE: " + _this);
    _data = "HiveExt" callExtension _this;
    //diag_log ("WRITE: " +str(_data));
};

server_hiveReadWrite = {
    private ["_key","_resultArray","_data"];
    _key = _this;
    //diag_log ("ATTEMPT READ/WRITE: " + _key);
    _data = "HiveExt" callExtension _key;
    //diag_log ("READ/WRITE: " +str(_data));
    _resultArray = call compile str formatText["%1", _data];
    if (isNil "_resultArray") then {_resultArray = "HIVE CONNECTION ERROR";};
    _resultArray
};

onPlayerDisconnected "[_uid,_name] call server_onPlayerDisconnect;";

server_getDiff = {
    private ["_variable","_object","_vNew","_vOld","_result"];
    _variable = _this select 0;
    _object = _this select 1;
    _vNew = _object getVariable [_variable,0];
    _vOld = _object getVariable [(_variable + "_CHK"),_vNew];
    _result = 0;
    if (_vNew < _vOld) then {
        //JIP issues
        _vNew = _vNew + _vOld;
        _object getVariable [(_variable + "_CHK"),_vNew];
    } else {
        _result = _vNew - _vOld;
        _object setVariable [(_variable + "_CHK"),_vNew];
    };
    _result
};

server_getDiff2 = {
    private ["_variable","_object","_vNew","_vOld","_result"];
    _variable = _this select 0;
    _object = _this select 1;
    _vNew = _object getVariable [_variable,0];
    _vOld = _object getVariable [(_variable + "_CHK"),_vNew];
    _result = _vNew - _vOld;
    _object setVariable [(_variable + "_CHK"),_vNew];
    _result
};

//seems max is 19 digits
dayz_objectUID2 = {
    private["_position","_dir","_time" ,"_key"];
    _dir = _this select 0;
    _time = round diag_tickTime;
    if (_time > 99999) then {_time = round(random 99999);}; //prevent overflow if server isn't restarted
    _key = "";
    _position = _this select 1;
    _key = format["%1%2%3%4", round(_time + abs(_position select 0)), round(_dir), round(abs(_position select 1)), _time];
    _key;
};

dayz_recordLogin = {
    private ["_key","_status","_name"];
    _key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
    _key call server_hiveWrite;
        
    _status = switch (1==1) do {
        case ((_this select 2) == 0): { "CLIENT LOADED & PLAYING" };
        case ((_this select 2) == 1): { "LOGIN PUBLISHING, Location " +(_this select 4) };
        case ((_this select 2) == 2): { "LOGGING IN" };
        case ((_this select 2) == 3): { "LOGGED OUT, Location " +(_this select 4) };
    };
    
    _name = if (typeName (_this select 3) == "ARRAY") then { toString (_this select 3) } else { _this select 3 };
    diag_log format["INFO - Player: %1(UID:%3/CID:%4) Status: %2",_name,_status,(_this select 0),(_this select 1)];
};

generate_new_damage = {
    private "_damage";
    _damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
    _damage
};

server_hiveReadWriteLarge = {
    private["_key","_resultArray","_data"];
    _key = _this;
    _data = "HiveExt" callExtension _key;
    _resultArray = call compile _data;
    _resultArray
};

// coor2str: convert position to a GPS coordinates
fa_coor2str = {
    private["_pos","_res","_nearestCity","_town"];

    _pos = +(_this);
    if (count _pos < 1) then { _pos = [0,0]; }
    else { if (count _pos < 2) then { _pos = [_pos select 0,0]; };
    };
    _nearestCity = nearestLocations [_pos, ["NameCityCapital","NameCity","NameVillage","NameLocal"],1000];
    _town = "Wilderness";
    if (count _nearestCity > 0) then {_town = text (_nearestCity select 0)};
    _res = format["%1 [%2]", _town, mapGridPosition _pos];

    _res
};

// print player player PID and name. If name unknown then print UID.
fa_plr2str = {
    private["_x","_res","_name"];
    _x = _this;
    _res = "nobody";
    if (!isNil "_x") then {
        _name = _x getVariable ["bodyName", nil];
        if ((isNil "_name" OR {(_name == "")}) AND ({alive _x})) then { _name = name _x; };
        if (isNil "_name" OR {(_name == "")}) then { _name = "UID#"+(getPlayerUID _x); };
        _res = format["PID#%1(%2)", owner _x, _name ];
    };
    _res
};

array_reduceSize = {
    private ["_array1","_array","_count","_num"];
    _array1 = _this select 0;
    _array = _array1 - ["Hatchet_Swing","Crowbar_Swing","Machete_Swing","Bat_Swing","BatBarbed_Swing","BatNails_Swing","Fishing_Swing","Sledge_Swing","CSGAS"];
    _count = _this select 1;
    _num = count _array;
    if (_num > _count) then {
        _array resize _count;
    };
    _array
};

// Precise base building 1.0.5
call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\kk_functions.sqf";
#include "mission_check.sqf"

execVM "\z\addons\dayz_server\mapaddons\NorthWestAirfield.sqf";
execVM "\z\addons\dayz_server\buildings\NEAF_S4M.sqf";
execVM "\z\addons\dayz_server\buildings\traderstary.sqf";
execVM "\z\addons\dayz_server\buildings\novy.sqf";
execVM "\z\addons\dayz_server\buildings\dichina.sqf";
execVM "\z\addons\dayz_server\buildings\bor.sqf";

 

Share this post


Link to post
Share on other sites
  • 0
On 2017-6-1 at 0:20 PM, oldmatechoc said:

Double check they are being loaded.

To the top of each map add-on file add

diag_log "Stary Trader : CUSTOM BUILDINGS LOADING";

(Just fix up the name so you know what file is being loading)

 

Can also add it to the bottom if you want to know when it finishes.

diag_log "Stary Trader : CUSTOM BUILDINGS LOADED";

 

 

Well i did what you said,

but nothing showed up on my RTP log..

Share this post


Link to post
Share on other sites
  • 0

@EditedSnowHD 

i think first you need change the way you call it.

 server_function.sqf is fine but i think is better use callcompile in this file like @S4M did.

if u gonna use execVM  try calling the addons from server_monitor.sqf

this is the bottom of my server_monitor.sqf

execVM "\z\addons\dayz_server\mapaddons\utessafezone.sqf";

now.. what do you have inside your map addons sqf?

something like this?

Spoiler
if (isServer) then {

_vehicle_3 = objNull;
if (true) then
{
  _this = createVehicle ["MAP_Proxy_RUWeaponBoxlow", [3704.7517, 4200.1338, 3.0517578e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_3 = _this;
  _this setPos [3704.7517, 4200.1338, 3.0517578e-005];
};

////////the rest of the object

};// this bracket goes to the end and close if (isServer)then{

 

can you use pastebin.com to paste one of your map addons?

