[Support] ESSV2

If they are able to move around in the debug or spawn automatically into a ground spot via the normal spawn system, then this script is not executing at all for them. In that case it is either in the wrong place in init.sqf or it is exiting in spawn\start.sqf because it detects they are not a fresh spawn. The _go variable determines that based on the dayzPlayerLogin2 variable on Epoch. Make sure you did step # 6 correctly in the OP. Which mod (epoch, vanilla, overwatch) and version are you running?

Well i figured out it wasn't related to this mod, it was related to how i calling some map additions client side (you pointed that out on other forums?)

Was calling multiple map addtion via mission file with !isDedicated and im pretty sure that was screwing with spawning characters caused me many problems with bodys duping ect and no spawn in for some characters
 
File mpmissions\__cur_mp.Chernarus\spawn\class.hpp, line 6: /ClassDialog/controlsBackground.ClassBackground: Undefined base class 'RscText'


I get this after adding it. How do I fix this?
 
You need to add a signal to skip class selection when the player is coming from a different server.
In server_playerSetup.sqf find:
Code:
_lastinstance =   _primary select 6;

//Set position
_randomSpot = false;
Add right below:
Code:
_keepGear = false;
Find:
Code:
if (_lastinstance != dayZ_instance) then {
     _randomSpot = true;
   };
Change to:
Code:
if (_lastinstance != dayZ_instance) then {
     _randomSpot = true;
     _keepGear = true;
   };
Find:
Code:
dayzPlayerLogin2 = [_worldspace,_state,_randomSpot];
Change to:
Code:
dayzPlayerLogin2 = [_worldspace,_state,_randomSpot,_keepGear];
Then in spawn\start.sqf find:
Code:
_go = dayzPlayerLogin2 select 2;
Add right below:
Code:
_keepGear = dayzPlayerLogin2 select 3;
In spawn\class.sqf find this:
Code:
if !(_isPZombie) then {
Change to:
Code:
if (!_isPZombie && !_keepGear)  then {
Out standing work my friend. Works Great! Thank you vary much! ^_^
 
is it possable if player picks a certain skin class name in a list spawn select that the air veh changes?

example USMC_SoldierS_Spotter skin list of usmc would air spawn in osprey then halos out
example RU_Commander skin list of russian would air spawn in Mi24_D then halos out
 
Okay... well i need someone who can overlook this because i can't find the problem.

My problem is that very often when you kill someone you can't loot him. If you try to open his gear your game crashes. There is not really much infos on that online but i found that it must have to do with a bad item maybe on a wrong position like weps in mags or something like that.

I use custom trader and all these items are buyable at the traders.

Maybe someone can find the error causing item.

Code:
[...]   
5. Any of the _customLoadouts and _publicClasses can be made into random classes. They just need to be in the random format
and it will be automatically detected. You can have multiple random classes, i.e. Random LMG, Random Rifle, Random Sniper, Random
Bandit, Random Hero, etc. You can make every class a random class if you want to.

6. Instead of repeating long strings of the same items multiple times you can use constants in this format:
        #define SHORT_HAND_NAME "Item1","Item2","Item3","Item4"
Then replace all occurrences of "Item1","Item2","Item3","Item4" with SHORT_HAND_NAME as I did with the VIP_ITEMS example below.

*/
#define VIP_ITEMS "ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemMorphine" // constant example, these can be removed if they are not used below
#define VIP_TOOLS "Binocular_Vector","NVGoggles","ItemCompass","ItemHatchet_DZE","ItemKnife","Itemmatchbox","Itemetool","ItemWatch","ItemGPS","ItemCrowbar","ItemRadio"
#define ADMIN_ITEMS ""


