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What fix are you using that breaks players humanity skins?I am also looking for a fix for a better fix for this than what i am currently using as it breaks player's humanity skin change.
I got it working, just did something for myself when doing it. In init.sqf you change the player_monitor call to be in the mission file. Then in there you change sched_init to be in the mission. Lastly you change sched_towngenerator to be in the mission folder. What I did differently was change the config to missionconfig for the towngenerator configs. Add them to description.ext. Then scrolled through 28000 lines deleting all the rubble so that I could keep the couple towns that are normally in the mod such as below balota or at stary. Seems to be working perfectly fine for me.Looks like 1.8.5 broke the last 2 methods of removing debris.
The stream location check hasnt seemed to work for a few patches now.
The last method I used was copying sched_towngenerator, sched_init and player_monitor.fsm into the mission file and commenting out the init where it calls for the player_monitor in the dayz cod and pointing it to the player_monitor in the mission file.
Neither of those fixes seem to be working for me now. Any ideas would be great!
fa_server_locationCheck = {
private ["_point","_rad","_config","_i","_location","_distCfg","_distAct"];
_point = _this select 0;
_rad = _this select 1;
_config = configFile >> "CfgTownGeneratorChernarus";
if (count _point >= 2) then {
for "_i" from (count _config -1) to 0 step -1 do {
_x = _config select _i;
_location = getArray (_x >> "position");
_distCfg = getNumber (_x >> "size");
_distAct = [_point select 0, _point select 1, 0] distance [_location select 0, _location select 1, 0];
if (!(_i in dayz_locationsActive)) then {
if (_distAct < _distCfg + _rad) then {
dayz_locationsActive set [count dayz_locationsActive,_i];
diag_log format ["%1::fa_server_locationCheck : creating %2 objects at '%3'", __FILE__, count _x, _location];
[_x, false] call stream_locationFill; // create wrecks & rubbish as local objects
};
};
};
};
//[_x, false] call stream_locationFill; // create wrecks & rubbish as local objects
#include "scheduler.hpp"
#define HIDE_FSM_VARS private ["__sc_task","__sc_code","__sc_period","__sc_next","__sc_taskArray", "__sc_lootT0"];
_townarray = configFile >> "CfgTownGeneratorChernarus";
//_townarray = configFile >> "CfgTownGeneratorChernarus";
_townarray = [];
call compile preprocessFileLineNumbers (_base+"sched_towngenerator.sqf");
call compile preprocessFileLineNumbers ("sched_towngenerator.sqf");
"if (_isHiveOk) then { if (!_schedulerStarted) then { _schedulerStarted=true; execVM '\z\addons\dayz_code\system\scheduler\sched_init.sqf'; }; };" \n
"if (_isHiveOk) then { if (!_schedulerStarted) then { _schedulerStarted=true; execVM 'sched_init.sqf'; }; };" \n
When I did my work around to keep some buildings I just copied exactly what you did for the 1.8.3 fix just changed the config part.I looked into it deeper and it looks to me there 1.8.5 is the same as 1.8.3 so the previous fix SHOULD work. Did you download the files that I had uploaded in the previous post, they were required (yes, I was lazy and just uploaded edited files rather than type out the edits I performed)
Here is the the link to the fix I arrived at for 1.8.3 which is what inkko ended up doing also.
http://opendayz.net/threads/help-need-fix-to-clear-debris-from-roads.21339/
The difference was he just removed what he didnt' want and I removed it all by commenting out the line in sched_towngenerator.sqf that loads all the crap.
I apologize if this is what you have already done and it actually didnt' work but it seems it should be working and Inkko says it does on 1.8.4, so let me know if it in fact does not work.
So .. copy from dayz_code.pbo system folder:
player_monitor.fsm, sched_init.sqf, sched_towngenerator.sqf into your mission. In the edits below, make sure you reference the correct location in your mission (if its in a subfolder)
EDIT your init.sqf to point to the new location of the player_monitor.fsm
In sched_towngenerator.sqf find this at the top of the file
and replace it with thisCode:#include "scheduler.hpp"
On line 32 or thereabouts look for this lineCode:#define HIDE_FSM_VARS private ["__sc_task","__sc_code","__sc_period","__sc_next","__sc_taskArray", "__sc_lootT0"];
Code:_townarray = configFile >> "CfgTownGeneratorChernarus";
and replace it with
Code://_townarray = configFile >> "CfgTownGeneratorChernarus"; _townarray = [];
In sched_init.sqf find this line
and replace it withCode:call compile preprocessFileLineNumbers (_base+"sched_towngenerator.sqf");
Code:call compile preprocessFileLineNumbers ("sched_towngenerator.sqf");
In player_monitor.fsm find this line at #470
and replace it withCode:"if (_isHiveOk) then { if (!_schedulerStarted) then { _schedulerStarted=true; execVM '\z\addons\dayz_code\system\scheduler\sched_init.sqf'; }; };" \n
Code:"if (_isHiveOk) then { if (!_schedulerStarted) then { _schedulerStarted=true; execVM 'sched_init.sqf'; }; };" \n
I had this issue as well but I had no idea where it derived from. I just assumed they broke humanity with the updates.Yeah, Shootingblanks, that was my fault. I didn't realize you had edited those files so i was just doing a copy and paste directly into the mission folder which admittedly didn't seem to make since but i went with it. So ill give it a shot tonight. I did notice however since using your fix in the past that players would not change skins like they were supposed to. Humanity based skin changes would just happen at random instead of at spawn. My best guess is something to do with the player monitor. I could be completely wrong in that assumption though.
No, it was my fault for just uploading the files for expediency and figured I would edit the post later ... but then didnt.Yeah, Shootingblanks, that was my fault.
["no trash fix"] spawn {
waitUntil {!((isNil "sched_tg_minX")&&(isNil "sched_tg_minY"))};
sched_tg_minX=0;
sched_tg_minY=0
};