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/*
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 = ; //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
// Enabling this option will disable the instant map features involving player healing and loadout changes
dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled
//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;
// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
MaxHeliCrashes= 5; // Default = 5
MaxVehicleLimit = 100; // Default = 50
MaxDynamicDebris = 100; // Default = 100
dayz_MapArea = 14000; // Default = 10000
dayz_maxLocalZombies = 30; // Default = 30
dayz_paraSpawn = false;
dayz_maxAnimals = 8; // Default: 8
dayz_tameDogs = true;
DynamicVehicleDamageLow = 0; // Default: 0
DynamicVehicleDamageHigh = 85; // Default: 100
DynamicVehicleFuelLow = 0;
DynamicVehicleFuelHigh = 35;
DZE_vehicleAmmo = 1; //Default = 0, deletes ammo from vehicles with machine guns every restart if set to 0.
DZE_BackpackGuard = false; //Default = True, deletes backpack contents if logging out or losing connection beside another player if set to true.
DZE_BuildingLimit = 150; //Default = 150, decides how many objects can be built on the server before allowing any others to be built. Change value for more buildings.
DZE_TRADER_SPAWNMODE = false; //Vehicles bought with traders will parachute in instead of just spawning on the ground.
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 0.4;
// WARNING: If you need to modify the compiles.sqf and want to maintain the ability to drag/drop players on the map
// then you must know what you are doing as we had to make an exclusion to the anti-teleport code.
// Unfortunately we're forced to include this in the mission file.... I hate this workaround.
// Maybe I'll think of something better later. - BP @ DayZ.ST
call compile preprocessFileLineNumbers "ATPExclusion\compiles.sqf"; //Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs
call compile preprocessFileLineNumbers "Scripts\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";
/* BIS_Effects_* fixes from Dwarden */
BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf";
BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf";
BIS_Effects_globalEvent = {
BIS_effects_gepv = _this;
publicVariable "BIS_effects_gepv";
_this call BIS_Effects_startEvent;
};
BIS_Effects_startEvent = {
switch (_this select 0) do {
case "AirDestruction": {
[_this select 1] spawn BIS_Effects_AirDestruction;
};
case "AirDestructionStage2": {
[_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
};
case "Burn": {
[_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
};
};
};
"BIS_effects_gepv" addPublicVariableEventHandler {
(_this select 1) call BIS_Effects_startEvent;
};
if ((!isServer) && (isNull player) ) then
{
waitUntil {!isNull player};
waitUntil {time > 3};
};
if ((!isServer) && (player != player)) then
{
waitUntil {player == player};
waitUntil {time > 3};
};
if (isServer) then {
call compile preprocessFileLineNumbers "dynamic_vehicle.sqf"; //Compile vehicle configs
// Add trader citys
_nil = [] execVM "mission.sqf";
_serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};
if (!isDedicated) then { [] execVM "Scripts\kh_actions.sqf";
//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";
[] execVM "safezone.sqf";
_void = [] execVM "R3F_Realism\R3F_Realism_Init.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";
};
if (dayz_REsec == 1) then {
};
// UPSMON
call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";
// SHK
call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf";
// run SAR_AI
[] execVM "addons\SARGE\SAR_AI_init.sqf";
DefaultMagazines = ["FoodSteakCooked","ItemMorphine","ItemBandage","ItemBandage","ItemPainkiller","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD"];
DefaultWeapons = ["M9SD","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemFlashlightRed","ItemToolbox"];
DefaultBackpack = "DZ_Patrol_Pack_EP1";
DefaultBackpackWeapon = "";
[] execVM "addons\R3F_ARTY_AND_LOG\init.sqf";
[] execVM "faction.sqf";
Hello, I Need a bit of help with my server everyone keeps spawning in novy, and i cannot figure out why? i have everything right in the mission init file. is there any thing else what would alter the spawn? mission init posted below
I'm not seeing an error in it although adding over 403 buildings in it probably isn't a good idea, but if that worked in the past no reason it would happen now.
What's your RPT log look like up until after someone dies?
btw you can post files to pastebin.com and then link me. The syntax highlighting doesn't matter.