Jump to content
  • 0

Traders wont work after install scripts


Drew22

Question

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

 

/*
FUNCTION COMPILES
*/
//Player only
if (!isDedicated) then {
 
"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
 
BIS_Effects_Burn =  compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; 
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
fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
player_spawnCheck =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
player_dumpBackpack =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";
// player_spawnLootCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnlootCheck.sqf";
// player_spawnZedCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnzedCheck.sqf";
building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
// player_taskHint = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_taskHint.sqf";
building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";
//animal_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\animal_monitor.sqf";
// building_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\building_monitor.sqf";
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
player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";
 
player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
player_removeNet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNet.sqf";
player_removeTankTrap =     compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeTankTrap.sqf";
 
player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";
 
player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
// control_zombieAgent =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\control_zombieAgent.sqf";
player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
//spawn_flies =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_flies.sqf";
// stream_locationFill =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationFill.sqf";
// stream_locationDel =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationDel.sqf";
// stream_locationCheck =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationCheck.sqf";
player_music =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
player_login =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_login.sqf"; //Used to generate ambient music
player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
player_throwObject =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
player_alertZombies =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
player_fireMonitor =  compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";
 
//Objects
object_roadFlare =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
 
local_roadDebris = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";
 
//Zombies
zombie_findTargetAgent =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
zombie_loiter =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
zombie_generate =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour
wild_spawnZombies =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviour
 
pz_attack =  compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";
 
//
dog_findTargetAgent =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";
 
// Vehicle damage fix
vehicle_handleDamage    =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
vehicle_handleKilled    =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
 
//actions
player_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";
player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";
player_vaultPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";
player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";
player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
player_fillWater =  compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
//player_chopWood = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_chopWood.sqf";
player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
//player_dropWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_dropWeapon.sqf";
//playerpip_setTrap = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_setTrap.sqf";
object_pickup =  compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
player_flipvehicle =  compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
player_sleep =  compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
//player_mineOre = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_mineOre.sqf";
player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";
 
player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";
 
//ui
player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";
player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";
player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
ui_changeDisplay =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
ui_gear_sound =              compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";
 
//System
player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";
player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";
player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
onPreloadStarted  "dayz_preloadFinished = false;";
onPreloadFinished  "dayz_preloadFinished = true;";
 
 
 
 
//
RunTime = 0;
TotalRuns = 0;
 
fnc_dump = {
private["_code","_benchmark","_averageRunTime"];
_code = _this select 0;
_benchmark = _this select 1;
 
RunTime = RunTime + _benchmark;
TotalRuns = TotalRuns + 1;
_averageRunTime = RunTime/TotalRuns;
 
diag_log format["%1 - %2 (%3 / %4)",_code,_benchmark,_averageRunTime,TotalRuns];
};
dayz_losChance = {
private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
_agent =  _this select 0;
_dis = _this select 1;
_maxDis =  _this select 2;
// diag_log ("VAL:  " + str(_this));
_val =  (_maxDis - _dis) max 0;
_maxExp =  ((exp 2) * _maxDis);
_myExp =  ((exp 2) * (_val)) / _maxExp;
_myExp = _myExp * 0.7;
_myExp
};
 
ui_initDisplay = {
private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];
disableSerialization;
_display = uiNamespace getVariable 'DAYZ_GUI_display';
_control =  _display displayCtrl 1204;
_control ctrlShow false;
if (!r_player_injured) then {
_ctrlBleed =  _display displayCtrl 1303;
_ctrlBleed ctrlShow false;
};
if (!r_fracture_legs and !r_fracture_arms) then {
_ctrlFracture =  _display displayCtrl 1203;
_ctrlFracture ctrlShow false;
};
_ctrlDogFoodBorder = _display displayCtrl 1501;
_ctrlDogFoodBorder ctrlShow false;
_ctrlDogFood = _display displayCtrl 1701;
_ctrlDogFood ctrlShow false;
 
_ctrlDogWaterBorder = _display displayCtrl 1502;
_ctrlDogWaterBorder ctrlShow false;
_ctrlDogWater = _display displayCtrl 1702;
_ctrlDogWater ctrlShow false
};
 
dayz_losCheck = {
private["_target","_agent","_cantSee"];
_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
_agent = _this select 1;
_cantSee = true;
if (!isNull _target) then {
 