 

Or made a quick test.  I had this from my old 1.0.5.1   create this sqf into

....\addons\dayz_server\buildings\

test.sqf

Spoiler
if (isServer) then {


_this = createCenter civilian;
_center_1 = _this;

_group_1 = createGroup _center_1;

_unit_1 = objNull;
if (true) then
{
  _this = _group_1 createUnit ["INS_Lopotev_DZ", [5419.1616, 3811.3203, -1.5258789e-005], [], 0, "CAN_COLLIDE"];
  _unit_1 = _this;
  _this setVehicleVarName "trader";
  trader = _this;
  _this setUnitAbility 0.60000002;
  _this addEventHandler ["handleDamage", {false}];
};

_unit_2 = objNull;
if (true) then
{
  _this = _group_1 createUnit ["CDF_Soldier_Medic", [5418.043, 3809.0515, -6.1035156e-005], [], 0, "CAN_COLLIDE"];
  _unit_2 = _this;
  _this setDir -54.676876;
  _this setVehicleVarName "sol1";
  sol1 = _this;
  _this setUnitAbility 0.60000002;
  _this addEventHandler ["handleDamage", {false}];
};

_vehicle_0 = objNull;
if (true) then
{
  _this = createVehicle ["CDF_WarfareBVehicleServicePoint", [5424.0308, 3813.498, 7.6293945e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_0 = _this;
  _this setDir 269.42426;
  _this setPos [5424.0308, 3813.498, 7.6293945e-005];
};

};

 

at bottom of your server_monitor.sqf paste:

execVM "\z\addons\dayz_server\buildings\test.sqf";

repack your dayz_server.pbo

now go to your init.sqf  at bottom paste:

[] execVM "test_marker.sqf";

now into mpmissions\your instance\

create test_marker.sqf

Spoiler
_this = createMarker ["test", [5415.3008, 3812.1658, -3.0517578e-005]];
_this setMarkerText "test";
_this setMarkerType "mil_circle";
_this setMarkerColor "ColorBlue";
_this setMarkerBrush "Solid";
_this setMarkerSize [0.5, 0.5];
_marker_0 = _this;

 

go in game.. and see if u get the ai and object spawned in the marker place

Share this post


Link to post
Share on other sites
  • 0

Do some very simple tests. Move all the other files into the mapaddons folder and change the calls to be the same as the NWAF one that you say works.

Ot it could be something stupidly simple like you've spelt buildings wrong on the folder name, although I would expect that to show an error in the rpt.

 

I called all my custom addons this way in server_functions. Worked fine that way for me.

_nil = [] ExecVM "\z\addons\dayz_server\map\Balota.sqf";

_nil = [] ExecVM "\z\addons\dayz_server\map\traderstary.sqf";

_nil = [] ExecVM "\z\addons\dayz_server\map\HiddenAF.sqf";

_nil = [] ExecVM "\z\addons\dayz_server\map\balota.sqf";

_nil = [] ExecVM "\z\addons\dayz_server\map\dichina.sqf";

_nil = [] ExecVM "\z\addons\dayz_server\map\novy.sqf";

_nil = [] ExecVM "\z\addons\dayz_server\map\nwaf.sqf";

 

Share this post


Link to post
Share on other sites
  • 0
 7:45:20 "traderstary : CUSTOM BUILDINGS LOADING"
 7:45:20 "NEAF_S4M : CUSTOM BUILDINGS LOADING"
 7:45:20 "novy : CUSTOM BUILDINGS LOADING"
 7:45:20 "bor : CUSTOM BUILDINGS LOADING"
 7:45:20 "dichina : CUSTOM BUILDINGS LOADING"


 7:45:28 "novy : CUSTOM BUILDINGS LOADED"
 7:45:28 "dichina : CUSTOM BUILDINGS LOADED"
 7:45:31 "bor : CUSTOM BUILDINGS LOADED"
 7:45:32 "traderstary : CUSTOM BUILDINGS LOADED"
 7:45:34 "NEAF_S4M : CUSTOM BUILDINGS LOADED"

i used this to start them

	[] execVM "\z\addons\dayz_server\buildings\bor.sqf";
	[] execVM "\z\addons\dayz_server\buildings\dichina.sqf";
	[] execVM "\z\addons\dayz_server\buildings\NEAF_S4M.sqf";
	[] execVM "\z\addons\dayz_server\buildings\novy.sqf";
	[] execVM "\z\addons\dayz_server\buildings\traderstary.sqf";

 

[ ] this shouldn't really matter though.

what you have in your server_function.sqf

Spoiler

execVM "\z\addons\dayz_server\mapaddons\NorthWestAirfield.sqf";
execVM "\z\addons\dayz_server\buildings\NEAF_S4M.sqf";
execVM "\z\addons\dayz_server\buildings\traderstary.sqf";
execVM "\z\addons\dayz_server\buildings\novy.sqf";
execVM "\z\addons\dayz_server\buildings\dichina.sqf";
execVM "\z\addons\dayz_server\buildings\bor.sqf";

 

 

Share this post


Link to post
Share on other sites
  • 0

 

Well i tried them all i guess:

_nil = [] ExecVM 
[] execVM
if (isNil "JustOneTime") then {
    JustOneTime = true;

call compile preprocessFileLineNumbers "\z\addons\dayz_server\...";

};

 

But the map add-ons are still not spawning.

Only the additions at NWAF are spawing, and i can't wrap my head why those are spawning and the rest aren't.

And they all use the same way how they are called, and the same folder...

 

Does someone know why?

Im getting a bit lost here,

 

Thank you for all the help guys, i really appreciate it!

Share this post


Link to post
Share on other sites
  • 0
2 hours ago, A Man said:

@EditedSnowHD did you try to load only one map addon expect the NWAF? And can you upload a server.rpt again from the restart you try to load only one map addon?

Wow, actually never tried that!

Gonna try i right away, will after that post my server .rpt :D

Share this post


Link to post
Share on other sites
  • 0

Oke things are getting pritty weird..

I did what @A Man said, and deleted the line from my server_functions.sqf:

[] execVM "\z\addons\dayz_server\mapaddons\NorthWestAirfield.sqf";

So that my add-on on the NWAF would not spawn, well guess what.. It was still there somehow?!

And the other add-ons still weren't spawning. I can't wrap my head around it...

 

This is what my server_functions.sqf looks like:

Spoiler

#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"

waitUntil {!isNil "bis_fnc_init"};

BIS_MPF_remoteExecutionServer = {
    if ((_this select 1) select 2 == "JIPrequest") then {
        [nil,(_this select 1) select 0,"loc",rJIPEXEC,[any,any,"per","execVM","ca\Modules\Functions\init.sqf"]] call RE;
    };
};

call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\compile.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\compile.sqf";

BIS_Effects_Burn = {};
dayz_disconnectPlayers = [];
server_playerLogin = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerLogin.sqf";
server_playerSetup = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSetup.sqf";
server_onPlayerDisconnect = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf";
server_updateObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
server_playerDied = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
server_publishObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf";    //Creates the object in DB
server_deleteObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_deleteObj.sqf";     //Removes the object from the DB
server_playerSync = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSync.sqf";
zombie_findOwner = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_findOwner.sqf";
server_Wildgenerate = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_Wildgenerate.sqf";
base_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
//server_systemCleanup = compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_cleanup.sqf";
spawnComposition = compile preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"; //"\z\addons\dayz_code\compile\object_mapper.sqf";
server_sendToClient = compile preprocessFileLineNumbers "\z\addons\dayz_server\eventHandlers\server_sendToClient.sqf";

// EPOCH ADDITIONS
server_addCargo = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_addCargo.sqf";
server_swapObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_swapObject.sqf"; //Used to downgrade and upgrade Epoch buildables
server_publishVeh = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf"; //Used to spawn random vehicles by server
server_publishVeh2 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle2.sqf"; //Used to purchase vehicles at traders
server_publishVeh3 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle3.sqf"; //Used for car upgrades
server_tradeObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_tradeObject.sqf";
server_traders = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_traders.sqf";
server_spawnEvents = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnEvent.sqf";
server_deaths = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDeaths.sqf";
server_maintainArea = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_maintainArea.sqf";
server_checkIfTowed = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_checkIfTowed.sqf";
server_handleSafeGear = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_handleSafeGear.sqf";
spawn_ammosupply = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_ammosupply.sqf";
spawn_mineveins = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_mineveins.sqf";
spawn_roadblocks = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_roadblocks.sqf";
spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf";

server_medicalSync = {
    _player = _this select 0;
    _array = _this select 1;
    