_currencyVariable = "cashMoney"; // Coins variable name
_startBag = "DZ_Patrol_Pack_EP1";
_startMags = ["ItemBloodbag","ItemBandage",2,"ItemPainkiller","ItemWaterbottle","FoodPistachio","17Rnd_9x19_glock17",2];
_startWeps = ["ItemCompass","ItemToolbox","ItemRadio","ItemMap","glock17_EP1"];
_customLoadout = [
    "xxx", // LO1
    "xxx", // LO2
    "xxx", // LO3
    "xxx", // LO4
    "xxx", // LO5
    "xxx", // LO6
    "0"
];
_customLoadouts = [
    ["LO1","FR_TL","BanditW2_DZ",["100Rnd_556x45_BetaCMag",1,"30Rnd_9x19_UZI_SD",1,ADMIN_ITEMS],["m16a4_acg","UZI_SD_EP1",VIP_TOOLS],"DZ_LargeGunBag_EP1",["5Rnd_127x99_AS50",1],["BAF_AS50_scoped_DZ"]],
    ["LO2","CZ_Special_Forces_GL_DES_EP1_DZ","BanditW2_DZ",["20rnd_762x51_B_SCAR",1,"1Rnd_HE_M203","15Rnd_9x19_M9SD",ADMIN_ITEMS],["SCAR_H_STD_EGLM_Spect","M9SD",VIP_TOOLS],"DZ_LargeGunBag_EP1",["30Rnd_556x45_StanagSD"],["M4A1_AIM_SD_camo"]],
    ["LO3","GUE_Soldier_Sniper_DZ","BanditW2_DZ",["5Rnd_127x99_AS50",3,"30Rnd_9x19_UZI_SD",3,"ItemBandage",2,"ItemBloodbag","ItemMorphine","ItemPainkiller","FoodCanBakedBeans",2,"ItemSodaRbull",2,"SmokeShell","HandGrenade_west"],["BAF_AS50_scoped","UZI_SD_EP1","Binocular_Vector","ItemGPS","ItemMap","ItemToolbox","ItemRadio","Itemmatchbox_DZE"],"DZ_Backpack_EP1"],
    ["LO4","GUE_Soldier_Sniper_DZ","BanditW2_DZ",["5Rnd_127x99_AS50",3,"30Rnd_9x19_UZI_SD",3,"ItemBandage",2,"ItemBloodbag","ItemMorphine","ItemPainkiller","FoodCanBakedBeans",2,"ItemSodaRbull",2,"SmokeShell","HandGrenade_west"],["BAF_AS50_scoped","UZI_SD_EP1","Binocular_Vector","ItemGPS","ItemMap","ItemToolbox","ItemRadio","ItemCrowbar"],"DZ_Backpack_EP1"],
    ["LO5","GUE_Soldier_Sniper_DZ","BanditW2_DZ",["5Rnd_127x99_AS50",3,"15Rnd_9x19_M9SD",3,"ItemBandage",2,"ItemBloodbag","ItemMorphine","ItemPainkiller","FoodbeefCooked",2,"ItemWaterbottle",2,"SmokeShell","HandGrenade_west"],["BAF_AS50_scoped","M9SD","Binocular_Vector","ItemGPS","ItemCrowbar","ItemEtool","ItemCompass","ItemRadio"],"DZ_Backpack_EP1"],
    ["LO6","GUE_Soldier_Sniper_DZ","BanditW2_DZ",["5Rnd_127x99_AS50",3,"15Rnd_9x19_M9SD",3,"ItemBandage",2,"ItemBloodbag","ItemMorphine","ItemPainkiller","FoodbeefCooked",2,"ItemWaterbottle",2,"SmokeShell","HandGrenade_west"],["BAF_AS50_scoped","M9SD","Binocular_Vector","ItemGPS","ItemCrowbar","ItemHatchet_DZE","ItemEtool","ItemRadio"],"DZ_Backpack_EP1"],
    []
];

_classLevel1 = ["0","0","0"];
_classLevel2 = ["0","0","0"];
_classLevel3 = ["0","0","0"];
// To give higher level VIPs access to lower level VIP classes uncomment the two lines below:
_classLevel1 = _classLevel1 + _classLevel2 + _classLevel3;
_classLevel2 = _classLevel2 + _classLevel3;

