Sarge 1.5, no AI spawning at all

spectrez

Member
Staff member
Ive tried for hours now to figur out what im doing wrong, the AI just wont spawn, and the server wont even react to the scripts being in there, its like they arent running.

And this is both Static and dynamic spawns with default config files

Init.sqf
Code:
/*   
    INITILIZATION
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];
 
//REALLY IMPORTANT VALUES
dayZ_instance = 1;                    //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
 
//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
call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf"; //Initializes custom variables
call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; //Compile custom compiles
call compile preprocessFileLineNumbers "dayz_code\init\settings.sqf"; //Initialize custom clientside settings
progressLoadingScreen 1.0;
 
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
 
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 {
    _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;}];
    _playerMonitor = [] execFSM "admintools\player_monitor.fsm";
  call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";
  call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf";
  [] execVM "addons\SARGE\SAR_AI_init.sqf";
  [] ExecVM "addons\Debug\custom_monitor.sqf";   
  [] execVM "admintools\Activate.sqf";
};

Description.ext
Code:
#include "defines.hpp"
#include "build_recipe_dialog.hpp"
#include "build_recipe_list_dialog.hpp"
respawn = "BASE";
respawndelay = 5;
onLoadMission= "DayZ Chernarus";
OnLoadIntro = "Welcome to Chernarus";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
disabledAI = true;
disableChannels[]={0,2,6};
enableItemsDropping = 0;
onPauseScript = "\z\addons\dayz_code\compile\player_onPause.sqf";
 
loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa";
 
class Header
{
gameType = COOP;            //DM, Team, Coop, ...
minPlayers = 1;            //min # of players the mission supports
maxPlayers = 100;            //Max # of players the mission supports
};
 
aiKills = 1;
diagRadio = 1;
diagHit = 1;
 
//
// the loading screen itself
//
class DayZ_loadingScreen
{
    idd = -1;
    duration = 10e10;
    fadein = 0;
    fadeout = 0;
    name = "loading screen";
    class controlsBackground
    {
        class blackBG : RscText
        {
            x = safezoneX;
            y = safezoneY;
            w = safezoneW;
            h = safezoneH;
            text = "";
            colorText[] = {0,0,0,0};
            colorBackground[] = {0,0,0,1};
        };
        /*
        class nicePic : RscPicture
        {
            style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
            x = safezoneX + safezoneW/2 - 0.25;
            y = safezoneY + safezoneH/2 - 0.2;
            w = 0.5;
            h = 0.4;
            text = "img\nicePic.paa";
        };
        */
    };
    class controls
    {
        class Title1 : RscLoadingText
        {
            text = "$STR_LOADING"; // "Loading" text in the middle of the screen
        };
        class CA_Progress : RscProgress // progress bar, has to have idc 104
        {
            idc = 104;
            type = 8; // CT_PROGRESS
            style = 0; // ST_SINGLE
            texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
        };
        class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
        {
            idc = 103;
        };
        class Name2: RscText // the text on the top-left
        {
            idc = 101;
            x = 0.05;
            y = 0.029412;
            w = 0.9;
            h = 0.04902;
            text = "";
            sizeEx = 0.05;
            colorText[] = {0.543,0.5742,0.4102,1.0};
        };
    };
};
#include "addons\SARGE\SAR_define.hpp"
 
Ive now tried to reinstall it on a Clean Reality PBO, and i still cant get a response from the mod at all, even with all debug settings on.

i then tried with Pwnoz0r's package and with all debug on, and yet still i cant get a response, same settings as above.

Ive also tried a older version of sarge to see if that was issue, and i got the same non-responsive script problem

im doing something wrong, i just cant see it
 
Not sure if it matters, but in your init.sqf, try sticking the sarge stuff outside of that last if statement (you have them inside):

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;}];
_playerMonitor = [] execFSM "admintools\player_monitor.fsm";
};

call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";
call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf";
[] execVM "addons\SARGE\SAR_AI_init.sqf";

[] ExecVM "addons\Debug\custom_monitor.sqf";
[] execVM "admintools\Activate.sqf";
 
Wow.... im the biggest moron to ever set my feet on these forums...

THANK YOU SO MUCH

It fixed it instantly...
 
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