--------------------------------------------------
YES; i did read the FAQ and the READMEs
on opendayz.net and on github,
and i searched this thread for my issue.
Version of SAR_AI : 1.5.2
Version of Dayz : 1.7.7.1
Serverpackage
Type : Bliss/Crosire
Version : 5.9.3.1
Installed mods : @Dayz,@dayzcc - auto_refuel, self_blood_bag, Vehicle_Salvage
Enabled debug modes: SAR_DEBUG, SAR_EXTREME_DEBUG, KRON_UPS_DEBUG
Describe your issue:
Sarge_AI does not initialize at server start-up.
I should mention that I have changed the installation of the framework
by referencing the 'addons' folder from the DayzCC Mission Directory in the init.sqf.
In my searching, those who ran Sarge_AI and DayzCC state that its working this way,
I have read Sarge's post on removing the REsec.sqf and I have
commented that out in this file as well.
Here is my init.sqf:
// Mission Initialization
startLoadingScreen ["", "RscDisplayLoadCustom"];
cutText ["", "BLACK OUT"];
enableSaving [false, false];
// Variable Initialization
dayZ_instance = 1;
//dayZ_serverName = "31337"; // server name (country code + server number)
hiveInUse = true;
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
// Settings
player setVariable ["BIS_noCoreConversations", true]; // Disable greeting menu
//enableRadio false; // Disable global chat radio messages
// Compile and call important functions
call compile preprocessFileLineNumbers "custom\variables.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "custom\compiles.sqf";
progressLoadingScreen 1.0;
stream_locationCheck = { };
// Set Tonemapping
"Filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4];
setToneMapping "Filmic";
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};
};
// Run the server monitor
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";
// "PVDZ_sec_atp" addPublicVariableEventHandler { diag_log format["%1", _this select 1];};
};
// Run the player monitor
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 "\z\addons\dayz_code\system\antihack.sqf";
};
// Logo watermark: adding a logo in the bottom left corner of the screen with the server name in it
if (!isNil "dayZ_serverName") then {
[] spawn {
waitUntil {(!isNull Player) and (alive Player) and (player == player)};
waituntil {!(isNull (findDisplay 46))};
5 cutRsc ["wm_disp","PLAIN"];
((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText dayZ_serverName;
#include "gcam\gcam_config.hpp"
#include "gcam\gcam_functions.sqf"
#ifdef GCAM
waitUntil { alive Player };
waituntil { !(IsNull (findDisplay 46)) };
if (serverCommandAvailable "#kick") then { (findDisplay 46) displayAddEventHandler ["keyDown", "_this call fnc_keyDown"]; };
#endif
};
//#include "\z\addons\dayz_code\system\REsec.sqf"
// 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";
Any thoughts on why I don't see the init?
Paste an EXTRACT of the relevant parts of cfg files
(SAR_config, x_x_grid.cgf, x_x_grps.cfg) here:
added the debugging as listed above in SAR_config and no other file was changed.
Paste the RELEVANT parts of your rpt file here:
if (BIS_fnc_init && !_recompile) exitwith {t> 1:45:03 Error position: <BIS_fnc_init && !_recompile) exitwith {t> 1:45:03 Error Undefined variable in expression: bis_fnc_init 1:45:03 File ca\Modules\Functions\init.sqf, line 28 1:45:03 "SERVER STARTING: VERSION: CC 5.9.3.1" 1:45:03 "SERVER: WORLD: "chernarus"" 1:45:03 "SERVER: INSTANCE: 1" 1:45:03 "HIVE: Starting ..." 1:45:03 "HIVE: Local Time set to [2013,7,5,11,45]" 1:45:03 "SERVER: Fetching buildings..." 1:45:03 "SERVER: Spawned 80 buildings!" 1:45:03 "HIVE: trying to get objects" 1:45:03 "HIVE: found 96 objects" 1:45:03 "HIVE: Commence Object Streaming..." 1:45:03 "HIVE: got 96 objects"
Did you try to disable my mod and check if your issue is still there? YES Did you try to disable OTHER mods to see which mod is causing the issue? YES Did you read the FAQ and the READMEs on opendayz.net and on github? YES Did you search this thread if anyone else had the issue as well ? YES
YES; i did read the FAQ and the READMEs
on opendayz.net and on github,
and i searched this thread for my issue.
