Everyone spawning in novy sobor. need help

sonikot

New Member
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
 
Code:
/* 
    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 have the exact same issue on my epoch server after upgrading it to 1025.

How did you fix it ?
 
Post your mission.sqm Le0. The spawnpoints of players are defined in it.

If your mission.sqm is missing a bracket it can cause it to not count the spawnpoints in there and spawns everyone in the center of the map since it can't find spawnpoints (novy sobor).
 
i had to start over with new mission and system pbo. i rebuilt all the mods. took the time but it worked. I thought it had something to do with mission.sqm but i couldnt figure it out.
 
If you would have posted it we might have been able to spot the error.
Next time check your RPT log for errors first.

Glad you did get it working though.
 
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.
 
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.



Here you go... http://pastebin.com/f8FaQzbS

I closed server. deleted rpt.... launched server again to get a clean rpt. played around about 20 min and died via SARGE AI and then closed server and uploaded this RPT.

All my players are spawning in novy in red house glitch :( cant seem to figure it out... It was so even before i installed AI
 
You are using outdated files for 1.0.2.5...

You need to get the newest version of the 1.0.2.5 mission.pbo and server.pbo.

You also need to run the new 1.0.2.5 SQL on your database.
 
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