    _player setVariable ["USEC_isDead",(_array select 0)]; //0
    _player setVariable ["NORRN_unconscious",(_array select 1)]; //1
    _player setVariable ["USEC_infected",(_array select 2)]; //2
    _player setVariable ["USEC_injured",(_array select 3)]; //3
    _player setVariable ["USEC_inPain",(_array select 4)]; //4
    _player setVariable ["USEC_isCardiac",(_array select 5)]; //5
    _player setVariable ["USEC_lowBlood",(_array select 6)]; //6
    _player setVariable ["USEC_BloodQty",(_array select 7)]; //7
    // _wounds; //8
    // [_legs,_arms]; //9
    _player setVariable ["unconsciousTime",(_array select 10)]; //10
    _player setVariable ["blood_type",(_array select 11)]; //11
    _player setVariable ["rh_factor",(_array select 12)]; //12
    _player setVariable ["messing",(_array select 13)]; //13
    _player setVariable ["blood_testdone",(_array select 14)]; //14
};
/*
dayz_Achievements = {
    _achievementID = (_this select 0) select 0;
    _player = (_this select 0) select 1;
    _playerOwnerID = owner _player;
    
    _achievements = _player getVariable "Achievements";
    _achievements set [_achievementID,1];
    _player setVariable ["Achievements",_achievements];
};
*/

//Send fences to this array to be synced to db, should prove to be better performaince wise rather then updaing each time they take damage.
server_addtoFenceUpdateArray = {
    //Potential problem no current way to say what is setting the damage.
    if ((_this select 0) isKindOf "DZ_buildables") then {
        (_this select 0) setDamage (_this select 1);

        if !((_this select 0) in needUpdate_FenceObjects) then {
            needUpdate_FenceObjects set [count needUpdate_FenceObjects, (_this select 0)];
        };
    };
};


vehicle_handleServerKilled = {
    private ["_unit","_killer"];
    _unit = _this select 0;
    _killer = _this select 1;
        
    [_unit, "killed"] call server_updateObject;    
    _unit removeAllMPEventHandlers "MPKilled";
    _unit removeAllEventHandlers "Killed";
    _unit removeAllEventHandlers "HandleDamage";
    _unit removeAllEventHandlers "GetIn";
    _unit removeAllEventHandlers "GetOut";
};

check_publishobject = {
    private ["_saveObject","_allowed","_allowedObjects","_object","_playername"];

    _object = _this select 0;
    _playername = _this select 1;
    _allowed = false;

    #ifdef OBJECT_DEBUG
        diag_log format["DEBUG: Checking if Object: %1 is allowed, published by %2",_object,_playername];
    #endif

    if ((typeOf _object) in DayZ_SafeObjects) then {
        _saveObject = "DayZ_SafeObjects";
        _allowed = true;
    };
    
    //buildings
    if (_object isKindOf "DZ_buildables") then {
        _saveObject = "DZ_buildables";
        _allowed = true;
    };
    
    #ifdef OBJECT_DEBUG
        diag_log format["DEBUG: Object: %1 published by %2 is allowed by %3",_object,_playername,_saveObject];
    #endif

    _allowed
};

server_hiveWrite = {
    private "_data";
    //diag_log ("ATTEMPT WRITE: " + _this);
    _data = "HiveExt" callExtension _this;
    //diag_log ("WRITE: " +str(_data));
};

server_hiveReadWrite = {
    private ["_key","_resultArray","_data"];
    _key = _this;
    //diag_log ("ATTEMPT READ/WRITE: " + _key);
    _data = "HiveExt" callExtension _key;
    //diag_log ("READ/WRITE: " +str(_data));
    _resultArray = call compile str formatText["%1", _data];
    if (isNil "_resultArray") then {_resultArray = "HIVE CONNECTION ERROR";};
    _resultArray
};

onPlayerDisconnected "[_uid,_name] call server_onPlayerDisconnect;";

server_getDiff = {
    private ["_variable","_object","_vNew","_vOld","_result"];
    _variable = _this select 0;
    _object = _this select 1;
    _vNew = _object getVariable [_variable,0];
    _vOld = _object getVariable [(_variable + "_CHK"),_vNew];
    _result = 0;
    if (_vNew < _vOld) then {
        //JIP issues
        _vNew = _vNew + _vOld;
        _object getVariable [(_variable + "_CHK"),_vNew];
    } else {
        _result = _vNew - _vOld;
        _object setVariable [(_variable + "_CHK"),_vNew];
    };
    _result
};

server_getDiff2 = {
    private ["_variable","_object","_vNew","_vOld","_result"];
    _variable = _this select 0;
    _object = _this select 1;
    _vNew = _object getVariable [_variable,0];
    _vOld = _object getVariable [(_variable + "_CHK"),_vNew];
    _result = _vNew - _vOld;
    _object setVariable [(_variable + "_CHK"),_vNew];
    _result
};

//seems max is 19 digits
dayz_objectUID2 = {
    private["_position","_dir","_time" ,"_key"];
    _dir = _this select 0;
    _time = round diag_tickTime;
    if (_time > 99999) then {_time = round(random 99999);}; //prevent overflow if server isn't restarted
    _key = "";
    _position = _this select 1;
    _key = format["%1%2%3%4", round(_time + abs(_position select 0)), round(_dir), round(abs(_position select 1)), _time];
    _key;
};

dayz_recordLogin = {
    private ["_key","_status","_name"];
    _key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
    _key call server_hiveWrite;
        
    _status = switch (1==1) do {
        case ((_this select 2) == 0): { "CLIENT LOADED & PLAYING" };
        case ((_this select 2) == 1): { "LOGIN PUBLISHING, Location " +(_this select 4) };
        case ((_this select 2) == 2): { "LOGGING IN" };
        case ((_this select 2) == 3): { "LOGGED OUT, Location " +(_this select 4) };
    };
    
    _name = if (typeName (_this select 3) == "ARRAY") then { toString (_this select 3) } else { _this select 3 };
    diag_log format["INFO - Player: %1(UID:%3/CID:%4) Status: %2",_name,_status,(_this select 0),(_this select 1)];
};

generate_new_damage = {
    private "_damage";
    _damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
    _damage
};

server_hiveReadWriteLarge = {
    private["_key","_resultArray","_data"];
    _key = _this;
    _data = "HiveExt" callExtension _key;
    _resultArray = call compile _data;
    _resultArray
};

// coor2str: convert position to a GPS coordinates
fa_coor2str = {
    private["_pos","_res","_nearestCity","_town"];

    _pos = +(_this);
    if (count _pos < 1) then { _pos = [0,0]; }
    else { if (count _pos < 2) then { _pos = [_pos select 0,0]; };
    };
    _nearestCity = nearestLocations [_pos, ["NameCityCapital","NameCity","NameVillage","NameLocal"],1000];
    _town = "Wilderness";
    if (count _nearestCity > 0) then {_town = text (_nearestCity select 0)};
    _res = format["%1 [%2]", _town, mapGridPosition _pos];

    _res
};