_tPos = visiblePositionASL _target;
_zPos = visiblePositionASL _agent;
 
_tPos set [2,(_tPos select 2)+1];
_zPos set [2,(_zPos select 2)+1];
 
if ((count _tPos > 0) and (count _zPos > 0)) then {
_cantSee = terrainIntersectASL [_tPos, _zPos];
if (!_cantSee) then {
_cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];
};
};
};
_cantSee
};
 
eh_zombieInit =  {
private["_unit","_pos"];
//_unit =  _this select 0;
//_pos = getPosATL _unit;
//_id = [_pos,_unit] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm";
};
 
dayz_equipCheck = {
private ["_empty", "_needed","_diff","_success"];
_config = _this;
_empty = [player] call BIS_fnc_invSlotsEmpty;
_needed = [_config] call BIS_fnc_invSlotType;
_diff = [_empty,_needed] call BIS_fnc_vectorDiff;
 
_success = true;
{
if (_x > 0) then {_success = false};
} forEach _diff;
hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];
_success
};
 
vehicle_gear_count = {
private["_counter"];
_counter = 0;
{
_counter = _counter + _x;
} forEach _this;
_counter
};
 
player_tagFriendlyMsg = {
if(player == _this) then { 
cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"];
}; 
};
 
player_serverModelChange = {
private["_object","_model"];
_object = _this select 0;
_model = _this select 1;
if (_object == player) then {
_model call player_switchModel;
};
};
 
player_guiControlFlash =  {
private["_control"];
_control = _this;
if (ctrlShown _control) then {
_control ctrlShow false;
} else {
_control ctrlShow true;
};
};
 
gear_ui_offMenu = {
private["_control","_parent","_menu"];
disableSerialization;
_control =  _this select 0;
_parent =  findDisplay 106;
if (!(_this select 3)) then {
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};
};
 
dze_surrender_off = {
player setVariable ["DZE_Surrendered", false, true];
DZE_Surrender = false;
};
 
gear_ui_init = {
private["_control","_parent","_menu","_dspl","_grpPos"];
disableSerialization;
_parent = findDisplay 106;
_control =  _parent displayCtrl 6902;
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};
 
dayz_eyeDir = {
private["_vval","_vdir"];
_vval = (eyeDirection _this);
_vdir = (_vval select 0) atan2 (_vval select 1);
if (_vdir < 0) then {_vdir = 360 + _vdir};
_vdir
};
 
DZE_getModelName = {
_objInfo = toArray(str(_this));
_lenInfo = count _objInfo - 1;
_objName = [];
_i = 0;
// determine where the object name starts
{
if (58 == _objInfo select _i) exitWith {};
_i = _i + 1;
} forEach _objInfo;
_i = _i + 2; // skip the ": " part
for "_k" from _i to _lenInfo do {
_objName = _objName + [_objInfo select _k];
};
_objName = toLower(toString(_objName));
_objName
};
 
dze_isnearest_player = {
private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"];
if(!isNull _this) then {
_nearPlayers = _this nearEntities ["CAManBase", 12];
_playerNear = ({isPlayer _x} count _nearPlayers) > 1;
_notClosest = false;
if (_playerNear) then {
// check if another player is closer
_playerDistance = player distance _this;
{
if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };
} forEach _nearPlayers;
};
} else {
_notClosest = false;
};
_notClosest
};
 
// trader menu code
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenu.sqf";
 
// recent murders menu code
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";
 
//This is still needed but the fsm should terminate if any errors pop up.
[] spawn {
        private["_timeOut","_display","_control1","_control2"];
        disableSerialization;
        _timeOut = 0;
        dayz_loadScreenMsg = "";
        diag_log "DEBUG: loadscreen guard started.";
        _display = uiNameSpace getVariable "BIS_loadingScreen";
        if (!isNil "_display") then {
                _control1 = _display displayctrl 8400;
                _control2 = _display displayctrl 102;
        };
                
        waitUntil {!dayz_DisplayGenderSelect};
                
        // 120 sec timeout (12000 * 0.01)
        while { _timeOut < 12000 } do {
            if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };
            if (!isNil "_display") then {
                if ( isNull _display ) then {                        
                        waitUntil { !dialog; };                                
                        startLoadingScreen ["","RscDisplayLoadCustom"];
                        _display = uiNameSpace getVariable "BIS_loadingScreen";
                        _control1 = _display displayctrl 8400;
                        _control2 = _display displayctrl 102;
                };
 
                if ( dayz_loadScreenMsg != "" ) then {
                        _control1 ctrlSetText dayz_loadScreenMsg;
                        dayz_loadScreenMsg = "";
                };
 
