Hey guys...
so every time i want to install a script that uses a fn_selfaction.sqf reference of sorts i end up screwing up my server royally..
So I guess i make a really fundamental mistake installing scripts that change anything in the compiles or use a fn_selfaction..
So i have a ton of questions.. as a reference to explain what im doing (and might be doing wrong) i will use krixes self bloodbag script (since i seem to be the only one who can't get it to work)
First of all... the general Basics of my server..
I am running an Epoch 1.0.2.4 Server
Host is vilayer
Now I hope, this is where i already make the mistake...
Krixes i asking to do this:
But how would this look like?
like this?
or rather like this?
then again other scripts ask to put it in like this:
The next big questionmark in my head is the actual fn_selfActions.sqf
Is there a fn_selfActions.sqf File on a fresh Epoch installation or is it always a custom made File that is implemented latert? Because i've spent hours digging through the files on my server without finding anything. (the mission.pbo is unpacked already with my provider)
What fundamental thing am i doing wrong?
So far, the outcomes of this were:
-traders not working
-Safes not accessible
-nobody able to connect to the server
Hope i can get this issue solved... since there are so many things i want to add, but I'm just too afraid to screw up my server(again)
Cheers
so every time i want to install a script that uses a fn_selfaction.sqf reference of sorts i end up screwing up my server royally..
So I guess i make a really fundamental mistake installing scripts that change anything in the compiles or use a fn_selfaction..
So i have a ton of questions.. as a reference to explain what im doing (and might be doing wrong) i will use krixes self bloodbag script (since i seem to be the only one who can't get it to work)
First of all... the general Basics of my server..
I am running an Epoch 1.0.2.4 Server
Host is vilayer
Now I hope, this is where i already make the mistake...
Krixes i asking to do this:
Installation Instructions For new dayz_mission.pbo:
Open your dayz_mission.pbo and find init.sqf
add this just before progressLoadingScreen 1.0;
Code:
call compile preprocessFileLineNumbers "Scripts\compiles.sqf"; //Compile custom compiles
But how would this look like?
like this?
Code:
//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
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs
call compile preprocessFileLineNumbers "Scripts\compiles.sqf"; //Compile custom compiles
progressLoadingScreen 1.0;
or rather like this?
Code:
//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
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs
progressLoadingScreen 0.9;
call compile preprocessFileLineNumbers "Scripts\compiles.sqf"; //Compile custom compiles
progressLoadingScreen 1.0;
then again other scripts ask to put it in like this:
Code:
//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
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs
progressLoadingScreen 1.0;
call compile preprocessFileLineNumbers "Scripts\compiles.sqf"; //Compile custom compiles
The next big questionmark in my head is the actual fn_selfActions.sqf
Is there a fn_selfActions.sqf File on a fresh Epoch installation or is it always a custom made File that is implemented latert? Because i've spent hours digging through the files on my server without finding anything. (the mission.pbo is unpacked already with my provider)
What fundamental thing am i doing wrong?
So far, the outcomes of this were:
-traders not working
-Safes not accessible
-nobody able to connect to the server
Hope i can get this issue solved... since there are so many things i want to add, but I'm just too afraid to screw up my server(again)
Cheers