Buck0 Posted January 19, 2014 Report Share Posted January 19, 2014 so ive set up an ai base, putting several chest in full of rewards for players however ive hit a wall and cant get them to spawn in..... any ideas what im doing wrong?? if (isServer) then { //AI WEAPON CRATES _vehicle_103769 = objNull; if (true) then { _this = createVehicle ["USSpecialWeapons", [8849.99,12499.5,0.02], [], 0, "CAN_COLLIDE"]; _vehicle_103769 = _this; _vehicle_103769 setVariable ["ObjectID","1",true]; _vehicle_103769 setVariable ["permaLoot",true]; //Clear Cargo clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; //Add Cargo _this addWeaponCargoGlobal ["M9SD",5]; _this addWeaponCargoGlobal ["DMR",3]; _this addWeaponCargoGlobal ["M4A1_AIM_SD_camo",3]; _this addWeaponCargoGlobal ["M4A1_HWS_GL",2]; _this addWeaponCargoGlobal ["M249_DZ",3]; _this addWeaponCargoGlobal ["M14_EP1",3]; _this addWeaponCargoGlobal ["Mk_48_DZ",3]; _this addWeaponCargoGlobal ["M110_TWS_EP1",2]; _this addWeaponCargoGlobal ["M4A3_CCO_EP1",5]; _this addWeaponCargoGlobal ["UZI_SD_EP1,2]; _this addWeaponCargoGlobal ["NVGoggles",5]; _this addWeaponCargoGlobal ["Binocular_Vector",5]; _this addWeaponCargoGlobal ["ItemGPS",5]; _this addmagazineCargoGlobal ["20Rnd_762x51_DMR",20]; _this addmagazineCargoGlobal ["30Rnd_556x45_StanagSD",20]; _this addmagazineCargoGlobal ["200Rnd_556x45_M249",10]; _this addmagazineCargoGlobal ["30Rnd_556x45_Stanag",40]; _this addmagazineCargoGlobal ["15Rnd_9x19_M9SD",30]; _this addmagazineCargoGlobal ["30Rnd_9x19_UZI_SD",30]; _this addmagazineCargoGlobal ["1Rnd_HE_M203",10]; _this addmagazineCargoGlobal ["ItemBriefcase100oz",5]; _this addbackpackCargoGlobal ["DZ_largeGunBag_EP1",4]; _this setPos [8849.99,12499.5,0.02]; }; //AI VEHICLE CREATE _vehicle_103770 = objNull; if (true) then { _this = createVehicle ["USSpecialWeapons", [8924.84,12457.6,0.905], [], 0, "CAN_COLLIDE"]; _vehicle_103770 = _this; _vehicle_103770 setVariable ["ObjectID","1",true]; _vehicle_103770 setVariable ["permaLoot",true]; //Clear Cargo clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; //Add Cargo _this addWeaponCargoGlobal ["ItemToolbox",25]; _this addmagazineCargoGlobal ["PartEngine",20]; _this addmagazineCargoGlobal ["PartGeneric",40]; _this addmagazineCargoGlobal ["PartVRotor",20]; _this addmagazineCargoGlobal ["PartWheel",20]; _this addmagazineCargoGlobal ["PartFueltank",20]; _this addmagazineCargoGlobal ["ItemBriefcase100oz",2]; _this addbackpackCargoGlobal ["DZ_largeGunBag_EP1",4]; _this setPos [8924.84,12457.6,0.905]; }; //AI MEDICAL CRATE _vehicle_103772 = objNull; if (true) then { _this = createVehicle ["USSpecialWeapons", [8849.72,12503.8,0.014], [], 0, "CAN_COLLIDE"]; _vehicle_103772 = _this; _vehicle_103772 setVariable ["ObjectID","1",true]; _vehicle_103772 setVariable ["permaLoot",true]; //Clear Cargo clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; //Add Cargo _this addmagazineCargoGlobal ["ItemBandage",30]; _this addmagazineCargoGlobal ["ItemPainkiller",30]; _this addmagazineCargoGlobal ["ItemMorphine",30]; _this addmagazineCargoGlobal ["ItemBloodBag",30]; _this addmagazineCargoGlobal ["ItemEpinephrine",15]; _this addmagazineCargoGlobal ["ItemAntibiotic",30]; _this addmagazineCargoGlobal ["ItemWaterbottleBoiled",30]; _this addmagazineCargoGlobal ["FoodSteakCooked",30]; _this addmagazineCargoGlobal ["ItemBriefcase100oz",2]; _this addbackpackCargoGlobal ["DZ_largeGunBag_EP1",4]; _this setPos [8849.72,12503.8,0.014]; }; //AI CONSTRUCTION CRATE _vehicle_103773 = objNull; if (true) then { _this = createVehicle ["USSpecialWeapons", [8895.92,12607.3,0.338], [], 0, "CAN_COLLIDE"]; _vehicle_103773 = _this; _vehicle_103773 setVariable ["ObjectID","1",true]; _vehicle_103773 setVariable ["permaLoot",true]; //Clear Cargo clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; //Add Cargo _this addWeaponCargoGlobal ["ItemEtool",5]; _this addWeaponCargoGlobal ["ItemCrowbar",5]; _this addWeaponCargoGlobal ["ItemToolbox",5]; _this addWeaponCargoGlobal ["ItemMatchbox",5]; _this addWeaponCargoGlobal ["ItemKnife",5]; _this addmagazineCargoGlobal ["bulk_ItemSandbag",5]; _this addmagazineCargoGlobal ["bulk_ItemTankTrap",5]; _this addmagazineCargoGlobal ["bulk_ItemWire",5]; _this addmagazineCargoGlobal ["ItemTent",5]; _this addmagazineCargoGlobal ["bulk_PartGeneric",5]; _this addmagazineCargoGlobal ["CinderBlocks",60]; _this addmagazineCargoGlobal ["MotarBucket",20]; _this addmagazineCargoGlobal ["ItemFuelPump",1]; _this addmagazineCargoGlobal ["ItemVault",1]; _this addmagazineCargoGlobal ["ItemComboLock",2]; _this addmagazineCargoGlobal ["30m_plot-kit",1]; _this addbackpackCargoGlobal ["DZ_largeGunBag_EP1",2]; _this setPos [8895.92,12607.3,0.338]; }; }; Link to comment Share on other sites More sharing options...