Version of SAR_AI : 1.5.2
Version of Dayz : 1.7.7.1
Serverpackage
Type : Bliss/Crosire
Version : 5.9.3.1
Installed mods : @Dayz,@dayzcc - auto_refuel, self_blood_bag, Vehicle_Salvage
Enabled debug modes: SAR_DEBUG, SAR_EXTREME_DEBUG, KRON_UPS_DEBUG
Describe your issue:
Sarge_AI does not initialize at server start-up.
I should mention that I have changed the installation of the framework
by referencing the 'addons' folder from the DayzCC Mission Directory in the init.sqf.
In my searching, those who ran Sarge_AI and DayzCC state that its working this way,
I have read Sarge's post on removing the REsec.sqf and I have
commented that out in this file as well.
Here is my init.sqf:
// Mission Initialization
startLoadingScreen ["", "RscDisplayLoadCustom"];
cutText ["", "BLACK OUT"];
enableSaving [false, false];
// Variable Initialization
dayZ_instance = 1;
//dayZ_serverName = "31337"; // server name (country code + server number)
hiveInUse = true;
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
// Settings
player setVariable ["BIS_noCoreConversations", true]; // Disable greeting menu
//enableRadio false; // Disable global chat radio messages
// Compile and call important functions
call compile preprocessFileLineNumbers "custom\variables.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "custom\compiles.sqf";
progressLoadingScreen 1.0;
stream_locationCheck = { };
// Set Tonemapping
"Filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4];
setToneMapping "Filmic";
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};
};
// Run the server monitor
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";
// "PVDZ_sec_atp" addPublicVariableEventHandler { diag_log format["%1", _this select 1];};
};
// Run the player monitor
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 "\z\addons\dayz_code\system\antihack.sqf";
};
// Logo watermark: adding a logo in the bottom left corner of the screen with the server name in it
if (!isNil "dayZ_serverName") then {
[] spawn {
waitUntil {(!isNull Player) and (alive Player) and (player == player)};
waituntil {!(isNull (findDisplay 46))};
5 cutRsc ["wm_disp","PLAIN"];
((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText dayZ_serverName;
#include "gcam\gcam_config.hpp"
#include "gcam\gcam_functions.sqf"
#ifdef GCAM
waitUntil { alive Player };
waituntil { !(IsNull (findDisplay 46)) };
if (serverCommandAvailable "#kick") then { (findDisplay 46) displayAddEventHandler ["keyDown", "_this call fnc_keyDown"]; };
#endif
};
//#include "\z\addons\dayz_code\system\REsec.sqf"
// 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";
Any thoughts on why I don't see the init?
Paste an EXTRACT of the relevant parts of cfg files
(SAR_config, x_x_grid.cgf, x_x_grps.cfg) here:
added the debugging as listed above in SAR_config and no other file was changed.
Paste the RELEVANT parts of your rpt file here:
if (BIS_fnc_init && !_recompile) exitwith {t> 1:45:03 Error position: <BIS_fnc_init && !_recompile) exitwith {t> 1:45:03 Error Undefined variable in expression: bis_fnc_init 1:45:03 File ca\Modules\Functions\init.sqf, line 28 1:45:03 "SERVER STARTING: VERSION: CC 5.9.3.1" 1:45:03 "SERVER: WORLD: "chernarus"" 1:45:03 "SERVER: INSTANCE: 1" 1:45:03 "HIVE: Starting ..." 1:45:03 "HIVE: Local Time set to [2013,7,5,11,45]" 1:45:03 "SERVER: Fetching buildings..." 1:45:03 "SERVER: Spawned 80 buildings!" 1:45:03 "HIVE: trying to get objects" 1:45:03 "HIVE: found 96 objects" 1:45:03 "HIVE: Commence Object Streaming..." 1:45:03 "HIVE: got 96 objects"
Did you try to disable my mod and check if your issue is still there? YES Did you try to disable OTHER mods to see which mod is causing the issue? YES Did you read the FAQ and the READMEs on opendayz.net and on github? YES Did you search this thread if anyone else had the issue as well ? YES