[Help Request]Only some mods load?

Doppelganger

Well-Known Member
Hello,

So I've been setting up my server for the past couple of days and adding new mods and testing each on as i install them before I move on and install another. But it seems it doesnt want to load the last few mods in my init.sqf file now. but if I move the mod to a higher place in the init.sqf file it will load.

Am i doing something wrong? can someone take a look at this? I commented each mod that was installed. see 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 =    11;                    //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;

//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 = 300; // Default = 100
dayz_MapArea = 10000; // Default = 10000
dayz_maxLocalZombies = 50; // Default = 30 

EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"]];
dayz_fullMoonNights = false;

//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;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";                //Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf";                //Compile trader configs
call compile preprocessFileLineNumbers "custom\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 {
    dogOwner = []; // dog code
    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 {
    //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;}]; //Original before dogs
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death; _nul = [] execVM "custom\plrInit.sqf";}]; //dog code
    //_playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; //original before admin tools
    _playerMonitor = [] execFSM "admintools\player_monitor.fsm";
    _nul = [] execVM "custom\plrInit.sqf"; //dog code
    _void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
    _void = [] execVM "traders\init.sqf";
};
#include "\z\addons\dayz_code\system\REsec.sqf"

/*
//Admin tools
[] execVM "admintools\Activate.sqf";
*/
//Sarge AI
   // 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";
   
//Mission Markers - Sarge AI
[] execVM "debug\addmarkers.sqf";
[] execVM "debug\addmarkers75.sqf";

//Towing
execVM "R3F_ARTY_AND_LOG\init.sqf"
 
//Halo Jump with altimeter
MC_BIS_halo_spawn = compile preprocessFileLineNumbers "custom\haloInit.sqf";
private["_mkr"];
_mkr = "spawn" + str(round(random 4));
if (!isDedicated) then {
    [] spawn {
        waitUntil { !isNil ("dayz_Totalzedscheck") and
!(player getVariable ["humanity",0] > 5000 and
typeOf player == "Survivor2_DZ") and
!(player getVariable ["humanity",0] < -2000 and
(typeOf player == "Survivor2_DZ" or
typeOf player == "SurvivorW2_DZ") ) and
!(player getVariable ["humanity",0] > 0 and
(typeOf player == "Bandit1_DZ" or
typeOf player == "BanditW1_DZ") )
};
 
        if (dayzPlayerLogin2 select 2) then
        {
            _pos = position player;
            _mkr setMarkerPos [_pos select 0, _pos select 1];
            player spawn MC_BIS_halo_spawn;
            _nul = [] execVM "custom\altimeter.sqf";
        };
    };
};

dayz_sellDistance = 30;

//Bus system
if (isServer) then {
//Bus Service
[] execVM "busroute\bus_driver.sqf";
};

//Vehicle climb
_nul = [] execVM "custom\vehInit.sqf";

//Car radio
execVM "carradio\initCarRadio.sqf";

//Bridge
[] execVM "buildings\excbridge.sqf";

//Admin tools
[] execVM "admintools\Activate.sqf";
 
Hey I've started a server recently and I've been coding some stuff in. I have had some trouble adding the SARGE AI, my static groups won't spawn, as well as my helicopter patrols. Anyways, can you send me the scripts for Car radio, Vehicle climb, bus system, and towing? I'll give you credit everywhere it's due. I understand this is an odd thing to ask for but if you want something in return, just say so. :)
Thanks, it's the little things that make a server

- Suldani
 
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