Clearing rockets debris in 1.8.3

hi guys, im driving myself insane trying to find a post on this all i can find is the old method which
as far as i can see no longer works, am i missing something stupid here.

a point i the right direction would be appreciated.

thanks jim
 
ok guys i tried this and got the dynamic weather working fine, but even with dayz_Trash = 0, the trash is there anyone else had this issue? Ive got all my map edits working but, i cant get rid of this loot piles and crap.





just to be clear, i extracted the pbo and changed the value to 0, repacked and uploaded, i done the same with the dynamic weather and it seems to be fine.
 
I done it a completely different way, that requires a little bit of know how.
So now I can change files with just in the mission.pbo, instead of messing about with the server.pbo

It means moving your mission init + dynamic weather + compile + variables + actions from dayz_code
and all put into your mission.pbo
 
So, if i cut varibles and dynamic weather from dayz_code put them in a folder in the root of the misssion pbo, i can call them from the init file within the mission pbo. what command would i use to call them?

and if i cut varibles and dynamic weather from dayz_code will it still run or do i have to leave those in place and overide them from the init in mission pbo

thanks for all your help btw

jim
 
here is my init,

Code:
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];
 
//Server Settings
dayZ_instance = 1; // The instance
dayZ_serverName = "j0k3r5.com";// server name (country code + server number)
dayz_antihack = 0; // DayZ Antihack / 1 = enabled // 0 = disabled
dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled
 
//Game Settings
dayz_spawnselection = 1; // DayZ Spawnselection / 1 = enabled // 0 = disabled, No current spawn limits.
dayz_spawnCrashSite_clutterCutter = 1;// Helicrash Settings / 0 =  loot hidden in grass // 1 = loot lifted // 2 = no grass around the Helicrash
dayz_spawnInfectedSite_clutterCutter = 1; // Infected Base Settings / 0 =  loot hidden in grass // 1 = loot lifted // 2 = no grass around the infected base
 
initialized = false;
dayzHiveRequest = [];
dayz_previousID = 0;
0 fadeSound 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;
 
//Load in compiled functions
call compile preprocessFileLineNumbers "custom\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 "custom\compiles.sqf";//Compile regular functions
progressLoadingScreen 1.0;
 
 
////////// REMOVES ALL THE ITEMS ROCKET PUT IN - NO WRECKS BASES OR RANDOM TRASH //////////
 
stream_locationCheck = {
//Thank you for the garbage rocket!
};
 
 
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
 
[] spawn {
while {true} do {
waitUntil {((isNil "BIS_Effects_Rifle") OR {(count(toArray(str(BIS_Effects_Rifle)))!=7)})};
diag_log "Res3tting B!S effects...";
/* 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;
};
 
BIS_Effects_EH_Fired = {false};
BIS_Effects_Rifle = {false};
sleep 1;
};
};
 
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 { 
_x = _this select 1;
if (typeName _x == "STRING") then {
diag_log _x;
}
else {
_unit = _x select 0;
_source = _x select 1;
if (((!(isNil {_source})) AND {(!(isNull _source))}) AND {((_source isKindOf "CAManBase") AND {(owner _unit != owner _source)})}) then {
diag_log format ["P1ayer %1 hit by %2 %3 from %4 meters",
_unit call fa_plr2Str,  _source call fa_plr2Str, _x select 2, _x select 3];
if (_unit getVariable["processedDeath", 0] == 0) then {
_unit setVariable [ "attacker", name _source ];
_unit setVariable [ "noatlf4", diag_ticktime ]; // server-side "not in combat" test, if player is not already dead
};
};
};
};
};
 
if (!isDedicated) then {
//Conduct map operations
 
////////// WELCOME CREDITS //////////
[] execVM "custom\Server_WelcomeCredits.sqf";
 
 
 
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";
 
 
 
////////// INTRO VIDEO //////////
_CustomGpsVideo = [] execVM "custom\gps_video.sqf";
 
 
 
if (dayz_antihack == 1) then {
[] execVM "\z\addons\dayz_code\system\antihack.sqf";
 
 
////////// Refuel at tanks //////////
[] execVM "custom\kh_actions.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;
};
};
 
if (dayz_REsec == 1) then {
#include "\z\addons\dayz_code\system\REsec.sqf"
};
 
 
 
 
 
//////////////////////////////////////////////////////////// 3rd party addons below /////////////////////////////////////////////////
 
////////// COLOUR EEFECTS - OFF BY DEFAULT //////////
//[] execVM "custom\clear contrast.sqf";
//[] execVM "custom\wasteland.sqf";
//[] execVM "custom\summer colours.sqf";
//[] execVM "custom\photo effect.sqf";
//[] execVM "custom\warzone effect.sqf";
 
