[Release] mmmyum's zed changes - quantity, AI, spawning, permaLoot, permaZeds& more

i dont have any of them, im listing the files that i am merging.

anyways my serverrpt gives me this after server crashes as soon as i log in
Code:
=====================================================================
== C:\Program Files (x86)\EpocServer\Expansion\beta\arma2oaserver.exe
== Expansion\beta\arma2oaserver.exe  -port=2302 -config=instance_11_Chernarus\config.cfg -cfg=instance_11_Chernarus\basic.cfg -profiles=instance_11_Chernarus -name=instance_11_Chernarus -mod=@DayZ_Epoch;@DayZ_Epoch_Server; -noPause -noSound -nosplash -cpuCount=4 -exThreads=1 -maxMem=8192
=====================================================================
Exe timestamp: 2014/02/06 12:26:07
Current time:  2014/03/10 00:14:15

Version 1.62.103718
Item STR_EPOCH_BULK_DESC_MP5SD listed twice
Item STR_ACTIONS_BUILD listed twice
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
File gtr_r34\config.cpp, line 68: '/CfgVehicles/R34_policecar/Library.libTextDesc': Missing ';' prior '}'
Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->Default, by gtr_r34\config.cpp/cfgweapons/CarHorn/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->Ural_Base_withTurret, by ca\wheeled\config.bin/CfgVehicles/Ural_Base/
Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Cannot delete class CA_DebriefingInfo, it is referenced somewhere (used as a base class probably).
Cannot delete class CA_DebriefingInfo, it is referenced somewhere (used as a base class probably).
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
Obsolete class Animations defined in bin\config.bin/RscCompass/
Obsolete class Animations defined in bin\config.bin/RscWatch/
ErrorMessage: Config : some input after EndOfFile.
0:15:18 NetServer::finishDestroyPlayer(915770966): DESTROY immediately after CREATE, both cancelled

Found the issue of the " ErrorMessage: Config : some input after EndOfFile." i've forgot a closure in class CfgSounds block.
 
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ofcourse i have your files in the exact same structure you have them, im talking about my scripts that im merging. however everything loads but server gets stuck with gamesound at loadingscreen counting forever.

think its the streetlights scripts i forgot to add serversided but i call them from init.sqf...
 
neither zeds nor loot spawns sadly

Using your mission pbo and server pbo only without any other scripts. anything youve missed in the pbos mate?

Found some code calling snap_build pbos in the compiles.sqf aswell, maybe you left some other scriptcode somewhere that messes the loot and zed spawn up?
 
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sure i can. you need to run the core_time.fsm from your init. In my case [5,true,10,1,true,7] execFSM "fixes\core_time.fsm";
This means you will skip 5 minutes every 1 minute at daytime and 7 minutes every 1 minute in nighttime and you will sync it every 10 minutes.
So with every sync you will skip 50 min daytime and 70 min nighttime. You can change it to what you want.

Important: You need to delete the "sync Time" Part in your server_cleanup.fsm.

Could you be more specific about the server_cleanup.fsm part? Theres 2 lines at the top one says sync_the_time and the other says time_sync. If I delete those lines do I need to delete any blocks of code from the rest of the script?

Code:
item8[] = {"sync_the_time",2,250,-225.000000,175.000000,-125.000000,225.000000,0.000000,"sync" \n "the time"};
item9[] = {"true",8,218,-75.000000,250.000000,25.000000,300.000000,0.000000,"true"};

Do I delete both, just one? After I delete it is there more code further down to delete? thanks in advance!
 
@novaline: Maybe you can show off your RPT to see if Yum starting to count Buildings and Locations. It takes a while till Zeds will spawn. In my experience its depending to the Hoster too. In my case i needed 5-7 minutes with G-Portal to count all Locations and Buildings and with Nitrato 12-16 Minutes after Restart.

@DangerRuss: You need to delete the part that looks like that:


/*%FSM</LINK>*/
/*%FSM<LINK "time_sync">*/
class time_sync
{
priority=3.000000;
to="sync_the_time";
precondition=/*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(time - _lastTimeSync) > 300"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_lastTimeSync=time;"/*%FSM</ACTION""">*/;
};
 
@novaline: Maybe you can show off your RPT to see if Yum starting to count Buildings and Locations. It takes a while till Zeds will spawn. In my experience its depending to the Hoster too. In my case i needed 5-7 minutes with G-Portal to count all Locations and Buildings and with Nitrato 12-16 Minutes after Restart.

http://pastebin.com/KEp74y1y

I did get wrecks, dirtpiles and barricades to spawn at last startup
 
thank you mate, i will try :)

Works like a charm mate, thanks alot now the long road to add all my scripts :D
 
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How could buildings zeds remove a particular area of the map?What condition code and in which file should be written these conditions? Thanks :)
 
@novaline: look into my compile.sqf and find
//player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
and delte the // so the line should looks like:
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
I think thats it :)
Sorry but its hard to remeber all lil changes i made.

@Jinete182 Do i understand right..you want to get rid of zeds in a special are?
 
@novaline: look into my compile.sqf and find
//player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
and delte the // so the line should looks like:
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
I think thats it :)
Sorry but its hard to remeber all lil changes i made.

@Jinete182 Do i understand right..you want to get rid of zeds in a special are?
yes, i want to get rid of zeds in a special island in the map.
How would you do exactly?
 
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