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zombie_generate = compile preprocessFileLineNumbers "scripts\zombie_generate.sqf";
if (isServer) then {
//
_factions = [] execVM "scripts\set_unit_faction.sqf";
//diag_log format["Factions executed: %1",_factions];
//Array to pass to .sqf: [[<worldspace>],radius of waypoints (in metres),number of waypoints,number of ai units, group type [0:random unit, 1:sniper, 2:gunner, 3:militiaman, 4:squad], faction [0:hates everyone except survivors, 1:hates everyone]]
_aispawn = [[11826.25,12851.13,0],100,5,1,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes
_serverMonitor =[] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};
/*
INITILIZATION
*/
startLoadingScreen ["","DayZ_loadingScreen"];
enableSaving [false, false];
//REALLY IMPORTANT VALUES
dayZ_instance = 1; //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
_logistic = execVM "=BTC=_Logistic\=BTC=_Logistic_Init.sqf";
execVM "R3F_ARTY_AND_LOG\init.sqf";
execVM "BTK\Cargo Drop\Start.sqf";
_fast_roping = [] execVM "=BTC=_fast_roping\=BTC=_fast_roping_init.sqf";
//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;
//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf";
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
call compile preprocessFileLineNumbers "compiles.sqf"; //Compile regular functions
progressLoadingScreen 1.0;
zombie_generate = compile preprocessFileLineNumbers "scripts\zombie_generate.sqf";
//fnc_usec_selfActions = compile preprocessFileLineNumbers "scripts\fn_selfActions.sqf";
stream_locationCheck = {
//Thank you very fucking much, KK!
};
remProc = true;
hasBuildItem = false;
CODEINPUT = [];
keyCode = [];
keyValid = false;
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
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 {
_serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
_factions = [] execVM "scripts\set_unit_faction.sqf";
//diag_log format["Factions executed: %1",_factions];
//Array to pass to .sqf: [[<worldspace>],radius of waypoints (in metres),number of waypoints,number of ai units, group type [0:random unit, 1:sniper, 2:gunner, 3:militiaman, 4:squad], faction [0:hates everyone except survivors, 1:hates everyone]]
_aispawn = [[14107.359, 2761.4114, 1.9073486e-005],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 1
_aispawn = [[14129.436, 2752.1528, 0],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 2
_aispawn = [[14112.284, 2731.5193, 2.2888184e-005],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 3
_aispawn = [[14088.307, 2751.564, 0],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 4
_aispawn = [[13716.366, 2888.9133, 3.8146973e-006],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 5
_aispawn = [[13720.933, 2912.7529, 1.1444092e-005],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 6
_aispawn = [[13689.323, 2893.8037, -1.5258789e-005],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 7
_aispawn = [[13671.864, 2884.4431, 0],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 8
_aispawn = [[13471.255, 3340.6299, -4.5776367e-005],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 9
_aispawn = [[13459.126, 3326.207, -8.392334e-005],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 10
_aispawn = [[13211.578, 3229.9529, 0],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 11
_aispawn = [[13234.376, 3229.9287, 1.5258789e-005],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 12
_aispawn = [[14107.359, 2761.4114, 1.9073486e-005],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 13
_aispawn = [[14129.436, 2752.1528, 0],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 14
_aispawn = [[14112.284, 2731.5193, 2.2888184e-005],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 15
_aispawn = [[14088.307, 2751.564, 0],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 16
_aispawn = [[13716.366, 2888.9133, 3.8146973e-006],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 17
_aispawn = [[13720.933, 2912.7529, 1.1444092e-005],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 18
_aispawn = [[13689.323, 2893.8037, -1.5258789e-005],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 19