                _control2 ctrlSetText format["%1",round(_timeOut*0.01)];
            };
 
            _timeOut = _timeOut + 1;
 
            if (_timeOut >= 12000) then {
                1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];
                sleep 10;
                endLoadingScreen;
                endMission "END1";
            };
 
            sleep 0.01;
        };
};
 
// TODO: need move it in player_monitor.fsm
// allow player disconnect from server, if loading hang, kicked by BE etc.
[] spawn {
private["_timeOut","_display","_control1","_control2"];
disableSerialization;
_timeOut = 0;
dayz_loadScreenMsg = "";
diag_log "DEBUG: loadscreen guard started.";
_display = uiNameSpace getVariable "BIS_loadingScreen";
_control1 = _display displayctrl 8400;
_control2 = _display displayctrl 102;
// 120 sec timeout
while { _timeOut < 3000 && !dayz_clientPreload && !dayz_authed } do {
 
if ( isNull _display ) then {
waitUntil { !dialog; };
startLoadingScreen ["","RscDisplayLoadCustom"];
_display = uiNameSpace getVariable "BIS_loadingScreen";
_control1 = _display displayctrl 8400;
_control2 = _display displayctrl 102;
};
 
if ( dayz_loadScreenMsg != "" ) then {
_control1 ctrlSetText dayz_loadScreenMsg;
dayz_loadScreenMsg = "";
};
_control2 ctrlSetText format["%1",round(_timeOut*0.01)];
_timeOut = _timeOut + 1;
sleep 0.01;
};
endLoadingScreen;
};
 
dayz_meleeMagazineCheck = {
                private["_meleeNum","_magType"];
                _magType =         ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
                _meleeNum = ({_x == _magType} count magazines player);
                if (_meleeNum < 1) then {
                        player addMagazine _magType;
                };
        };
 
dayz_originalPlayer = player;
 
progressLoadingScreen 0.8;
};
 
//Both
BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
BIS_fnc_vectorAdd =         compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";
BIS_fnc_halo =              compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
BIS_fnc_param =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";
 
fnc_buildWeightedArray =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage
zombie_initialize =  compile preprocessFileLineNumbers "\z\addons\dayz_code\init\zombie_init.sqf";
// 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_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
// 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
fnc_veh_ResetEH =  compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
// Vehicle damage fix
vehicle_handleDamage    =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
vehicle_handleKilled    =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
//fnc_vehicleEventHandler =  compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehicle
fnc_inString =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
fnc_isInsideBuilding =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
fnc_isInsideBuilding2 =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
fnc_isInsideBuilding3 =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
dayz_zombieSpeak =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
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
curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
player_breaklegs = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";
player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
world_isDay =  {if ((daytime < (24 - dayz_sunRise)) and (daytime > dayz_sunRise)) then {true} else {false}};
player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";
// player_projectileNear =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
 
dayz_HungerThirst = {
dayz_hunger = dayz_hunger + (_this select 0);
dayz_thirst = dayz_thirst + (_this select 1);
};
 
dayz_EjectPlayer = {
// check if player in vehicle
        private ["_noDriver","_vehicle","_inVehicle"];
        _vehicle = vehicle player;
_inVehicle = (_vehicle != player);
if(_inVehicle) then {
_noDriver = ((_vehicle emptyPositions "driver") > 0);
if (_noDriver and (speed _vehicle) != 0) then {
player action [ "eject", _vehicle];
};
};
};
 
player_sumMedical = {
private["_character","_wounds","_legs","_arms","_medical"];
_character =  _this;
_wounds = [];
if (_character getVariable["USEC_injured",false]) then {
{
if (_character getVariable[_x,false]) then {
_wounds set [count _wounds,_x];
};
} forEach USEC_typeOfWounds;
};
_legs = _character getVariable ["hit_legs",0];
_arms = _character getVariable ["hit_arms",0];
_medical = [
_character getVariable["USEC_isDead",false],
_character getVariable["NORRN_unconscious", false],
_character getVariable["USEC_infected",false],
_character getVariable["USEC_injured",false],
_character getVariable["USEC_inPain",false],
_character getVariable["USEC_isCardiac",false],
_character getVariable["USEC_lowBlood",false],
_character getVariable["USEC_BloodQty",12000],
_wounds,
[_legs,_arms],
_character getVariable["unconsciousTime",0],
_character getVariable["messing",[0,0]]
];
_medical
};
 