0 axeman Posted January 19, 2014 Report Share Posted January 19, 2014 at a glance it looks like they should spawn. does the server log give any hints ? syntax errors or crate removal. you can use diag_log to add debug to your log file too. Link to comment Share on other sites More sharing options...
0 Buck0 Posted January 19, 2014 Author Report Share Posted January 19, 2014 this is from my rpt, server log shows nothing sadly ===================================================================== == C:\Users\Owner\Desktop\Dayz Server\Expansion\beta\arma2oaserver.exe == "Expansion\beta\arma2oaserver.exe" -port=2302 "-config=instance_11_Chernarus\config.cfg" "-cfg=instance_11_Chernarus\basic.cfg" "-profiles=instance_11_Chernarus" -name=instance_11_Chernarus "-mod=@DayZ_Epoch;@DayZ_Epoch_Server;" ===================================================================== Exe timestamp: 2013/07/06 17:15:51 Current time: 2014/01/19 22:08:31 Version 1.62.103718 Item STR_ACTIONS_BUILD listed twice Item STR_EQUIP_NAME_41 listed twice Item STR_EQUIP_DESC_41 listed twice Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/ Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/ Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/ Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/ Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/ Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/ Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/ Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/ Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/ Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/ Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/ Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/ Cannot delete class CA_DebriefingInfo, it is referenced somewhere (used as a base class probably). Cannot delete class CA_DebriefingInfo, it is referenced somewhere (used as a base class probably). Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/ Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/ Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/ Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/ Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/ Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/ Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/ Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/ Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/ Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/ Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/ Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/ Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/ Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/ Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/ Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/ Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/ Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/ Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/ Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/ Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/ Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/ Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/ Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/ Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/ Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/ Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/ Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/ Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/ Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/ Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/ Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/ Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/ Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/ Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/ Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/ Obsolete class Animations defined in bin\config.bin/RscCompass/ Obsolete class Animations defined in bin\config.bin/RscWatch/ 22:09:07 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon 22:09:07 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl 22:09:08 "PRELOAD_ Functions\init [[<No group>:0 (FunctionsManager)],any]" 22:09:08 "MPframework inited" 22:09:09 Warning Message: Script low_admins.sqf not found 22:09:09 Warning Message: Script normal_admins.sqf not found 22:09:09 Warning Message: Script super_admins.sqf not found 22:09:09 Warning Message: Script blacklist.sqf not found 22:09:09 "infiSTAR.de ProPlan by infiSTAR.de - AntiHack Loading..." 