Issues with Krixus selfbloodbag script.

Ey guys.

Im running Epoch, latest version.

I think Im calling it wrong, look at this:

Code:
//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 "Scripts\compiles.sqf"; //Compile custom compiles
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;

Does this look correct?

I have compiles.sqf, fn_SelfActions.sqf and player.selfbloodbag.sqf all in a folder called "Scripts".
The server starts up fine but I cant use a bloodbag.
 
try 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 function
call compile preprocessFileLineNumbers "Scripts\compiles.sqf"; //Compile custom compiles               s
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf";                //Compile trader configs
progressLoadingScreen 1.0;
 
try that, it says "add after progressLoadingScreen 1.0;" so that should work hopefully
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 function
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf";                //Compile trader configs
progressLoadingScreen 1.0;
call compile preprocessFileLineNumbers "Scripts\compiles.sqf"; //Compile custom compiles
 
I am not even using custom compiles, i just override the normal compile file
umm...
Code:
call compile preprocessFileLineNumbers "Scripts\compiles.sqf"; //Compile custom compiles
is custom compiles, it should have ONLY this code in it
Code:
fnc_usec_selfActions =      compile preprocessFileLineNumbers  "Scripts\fn_selfActions.sqf";   //Checks which actions for self
note: Scripts\ is the folder that you have your player_selfbloodbag.sqf in

if you have all the compile code in your "Scripts\Compiles.sqf" file then comment out the other compiles line using //

if you post your misson PBO, i will take a look and add it in for you :p
 
umm...
Code:
call compile preprocessFileLineNumbers "Scripts\compiles.sqf"; //Compile custom compiles
is custom compiles, it should have ONLY this code in it
Code:
fnc_usec_selfActions =      compile preprocessFileLineNumbers  "Scripts\fn_selfActions.sqf";   //Checks which actions for self
note: Scripts\ is the folder that you have your player_selfbloodbag.sqf in

if you have all the compile code in your "Scripts\Compiles.sqf" file then comment out the other compiles line using //

if you post your misson PBO, i will take a look and add it in for you :p
Yes but the fn_selfActions.sqf is also called from the compiles.sqf you can find in your dayz_code.pbo. I just copy file over to my mission file and override the init.sqf call to the mission folder. Then i OFC change the path in compiles.sqf to the mission side fn_selfActions.sqf

My point is that its not needed to call a custom compile file.
 
Easiest way for me to help you is link me your PBO for mission and server and I'll add it in and comment it for you so you can see how I set it up.
 
Back
Top