I'm going through hell trying to get Krixes' Self-Bloodbag script to work, asking for help now.

Madman_Andre

New Member
First off, great community. I like how the forums are here. And my problem is exactly what it says on the tin: On and off for the last several days I've been trying to get the Self-Bloodbag Script by Krixes to work properly on my server, or at all for that matter. I host a DayZ 1.8.0.3 server on Vilayer, which is the start of my problems. They have an apparently unusual way of handling their mission.pbo files - everything is unpacked by default on the server and compiled when the server starts/restarts. The problem I'm having right off the bat is the fact that my init.sqf is practically nonexistent:

Code:
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];

//Server Settings
dayZ_instance = XXXXX; // The instance
//dayZ_serverName = "UK1337"; // Servername (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 = 0; // DayZ Spawnselection / 1 = enabled // 0 = disabled, No current spawn limits.
dayz_spawnCrashSite_clutterCutter = 0;    // Helicrash Settings / 0 =  loot hidden in grass // 1 = loot lifted // 2 = no grass around the Helicrash
dayz_spawnInfectedSite_clutterCutter = 0; // Infected Base Settings / 0 =  loot hidden in grass // 1 = loot lifted // 2 = no grass around the infected base

#include "\z\addons\dayz_code\system\mission\init.sqf"

That's it. The entire thing. Extremely bare-bones for an init.sqf apparently and nowhere to input the code for the first step of the installation process(evidently between 1.7.7 and 1.8 the Devs changed things).

It was at this point that I tried unpacking the mission.pbo inside dayz_code in an attempt to get a complete init.sqf. This however backfired as that one too is apparently incomplete(Although it has the necessary code). I tried replacing "#include "\z\addons\dayz_code\system\mission\init.sqf" " with "#include init2.sqf "(this being the init.sqf in the dayz_code.pbo as asort of secondary init.sqf but that backfired too as nobody could connect after doing that.

So I'm back at square one. I thought I had a general understanding of Arma 2's scripting language and what goes where but I've been proven wrong, so I'm asking for help. Any would be appreciated.
 
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