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22:40:13 Client: Object 7:94 (type Type_70) not found.
22:40:13 Client: Object 7:95 (type Type_70) not found.
22:40:14 Client: Object 7:96 (type Type_70) not found.
22:40:14 Client: Object 7:97 (type Type_70) not found.
Post your RPT code here.These start up and you see the info on the RPT but they never start flying.
Anyone else having this issue?
Client: Object 10:47 (type Type_94) not found.
2:25:54 Client: Object 10:47 (type Type_70) not found.
2:25:56 Client: Object 10:47 (type Type_70) not found.
2:26:01 Client: Object 10:47 (type Type_70) not found.
20:42:23 "CRASHSPAWNER: Starting spawn logic for animated helicrashs - written by Grafzahl [SC:false||PW:1||CD:1]"
20:42:23 "CRASHSPAWNER: 75% chance to start a crashing Mi17_DZ with loot table 'Military' at 3315"
I never get anything else.
11:06:36 "CRASHSPAWNER: 75% chance to start a crashing UH-1H with loot table 'Military' at 6747.56"
12:02:59 "CRASHSPAWNER: 75% chance to start a crashing Mi17_DZ with loot table 'Military' at 10090.1"
So my times are just insanely large then?
"//Check for Ammobox" \n
" {" \n
" if(!(_x isKindOf ""WeaponHolder"")) then {" \n
" diag_log (""CLEANUP: DELETING AN AMMOBOX "" + (typeOf _x));" \n
" deleteVehicle _x;" \n
" };" \n
" } forEach allMissionObjects ""ReammoBox"";" \n
"*/" \n
"" \n
"//Check for hackers" \n
" {" \n
" " if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"" && (vehicle _x getVariable [""Sarge"",0] != 1)) then {" \n
" diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
" (vehicle _x) setDamage 1;" \n
" _x setDamage 1;" \n
" };" \n
" } forEach allUnits;" \n
"" \n
"/*" \n
"//Let's move this into the body removal sequence so uncontrolled flies are removed only if corpses are cleaned" \n
"//Check Flies" \n
"_isOK=-1;" \n
"_dwUSOFC=0;" \n
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";
"heliCrash" addPublicVariableEventHandler {
_list = nearestObjects [_this select 1, ["CraterLong"], 100];
{deleteVehicle _x;} foreach _list;
};
if (isServer) then {
axe_server_lampObjs = compile preprocessFileLineNumbers "lights\fnc_returnLampWS.sqf";
"axeLampObjects" addPublicVariableEventHandler {_id = (_this select 1) spawn axe_server_lampObjs};
};
if (!isDedicated) then {
//StreetLights
[] execVM "lights\street_lights.sqf";
};
Players are unable to completely load into the server after the lobby screen. Please check the sections of code below and let me know if I goofed up anything.
For the dayz_server.pbo\compile\server_spawnCrashSite.sqf , I simply pasted the code you linked over the existing code and saved.
From the dayz_server.pbo\system\server_cleanup.fsm I think I inserted the code in the right place, please check:
Code:"//Check for Ammobox" \n " {" \n " if(!(_x isKindOf ""WeaponHolder"")) then {" \n " diag_log (""CLEANUP: DELETING AN AMMOBOX "" + (typeOf _x));" \n " deleteVehicle _x;" \n " };" \n " } forEach allMissionObjects ""ReammoBox"";" \n "*/" \n "" \n "//Check for hackers" \n " {" \n " " if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"" && (vehicle _x getVariable [""Sarge"",0] != 1)) then {" \n " diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n " (vehicle _x) setDamage 1;" \n " _x setDamage 1;" \n " };" \n " } forEach allUnits;" \n "" \n "/*" \n "//Let's move this into the body removal sequence so uncontrolled flies are removed only if corpses are cleaned" \n "//Check Flies" \n "_isOK=-1;" \n "_dwUSOFC=0;" \n
For the dayz_mission.pbo\init.sqf I think I inserted the code correctly, but please check
Code: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"; "heliCrash" addPublicVariableEventHandler { _list = nearestObjects [_this select 1, ["CraterLong"], 100]; {deleteVehicle _x;} foreach _list; }; if (isServer) then { axe_server_lampObjs = compile preprocessFileLineNumbers "lights\fnc_returnLampWS.sqf"; "axeLampObjects" addPublicVariableEventHandler {_id = (_this select 1) spawn axe_server_lampObjs}; }; if (!isDedicated) then { //StreetLights [] execVM "lights\street_lights.sqf"; };
Maybe the fact that I have the street light and auto refuel scripts already there messed up the crash site code?
if (isServer) then {
_serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
axe_server_lampObjs = compile preprocessFileLineNumbers "Scripts\fnc_returnLampWS.sqf";
"axeLampObjects" addPublicVariableEventHandler {_id = (_this select 1) spawn axe_server_lampObjs};
};
if (!isDedicated) then {
[] execVM "Scripts\kh_actions.sqf";
[] execVM "Scripts\change_streetlights.sqf";
[] execVM "Scripts\street_lights.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 = [] execFSM "admintools\player_monitor.fsm";
"heliCrash" addPublicVariableEventHandler {
_list = nearestObjects [_this select 1, ["CraterLong"], 100];
{deleteVehicle _x;} foreach _list;
};
};