_aispawn = [[13671.864, 2884.4431, 0],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 20
_aispawn = [[13471.255, 3340.6299, -4.5776367e-005],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 21
_aispawn = [[13459.126, 3326.207, -8.392334e-005],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 22
_aispawn = [[13211.578, 3229.9529, 0],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 23
_aispawn = [[13234.376, 3229.9287, 1.5258789e-005],100,5,2,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes 24
};
if (!isDedicated) then {
//scripts
[] execVM "Scripts\kh_actions.sqf";
[] execVM "custom_debug.sqf";
[] execVM "scripts\ss_remove.sqf";
[] execVM "fixes\change_streetlights.sqf";
//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;}];
__id = player addEventHandler ["Respawn", {_id = [] spawn player_death; _nul = [] execVM "addin\plrInit.sqf";}];
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
_nul = [] execVM "addin\plrInit.sqf";
[] execVM "actions.sqf";
};
// Mission Initialization
startLoadingScreen ["", "DayZ_loadingScreen"];
cutText ["", "BLACK OUT"];
enableSaving [false, false];
// Variable Initialization
dayZ_instance = 1;
hiveInUse = true;
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
// Settings
player setVariable ["BIS_noCoreConversations", true]; // Disable greeting menu
//enableRadio false; // Disable global chat radio messages
// Compile and call important functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 1.0;
// Set Tonemapping
"Filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4];
setToneMapping "Filmic";
// Run the server monitor
if (isServer) then {
_serverMonitor = [] execVM "\z\addons\dayz_server\system\server_monitor.sqf";
};
if (!isServer && isNull player) then {
waitUntil { !isNull player };
waitUntil { time > 3 };
};
if (!isServer && player != player) then {
waitUntil { player == player };
waitUntil { time > 3 };
};
zombie_generate = compile preprocessFileLineNumbers "scripts\zombie_generate.sqf";
if (isServer) then {
//
_factions = [] execVM "scripts\set_unit_faction.sqf";
//diag_log format["Factions executed: %1",_factions];
//Array to pass to .sqf: [[<worldspace>],radius of waypoints (in metres),number of waypoints,number of ai units, group type [0:random unit, 1:sniper, 2:gunner, 3:militiaman, 4:squad], faction [0:hates everyone except survivors, 1:hates everyone]]
_aispawn = [[1055.4,3257.47,0],200,20,3,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes
_aispawn = [[1186.6,4324.56,0],200,20,3,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes
_aispawn = [[1712.2,4398.21,0],200,20,3,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes
_aispawn = [[2563.83,3555.21,0],200,20,3,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes
_aispawn = [[2673.55,2895.38,0],100,20,3,4,1] execVM "scripts\add_unit_server.sqf";//Fort des Dunes
_aispawn = [[1963.63,1944.74,0],200,20,3,4,0] execVM "scripts\add_unit_server.sqf";//Fort des Dunes
_aispawn = [[1429.78,1993.78,0],200,20,3,4,0] execVM "scripts\add_unit_server.sqf";//Fort des Dunes
_aispawn = [[1295.46,2131.51,0],200,20,3,4,0] execVM "scripts\add_unit_server.sqf";//Fort des Dunes
_serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};
// Run the player monitor
if (!isDedicated) then {
0 fadeSound 0;
0 cutText [(localize "STR_AUTHENTICATING"), "BLACK FADED", 60];
_id = player addEventHandler ["Respawn", { _id = [] spawn player_death; }];
#include "gcam\gcam_config.hpp"
#include "gcam\gcam_functions.sqf"
#ifdef GCAM
waitUntil { alive Player };
waituntil { !(IsNull (findDisplay 46)) };
if (serverCommandAvailable "#kick") then { (findDisplay 46) displayAddEventHandler ["keyDown", "_this call fnc_keyDown"]; };
#endif
};
The only way to "unban" things server side is with rMod, that I know of at least.is there anyway to unban these or even just one of them so that others dont need to download my files? i cant believe rocket actually banned them all i dont see the point you could have your own individual character on servers i just dont see the point
Does anyone happen to know if there is a way to randomize the spawn points? I think it would be great to not know where they spawn or if you're going to run into them.