//Server Only
if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
} else {
eh_localCleanup = {};
};
 
initialized = true;

Link to comment
Share on other sites

6 answers to this question

Recommended Posts

  • 0

It also has fn_Selfactions.sqf

 

 

scriptName "Functions\misc\fn_selfActions.sqf";
/***********************************************************
ADD ACTIONS FOR SELF
- Function
- [] call fnc_usec_selfActions;
************************************************************/
private ["_isWreckBuilding","_temp_keys","_magazinesPlayer","_isPZombie","_vehicle","_inVehicle","_hasFuelE","_hasRawMeat","_hasKnife","_hasToolbox","_onLadder","_nearLight","_canPickLight","_canDo","_text","_isHarvested","_isVehicle","_isVehicletype","_isMan","_traderType","_ownerID","_isAnimal","_isDog","_isZombie","_isDestructable","_isTent","_isFuel","_isAlive","_Unlock","_lock","_buy","_dogHandle","_lieDown","_warn","_hastinitem","_allowedDistance","_menu","_menu1","_humanity_logic","_low_high","_cancel","_metals_trader","_traderMenu","_isWreck","_isRemovable","_isDisallowRepair","_rawmeat","_humanity","_speed","_dog","_hasbottleitem","_isAir","_isShip","_playersNear","_findNearestGens","_findNearestGen","_IsNearRunningGen","_cursorTarget","_isnewstorage","_itemsPlayer","_ownerKeyId","_typeOfCursorTarget","_hasKey","_oldOwner","_combi","_key_colors","_player_deleteBuild","_player_flipveh","_player_lockUnlock_crtl","_player_butcher","_player_studybody","_player_cook","_player_boil","_hasFuelBarrelE","_hasHotwireKit","_player_SurrenderedGear","_isSurrendered","_isModular","_ownerKeyName","_temp_keys_names"];
 
if (DZE_ActionInProgress) exitWith {}; // Do not allow if any script is running.
 
_vehicle = vehicle player;
_isPZombie = player isKindOf "PZombie_VB";
_inVehicle = (_vehicle != player);
 
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);
_weapons = [currentWeapon player] + (weapons player) + (magazines player);
_isBike = typeOf cursorTarget in ["Old_bike_TK_INS_EP1","Old_bike_TK_CIV_EP1"];
 
//BIKE DEPLOY
if ("ItemToolbox" in _weapons) then {
        hasBikeItem = true;
    } else { hasBikeItem = false;};
    if((speed player <= 1) && hasBikeItem && _canDo) then {
        if (s_player_deploybike < 0) then {
            s_player_deploybike = player addaction[("<t color="#007ab7"">" + ("Deploy Bike") +"</t>"),"deploys\bike\deploy.sqf","",5,false,true,"", "];
        };
    } else {
        player removeAction s_player_deploybike;
        s_player_deploybike = -1;
};
 
//PACK BIKE
if((_isBike) and _canDo) then {
if (s_player_deploybike2 < 0) then {
        s_player_deploybike2 = player addaction[("<t color="#007ab7"">" + ("Re-Pack Bike") +"</t>"),"deploys\bike\pack.sqf","",5,false,true,"", "];
    };
} else {
    player removeAction s_player_deploybike2;
    s_player_deploybike2 = -1;
};
 // Krixes Self Bloodbag
_mags = magazines player;
    if ("ItemBloodbag" in _mags) then {
        hasBagItem = true;
    } else { hasBagItem = false;};
    if((speed player <= 1) && hasBagItem && _canDo) then {
        if (s_player_selfBloodbag < 0) then {
            s_player_selfBloodbag = player addaction[("<t color="#c70000"">" + ("Self Bloodbag") +"</t>"),"custom\player_selfbloodbag.sqf","",5,false,true,"", "];
        };
    } else {
        player removeAction s_player_selfBloodbag;
        s_player_selfBloodbag = -1;
 
 
    };
_nearLight =  nearestObject [player,"LitObject"];
_canPickLight = false;
if (!isNull _nearLight) then {
if (_nearLight distance player < 4) then {
_canPickLight = isNull (_nearLight getVariable ["owner",objNull]);
};
};
 