_publicClasses = [
/*    [
        "Random",
        [["Survivor2_DZ","Haris_Press_EP1_DZ","Rocker1_DZ"],["SurvivorW2_DZ","SurvivorWdesert_DZ","SurvivorWurban_DZ"]],
        ["ItemAntibiotic",2,"ItemMorphine","ItemEpinephrine"],2,
        ["ItemCompass","ItemHatchet","ItemCrowbar"],2,
        ["M4A1","AK_74","BAF_L85A2_RIS_Holo","Sa58P_EP1"],2,
        ["MakarovSD","Colt1911","revolver_EP1","M9","M9SD"],3,
        ["DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_Patrol_Pack_EP1"], // use [""] for none
        [],4,
        [],2,
        [],2,
        [],3,
        0,0
    ],*/
    ["Bandit (-5k Humanity","GUE_Commander_DZ","BanditW1_DZ",["20Rnd_762x51_DMR",2,"30Rnd_9x19_UZI_SD",3,VIP_ITEMS],["DMR","UZI_SD_EP1","Binocular_Vector"],"DZ_Backpack_EP1",[],[],0,-5000],
    ["Hero (+5k Hunanity)","Soldier_Sniper_PMC_DZ","SurvivorWpink_DZ",["20Rnd_762x51_DMR",2,"30Rnd_9x19_UZI_SD",3,VIP_ITEMS],["DMR","UZI_SD_EP1","Binocular_Vector"],"DZ_Backpack_EP1",[],[],0,5000],
    ["Survivor","Survivor2_DZ","SurvivorW2_DZ",[],[],"",[],[],0,0],
    ["British Soldier","Soldier1_DZ","SurvivorWcombat_DZ",["30Rnd_556x45_Stanag",2],["BAF_L85A2_RIS_Holo"],"",[],[],0,0],
    ["Business Person","Functionary1_EP1_DZ","SurvivorWurban_DZ",["8Rnd_B_Beneli_74Slug",3,"ItemBriefcaseS10oz"],["Remington870_lamp"],"",[],[],0,0],
    ["Civilian","Haris_Press_EP1_DZ","SurvivorW3_DZ",["15Rnd_W1866_Slug",2],["Winchester1866"],"",[],[],0,0],
    ["Czech Soldier","CZ_Soldier_Light_DES_EP1","SurvivorWcombat_DZ",["30Rnd_762x39_SA58",2],["Sa58P_EP1"],"",[],[],0,0],
    ["Police Officer","RU_Policeman_DZ","SurvivorWdesert_DZ",["8Rnd_B_Beneli_74Slug",3],["M1014"],"",[],[],0,0],
    ["Rocker","Rocker1_DZ","SurvivorWurban_DZ",["30Rnd_9x19_MP5SD",2],["MP5SD"],"",[],[],0,0],
    ["Terrorist","TK_INS_Soldier_EP1_DZ","BanditW2_DZ",["30Rnd_545x39_AK",2],["AK_74"],"",[],[],0,0],
    ["US Soldier","US_Soldier_Light_EP1","SurvivorWcombat_DZ",["30Rnd_556x45_Stanag",2],["M4A1"],"",[],[],0,0],
    ["*VIP Scout*","INS_Soldier_AR_DZ","SurvivorW3_DZ",["100Rnd_556x45_BetaCMag",2,"15Rnd_9x19_M9SD",3,VIP_ITEMS],["m16a4_acg","M9SD","Binocular_Vector"],"DZ_ALICE_Pack_EP1",[],[],1,0],
    ["**VIP Specialist**","INS_Soldier_CO_DZ","SurvivorWdesert_DZ",["100Rnd_762x51_M240",2,"30Rnd_9x19_UZI_SD",3,VIP_ITEMS],["Mk_48_DZ","UZI_SD_EP1","Binocular_Vector"],"DZ_British_ACU",[],[],2,0],
    ["***VIP Sniper***","GUE_Soldier_Sniper_DZ","SurvivorWurban_DZ",["20Rnd_762x51_DMR",2,"30Rnd_9x19_UZI_SD",3,VIP_ITEMS],["DMR","UZI_SD_EP1","Binocular_Vector"],"DZ_Backpack_EP1",[],[],3,0]
];
 
Last edited:
Been getting a strange issue. Everyone on my server spawns at a random location when they chose ground. However when I do it I spawn where I pick. Haven't added myself to vip's or anything and have gone over the install to make sure i didn't have any typos. Any idea what might be causing this?
 
