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how about time settings?
It is incompatible with 0.75 for a multitude of reasons. I do not support Namalsk 0.75
fnc_hTime = compile preprocessFile "\z\addons\dayz_server\Missions\misc\fnc_hTime.sqf"; //Random integer selector for mission wait time
fnc_hTime = compile preprocessFile "vilayerspecificpath\Missions\misc\fnc_hTime.sqf"; //Random integer selector for mission wait time
//----------InitMissions--------//
MissionGo = 0;
MissionGoMinor = 0;
if (isServer) then {
SMarray = ["SM1","SM2","SM3","SM4","SM5","SM6"];
[] execVM "vilayerspecificpath\missions\major\SMfinder.sqf"; //Starts major mission system
SMarray2 = ["SM1","SM2","SM3","SM4","SM5","SM6"];
[] execVM "vilayerspecificpath\missions\minor\SMfinder.sqf"; //Starts minor mission system
};
//---------EndInitMissions------//
the debug folder and missions folder as well as the faction.sqf are in my
\vilayercodecustom\missions\epoch.chernarus\ Folder.
the server_functions.sqf , server_updateObject.sqf and server_cleanup.fsm
are all located in my vilayercodecustom\dayz_epoch\ Folder (or subfolders of that)
Edit: sorry for the formatting... Copy&Paste made this a mess
server_spawnEvents = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnEvent.sqf";
fnc_hTime = compile preprocessFile "\z\addons\dayz_server\Missions\misc\fnc_hTime.sqf"; //Random integer selector for mission wait time
fnc_plyrHit = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\fnc_plyrHit.sqf";
dayz_recordLogin = {
private["_key"];
_key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
_key call server_hiveWrite;
};
//----------InitMissions--------//
MissionGo = 0;
MissionGoMinor = 0;
if (isServer) then {
SMarray = ["SM1","SM2","SM3","SM4","SM5","SM6"];
[] execVM "\z\addons\dayz_server\missions\major\SMfinder.sqf"; //Starts major mission system
SMarray2 = ["SM1","SM2","SM3","SM4","SM5","SM6"];
[] execVM "\z\addons\dayz_server\missions\minor\SMfinder.sqf"; //Starts minor mission system
};
//---------EndInitMissions------//
server_cleanDead = {
private ["_objectPos","_noPlayerNear"];
{
_objectPos = getPosATL _x;
_noPlayerNear = {isPlayer _x} count (_objectPos nearEntities ["CAManBase",35]) == 0;
if (_noPlayerNear) then
{
if (_x isKindOf "zZombie_Base") then
{
deleteVehicle _x;
};
};
} forEach allDead;
};
if ((typeName _objectID != "string") || (typeName _uid != "string")) then
{
diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]);
//force fail
_objectID = "0";
_uid = "0";
};
if (_object getVariable "Mission" == 1) exitWith {};
if (!_parachuteWest and !(locked _object)) then {
if (_objectID == "0" && _uid == "0") then
{
_object_position = getPosATL _object;
_isNotOk = true;
};
};
name = "vehicle_cleanup";
init = /*%FSM<STATEINIT""">*/"_safety = PVDZE_serverObjectMonitor;" \n
"" \n
"//Check for hackers" \n
" {" \n
" if(vehicle _x != _x && (vehicle _x getVariable [""Mission"",0] != 1) && !(vehicle _x in _safety) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n
" diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
" (vehicle _x) setDamage 1;" \n
" _x setDamage 1;" \n
" };" \n
" } forEach allUnits;" \n
"" \n
Well, got it working on 0.75!
/edit: Minor missions spawn without a hitch, major missions just spawn mission #1 i.e. lubjasnk same spot every mission. Any fix for this?
fn_bases = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\fn_bases.sqf";
if ((typeName _objectID != "string") || (typeName _uid != "string")) then
{
diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]);
//force fail
_objectID = "0";
_uid = "0";
};
#ifdef OBJECT_DEBUG
diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]);
#endif
//force fail
_objectID = "0";
_uid = "0";
};
fnc_hTime = compile preprocessFile "\z\addons\dayz_server\Missions\misc\fnc_hTime.sqf"; //Random integer selector for mission wait time
server_spawnEvents = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnEvent.sqf";
if ((typeName _objectID != "string") || (typeName _uid != "string")) then
{
diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]);
//force fail
_objectID = "0";
_uid = "0";
};
if (_object getVariable "Mission" == 1) exitWith {};
"if(vehicle _x != _x && !(vehicle _x in _safety) && (isPlayer _x) && (typeOf vehicle _x) != ""ParachuteWest"" && ((vehicle _x getVariable [""Sarge"",0] != 1) && (vehicle _x getVariable [""DZAI"",0] != 1) && (vehicle _x getVariable [""Mission"",0] != 1))) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n
Ok, the missions start fine, it's just the boxes that don't spawn. Might be to do with my antihax. Will test
[nil,nil,rTitleText,"<t color='#cc0000'>TEXT WITH COLOR HERE</t>: JUST WHITE TEXT HERE", "PLAIN",10] call RE;
[nil,nil,rHINT,"<t color='#cc0000'>TEXT WITH COLOR HERE</t>: JUST WHITE TEXT HERE"] call RE;
[nil,nil,"per",rHINT,"<t color='#cc0000'>TEXT WITH COLOR HERE</t>: JUST WHITE TEXT HERE"] call RE;
nothing to do with the antihax.. Any ideas guys?