22:09:09 "infiSTAR.de ProPlan by infiSTAR.de - AntiHack Loaded!" 22:09:09 "infiSTAR.de ProPlan by infiSTAR.de - CREATING AdminMenu" 22:09:09 "infiSTAR.de ProPlan by infiSTAR.de - ADDING PublicVariableEventHandlers" 22:09:09 "infiSTAR.de ProPlan by infiSTAR.de - FULLY LOADED" 22:09:21 Warning Message: Script Antihack\SurvivalAntihack.sqf not found 22:09:21 Warning Message: Script @dayzah_9\Ah.sqf not found 22:09:21 Error in expression <0,0], [], 0, "FORM"]; _do = (MarkerText "rspawn_east"); _unit setVehicleInit _do> 22:09:21 Error position: <"rspawn_east"); _unit setVehicleInit _do> 22:09:21 Error Missing ) 22:09:21 File z\addons\dayz_server\init\AH.sqf, line 5253 22:09:21 Error in expression <0,0], [], 0, "FORM"]; _do = (MarkerText "rspawn_east"); _unit setVehicleInit _do> 22:09:21 Error position: <"rspawn_east"); _unit setVehicleInit _do> 22:09:21 Error Missing ) 22:09:21 File z\addons\dayz_server\init\AH.sqf, line 5253 22:09:21 Warning Message: Script low_admins.sqf not found 22:09:21 Warning Message: Script normal_admins.sqf not found 22:09:21 Warning Message: Script super_admins.sqf not found 22:09:21 Warning Message: Script blacklist.sqf not found 22:09:21 "infiSTAR.de ProPlan by infiSTAR.de - AntiHack Loading..." 22:09:21 "infiSTAR.de ProPlan by infiSTAR.de - AntiHack Loaded!" 22:09:21 "infiSTAR.de ProPlan by infiSTAR.de - CREATING AdminMenu" 22:09:21 "infiSTAR.de ProPlan by infiSTAR.de - ADDING PublicVariableEventHandlers" 22:09:22 Warning Message: Script Antihack\SurvivalAntihack.sqf not found 22:09:22 Warning Message: Script @dayzah_9\Ah.sqf not found 22:09:22 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852 22:09:22 Warnings in z\addons\dayz_communityassets\models\watch.p3d:shadow(1000) 22:09:23 "Res3tting B!S effects..." 22:09:23 Cannot create non-ai vehicle TrapBearTrapFlare, 22:09:23 Cannot create non-ai vehicle TrapBearTrapSmoke, 22:09:23 Cannot create non-ai vehicle TrapTripwireGrenade, 22:09:23 Cannot create non-ai vehicle TrapTripwireSmoke, 22:09:23 Cannot create non-ai vehicle TrapBearTrapFlare, 22:09:23 Cannot create non-ai vehicle TrapBearTrapSmoke, 22:09:23 Cannot create non-ai vehicle TrapTripwireSmoke, 22:09:23 Cannot create non-ai vehicle TrapTripwireSmoke, 22:09:23 Cannot create non-ai vehicle TrapTripwireGrenade, 22:09:23 Cannot create non-ai vehicle TrapTripwireGrenade, 22:09:23 Cannot create non-ai vehicle Sign_DangerMines_ACR, 22:09:23 Cannot create non-ai vehicle Sign_DangerMines_ACR, 22:09:23 Cannot create non-ai vehicle TrapBearTrapSmoke, 22:09:23 "HIVE: Starting" 22:09:23 "HIVE: trying to get objects" 22:09:23 "HIVE: found 12 objects" 22:09:23 "HIVE: Commence Object Streaming..." 22:09:23 "HIVE: got 12 objects" 22:09:23 "HIVE: Spawning # of Vehicles: -2" 22:09:23 "HIVE: Spawning # of Debris: 0" 22:09:23 "HIVE: Spawning # of Ammo Boxes: 3" 22:09:23 "HIVE: Spawning # of Veins: 50" 22:09:23 "Total Number of spawn locations 5" 22:09:24 File z\addons\dayz_server\system\server_cleanup.fsm, line 151: '/FSM/States/general_cleanup.init': Missing ';' at the end of line 22:09:24 Error context (count units _x==0) && !(_x getVariable[""SAR_protect"",false])) then {" \n 22:09:24 Warning Message: File z\addons\dayz_server\system\server_cleanup.fsm, line 151: '/FSM/States/general_cleanup.if': '(' encountered instead of '=' 22:09:24 Warning Message: Config : some input after EndOfFile. 22:09:24 "DEBUG VEIN: on road [12694.6,12634.1]" 22:09:24 "EPOCH EVENTS INIT" 22:09:24 "WAI: AI Config File Loaded" 22:09:24 "WAI: AI Monitor Started" 22:09:24 "WAI: Spawned a group of 4 Bandits at [8828.09,12517.4,0.002]" 22:09:24 "WAI: Spawned a group of 4 Bandits at [8885.37,12524.5,0.001]" 22:09:24 "WAI: Spawned a group of 4 Bandits at [8901.91,12465.7,0.001]" 22:09:24 "WAI: Spawned a group of 4 Bandits at [8853.49,12427.1,0.001]" 22:09:24 "WAI: Spawned a group of 4 Bandits at [8923.54,12341.8,0.002]" 22:09:24 "WAI: Spawned a group of 4 Bandits at [8825.82,12318.9,0.0008698]" 22:09:24 "WAI: Spawned a group of 4 Bandits at [8877.72,12570.4,0.001]" 22:09:24 "WAI: Spawned a group of 4 Bandits at [8684.11,12770.4,0.001]" 22:09:24 "WAI: Sapwned in 5 M2StaticMG" 22:09:24 "WAI: Sapwned in 1 Igla_AA_pod_TK_EP1" 22:09:24 "WAI: Paradrop Waiting for player" 22:09:24 "WAI: Mission Config File Loaded" 22:09:24 "WAI: Starting AI Missions Moniter" 22:09:30 "Res3tting B!S effects..." only thing to follow is actions by me ingame Link to comment Share on other sites More sharing options...
