It doesnt matter what script whether it is bloodbag/deploy bike or each one by themselves I still cannot get traders to work. I will start from the top.
I took compiles.sqf from the init folder of Dayz_Code.pbo from @DAYZ_Epoch\addons\ECT I also took fn_selfactions from this also under the compiles folder.
I understand they say traders wont work if you dont have the right fn_selfaction but I know I do this is a brand new server. I even took it from that pbo 2 time and re did everything, same thing.
Any Idea what I did wrong? I feel like I did everything right but my server obviously doesn't agree. So scripts work deploy bike and blood bag but traders dont work. Remove line calling fn_selfactions from my missions init and boom were in business but no scripts work of course. I would really aprecciate some advice as this has kinda put me at a stand still. I really want to do it myself but would also be willing to throw someone a few bucks if I could skype them questions here and there instead of always posting last resorts to the forum. I know this is a ridiculous way to write it out but I figure if my Fn_selfactions don't match your then you will see it in the full text.
So this is what my custom folder in my MPmissions folder looks like. I do not have a MPmission.pbo like some do it is just a folder.
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty
fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; //Checks which actions for self
player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre and audial rating
// object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage
object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records and sets hit)
// object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player or server to monitor changes in cargo contents
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (or local to unit) when gutting an object
local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle
local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (or local to unit) when gutting an object
local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
local_setFuel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_setFuel.sqf"; //Generated when someone refuels a vehicle
local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player or server to monitor whether they have picked up a new weapon
Question
Drew22
It doesnt matter what script whether it is bloodbag/deploy bike or each one by themselves I still cannot get traders to work. I will start from the top.
I took compiles.sqf from the init folder of Dayz_Code.pbo from @DAYZ_Epoch\addons\ECT I also took fn_selfactions from this also under the compiles folder.
I understand they say traders wont work if you dont have the right fn_selfaction but I know I do this is a brand new server. I even took it from that pbo 2 time and re did everything, same thing.
Any Idea what I did wrong? I feel like I did everything right but my server obviously doesn't agree. So scripts work deploy bike and blood bag but traders dont work. Remove line calling fn_selfactions from my missions init and boom were in business but no scripts work of course. I would really aprecciate some advice as this has kinda put me at a stand still. I really want to do it myself but would also be willing to throw someone a few bucks if I could skype them questions here and there instead of always posting last resorts to the forum. I know this is a ridiculous way to write it out but I figure if my Fn_selfactions don't match your then you will see it in the full text.
So this is what my custom folder in my MPmissions folder looks like. I do not have a MPmission.pbo like some do it is just a folder.
It include Compiles.Sqf
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