BetterDeadThanZed

initserver.sqf uses a different format

10 posts in this topic

So it seems that the initserver.sqf uses a different format than 0.9.61 and as a result, my custom trader items aren't showing.

0.9.6.1:

["Land_PortableLight_double_F",[11139,9085.79,0],199.091,0,0,false]

0.9.8:

["Exile_Sign_Locker",[2984.21,18173.6,1.35244],[[0.999929,0.0118953,0],[0,0,1]],[false,false]]

How can I take the projects that I made (using m3editor 0.18) so they work in 0.9.8?

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6 minutes ago, TPGDagger said:

I'd like to know that as well without having to redo everything.

 

I do have mine working with just my old code.

My objects don't even show up and I have this error in my log:

19:32:56 Error in expression <object setPosASL (_x select 1);
_object setVectorDirAndUp (_x select 2);
_object>
19:32:56   Error position: <setVectorDirAndUp (_x select 2);
_object>
19:32:56   Error setvectordirandup: Type Number, expected Array
19:32:56 File mpmissions\__cur_mp.Esseker\initServer.sqf, line 287

I thought that was due to the different format but maybe it's something else. 

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Just use your original file. Don't try and change anything at all in it. It's because of this:

Spoiler

{
    private ["_object"];
 
    _object = (_x select 0) createVehicle [0,0,0];
    _object setDir (_x select 2);
    _object setPosATL (_x select 1);
    _object allowDamage false;
    _object enableSimulationGlobal false; // :)
}
forEach _objects;

That's mine with m3editor. Works fine.

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11 minutes ago, TPGDagger said:

Just use your original file. Don't try and change anything at all in it. It's because of this:

  Reveal hidden contents

{
    private ["_object"];
 
    _object = (_x select 0) createVehicle [0,0,0];
    _object setDir (_x select 2);
    _object setPosATL (_x select 1);
    _object allowDamage false;
    _object enableSimulationGlobal false; // :)
}
forEach _objects;

That's mine with m3editor. Works fine.

Thank you. That worked just fine! :)

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Turns out they changed a couple of the commands in initServer.sqf

My guess is that it's a set up for the future Tanoa Traders config?

I use:

private _objects =
[
	["Exile_Locker", [6824.5,7289.5,2.66],315,0,0,false]
];
{
	private _object = (_x select 0) createVehicle [0,0,0];
	_object setDir (_x select 2);
	_object setPosASL (_x select 1);
	_object allowDamage false;
	_object enableSimulationGlobal false;
} forEach _objects;

I basicly had to change setVectorDirAndUp to setDir as well as change the "allowDamage" and "enableSimulationGlobal" lines to be able to use my old coordinates/config.

Check here for info on the new format using setVectorDirAndUp if you want to start working on updating your coordinates/configs to the new format:  https://community.bistudio.com/wiki/setVectorDirAndUp

 

In short, just roll back the "private _object" code at the bottom to the 9.61 version and you're good.

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42 minutes ago, papagramps said:

Turns out they changed a couple of the commands in initServer.sqf

My guess is that it's a set up for the future Tanoa Traders config?

Nah, they just used the Eden editor to create the traders. The old format was using m3Editor.

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On 03/07/2016 at 6:48 PM, papagramps said:

Turns out they changed a couple of the commands in initServer.sqf

My guess is that it's a set up for the future Tanoa Traders config?

I use:


private _objects =
[
	["Exile_Locker", [6824.5,7289.5,2.66],315,0,0,false]
];
{
	private _object = (_x select 0) createVehicle [0,0,0];
	_object setDir (_x select 2);
	_object setPosASL (_x select 1);
	_object allowDamage false;
	_object enableSimulationGlobal false;
} forEach _objects;

I basicly had to change setVectorDirAndUp to setDir as well as change the "allowDamage" and "enableSimulationGlobal" lines to be able to use my old coordinates/config.

Check here for info on the new format using setVectorDirAndUp if you want to start working on updating your coordinates/configs to the new format:  https://community.bistudio.com/wiki/setVectorDirAndUp

 

In short, just roll back the "private _object" code at the bottom to the 9.61 version and you're good.

Thanks!

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