Jump to content

[Release] Dayz.Epoch.3d.Editor.Live.Mission


Sandbird

Recommended Posts

Thx very much for your fast response. Are you sure this is working correctly? I am asking, because if I put a

diag_log "some RPT message";

into your original init.sqf, it will be written also two times to the RPT. I am also loading the admintools inside your

if (isNil "oneTime") then {

-statement. Here, to be exact

if (isNil "oneTime") then {

...
 
//Start Dynamic Weather

execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";
 
// Start Phoenix Admin Tools <--------------- adding these 2 lines

[] execVM "custom\admintools\Activate.sqf";

#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"



// Custom Scripts <--------------- last lines of your original code

call compile preprocessFileLineNumbers "custom\bloodbag\init.sqf";   // Bloodbag script

};
Link to comment
Share on other sites

Got it!

 

In your code the line

oneTime = true;

was missing. I have added it and now it works like a charme. Thx for pointing me in the right direction.

 

Crap, Thanks for that.I corrected the github.

I guess i fixed this in the other version (with the db) and forgot to do it here as well :)

Link to comment
Share on other sites

  • 3 months later...

Sandbird

 

Holy shit man !

 

Your awesome!

 

Just testing around with this ,hope it works !

 

If it works fine i will merge the files with napf !

 

Which Epoch Version is integrated here?

 

cheers

 

 

This is epoch 1.0.4.2 but the conversion to 1.0.5.1 is pretty easy.....Although this should kinda work well with 1.0.5.1 also.

Not so many things changed. If you have a good comparing folders and file program (like Ultracompare and Ultraedit) then you can easily do the conversion.

You'll notice that the big changes are with the SQLs....epoch uses the hivedll, i am using Arma2net. Dont touch those :P If i remember correctly 1.0.5.1 has some small differences in server_function.sqf and system_monitor.sqf

 

Also i've removed all "if (isserver)" lines....cause the editor is not a server hehe, so if you need that code, then you have to remove that.

Anything /z/addons/dayz_code or /z/addons/dayz_server   should now be dayz_code/   dayz_server/  , because as you can see its client/server in one packet.

And of course the biggest problem, getPlayerUID ....has to be :  player getvariable["playerUID",0].

 

But right now i am using a heavily modified version of this for Overpoch. Its basically my whole real server, (with the above fixes).

And took me like 10min tops to convert this to, vanilla 1.0.5.1 and overpoch ready.

Link to comment
Share on other sites

nono my fault i'm wrong here !

 

:lol:

 

btw with 1042 i got it working ,awesome MAN!

 

So let's hope i can merge the files over 1051 with diffmerge :ph34r:

 

Yeah it really isnt that hard... most of the files are the same.

I think the biggest differences should be in :

- variables.sqf

- server_functions.sqf

- server_monitor.sqf

 

most changes are silly stuff like (foreach ---> count,  || ---> or, && ---> and) etc....

you can leave those...wont hurt you.

 

The important changes are the functions....like if you see some new functions appearing in /dayz_code/init/compiles.sqf....then yeah add those :P

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • Create New...