/*
if ((Player getVariable "SpareTime") > 0) then {...
*/
EAST setFriend [RESISTANCE, 0];
WEST setFriend [RESISTANCE, 0];
WEST setFriend [EAST, 0];
EAST setFriend [WEST, 0];
private ["_plyr","_kilr"];
isServer = false;
BIS_Effects_Burn = compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
call compile preprocessFileLineNumbers "fixes\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
call compile preprocessFileLineNumbers "compiles.sqf"; //Compile regular functions
call compile preprocessFileLineNumbers "fixes\functions.sqf"; //KK
player_spawn_2 = compile preprocessFileLineNumbers "fixes\player_spawn_2.sqf"; //KK
player_tentPitch = compile preprocessFileLineNumbers "fixes\tent_pitch.sqf"; //KK
//uNkn0wnn
call compile preprocessFileLineNumbers "scripts\init\daizy_functions.sqf";
call compile preprocessFileLineNumbers "scripts\mission\mission_functions.sqf";
//Radio Cheat Menu
_nul = [] execVM "monitor.sqf";
//HUDfix
_nul = [] execVM "reloadHUD.sqf";
//Modified scripts
player_spawnCheck = compile preprocessFileLineNumbers "custom\player_spawnCheck.sqf";
player_switchModel = compile preprocessFileLineNumbers "fixes\player_switchModel.sqf";
//DayZ Factions
_nul = [] execVM "Dayz_Factions\init.sqf";
//GeneralCarver's Vehicle Flip Script
_nul = [] execVM "scripts\gc_veh_flip\action_manager.sqf";
_nul = [] execVM "DMZ_delete.sqf"; // start the cleanup script.
//Refuel Vehicle Script
_nul = [] execVM "Scripts\kh_actions.sqf";
_nul = [] execVM "Scripts\kh_vehicle_refuel.sqf";
//DynamicWeatherEffects v2.00 by Engima
_nul = [] execVM "scripts\DynamicWeatherEffects.sqf";
// Add this in for Base Building 1.2 Make sure it is last to be added before progressLoadingScreen 1.0 and after the last "call compile preprocessFileLineNumbers"
call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf"; //Initializes custom variables
call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; //Compile custom compiles
call compile preprocessFileLineNumbers "dayz_code\init\settings.sqf"; //Initialize custom clientside settings
isServer = true;
allowConnection = true;
dayz_preloadFinished = true;
enableRadio true;
server_gutObject = {};
server_onPlayerConnect = {};
server_onPlayerDisconnect = {};
server_playerDied = {};
server_playerLogin = {
_playerObj = player;
_clientID = owner _playerObj;
// dayzPlayerLogin = [_charID,_inventory,_backpack,_survival,_isNew,dayz_versionNo,_model,_isHiveOk,_newPlayer];
dayzPlayerLogin = ["42",[],[],[0,0,0],true,dayz_versionNo,typeOf player,true,false];
_clientID publicVariableClient "dayzPlayerLogin";
};
server_playerSetup = {
_playerObj = player;
_clientID = owner _playerObj;
_position = getPosATL _playerObj;
waitUntil {
_mkr = format["spawn%1",round(random 4)];
_position = ([(getMarkerPos _mkr),0,1500,10,0,2000,1] call BIS_fnc_findSafePos);
_validPos = ((_position select 0) != 0);
_validPos
};
_position set [2,0];
_playerObj setPosATL _position;
// dayzPlayerLogin2 = [_worldspace,_state];
dayzPlayerLogin2 = [[0,_position],[],true];
_clientID publicVariableClient "dayzPlayerLogin2";
};
server_playerStat = {};
server_playerSync = {};
server_publishObject = {};
server_routinePlayerCheck = {};
server_townDeZombify = {};
server_townZombify = {};
server_updateObject = {};
server_updatePlayer = {};
zombie_findOwner = {};
dayz_clientPreload = true;
0 fadeSound 0;
0 cutText [(localize "STR_AUTHENTICATING"), "BLACK FADED",60];
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
sleep .2;
call fnc_onLoad;
call fnc_onPlayerLoad;
// _nul = [] execVM "debug.sqf";
diag_log ("Done with DaiZy mission init.sqf");
};
};