0 Buck0 Posted January 19, 2014 Author Report Share Posted January 19, 2014 i was reading around and someone said it might be that the servercleanup is deleting them as they are spawned? Link to comment Share on other sites More sharing options...
0 axeman Posted January 19, 2014 Report Share Posted January 19, 2014 _vehicle_103772 setVariable ["permaLoot",true]; should stop the loot cleanup from deleting it. there are a lot of missing .sqf file errors in thè log file. is the crate code is one of them ? Link to comment Share on other sites More sharing options...
0 Buck0 Posted January 19, 2014 Author Report Share Posted January 19, 2014 The missing sqf files are related to the antihack, ive checked on ah forums and they assure me thats completely normal. As far as I can tell the sqf ive used "custom\crates.sqf" is being called and ran. Could it be the fact that when I placed the items in the map editor the items had the "map_xxxx" in front of it that I removed? Link to comment Share on other sites More sharing options...
0 Buck0 Posted January 20, 2014 Author Report Share Posted January 20, 2014 Bump still looking for a solution Link to comment Share on other sites More sharing options...
0 (GSG) Az Posted January 20, 2014 Report Share Posted January 20, 2014 Can you upload your server_cleanup.fsm to pastebin? There is a syntax error there. Also can you upload your server_functions.sqf as well? It looks like Infistar's antihack is executing twice? Might be a possible reason for the : 22:09:21 Error position: <"rspawn_east"); _unit setVehicleInit _do> 22:09:21 Error Missing ) 22:09:21 File z\addons\dayz_server\init\AH.sqf, line 5253 This doesn't look like anything I see in my RPT and I have Infistar AH as well (0320A). Also, Can you share how exactly you are executing this SQF? Maybe perhaps the SQF isnt executing. Try putting this at the top of that file: diag_log format["CUSTOM DEBUG: Starting to spawn my event"]; Start the server up and just find (ctrl+f): CUSTOM DEBUG: If you dont see it, the SQF isn't firing. Another useful thing as well. I find 90% of my errors in the clients RPT (Mainly because they are in the mission file, not in the server PBO). Try looking in the client RPT. Link to comment Share on other sites More sharing options...
0 Buck0 Posted January 20, 2014 Author Report Share Posted January 20, 2014 Will upload those two when I get home, I assumed thay error was infistar related as the ah.sqf is my antihack location Link to comment Share on other sites More sharing options...
0 Buck0 Posted January 20, 2014 Author Report Share Posted January 20, 2014 Server cleanup; http://pastebin.com/pdrC7T4v Server Functions; http://pastebin.com/E9xL9Snj i also put "diag_log format["CUSTOM DEBUG: Starting to spawn my event"]" at the top of the "crates.sqf" found that in the rpt log, so it is firing the script Link to comment Share on other sites More sharing options...