//Grab Flare
if (_canPickLight and !dayz_hasLight and !_isPZombie) then {
if (s_player_grabflare < 0) then {
_text = getText (configFile >> "CfgAmmo" >> (typeOf _nearLight) >> "displayName");
s_player_grabflare = player addAction [format[localize "str_actions_medical_15",_text], "\z\addons\dayz_code\actions\flare_pickup.sqf",_nearLight, 1, false, true, "", ""];
s_player_removeflare = player addAction [format[localize "str_actions_medical_17",_text], "\z\addons\dayz_code\actions\flare_remove.sqf",_nearLight, 1, false, true, "", ""];
};
} else {
player removeAction s_player_grabflare;
player removeAction s_player_removeflare;
s_player_grabflare = -1;
s_player_removeflare = -1;
};
 
if(DZE_HaloJump) then {
if(_inVehicle and (_vehicle isKindOf "Air") and ((getPos _vehicle select 2) > 400)) then {
if (s_halo_action < 0) then {
DZE_myHaloVehicle = _vehicle;
s_halo_action = DZE_myHaloVehicle addAction ["HALO Jump","\z\addons\dayz_code\actions\halo_jump.sqf",[],2,false,true,"",""];
};
} else {
DZE_myHaloVehicle removeAction s_halo_action;
s_halo_action = -1;
};
};
 
if (!DZE_ForceNameTagsOff) then {
if (s_player_showname < 0 and !_isPZombie) then {
if (DZE_ForceNameTags) then {
s_player_showname = 1;
player setVariable["DZE_display_name",true,true];
} else {
s_player_showname = player addAction ["Display Name (Yes)", "\z\addons\dayz_code\actions\display_name.sqf",true, 0, true, false, "",""];
s_player_showname1 = player addAction ["Display Name (No)", "\z\addons\dayz_code\actions\display_name.sqf",false, 0, true, false, "",""];
};
};
};
 
if(_isPZombie) then {
if (s_player_callzombies < 0) then {
s_player_callzombies = player addAction ["Raise Horde", "\z\addons\dayz_code\actions\call_zombies.sqf",player, 5, true, false, "",""];
};
if (DZE_PZATTACK) then {
call pz_attack;
DZE_PZATTACK = false;
};
if (s_player_pzombiesvision < 0) then {
s_player_pzombiesvision = player addAction ["Night Vision", "\z\addons\dayz_code\actions\pzombie\pz_vision.sqf", [], 4, false, true, "nightVision", "_this == _target"];
};
if (!isNull cursorTarget and (player distance cursorTarget < 3)) then { //Has some kind of target
_isAnimal = cursorTarget isKindOf "Animal";
_isZombie = cursorTarget isKindOf "zZombie_base";
_isHarvested = cursorTarget getVariable["meatHarvested",false];
_isMan = cursorTarget isKindOf "Man";
// Pzombie Gut human corpse or animal
if (!alive cursorTarget and (_isAnimal or _isMan) and !_isZombie and !_isHarvested) then {
if (s_player_pzombiesfeed < 0) then {
s_player_pzombiesfeed = player addAction ["Feed", "\z\addons\dayz_code\actions\pzombie\pz_feed.sqf",cursorTarget, 3, true, false, "",""];
};
} else {
player removeAction s_player_pzombiesfeed;
s_player_pzombiesfeed = -1;
};
} else {
player removeAction s_player_pzombiesfeed;
s_player_pzombiesfeed = -1;
};
};
 
// Increase distance only if AIR OR SHIP
_allowedDistance = 4;
_isAir = cursorTarget isKindOf "Air";
_isShip = cursorTarget isKindOf "Ship";
if(_isAir or _isShip) then {
_allowedDistance = 6;
};
 
if (!isNull cursorTarget and !_inVehicle and !_isPZombie and (player distance cursorTarget < _allowedDistance) and _canDo) then { //Has some kind of target
 
// set cursortarget to variable
_cursorTarget = cursorTarget;
 
// get typeof cursortarget once
_typeOfCursorTarget = typeOf _cursorTarget;
 
// hintsilent _typeOfCursorTarget;
 
_isVehicle = _cursorTarget isKindOf "AllVehicles";
_isVehicletype = _typeOfCursorTarget in ["ATV_US_EP1","ATV_CZ_EP1"];
_isnewstorage = _typeOfCursorTarget in DZE_isNewStorage;
 