// print player player PID and name. If name unknown then print UID.
fa_plr2str = {
    private["_x","_res","_name"];
    _x = _this;
    _res = "nobody";
    if (!isNil "_x") then {
        _name = _x getVariable ["bodyName", nil];
        if ((isNil "_name" OR {(_name == "")}) AND ({alive _x})) then { _name = name _x; };
        if (isNil "_name" OR {(_name == "")}) then { _name = "UID#"+(getPlayerUID _x); };
        _res = format["PID#%1(%2)", owner _x, _name ];
    };
    _res
};

array_reduceSize = {
    private ["_array1","_array","_count","_num"];
    _array1 = _this select 0;
    _array = _array1 - ["Hatchet_Swing","Crowbar_Swing","Machete_Swing","Bat_Swing","BatBarbed_Swing","BatNails_Swing","Fishing_Swing","Sledge_Swing","CSGAS"];
    _count = _this select 1;
    _num = count _array;
    if (_num > _count) then {
        _array resize _count;
    };
    _array
};

// Precise base building 1.0.5
call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\kk_functions.sqf";
#include "mission_check.sqf"


[] execVM "\z\addons\dayz_server\mapaddons\NEAF_S4M.sqf";
[] execVM "\z\addons\dayz_server\mapaddons\traderstary.sqf";
[] execVM "\z\addons\dayz_server\mapaddons\novy.sqf";
[] execVM "\z\addons\dayz_server\mapaddons\dichina.sqf";
[] execVM "\z\addons\dayz_server\mapaddons\bor.sqf";


 

Here is my latest server RPT: https://www.dropbox.com/s/uqfl7mbndqws0tu/arma2oaserver.RPT?dl=0

I hope someone has an idea what is going on..

 

Thank you all for your time!

Share this post


Link to post
Share on other sites
  • 0
19 hours ago, A Man said:

@EditedSnowHD Your rpt is full of errors. I think we should start by posting your sched_safetyVehicle.sqf from your server folder. z\addons\dayz_server\system\scheduler is the path. There is an error. We will do this step by step. You can write me a pm if you want.

 

 

I'll PM you,

Thank you for helping me out!

Share this post


Link to post
Share on other sites
  • 0

Are you sure your nwaf file hasn't been incorporated into the default POI in 1061

Several added extras I used to have were included as default in 1061. 

Is POI turned on or off in your init. 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Similar Content

    • By Liqu1dShadow
      Evening all....
       
      I am pulling out of Arma Dayz.... so I have attached the server files for both my Arma2 Devils Playground servers with some very unique and custom scrips. over 2,500 hours of work and 8 years of experience.
      My (Left4Dead) witch that everyone has tried to steal is in there.
      https://www.youtube.com/watch?v=Hko7qEEZzNM&t
      Files:
      https://www.dropbox.com/s/vvv2v7simvz5hsv/Server Giveaway.zip?dl=0
      Server side files (except for KFC Admin Tools, they are removed) Mission Side Keys (Taviana as its the origins version not Taviana2.0) Battleye Filters  
      I'm not offering any support for these files, how to use them or if you cant get them working, you can take what you like and use what you want. please don't use the name "Devils Playground" and change any artwork how you see fit. If you see the names Liqu1dShadow, Arrakis, SapphireBunny or Loki in the scripts... they are all me.
       
      Features list of both servers: can be seen on Discord https://discord.gg/rJqwb8B
      Cherno:
      - A Standalone mixed with vanilla feel
      - No air vehicles at all and no armed military except 2 which are rare mission only finds
      - No humanity, everyone gets XP
          - 125XP for a player kill (if you kill the same player twice you get 120XP)
          - 25XP for any AI
          - 2XP for a zombie
          - 15XP if you bury a body
          - 10XP if you cut up a body
      - Building limits are based on XP, the more XP you have the more building parts you can have
      - Base building will take time so the following is normally how you would do it
          - Big tents that you can walk in, these will be lockable and will need blowing open and can have trees planted round them to hide
          - Wood will be the 2nd tier of base, this is because it will take you a while to afford the locks, so starting with a tent first is sensible
          - Cinder, you will need to buy iron ore, then break this into stone, then take the stone to the Manufacturing Facility to turn into Cinder (dangerous)
      - Central Trader City with 7 vendors, 6 people & 1 vending machine (this is the only safe zone on the map)
      - 4 Tier weapon loot
          - Very Low: Military containers
          - Low: Military barracks with green doors
          - Medium: Military barracks with the door at the front and each room doored off
          - High: Military tents that have a single entrance
          - Very high: Military tents that have entrance at either end (only found at Skalisty)
      - Weapon loot gets higher as you move inland and are colour coded via markers
          - There are no Anzios, rocket launchers... Again, a more real world feel
      - Missions have all been reworked
          - All missions are neutral, meaning not hero or bandit, you get XP so you can do any mission
          - There are three main mission with 1 always being Skalisty
          - There are a number of vehicles driving round the map, some armed. and a heli flying about
          - Some AI have cash some dont
      - There is no bank. You will see a money bag on your hud, thats how much you have on you. Store your wealth in safes, lockboxes
      - Base raiding is balanced and harder to do, with each base material upgrade it gets harder to break in with Cinder offering 5% chance.
      - Garden of Eden - Weed Growers
      - Manufacturing facility process:
          - Oil into gold
          - Oil into methylamine
          - Stone into cinder blocks
          - Metal sheets into panel kits
          - Panel kits into metal floors
          - Weed plants into Weed Bricks
      - Opens when 7 or more players are online
      - Oil tanker Train
      - Stone, metal processing
      - New HUD with mission and player kills
      - Spawn prisons that protect you as you spawn in
          - CCTV with thermal
          - Scanner
      - Same spawn gear for all with 2 changes, radio and then binoculars as you get higher XP
      - No halo spawn, so no scooting across the map at 500mph
      - 40 dirt bikes hidden close to spawn locations, find them and thats your ticket back
      - over 500 buildings added
      - 14 military locations added
      - Irradiated One, Yes that bitch is here too
      - Take clothes, bury and cut up bodies
      - Take a shit (heals you)
      - Door bell
      - Flip vehicle
      - Hide from zombies (cover yourself in guts and wash off in ponds)
      - Completely reworked traders
          - Reworked pricing
          - Addition of new weapons
          - All located in one place
          - Custom signage
          - 200m vehicle trading distance (so you can park anywhere)
      - iPad for stuff and rules (press right-alt)
      - Reworked deployable menu
      - Get drunk and overdose on weed and cola
      - Suicide with sidearm
      - No build zones
      - Variable view distance
          - Standard 300, 500, 1000m (via iPad)
          - Binoculars 100m - 1200m
          - Range Finders 100m - 3000m
      - Devils Workshop for CCTV + other future stuff
      - Buy XP at traders
      - Raid menu (if something can be blown it will give you a menu)
          - Blow tent doors
          - Blow all wood items
          - Blow Cinder doors
      - Stalisty Bridge
      - Skalist island wall (only 2 ways on or off)
      - Skalisty train on main island (good for food loot)
      - Custom Military Locations
          - Cherno
          - Electro
          - Altar Radar Array Base
          - Berezino
          - Solinchi
          - Zelenogorsk
          - Stary
          - Grishino
          - NWAF
          - NWAF - Tents
          - Bashnya
          - Green Mountain
          - Rify
          - Lysina
          - Shakhovka
          - Gvozdno
          - Skalka
          - Infected Camp
          - Skalisty (10 camps + 2 Urals + AI)
      - Custom Airfields
          - Balota
          - NWAF + Industrial
          - NEAF
      - Fugitive mission (has one of the armed vehicles in - de-spawns at restart)
      - Vodnik mission (has the other armed vehicle - you get to keep it)
      - Pirate treasure (mostly food, couple guns, ammo and maybe a nice item)
      - Suspicious Vehicle mission (truck with loot in that blows up on a timer)
      - Tool dulling (keep them sharp)
      - Reworked loot tables, if you need to go to Klen then you wont find that spawning
      - Fast time, goes at 5 times the speed, in game you start at 10am and after a 4 hour restart you will be at 10pm (30 minutes of night)
      - Full screen NVGs only found in military tents, non-full screen can be bought
      - XP base part allowance:
          - 0XP     - 5000XP   > 50 items
          - 5000XP  - 10000XP  > 70 items
          - 10000XP - 20000XP  > 90 items
          - 20000XP - 30000XP  > 110 items
          - 30000XP - 40000XP  > 130 items
          - 40000XP - 50000XP  > 150 items
          - 50000XP - 60000XP  > 170 items
          - 60000XP - 70000XP  > 190 items
          - 70000XP - 80000XP  > 210 items
          - 80000XP - 90000XP  > 230 items
          - 90000XP - 100000XP > 250 items
          - 100000XP or more   > 300 items
      Lv0 - Survivor - 2,500 XP - 6 Spawn Locations
      Gun: [CZ 75 PHANTOM SD Pistol] + 2x [18Rnd Ammo]
      Melee: [BaseBall Bat]
      Meds: [2x Bandage + 1x Painkiller + 1x Bloodbag]
      Food: [1x Can of Stew + 1x Water Bottle Full]
      Tools: [Map + Flashlight + Compass]
      Backpack: [Czech Vest Pouch] + 2x [Heat Packs]
      Lv1 - Survivor - 7,500 XP - 6 Spawn Locations
      Gun: [CZ 75 PHANTOM SD Pistol] + 2x [18Rnd Ammo]
      Melee: [BaseBall Bat]
      Meds: [2x Bandage + 1x Painkiller + 1x Bloodbag]
      Food: [1x Can of Stew + 1x Water Bottle Full]
      Tools: [Map + Flashlight + Compass + Radio]
      Backpack: [Czech Vest Pouch] + 2x [Heat Packs]
      Lv2 - Survivor - 20,000 XP - 20 Spawn Locations
      Gun: [CZ 75 PHANTOM SD Pistol] + 2x [18Rnd Ammo]
      Melee: [BaseBall Bat]
      Meds: [2x Bandage + 1x Painkiller + 1x Bloodbag + 1x Morphine]
      Food: [1x Can of Stew + 1x Water Bottle Full]
      Tools: [Map + Flashlight + Compass + Radio + Binoculars]
      Backpack: [Czech Vest Pouch] + 3x [Heat Packs]
      Lv3 - Survivor - 30,000 XP - 21 Spawn Locations
      Gun: [CZ 75 PHANTOM SD Pistol] + 3x [18Rnd Ammo]
      Melee: [BaseBall Bat]
      Meds: [2x Bandage + 1x Painkiller + 1x Bloodbag + 1x Morphine]
      Food: [1x Can of Stew + 1x Water Bottle Full]
      Tools: [Map + Flashlight + Compass + Radio + Binoculars]
      Backpack: [Czech Vest Pouch] + 3x [Heat Packs]
      Lv4 - Survivor - 40,000 XP - 22 Spawn Locations
      Gun: [CZ 75 PHANTOM SD Pistol] + 4x [18Rnd Ammo]
      Melee: [BaseBall Bat]
      Meds: [4x Bandage + 1x Antibiotic, 1x Painkiller + 1x Bloodbag + 1x Morphine]
      Food: [2x Can of Stew + 1x Water Bottle Full + Pepsi]
      Tools: [Map + Flashlight + Compass + Radio + Binoculars]
      Backpack: [Czech Vest Pouch] + 3x [Heat Packs
       