My issue has be resloved. It was a feature or a anti hack script that I had that would teleport any player back to there origin if they teleported without use of administration tools.
 
ok so i followed all the directions and every time i spawn after i kill myself it just gives me gender select then just spawns me in debug and i just have to run around and stuff i followed all the troubleshooting for my prob above and nothing works?
 
I have a problem, when people fly in it doesnt eject them from the plane and they stay in the plane as it flies.
 
Are you using the latest version? This was a problem with the original release I thought I fixed already. Which map and plane type are you using?
Yeah i am, and i'm using Chernarus, and it's the AN2. However changing to the V22 stops the issue.
 
Another issues.

After the gender select screen shows, i get spawned straight to debug no class or spawn select screen shows. Nothing showing in arma2oaserver.rpt. This was working previously as stated a post above. Since then i have installed DZGM and edited small things in init.sqf
 
Please post your init.sqf and description.ext in a spoiler so we can check if you set everything correct to start the script
 
Init.sqf
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;

// May prevent "how are you civillian?" messages from NPC

enableSentences false;



// DayZ Epoch config

dayz_spawnselection = 0;
spawnShoremode = 0; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
setViewDistance 2500;
setTerrainGrid 20;

MaxVehicleLimit = 300; // Default = 50
MaxDynamicDebris = 0; // Default = 100
dayz_MapArea = 14000; // Default = 10000
dayz_maxLocalZombies = 30; // Default = 30

dayz_paraSpawn = false;

dayz_minpos = -1;
dayz_maxpos = 16000;

dayz_sellDistance_vehicle = 10;
dayz_sellDistance_boat = 30;
dayz_sellDistance_air = 40;

dayz_maxAnimals = 5; // Default: 8
dayz_tameDogs = true;
DynamicVehicleDamageLow = 0; // Default: 0
DynamicVehicleDamageHigh = 100; // Default: 100

DZE_BuildOnRoads = false; // Default: False
DZE_noRotate = []; //Objects that cannot be rotated. Ex: DZE_noRotate = ["ItemVault"] (NOTE: The objects magazine classname)
DZE_vectorDegrees = [0.01, 0.1, 1, 5, 15, 45, 90];
DZE_curDegree = 45; //Starting rotation angle. //Prefered any value in array above
DZE_dirWithDegrees = true; //When rotating objects with Q&E, use the custom degrees

DZE_PlotPole = [50,75];

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;

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";                //Compile regular functions

call compile preprocessFileLineNumbers "custom\compiles.sqf";   

progressLoadingScreen 0.5;

call compile preprocessFileLineNumbers "server_traders.sqf";                //Compile trader configs

progressLoadingScreen 1.0;



"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";



if (isServer) then {

    call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";

    //Compile vehicle configs

   

    // Add trader citys

    _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\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;}];

    _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";   
   
    execVM "spawn\start.sqf";
    execVM "dzgm\init.sqf";
   
    //Auto-Refuel
    execVM "service_point\service_point.sqf";

   

    //anti Hack



    //Lights

    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";

   

};





//Start Dynamic Weather

execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";





#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"

//Exec New Buildings
[] execVM "Buildings\balota.sqf";
[] execVM "Buildings\neaf.sqf";
[] execVM "Buildings\nwaf.sqf";
[] execVM "Buildings\prig.sqf";
[] execVM "Buildings\arena.sqf";

[] execVM "AGN\agn_SafeZoneCommander.sqf";

//Disable Weight
DZE_R3F_WEIGHT = false

Description.ext

Code:
respawn = "BASE";
respawndelay = 5;
onLoadMission= "DayZ Epoch Chernarus";
OnLoadIntro = "Welcome to DayZ Epoch Chernarus";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
disabledAI = true;
disableChannels[]={0,2,6};
enableItemsDropping = 0;

briefing = 0;
debriefing = 0;

onPauseScript = "";
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;