// get items and magazines only once
_magazinesPlayer = magazines player;
 
//boiled Water
_hasbottleitem = "ItemWaterbottle" in _magazinesPlayer;
_hastinitem = false;
{
if (_x in _magazinesPlayer) then {
_hastinitem = true;
};
} forEach boil_tin_cans;
_hasFuelE =  "ItemJerrycanEmpty" in _magazinesPlayer;
_hasFuelBarrelE =  "ItemFuelBarrelEmpty" in _magazinesPlayer;
_hasHotwireKit =  "ItemHotwireKit" in _magazinesPlayer;
 
_itemsPlayer = items player;
 
_temp_keys = [];
_temp_keys_names = [];
// find available keys
_key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
{
if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _key_colors) then {
_ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid");
_ownerKeyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName");
_temp_keys_names set [_ownerKeyId,_ownerKeyName];
_temp_keys set [count _temp_keys,str(_ownerKeyId)];
};
} forEach _itemsPlayer;
 
_hasKnife =  "ItemKnife" in _itemsPlayer;
_hasToolbox =  "ItemToolbox" in _itemsPlayer;
 
_isMan = _cursorTarget isKindOf "Man";
_traderType = _typeOfCursorTarget;
_ownerID = _cursorTarget getVariable ["CharacterID","0"];
_isAnimal = _cursorTarget isKindOf "Animal";
_isDog =  (_cursorTarget isKindOf "DZ_Pastor" || _cursorTarget isKindOf "DZ_Fin");
_isZombie = _cursorTarget isKindOf "zZombie_base";
_isDestructable = _cursorTarget isKindOf "BuiltItems";
_isWreck = _typeOfCursorTarget in DZE_isWreck;
_isWreckBuilding = _typeOfCursorTarget in DZE_isWreckBuilding;
_isModular = _cursorTarget isKindOf "ModularItems";
 
_isRemovable = _typeOfCursorTarget in DZE_isRemovable;
_isDisallowRepair = _typeOfCursorTarget in ["M240Nest_DZ"];
 
_isTent = _cursorTarget isKindOf "TentStorage";
 
_isAlive = alive _cursorTarget;
 
_text = getText (configFile >> "CfgVehicles" >> _typeOfCursorTarget >> "displayName");
 
_rawmeat = meatraw;
_hasRawMeat = false;
{
if (_x in _magazinesPlayer) then {
_hasRawMeat = true;
};
} forEach _rawmeat; 
 
_isFuel = false;
if (_hasFuelE or _hasFuelBarrelE) then {
{
if(_cursorTarget isKindOf _x) exitWith {_isFuel = true;};
} forEach dayz_fuelsources;
};
 
// diag_log ("OWNERID = " + _ownerID + " CHARID = " + dayz_characterID + " " + str(_ownerID == dayz_characterID));
 
// logic vars
_player_flipveh = false;
_player_deleteBuild = false;
_player_lockUnlock_crtl = false;
 
if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then {
if (s_player_maintain_area < 0) then {
  s_player_maintain_area = player addAction ["<t color=""#ffffff"">Maintain Area</t>", "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false];
s_player_maintain_area_preview = player addAction ["<t color=""#ccffffff"">Maintain Area Preview</t>", "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false];
};
} else {
     player removeAction s_player_maintain_area;
     s_player_maintain_area = -1;
     player removeAction s_player_maintain_area_preview;
     s_player_maintain_area_preview = -1;
};
 
// CURSOR TARGET ALIVE
if(_isAlive) then {
 
//Allow player to delete objects
if(_isDestructable or _isWreck or _isRemovable or _isWreckBuilding) then {
if(_hasToolbox and "ItemCrowbar" in _itemsPlayer) then {
_player_deleteBuild = true;
};
};
 
//Allow owners to delete modulars
                if(_isModular and (dayz_characterID == _ownerID)) then {
                        if(_hasToolbox and "ItemCrowbar" in _itemsPlayer) then {
                         if(_cursorTarget in DZE_DoorsLocked) exitwith  {cutText ["You must remove the lock to delete this item!", "PLAIN DOWN"]; };
                                _player_deleteBuild = true;
                        };
                };
 