      Taviana:
      Below is some of the features the server has
      -
      - Sector-B: Highest & Unique Loot only found there. Hard mission only a few have completed
      - Zombies Removed From Sector-B: No more irritating zombies demanding to be shot
      - Player Loadouts: Russian weapons for Bandits and NATO Weapons for Hero’s
      - Trader Island: The Trader island is where you will do your buying and selling
      - Hidden Traders: All found on the main islands, (check the map for what’s hidden)
      - Marked Traders: Not everything can be bought at the trader island. Some have cool stock
      - Player Scan: 150m GPS, 350/450/900/1500/2500/7000/8000m using deployable items and map locations (check map)
      - Oil Mission: collect and see oil for $$$
      - Weed Farms: Take a knife to farm weed, take a machete for double weed
      - Farm Metals, Wood & Stone: Take a pickaxe and some locations can be farmed for useful bits
      - Garage Door Opener: Open garage doors from within your vehicle.
      - View Distance: Change from 300m to 10,000m view distance and requires 2 items to get all
      - Looting: Some items cannot be bought, GPS, Range Finders etc, you need to find them
      - Gem Exchange: Breakdown ruby’s for other gems here
      - Dr Ivanica’s Lab: Exchange Sapphire for rare ammo here
      - Drug, Gem and Bomb Dealer: Sell your drugs, ruby’s and Gems here
      - Gas Station Explosions: Gas stations will blow up and loot from vehicles is thrown out
      - Bomb Crates: Random crates filled with loot
      - Deploy Items: Tables, scanning equipment, walls, vehicles, base decorations etc
      - Deploy Houses: 8 houses can be deployed, 4x wood and 4x brick
      - Grow trees: Find the hidden tree trader to grow trees at base
      - Overdose on Cola and Weed: Just get baked out your head
      - Humanity Dealers: Buy back your humanity, be warned, you can’t buy much
      - Locate Vehicle: Find lost vehicles on the map as long as you have the key
      - Flip Vehicle: Right click tool box and flip it back
      - Custom Map Markers: All locations marked on the map
      - Base Raiding: Get scrap electronics from Sector-B to raid bases (you cannot take over a base)
      - AI Checkpoints: Various locations with AI protection squads
      - Air Patrols: There are three islands on Taviana, regular air patrols fly around
      - Base Regulations: Sick of seeing those stupid cock towers all over the map… not here
      - Safe Zones: These are only at the trader island and aircraft dealers
      - Balanced Vehicles: All armoured vehicles have the gunner exposed
      - Aircraft No-Shoot Zones: The orange strip at each airport is a no shoot down location
      - Mission System: These with Sector-B and heli patrols, there is plenty to shoot at
      - High FPS: Upgraded server running a high speed CPU, some player have over 100FPS
      - Leader Boards: Get on this board and get access to secret missions such as safe hunt
      - Plot Hoarders: Check game time every 4 weeks to stop players holding locations
      - Service Points: Arm and repair from gas stations
      - Tow & Lift: Advanced tow and lift
      - Origins vehicles: Inc the submarine which can submerge, flying fortress and other vehicles
      - Large Base Build Limit: 300 items per plot pole, 1 plot per player
      - Snap Build: Full control over how a base object is placed, tilted, spun or manipulated
      - CCTV: Fully working CCTV systems for base defence and monitoring
      - Game Time Perks: If you have high in game play time you get some unique perks
      - Door Bell: Ring the door bell of your friends bases or scare people hiding in their base
      - The Devils Tree: Worship the tree and get a Satanic gift that may be shit, might be good
      - Race Track Cars: Fancy a race, take one for a spin
      - Methylamin trader: $350,000 per barrel if you sell them,  and also required to grow trees
      - Sector-B 7km Scan: Scan up to 7km by using the massive Sector-B radar array
      - Deploy Houses: 4 wooden and 4 brick (these are being tested to make sure they don't de-spawn)
      - Deploy Origins Nests: (these are being tested to make sure they don't de-spawn)
      - USS Fleshlight: Aircraft carrier with an MV22 loaded with Oil on the flight deck for you to grab
      - Sector-Z Mission: Cave system with loaded Urals for you to grab
      - Air Launch Zones: Take off from the mountain on a deep dive
      - Pyro's Onion Ballistics: Player run shop where you buy and sell with real players who have looted, won, fought or stole everything they sell
      - Take a Poo: Take a big shit and heal all your pain, just right click on toilet paper
      - Kill Yourself: Kill yourself with your side arm, just right click it
      - Take Clothes: Remove clothes from your body and other players
      - Bury or butcher bodies: Lose or gain humanity for doing it
      - Three new Spawns: Bet you are dying to see
      - Mrs Bee's Flight School: Free planes
      - Hidden Safe Missions: Find the hidden safes
      - High Level Traders: You need 450,000 humanity either + or - shop here
      - Loot Maze: At Taviana Zoo
      - Abandoned Safes: if you let your safe go unused it will reset the code and tell everyone
      - Pirate Treasure: who knows... what’s in there!
      - Roaming AI: AI will now spawn on you randomly... heat just got turned up
      - Roaming Vehicles: 5 vehicles driving round the map... if they see you they will jump out!
      - Rivet City Mission: Fight for loot under USS Fleshlight which is in dry dock for repairs
      - Tank: Only 1 on the server, grab it from Sector-B, de-spawns on restart but you have till then to be a nuisance
      - The Irradiated One:
      - Custom HUD:
      - Base Jumping: From 30m up, should make more options for picking a sniper spot and not worrying about getting down
      Have Fun
       