0 (GSG) Az Posted January 20, 2014 Report Share Posted January 20, 2014 Are you using the latest version of Infistar's AH? Don't post it here (Its commercial code) but make sure the version number is the latest (AH0320A). My lauch paramater for Infi didn't have the [] spawn { But I checked the instructions and it says to have it like that! (Best do what he suggests). My concern is that you can see it "FULLY LOADED" twice. Makes me think that server_functions.sqf may be launching twice. With your FSM: "//Clean groups" \n "{" \n " // diag_log (""CLEANUP: CHECKING GROUP WITH "" + str(count units _x) + "" UNITS"");" \n " " if ((count units _x==0) && !(_x getVariable[""SAR_protect"",false])) then {" \n " deleteGroup _x;" \n " // diag_log (""CLEANUP: DELETING A GROUP"");" \n " };" \n "} forEach allGroups;"/*%FSM</STATEINIT""">*/; You made only a small mistake here! You added an extra " to the line! Change: " " if ((count units _x==0) && !(_x getVariable[""SAR_protect"",false])) then {" \n to: " if ((count units _x==0) && !(_x getVariable[""SAR_protect"",false])) then {" \n This will solve your other problems in the FSM hopefully. How are you calling this script to spawn these boxes? Link to comment Share on other sites More sharing options...
0 Buck0 Posted January 20, 2014 Author Report Share Posted January 20, 2014 // AI crate Spawn [] execVM "custom\crates.sqf"; // Mission System Markers [] execVM "debug\addmarkers.sqf"; [] execVM "debug\addmarkers75.sqf"; // MAP MODS [] execVM "maps\LargeCastle.sqf"; [] execVM "maps\NovyLugBase.sqf"; [] execVM "maps\Balota.sqf"; [] execVM "maps\aicamp.sqf"; [] execVM "maps\nwaf.sqf"; [] execVM "maps\stary.sqf"; [] execVM "maps\klen.sqf"; down the bottom of it init.sqf, is there a more optimal way of doing this? Link to comment Share on other sites More sharing options...
0 (GSG) Az Posted January 20, 2014 Report Share Posted January 20, 2014 Line 24: _this addWeaponCargoGlobal ["UZI_SD_EP1,2]; Change to: _this addWeaponCargoGlobal ["UZI_SD_EP1",2]; You missed the " lol Also, _vehicle_103773 = objNull; if (true) then { This is not needed. The IF condition will always execute. Also, you dont need to declare that as an Object. If it isnt declared, arma isn't going to think it is NOT an object. Type strict conditioning is only present in a few array functions etc. Its only if you are going to be declaring that arma should expect it to be an object BEFORE it possibly could be that this will become an issue. Just remove the whole if statement and the objNull declarations and you'll be fine. As a side note, imagine what would happen if (True) was (False) - objNull is the hint here B) Because I'm such a nice guy, heres a pastebin. http://pastebin.com/LRQmfYe4 Link to comment Share on other sites More sharing options...
0 (GSG) Az Posted January 20, 2014 Report Share Posted January 20, 2014 // AI crate Spawn [] execVM "custom\crates.sqf"; // Mission System Markers [] execVM "debug\addmarkers.sqf"; [] execVM "debug\addmarkers75.sqf"; // MAP MODS [] execVM "maps\LargeCastle.sqf"; [] execVM "maps\NovyLugBase.sqf"; [] execVM "maps\Balota.sqf"; [] execVM "maps\aicamp.sqf"; [] execVM "maps\nwaf.sqf"; [] execVM "maps\stary.sqf"; [] execVM "maps\klen.sqf"; down the bottom of it init.sqf, is there a more optimal way of doing this? Yup, via server_functions.sqf You can add your buildings by: call compile preProcessFileLineNumbers "z\addons\dayz_server\buildings\BLABLAScriptName.sqf"; and you can call this script exactly as is but I HIGHLY suggest adding a script that decides when to call it. Try looking at the EMS system. It uses a random timer function to call SMFinder. Something similar (Pretty much - Wait until there is actually a player). Also you would be better of using: if(!isServer) exitWith {}; Instead of: if (isServer) then { This will save a tiny bit of memory and CPU usage client side and server side. Link to comment Share on other sites More sharing options...
0 Buck0 Posted January 20, 2014 Author Report Share Posted January 20, 2014 can u jump in your ts? seems that change has caused more problems in the rpt? http://pastebin.com/xSi5khGd (GSG) Az 1 Link to comment Share on other sites More sharing options...
0 (GSG) Az Posted January 20, 2014 Report Share Posted January 20, 2014 Sure mate, if your feeling lazy - just head to the website and click on Teamspeak! Link to comment Share on other sites More sharing options...
0 Buck0 Posted January 20, 2014 Author Report Share Posted January 20, 2014 thanks Az! your a legend! Link to comment Share on other sites More sharing options...
Question
Buck0
so ive set up an ai base, putting several chest in full of rewards for players
however ive hit a wall and cant get them to spawn in..... any ideas what im doing wrong??
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