// CURSOR TARGET VEHICLE
if(_isVehicle) then {
 
//flip vehicle small vehicles by your self and all other vehicles with help nearby
if (!(canmove _cursorTarget) and (player distance _cursorTarget >= 2) and (count (crew _cursorTarget))== 0 and ((vectorUp _cursorTarget) select 2) < 0.5) then {
_playersNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]);
if(_isVehicletype or (_playersNear >= 2)) then {
_player_flipveh = true;
};
};
 
 
if(!_isMan and _ownerID != "0" and !(_cursorTarget isKindOf "Bicycle")) then {
_player_lockUnlock_crtl = true;
};
 
};
 
};
 
if(_player_deleteBuild) then {
if (s_player_deleteBuild < 0) then {
s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_deleteBuild;
s_player_deleteBuild = -1;
};
 
 
// Allow Owner to lock and unlock vehicle  
if(_player_lockUnlock_crtl) then {
if (s_player_lockUnlock_crtl < 0) then {
_hasKey = _ownerID in _temp_keys;
_oldOwner = (_ownerID == dayz_playerUID);
if(locked _cursorTarget) then {
if(_hasKey or _oldOwner) then {
_Unlock = player addAction [format["Unlock %1",_text], "\z\addons\dayz_code\actions\unlock_veh.sqf",[_cursorTarget,(_temp_keys_names select (parseNumber _ownerID))], 2, true, true, "", ""];
s_player_lockunlock set [count s_player_lockunlock,_Unlock];
s_player_lockUnlock_crtl = 1;
} else {
if(_hasHotwireKit) then {
_Unlock = player addAction [format["Hotwire %1",_text], "\z\addons\dayz_code\actions\hotwire_veh.sqf",_cursorTarget, 2, true, true, "", ""];
} else {
_Unlock = player addAction ["<t color=#ff0000'>Vehicle Locked</t>", "",_cursorTarget, 2, true, true, "", "];
};
s_player_lockunlock set [count s_player_lockunlock,_Unlock];
s_player_lockUnlock_crtl = 1;
};
} else {
if(_hasKey or _oldOwner) then {
_lock = player addAction [format["Lock %1",_text], "\z\addons\dayz_code\actions\lock_veh.sqf",_cursorTarget, 1, true, true, "", ""];
s_player_lockunlock set [count s_player_lockunlock,_lock];
s_player_lockUnlock_crtl = 1;
};
};
};
 
} else {
{player removeAction _x} forEach s_player_lockunlock;s_player_lockunlock = [];
s_player_lockUnlock_crtl = -1;
};
 
if(DZE_AllowForceSave) then {
//Allow player to force save
if((_isVehicle or _isTent) and !_isMan) then {
if (s_player_forceSave < 0) then {
s_player_forceSave = player addAction [format[localize "str_actions_save",_text], "\z\addons\dayz_code\actions\forcesave.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_forceSave;
s_player_forceSave = -1;
};
};
 
 
 
If(DZE_AllowCargoCheck) then {
if((_isVehicle or _isTent or _isnewstorage) and _isAlive and !_isMan and !locked _cursorTarget) then {
if (s_player_checkGear < 0) then {
s_player_checkGear = player addAction [localize "STR_EPOCH_PLAYER_CARGO", "\z\addons\dayz_code\actions\cargocheck.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_checkGear;
s_player_checkGear = -1;
};
};
 
 
//flip vehicle small vehicles by your self and all other vehicles with help nearby
if(_player_flipveh) then {
if (s_player_flipveh  < 0) then {
s_player_flipveh = player addAction [format[localize "str_actions_flipveh",_text], "\z\addons\dayz_code\actions\player_flipvehicle.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_flipveh;
s_player_flipveh = -1;
}; 
 
//Allow player to fill jerrycan
if((_hasFuelE or _hasFuelBarrelE) and _isFuel) then {
if (s_player_fillfuel < 0) then {
s_player_fillfuel = player addAction [localize "str_actions_self_10", "\z\addons\dayz_code\actions\jerry_fill.sqf",[], 1, false, true, "", ""];
};
} else {
player removeAction s_player_fillfuel;
s_player_fillfuel = -1;
};
 
// logic vars for addactions
_player_butcher = false;
_player_studybody = false;
_player_SurrenderedGear = false;
 
// CURSOR TARGET NOT ALIVE
if (!_isAlive) then {
 
// Gut animal/zed
if((_isAnimal or _isZombie) and _hasKnife) then {
_isHarvested = _cursorTarget getVariable["meatHarvested",false];
if (!_isHarvested) then {
_player_butcher = true;
};
};
 