    • By spitfirez404
      Hey, everyone I have built a cave with added trees and more I use on my server it can be used for a custom Ai mission or whatever you would like to use it for on the map Chernarus! Just add in the ai or what you want.
      Use notepad++ or whatever you normally use and make a mission.sqm file place this code (Below) inside of it.
      At the bottom of the code where it says "Hallows Cave" you can rename it whatever you like.
      Use the A2 editor and merge this with your original mission.sqm make sure to keep the original mission.sqm from your server in case you do not like it.
      Hope you like it! :) 
      version=11; class Mission { addOns[]= { "map_eu", "caair2_uh1y", "CAMisc", "camisc3", "chernarus" }; addOnsAuto[]= { "map_eu", "caair2_uh1y", "CAMisc", "camisc3", "chernarus" }; randomSeed=7826573; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; class Vehicles { items=65; class Item0 { position[]={1308.886,0.1181917,5812.1128}; azimut=175.6563; id=0; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1308.886, 5812.1128, 0.1181917];"; }; class Item1 { position[]={1337.8951,0.00010681152,5812.9761}; azimut=-183.59708; id=1; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1337.8951, 5812.9761, 0.00010681152];"; }; class Item2 { position[]={1279.5168,-3.0517578e-005,5810.7354}; azimut=-184.08788; id=2; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1279.5168, 5810.7354, -3.0517578e-005];"; }; class Item3 { position[]={1263.7977,3.0517578e-005,5797.2485}; azimut=83.567741; id=3; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1263.7977, 5797.2485, 3.0517578e-005];"; }; class Item4 { position[]={1353.0201,-1.5258789e-005,5791.4214}; azimut=-100.02558; id=4; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1353.0201, 5791.4214, -1.5258789e-005];"; }; class Item5 { position[]={1352.4172,0.00015258789,5756.6089}; azimut=-95.953461; id=5; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1352.4172, 5756.6089, 0.00015258789];"; }; class Item6 { position[]={1266.1676,0.00033569336,5757.0713}; azimut=78.796616; id=6; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1266.1676, 5757.0713, 0.00033569336];"; }; class Item7 { position[]={1292.1116,25.500643,5798.3506}; azimut=175.98927; id=7; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1292.1116, 5798.3506, 25.500643];"; }; class Item8 { position[]={1330.1263,26.658922,5798.1104}; azimut=177.82625; id=8; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1330.1263, 5798.1104, 26.658922];"; }; class Item9 { position[]={1292.7681,24.582647,5781.6655}; azimut=172.31401; id=9; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1292.7681, 5781.6655, 24.582647];"; }; class Item10 { position[]={1332.5977,25.092699,5782.042}; azimut=177.05884; id=10; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1332.5977, 5782.042, 25.092699];"; }; class Item11 { position[]={1288.6293,25.61083,5763.2319}; azimut=178.23929; id=11; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1288.6293, 5763.2319, 25.61083];"; }; class Item12 { position[]={1327.7802,27.711185,5760.9395}; azimut=170.81143; id=12; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1327.7802, 5760.9395, 27.711185];"; }; class Item13 { position[]={1330.2716,23.567842,5746.3193}; azimut=182.9642; id=13; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1330.2716, 5746.3193, 23.567842];"; }; class Item14 { position[]={1289.9707,23.964474,5744.1226}; azimut=183.20248; id=14; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1289.9707, 5744.1226, 23.964474];"; }; class Item15 { position[]={1343.7726,0.00018310547,5738.4648}; id=15; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1343.7726, 5738.4648, 0.00018310547];"; }; class Item16 { position[]={1310.6842,6.1035156e-005,5731.2124}; id=16; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1310.6842, 5731.2124, 6.1035156e-005];"; }; class Item17 { position[]={1280.5291,0.00012207031,5737.0176}; id=17; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1280.5291, 5737.0176, 0.00012207031];"; }; class Item18 { position[]={1386.9114,-15.594225,5725.9766}; id=18; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1386.9114, 5725.9766, -15.594225];"; }; class Item19 { position[]={1230.8561,-15.415525,5720.2939}; id=19; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1230.8561, 5720.2939, -15.415525];"; }; class Item20 { position[]={1319.9504,0.00019836426,5730.3481}; id=20; side="EMPTY"; vehicle="MAP_R2_Stone"; skill=0.2; init="this setpos [1319.9504, 5730.3481, 0.00019836426];"; }; class Item21 { position[]={1327.1923,4.5776367e-005,5738.917}; id=21; side="EMPTY"; vehicle="MAP_R2_Boulder2"; skill=0.2; init="this setpos [1327.1923, 5738.917, 4.5776367e-005];"; }; class Item22 { position[]={1337.9111,7.6293945e-005,5754.7773}; id=22; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1337.9111, 5754.7773, 7.6293945e-005];"; }; class Item23 { position[]={1285.358,7.6293945e-005,5729.2915}; id=23; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1285.358, 5729.2915, 7.6293945e-005];"; }; class Item24 { position[]={1284.3668,0.00016784668,5751.1152}; id=24; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1284.3668, 5751.1152, 0.00016784668];"; }; class Item25 { position[]={1310.3997,-3.0517578e-005,5719.9819}; id=25; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1310.3997, 5719.9819, -3.0517578e-005];"; }; class Item26 { position[]={1272.9858,-3.0517578e-005,5802.6533}; id=26; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1272.9858, 5802.6533, -3.0517578e-005];"; }; class Item27 { position[]={1345.4098,-4.5776367e-005,5729.5298}; id=27; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1345.4098, 5729.5298, -4.5776367e-005];"; }; class Item28 { position[]={1319.2845,0,5751.3809}; id=28; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; }; class Item29 { position[]={1302.6494,0.00012207031,5723.6025}; id=29; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1302.6494, 5723.6025, 0.00012207031];"; }; class Item30 { position[]={1333.9025,4.5776367e-005,5737.189}; id=30; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1333.9025, 5737.189, 4.5776367e-005];"; }; class Item31 { position[]={1318.0431,1.5258789e-005,5784.6226}; id=31; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1318.0431, 