class RscText
{
    type = 0;
    idc = -1;
    x = 0;
    y = 0;
    h = 0.037;
    w = 0.3;
    style = 0x100;
    font = Zeppelin32;
    SizeEx = 0.03921;
    colorText[] = {1,1,1,1};
    colorBackground[] = {0, 0, 0, 0};
    linespacing = 1;
};
class RscStructuredText {
    idc = -1;
    type = 13;
    style = 0x02;
    x = 0.1;
    y = 0.1;
    w = 0.3;
    h = 0.1;
    size = 0.045;
    class Attributes {
    };
};
class RscPicture
{
    access=0;
    type=0;
    idc=-1;
    style=48;
    colorBackground[]={0,0,0,0};
    colorText[]={1,1,1,1};
    font="TahomaB";
    sizeEx=0;
    lineSpacing=0;
    text="";
};
class RscLoadingText : RscText
{
    style = 2;
    x = 0.323532;
    y = 0.666672;
    w = 0.352944;
    h = 0.039216;
    sizeEx = 0.03921;
    colorText[] = {0.543,0.5742,0.4102,1.0};
};
class RscProgress
{
    x = 0.344;
    y = 0.619;
    w = 0.313726;
    h = 0.0261438;
    texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    colorFrame[] = {0,0,0,0};
    colorBar[] = {1,1,1,1};
};
class RscProgressNotFreeze
{
    idc = -1;
    type = 45;
    style = 0;
    x = 0.022059;
    y = 0.911772;
    w = 0.029412;
    h = 0.039216;
    texture = "#(argb,8,8,3)color(0,0,0,0)";
};
//
// 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 "spawn\class.hpp"
#include "spawn\halo.hpp"
#include "spawn\spawn.hpp"

#include "custom\snap_pro\snappoints.hpp"

#include "extra_rc.hpp"

#include "dzgm\defines.hpp"
class RscTitles
{
    #include "dzgm\icons.hpp"
};

#include "dzgm\groupManagement.hpp"
 
@Webrene - Thanks, I appreciate it.

@Voi - Those two files look fine. Check your client RPT:
Code:
C:\Users\YourName\AppData\Local\ArmA 2 OA\arma2oa.RPT (may need to enable show hidden files and folders in Windows to see it)
Make sure your client is not started with -noLogs param. DayZ Launcher does this by default. You can go to Settings > uncheck -noLogs and check -showScriptErrors. Which mod are you running? Vanilla DayZ 1.8.6.1 or Epoch?

I haven't updated to 1.8.6.1 to see what has changed yet. I also need to test the AN2_DZ more so I can reproduce that problem. Do you remember which spawn point caused it?
Here is what happens in my .rpt after i die. Sometimes i get given the gender select screen, sometimes i just get spawned as a zombie.

WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
WARNING: Function 'name' - Onii is dead
Addon mbg_african_buildings (entry mbg_apartments_big_01_EO) not found in the list of active addons.
Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
mbg_african_buildings
"DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"
"DayZ Epoch: MPframework inited"
"DEBUG: loadscreen guard started."
"Res3tting B!S effects..."
"PLAYER RESULT: true"
"PLOGIN: Login loop completed!"
"infiSTAR.de - randvar26 created (154.473)"
"infiSTAR.de - randvar1 started (154.473)"
"infiSTAR.de - randvar1 created randvar27a (154.563)"
"infiSTAR.de - randvar1 created randvar27 (154.563)"
"infiSTAR.de - XXXXXXXXXIAHATXXX - Successfully Loaded on Client ID509 (154.563)"
Error in expression <", ""];
};
} else {
player removeAction s_player_selfBloodbag;
s_player_selfBloo>
Error position: <s_player_selfBloodbag;
s_player_selfBloo>
Error Undefined variable in expression: s_player_selfbloodbag
File mpmissions\__CUR_MP.chernarus\custom\fn_selfActions.sqf, line 28
Error in expression <", ""];
};
} else {
player removeAction s_player_deploybike2;
s_player_deploybik>
Error position: <s_player_deploybike2;
s_player_deploybik>
Error Undefined variable in expression: s_player_deploybike2
File mpmissions\__CUR_MP.chernarus\custom\fn_selfActions.sqf, line 999

And for the AN2 issue, it was on Epoch 1.0.5.1 and at the Balota spawn. I didnt test it elsewhere but other users reported it.

Edit: I almost forgot, the issue with the class selection screen occured after i added "Item Radio" to the _startWeps in classConfig.sqf

2nd Edit: So basically i reverted back to an earlier backup, did what i did again and this time it worked fine. fuck knows what was up
 
Last edited:
Back
Top