// Study body
if (_isMan and !_isZombie and !_isAnimal) then {
_player_studybody = true;
}
} else {
// unit alive
 
// gear access on surrendered player
if(_isMan and !_isZombie and !_isAnimal) then {
_isSurrendered = _cursorTarget getVariable ["DZE_Surrendered",false];
if (_isSurrendered) then {
_player_SurrenderedGear = true;
};
};
};
 
 
// Human Gut animal or zombie
if (_player_butcher) then {
if (s_player_butcher < 0) then {
if(_isZombie) then {
s_player_butcher = player addAction ["Gut Zombie", "\z\addons\dayz_code\actions\gather_zparts.sqf",_cursorTarget, 0, true, true, "", ""];
} else {
s_player_butcher = player addAction [localize "str_actions_self_04", "\z\addons\dayz_code\actions\gather_meat.sqf",_cursorTarget, 3, true, true, "", ""];
};
};
} else {
player removeAction s_player_butcher;
s_player_butcher = -1;
};
 
// Study Body
if (_player_studybody) then {
if (s_player_studybody < 0) then {
s_player_studybody = player addAction [localize "str_action_studybody", "\z\addons\dayz_code\actions\study_body.sqf",_cursorTarget, 0, false, true, "",""];
};
} else {
player removeAction s_player_studybody;
s_player_studybody = -1;
};
 
// logic vars
_player_cook = false;
_player_boil = false;
 
// CURSOR TARGET IS FIRE
if (inflamed _cursorTarget) then {
 
//Fireplace Actions check
if (_hasRawMeat) then {
_player_cook = true;
};
 
// Boil water
if (_hasbottleitem and _hastinitem) then {
_player_boil = true;
};
};
 
if (_player_SurrenderedGear) then {
if (s_player_SurrenderedGear < 0) then {
s_player_SurrenderedGear = player addAction ["Gear", "\z\addons\dayz_code\actions\surrender_gear.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_SurrenderedGear;
s_player_SurrenderedGear = -1;
};
 
//Fireplace Actions check
if (_player_cook) then {
if (s_player_cook < 0) then {
s_player_cook = player addAction [localize "str_actions_self_05", "\z\addons\dayz_code\actions\cook.sqf",_cursorTarget, 3, true, true, "", ""];
};
} else {
player removeAction s_player_cook;
s_player_cook = -1;
};
 
 
 

Link to comment
Share on other sites

  • 0
In my missions folder this is my init.sqf
 
 

 
/*
For DayZ Epoch
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];
 
//REALLY IMPORTANT VALUES
dayZ_instance = 11; //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
 
//disable greeting menu 
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
enableRadio false;
// May prevent "how are you civillian?" messages from NPC
enableSentences false;
 
// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
MaxHeliCrashes= 5; // Default = 5
MaxVehicleLimit = 300; // Default = 50
MaxDynamicDebris = 500; // Default = 100
dayz_MapArea = 14000; // Default = 10000
dayz_maxLocalZombies = 30; // Default = 30 
 
dayz_paraSpawn = false;
 
dayz_minpos = -1; 
dayz_maxpos = 16000;
 
dayz_sellDistance_vehicle = 10;
dayz_sellDistance_boat = 30;
dayz_sellDistance_air = 40;
 
dayz_maxAnimals = 8; // Default: 8
dayz_tameDogs = true;
DynamicVehicleDamageLow = 0; // Default: 0
DynamicVehicleDamageHigh = 100; // Default: 100
 
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
dayz_fullMoonNights = true;
 
//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical
progressLoadingScreen 0.3;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
progressLoadingScreen 0.4
call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs
call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles
progressLoadingScreen 1.0;
 
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
 
if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
//Compile vehicle configs
 
// Add trader citys
_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";
_serverMonitor =  [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};
 
if (!isDedicated) then {
//Conduct map operations
0 fadeSound 0;
waitUntil {!isNil "dayz_loadScreenMsg"};
dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
 
//Run the player monitor
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
_playerMonitor =  [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
 
//anti Hack
[] execVM "\z\addons\dayz_code\system\antihack.sqf";
 
//Lights
//[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
 
};
 
#include "\z\addons\dayz_code\system\REsec.sqf"
 
//Start Dynamic Weather
execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";
 
 
#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"
 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Discord

×
×
  • Create New...