Kevin Timberlake
New Member
I am at a loss. I have restored my database, server and mission files. Then started adding in Sarge AI, and a few map customizations to the airfields, and now I get no vehicle spawns on the map. Even if I restore to vaniulla, no vehicles spawn.. Please help. This is my current ini.sqf:
I have commented out those not in use.
Code:
/*
For DayZ Epoch
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];
//REALLY IMPORTANT VALUES
dayZ_instance = 11; //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
DZE_BuildingLimit = 400;
// Fresh Spawn Loadout
//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 true;
// May prevent "how are you civillian?" messages from NPC
enableSentences false;
// DayZ Epoch config
spawnShoremode = 0; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
dayz_MapArea = 14000; // Default = 10000
dayz_minpos = -1;
dayz_maxpos = 16000;
MaxVehicleLimit = 600; // Default : 50
//Epoch Config Variables
call compile preprocessFileLineNumbers "config\epochconfig.sqf";
// Dayz Epoch Events
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
//Load in compiled functions
call compile preprocessFileLineNumbers "init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "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 "init\compiles.sqf"; //Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "traders\server_traders.sqf"; //Compile trader configs
progressLoadingScreen 1.0;
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
//Compile vehicle configs
// Add trader citys
_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";
_serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};
if (!isDedicated) then {
//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;}];
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
};
//Start Dynamic Weather
if(true) then {
execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";
};
#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"
//Mod Config
execVM "config\modconfig.sqf";
[] execVM "addons\neafcharlie.sqf";
// [] execVM "addons\prig_fort.sqf";
//[] execVM "addons\balotar1.sqf";
//[] execVM "addons\black_lake_castle.sqf";
//[] execVM "addons\NWAF.sqf";
[] execVM "AGN\agn_SafeZoneCommander.sqf";
[] execVM "Scripts\repairactions.sqf";
call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";
call compile preprocessFileLineNumbers "addons\SHK_pos\shk_pos_init.sqf";
[] execVM "addons\SARGE\SAR_AI_init.sqf";
//[] execVM "addons\etaskalisty.sqf";
//[] ExecVM "addons\eastpr1.sqf"; // East Coast Prison
// [] ExecVM "Krazy\mission.sqf";
//[] execVM "sectorfng\sectorfng_init.sqf"; //Sector FNG
//[] execVM "addons\sector_ubf.sqf";
//[] execVM "addons\chernaid.sqf";
// [] execVM "buildings\excbridge.sqf";
I have commented out those not in use.