5784.6226, 1.5258789e-005];"; }; class Item32 { position[]={1263.4698,4.5776367e-005,5722.6357}; id=32; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1263.4698, 5722.6357, 4.5776367e-005];"; }; class Item33 { position[]={1293.6953,1.5258789e-005,5764.6636}; id=33; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1293.6953, 5764.6636, 1.5258789e-005];"; }; class Item34 { position[]={1358.4407,4.5776367e-005,5730.458}; id=34; side="EMPTY"; vehicle="MAP_R2_Boulder2"; skill=0.2; init="this setpos [1358.4407, 5730.458, 4.5776367e-005];"; }; class Item35 { position[]={1351.8339,9.1552734e-005,5722.1943}; id=35; side="EMPTY"; vehicle="MAP_R2_Boulder2"; skill=0.2; init="this setpos [1351.8339, 5722.1943, 9.1552734e-005];"; }; class Item36 { position[]={1316.3303,0.00012207031,5721.6694}; id=36; side="EMPTY"; vehicle="MAP_R2_Boulder2"; skill=0.2; init="this setpos [1316.3303, 5721.6694, 0.00012207031];"; }; class Item37 { position[]={1278.1462,6.1035156e-005,5727.2095}; id=37; side="EMPTY"; vehicle="MAP_R2_Boulder2"; skill=0.2; init="this setpos [1278.1462, 5727.2095, 6.1035156e-005];"; }; class Item38 { position[]={1348.8813,1.5258789e-005,5725.9893}; id=38; side="EMPTY"; vehicle="MAP_t_carpinus2s"; skill=0.2; init="this setpos [1348.8813, 5725.9893, 1.5258789e-005];"; }; class Item39 { position[]={1278.8987,0,5723.5278}; id=39; side="EMPTY"; vehicle="MAP_t_carpinus2s"; skill=0.2; }; class Item40 { position[]={1312.1283,6.1035156e-005,5716.896}; id=40; side="EMPTY"; vehicle="MAP_t_acer2s"; skill=0.2; init="this setpos [1312.1283, 5716.896, 6.1035156e-005];"; }; class Item41 { position[]={1224.8661,4.5776367e-005,5812.3364}; id=41; side="EMPTY"; vehicle="MAP_t_betula2s"; skill=0.2; init="this setpos [1224.8661, 5812.3364, 4.5776367e-005];"; }; class Item42 { position[]={1267.177,1.5258789e-005,5691.4517}; id=42; side="EMPTY"; vehicle="MAP_t_betula2s"; skill=0.2; init="this setpos [1267.177, 5691.4517, 1.5258789e-005];"; }; class Item43 { position[]={1391.4387,4.5776367e-005,5717.2666}; id=43; side="EMPTY"; vehicle="MAP_t_betula2s"; skill=0.2; init="this setpos [1391.4387, 5717.2666, 4.5776367e-005];"; }; class Item44 { position[]={1362.6277,0.00018310547,5691.1436}; azimut=66.556885; id=44; side="EMPTY"; vehicle="MAP_t_betula2s"; skill=0.2; init="this setpos [1362.6277, 5691.1436, 0.00018310547];"; }; class Item45 { position[]={1372.9424,0.00010681152,5646.2871}; id=45; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1372.9424, 5646.2871, 0.00010681152];"; }; class Item46 { position[]={1303.2216,0.00015258789,5666.5625}; id=46; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1303.2216, 5666.5625, 0.00015258789];"; }; class Item47 { position[]={1335.0012,1.5258789e-005,5623.2314}; id=47; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1335.0012, 5623.2314, 1.5258789e-005];"; }; class Item48 { position[]={1293.4785,-0.00021362305,5616.0273}; id=48; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1293.4785, 5616.0273, -0.00021362305];"; }; class Item49 { position[]={1361.7677,0.0001373291,5605.0732}; id=49; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1361.7677, 5605.0732, 0.0001373291];"; }; class Item50 { position[]={1395.4496,0.00010681152,5770.7378}; id=50; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1395.4496, 5770.7378, 0.00010681152];"; }; class Item51 { position[]={1387.2894,0.0002746582,5826.9111}; id=51; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1387.2894, 5826.9111, 0.0002746582];"; }; class Item52 { position[]={1333.8317,3.0517578e-005,5666.271}; id=52; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1333.8317, 5666.271, 3.0517578e-005];"; }; class Item53 { position[]={1291.162,0.00051879883,5633.918}; id=53; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1291.162, 5633.918, 0.00051879883];"; }; class Item54 { position[]={1245.4023,9.1552734e-005,5722.3335}; id=54; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1245.4023, 5722.3335, 9.1552734e-005];"; }; class Item55 { position[]={1382.7906,0.00015258789,5688.6479}; id=55; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1382.7906, 5688.6479, 0.00015258789];"; }; class Item56 { position[]={1317.1052,0.00010681152,5610.771}; id=56; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1317.1052, 5610.771, 0.00010681152];"; }; class Item57 { position[]={1304.2625,3.0517578e-005,5696.6387}; id=57; side="EMPTY"; vehicle="MAP_t_picea3f"; skill=0.2; init="this setpos [1304.2625, 5696.6387, 3.0517578e-005];"; }; class Item58 { position[]={1329.5486,0.00016784668,5707.4805}; id=58; side="EMPTY"; vehicle="MAP_t_picea3f"; skill=0.2; init="this setpos [1329.5486, 5707.4805, 0.00016784668];"; }; class Item59 { position[]={1338.825,6.1035156e-005,5618.6816}; id=59; side="EMPTY"; vehicle="MAP_t_picea3f"; skill=0.2; init="this setpos [1338.825, 5618.6816, 6.1035156e-005];"; }; class Item60 { position[]={1292.2566,0.00018310547,5660.4814}; azimut=-189.29378; id=60; side="EMPTY"; vehicle="UH1Wreck"; skill=0.2; init="this setpos [1292.2566, 5660.4814, 0.00018310547];"; }; class Item61 { position[]={1357.3984,0.00033569336,5723.8389}; azimut=55.139076; id=61; side="EMPTY"; vehicle="hiluxWreck"; skill=0.2; init="this setpos [1357.3984, 5723.8389, 0.00033569336];"; }; class Item62 { position[]={1326.6917,18.652861,5740.6152}; azimut=-10.305964; id=62; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1326.6917, 5740.6152, 18.652861];"; }; class Item63 { position[]={1285.3906,18.872669,5737.8501}; id=63; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1285.3906, 5737.8501, 18.872669];"; }; class Item64 { position[]={1311.3625,-9.6852903,5776.6274}; azimut=46.218235; id=64; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1311.3625, 5776.6274, -9.6852903];"; }; }; class Markers { items=1; class Item0 { position[]={1307.9352,6.1035156e-005,5755.5313}; name="Hallows Cave"; text="Hallows Cave"; type="Dot"; colorName="ColorBlack"; }; }; }; class Intro { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=7826573; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; }; class OutroWin { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=7826573; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; }; class OutroLoose { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=7826573; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; };