 
 
 
 
////////// SARGE AI //////////
call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";
call compile preprocessFileLineNumbers "addons\SHK_pos\shk_pos_init.sqf";
[] execVM "addons\SARGE\SAR_AI_init.sqf";
 
 
 
//welcome player script
//=====================
waitUntil {time > 10};
titleText [format ["Welcome to j0k3r5s.com, %1", name player], "PLAIN DOWN"];
 
 
 
 
sleep 10;
//////////J0K3R5 BUILDINGS//////////
 
[] execVM "buildings\balota.sqf";
[] execVM "buildings\oilfieldsbase.sqf";
[] execVM "buildings\berezino.sqf";
[] execVM "buildings\bridges.sqf";
[] execVM "buildings\cherno base.sqf";
[] execVM "buildings\dichina.sqf";
[] execVM "buildings\kamenka_v2.sqf";
[] execVM "buildings\klen.sqf";
[] execVM "buildings\last_stand.sqf";
[] execVM "buildings\ne_airstrip.sqf";
[] execVM "buildings\nw_airstrip.sqf";
[] execVM "buildings\stary.sqf";
[] execVM "buildings\train_wreck.sqf";
 
 
 
 
 
 
 
 
////////// VARIOUS AUTHORS BUILDINGS //////////
 
[] execVM "buildings\lopatino.sqf";
[] execVM "buildings\NovyLugBase.sqf";
[] execVM "buildings\zeleno.sqf";
[] execVM "buildings\capg.sqf";
[] execVM "buildings\elektro.sqf";
[] execVM "buildings\milicamps.sqf";
[] execVM "buildings\nwaf.sqf";
[] execVM "buildings\skalistyrefuge.sqf";
 
 
 
 
 
 
 
sleep 5;
////////// STREET LIGHTS + BUILDING LIGHTS + TOWER LIGHTS //////////
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";
};
 
if (!isDedicated) then {
[] execVM "fixes\change_streetlights.sqf";
};
 
if (!isDedicated) then {
//TowerLights
[] execVM "lights\tower_lights.sqf";
};
 
 
 
 
 
 
 
sleep 5;
////////////NIGHT FOG - USE WITH CAUTION HEAVY ON FPS - off by default//////////// 
//[] execVM "custom\night_fog.sqf";
 
 
 
 
 
 
 
//////////AIRLIFT AND TOW//////////
_logistic = execVM "=BTC=_Logistic\=BTC=_Logistic_Init.sqf";
_logistic = execVM "=BTC=_LogisticTow\=BTC=_Logistic_Init.sqf";
 
 
 
 
 
 
//////////Easy 3rd person limit - off by default//////////
//[] execVM "custom\3rd.sqf"; //3rd person limit
 
 
 
 
 
 
//////////anti theft backpacks//////////
execVM "custom\anti_theft.sqf";
 
 
 
 
 
 
//////////Name Tags 2.2 - off by default//////////
//execVM "custom\skaronametags.sqf";
 
wait, why can't you just remove the debris with this method? Under progressLoadingScreen 1.0; add
Code:
stream_locationCheck = {
//Thank you very fucking much, KK!
};

For dynamic weather, extract the DynamicWeatherEffects.sqf in a folder name of your choice, and add a blank SQF in their called compiles.sqf and add this to that blank SQF.
Code:
//Dynamic Weather Overwrite
    execVM "custom\DynamicWeatherEffects.sqf";
    initialized = true;

obviously change the word custom in custom/DynamicWeatherEffects.sqf to whatever you've named the folder.

You'll then need to call it in your init.sqf. Mine for example...
Code:
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";                    //Compile regular functions
call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles

Edit the DynamicWeatherEffects.sqf to suit your preferences.

Heres mine, which leaves my server always sunny with cloudless bright blue skies...
http://pastebin.com/qUTXXKsR

Also if you see where I've added the min/max times to 240, that's because my server has 4 hour restarts and I don't want the weather to change at all in those 4 hours. I recommend imitating this and changing the numbers to equal your server restart time in minutes, if you don't want weather to change.
 
Also I'd like to add that you don't need to cut the compiles or variables from the dayz_code, you can just make a blank one and name it compiles.sqf or whatever... make your calls in the blank copy, and then add a line calling it under the existing line... the server will automatically use both.... Save yourself some hassle
 
wait, why can't you just remove the debris with this method? Under progressLoadingScreen 1.0; add
Code:
stream_locationCheck = {
//Thank you very fucking much, KK!
};


for some reason my init doesn't contain --- Under progressLoadingScreen 1.0; add.

im going to import the variable's and run them in the mission pbo see if that works, been a bit busy over the last couple of days but hope to get this sorted soon.
 
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