Dayz Epoch - Vendor dont work with all the add on

LordIt

New Member
Hi guys,
I explain fast the problem and thanks for your time.
I have add all the scripts (except the AGN) and they work good and vendors show theyre menù.
I have add AGN at finish and all scripts work (it too) but vendors have stop show theyre menù.
I have remove all the script and add just AGN and it work and vendors show theyre menù.
I have add the others again and all work but vendors dont show theyre menù...
I am newbie and i have lost all the night for dont come at 1 soluctions... i have check on many post but i havent find the same. Can someone have a little patience for suggest a soluction? Thanks in advance.

/*
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 =1370;//The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;

// Enabling this option will disable the instant map features involving player healing and loadout changes
dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled

//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;

// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
MaxHeliCrashes= 5; // Default = 5
MaxVehicleLimit = 100; // Default = 50
MaxDynamicDebris = 100; // Default = 100
dayz_MapArea = 14000; // Default = 10000
dayz_maxLocalZombies = 30; // Default = 30

dayz_paraSpawn = false;

dayz_maxAnimals = 8; // Default: 8
dayz_tameDogs = true;
DynamicVehicleDamageLow = 0; // Default: 0
DynamicVehicleDamageHigh = 85; // Default: 100
DynamicVehicleFuelLow = 0;
DynamicVehicleFuelHigh = 35;

DZE_vehicleAmmo = 1; //Default = 0, deletes ammo from vehicles with machine guns every restart if set to 0.
DZE_BackpackGuard = false; //Default = True, deletes backpack contents if logging out or losing connection beside another player if set to true.
DZE_BuildingLimit = 150; //Default = 150, decides how many objects can be built on the server before allowing any others to be built. Change value for more buildings.
DZE_TRADER_SPAWNMODE = true; //Vehicles bought with traders will parachute in instead of just spawning on the ground.
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;
// WARNING: If you need to modify the compiles.sqf and want to maintain the ability to drag/drop players on the map
//then you must know what you are doing as we had to make an exclusion to the anti-teleport code.
//Unfortunately we're forced to include this in the mission file.... I hate this workaround.
//Maybe I'll think of something better later. - BP @ DayZ.ST
call compile preprocessFileLineNumbers "ATPExclusion\compiles.sqf";//Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf";//Compile trader configs
progressLoadingScreen 1.0;
call compile preprocessFileLineNumbers "Scripts\compiles.sqf"; //Compile custom compiles
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

/* 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;
};

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 {
call compile preprocessFileLineNumbers "dynamic_vehicle.sqf";//Compile vehicle configs

// Add trader citys
_nil = [] execVM "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";
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";

//Lights
//[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
};
if (dayz_REsec == 1) then {
#include "\z\addons\dayz_code\system\REsec.sqf"
};

[] execvm 'AGN\agn_SafeZoneCommander.sqf';

[] ExecVM "custom_monitor.sqf";

[] execVM "scripts\kh_actions.sqf";

[] ExecVM "buildings\devfish_camptents.sqf";

[] ExecVM "R3F_ARTY_AND_LOG\init.sqf";

[] execVM "buildings\excbridge.sqf";

[] execVM "faction.sqf";
 
Try one by one and figure out which script brakes it. Probably something in your fn_selfactions. Does your autorefuel actually work?
 
Thanks for the answer btw 1 bt 1 all work but i have look this line "call compile preprocessFileLineNumbers "Scripts\compiles.sqf"; //Compile custom compiles" after the 1.0 make me problem, i have remove it and vendors come back to work btw i have miss autobloodbag. It's fine i will try look better on it becouse it's sure it's my mistake somewhere, thanks alot for your time.

Ps autorefuel actualy work but it is inside server pbo not mission
 
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