    • By freakneek
      G'day, Guys and Girls,
      you might want grab another Rabbitman Beer or R4Z0R soda (if your not allowed beer). This is gonna be a long one!
      This tutorial goes into some length and is for the most part, copy/paste, from @Poncho's How to make Custom map content [ Tutorial & Ongoing Support ] tutorial. I had a major issue today trying to figure out why my map edit wasn't working. but after many thanks to the awesome @JasonTM, for identifying the issue, It has been found that you need to use a compiles line instead of a execVM line in the code.
      ***NOTE***
      This tutorial is not my work.... BUT, I felt that this could use an update.
      ***for those of you who already know how to do this scroll down to the server_functions.sqf part!***

      Most people create these map additions, simply by launching dayz through an epoch server via dayz commander will give you a working editor, but some buildings (such as Barracks, Hospitals, and Fire Stations) will not spawn any loot.
      This is because of their class names. The default ARMA editor makes most building classnames begin with "Map_" . All buildings of this type will not spawn loot in dayz, this is inherited from the EU_ update to the editor. You may simply read through your code and change all these manually to (for example) "Land_A_Hospital" instead of the original "Map_A_Hospital" to trigger loot spawns within those buildings.
      There is however an easier way for those of you unfamiliar with code, which also adds a few extra items in. This will however remove some options brought by the EU_ update such as being able to place rocks/cliffs e.t.c so it is important to pick when you want to use the editor I am about to show you.
      It is called the Jon-C5- Editor Update by (surprisingly enough) Jon-C5-. It is available  here http://www.armaholic.com/page.php?id=5932
       
      To turn your map edits into functioning dayz map additions simply follow the instructions below (If you do not wish to use the Jon-C5-Editor, skip to step 4):
      1) Download the zip file linked above.
       
      2) Drag/copy&paste it into your Arma2 Operation Arrowhead folder (where your @dayz and @dayzepoch folder are stored)
       
      3) Launch dayz with the following launch options (set via steam or dayz commander):
      -mo[email protected]_EditorUpdate  
      4) Once you are in the main menus press ALT+E
       
      5) This will open up the editor click the Chernarus map then click ok.
       
      6) A map view will then pop up, on the right hand side you will see a list of categories:
                  - First click 'Centre' then right click on the map, select 'new',  and press ok,
                  - Next click 'Group' then right click on the map, slect 'new'. and press ok,
                  - Now click 'Unit' then right click on the map, select the unit you want - default may be 'Alsatian' the change from 'non playable' to 'playable'.
       
      7) You are now ready to start editing. To begin, enter the '3D View' and click on 'Vehicle' (this is where all the buildings are listed). Right click on the map and select 'new', The list will then appear.
       
      8) Once you have selected an item, the ALT key will allow you to raise or lower items, with the SHIFT key allowing you to spin it around.
       
      9) Once you are happy with the edit, save it (Name it something relative to the edit). Then check your edits, sometimes large items may shift from where you placed them.
       
      10) Locate the mission.sqf file, usually in My Documents > Arma 2 > Missions > "Your mission name"
       
      11) Open up the mission.sqf file, you must now make some small edits to allow it to add these items to your server. Example Below:
      Default mission.sqf code example, areas to edit show indicated.
      ----------------------------------------------------------Remove start Here activateAddons [ ]; Replace with: if (isServer) then { activateAddons []; initAmbientLife; ----------------------------------------------------------Remove End Here _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; ------------------------------------------------------------------------------------------ Remove Start Here _this = createCenter west; _center_0 = _this; _group_0 = createGroup _center_0; _unit_2 = objNull; if (true) then { _this = _group_0 createUnit ["GER_Soldier_EP1", [14116.508, 2764.6309, 4.0054321e-005], [], 0, "CAN_COLLIDE"]; _unit_2 = _this; _this setUnitAbility 0.60000002; if (true) then {_group_0 selectLeader _this;}; if (true) then {selectPlayer _this;}; if (true) then {setPlayable _this;}; }; ----------------------------------------------------------------------------------------- Remove End Here _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; ----------------------------------------------------------------------------------------Remove Start Here processInitCommands; runInitScript; Replace with: }; By Mr. Smith e.t.c finishMissionInit; ----------------------------------------------------------------------------------------Remove End Here Edited mission.sqf code example:
      if (isServer) then { _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; }; // By Mr. Smith e.t.c **If the code editing is not done as follows, it will crash your server on start up. Mainly because of the unit spawn (in this example "GER_Soldier_EP1"), follow the instructions for editing the code and it will work fine**
       
      The Custom Content is now ready for publishing! Here is a quick, safe and guaranteed way to get your [working] edits into your server:
       
      1. Unpack your server.pbo
       
      2. Create a folder in the root of the server.pbo called: Maps     3. Drag your mapedit.sqf into this folder.     ***UPDATED PART FOR 1.0.6.2*** 4. In the init folder you will find a file called server_functions.sqf . Find these lines: // Precise base building 1.0.5 call compile preprocessFileLineNumbers Just above it add this line:
      call compile preprocessFileLineNumbers "\z\addons\dayz_server\maps\mapedit.sqf"; so now it looks like this....
      call compile preprocessFileLineNumbers "\z\addons\dayz_server\maps\mapedit.sqf"; // Precise base building 1.0.5 call compile preprocessFileLineNumbers  NOTE**:  Be sure to change the mapedit.sqf to whatever it is you have named your file, and that it corresponds with the execVM in your server_functions.sqf
      ***END UPDATED PART FOR 1.0.6.2)***
       
      EXTRA HINTS AND TIPS:
      Having trouble moving roads and other similar items to where you want them?
       
      Want your buildings spawn straight and level like they do with the new epoch build system?
      _this setDir -415.88132; _this setVehicleInit "this setVectorUp [0,0,1];"; _this setPos [1939.5042, 14563.26, -0.068630017]; Beidi file should look as follows:
      Add the "INIT" line between the "AZIMUT" and "PARENT" lines.
      AZIMUT="-67.231117"; INIT="_this setVehicleInit "this setVectorUp [0,0,1];";"; PARENT=""; - Big thanks to @Wesley for that one!
       
      Want to edit the trader camps / locations (Chernarus Only)?
       
       
      Having trouble with buildings 'double-spawning'? (often creating duplicate doors in a building)
       
       
      Here is a little example of how to remove grass from in/around your buildings:
       
      OK i think that is pretty much it.....
      HAPPY MAP EDITING!!
      -Freak
    • By nathan9117
      Hi there, I would like to move this file to my server pbo.
       I have moved it to my mission pbo and tested by changing the call to this and it spawns fine.
      For some reason however I can not get it to spawn if it is placed server side and executed from server_functions.sqf either using [] execVm, execVm or call compile preprocessFileLineNumbers.
      The main reason for wanting to move this file is that when I edit my map I dont want to place any objects over existing ones. If it is not going to be possible then an alternative will be to load the buildings in the 3d editor make my map and just remove the duplicates that already spawn/exist in chernarus11.sqf 
      Contents of chernarus11.sqf below extracted from dayz_code.
      Thanks in advance ! 
       
    • By xDUKEx
      I was wondering if someone could help me out with an issue I am having with making custom content in the 3D editor.  I've done a bunch of custom content for my server and it all works just fine ... except for things like roads, trees, bushes, and rocks; they never show up on my server.  I have access to my server FTP and I can see that in @Epoch there is an addons folder with a ton of PBOs.  I know it has the @map_eu addon and a few others like @plants and @trees ... etc.  I open my Arma2 OA and go into my Epoch server, then back out and open my editor with CTRL E.  After placing and saving everytime I put a road down, I get them all set and save my content into an .sqf as normal.  I do the proper edits to the file and launch my server.  I see all the custom stuff except the roads and trees.  I even placed my exec command after the "spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf";" line.  
      So what am I doing wrong?  I see lots of custom content using these things and I just can't figure it out.
       
      Second question ... if I add a new file like @Jon_edit into my FTP @EPOCH\Addons folder, do I then need to add that same @file into the top of my missions.sqm code?
       
      Thanks for the help in advance!
  • Advertisement
  • Supporters
  • Discord

×
×
  • Create New...