[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";
 
Oh sorry dude, overlooked it :/ As I said im at work so quickly browsed through it.

What you could try, is having the serverload decreased by adding sleep intervals between the mods, i.e.


sleep 3
//Car radio
execVM "carradio\initCarRadio.sqf";
sleep 3
//Bridge
[] execVM "buildings\excbridge.sqf";
sleep 3
//Admin tools
[] execVM "admintools\Activate.sqf";

again, just a thing to try.
If you do get them to work, how far up are they?
 
no, i just ended up, using a pack and added my own stuff to it, and deleted the stuff i didnt want. no idea why this wouldnt work.
 
You could add "excbridge.sqf" to the dayz_server.pbo instead of the mission-file, it'd also decrease the size of the file people who joins your server has to download. :)
 
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";
};
 
/*
//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";
 
Here's mine if you're interested

(DayZ_Server.pbo > system/server_monitor.sqf)

http://pastebin.com/nCBXSUtW

As you may see, I've added all custom loads to a folder located within my DayZ_Server.pbo in a folder called "Custom", I hope this helps someone out atleast.
(p.s adding stuff to your server.pbo will prevent people from "stealing" your scripts (they won't download all of them whenever they join your server and then unpack it.)
 
Sorry for the double-post BUT, I am unsure of how many characters there will be in total for both my posts.
Inside of the "init.sqf"
Paste this :
Code:
//Bus system
//Bus Service
[] execVM "busroute\bus_driver.sqf";
//Vehicle climb
[] execVM "custom\vehInit.sqf";
//Car radio
execVM "carradio\initCarRadio.sqf";
Under :
Code:
if (isServer) then {
    dogOwner = []; // dog code
    call compile preprocessFileLineNumbers "dynamic_vehicle.sqf";                //Compile vehicle configs
on Line 88 > 90

Remove the mentioned .sqf's from the bottom of your "init.sqf"

Admin Tools are de-activated at Line 114 and 117 (remove the /'s and *'s)

To add ExcBridge.sqf to your server and lowering the amount of data players have to download whenever they connect to your server

1. Unpack your dayz_server.pbo
2. Create a folder called whatever you want
3. Place "excbridge.sqf" inside that new folder
4. Open DayZ_Server.pbo/system/server_monitor.sqf
5. place this line of code (check the link in my previous post to see just where I added it)
Code:
//Custom Bases
call compile preProcessFileLineNumbers "\z\addons\dayz_server\#YOUR FOLDER NAME#\ExcBridge.sqf";
6. Repack your dayz_server.pbo and mission.pbo
7. Start your server or upload to your host
8. Done!

(I really hope this helped as this is how I would go on about doing this kind of stuff AND I am new to .sqf-editing/coding)

p.s - Im running Breaking Point on my server.
 
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