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TroyT

MarXet Deplyment Issues

Question

I'm hoping someone can give me a hand figuring out why Marxet isn't working on my server.  

The first glaring possibility is that it can't interface with the map.  I'm building a Malden server.

Here is my MarXet_Traders.sqf

Spoiler

/*
*
*  MarXet_Traders.sqf
*  Author: WolfkillArcadia
*  © 2016 Arcas Industries
*  This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
*  To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
*/
private["_traders","_trader","_signs","_sign"];
_traders = [];
switch (toLower worldName) do {

//////////////////////////////////////////    
//                BEGIN MALDEN CENTRAL TRADER
//////////////////////////////////////////        
        case "Malden":
    {

        _trader =
        [
            "Exile_Cutscene_Prisoner01",
            "",
            "GreekHead_A3_01",
            ["AidlPercMstpSnonWnonDnon_G01", "AidlPercMstpSnonWnonDnon_G02", "AidlPercMstpSnonWnonDnon_G03", "AidlPercMstpSnonWnonDnon_G04", "AidlPercMstpSnonWnonDnon_G05", "AidlPercMstpSnonWnonDnon_G06"],
            [3775.48,7479.05,0],
            132
        ]
        call ExileClient_object_trader_create;
        _traders pushBack _trader;
        

        private ["_signs"];
        _signs = [
            ["Exile_Sign_Armory",[3773.54,7478.18,0],317,[[0.615369,-0.788239,0],[0,-0,1]],false],
        ];
        {
            private ["_sign"];
            _sign = createVehicle [_x select 0, [0,0,0], [], 0, ""];
            _sign enableSimulationGlobal false;
            _sign setObjectTextureGlobal [0, "MarXet\images\MarXet_Sign.jpg"];
            if (_x select 4) then {
                _sign setDir (_x select 2);
                _sign setPos (_x select 1);
            } else {
                _sign setPosATL (_x select 1);
                _sign setVectorDirAndUp (_x select 3);
            };
        } foreach _signs;
    };
//////////////////////////////////////////////////////////
//         END MALDEN CENTRAL TRADER
//////////////////////////////////////////////////////////    
    
};
{
    _x forceAddUniform "U_BG_Guerilla2_1";
    _x addVest "Exile_Vest_Snow";
    _x addHeadgear "H_Watchcap_blk";
    _x addGoggles "G_Bandanna_aviator";
    _x addWeapon "srifle_DMR_04_F";
    _x addPrimaryWeaponItem "optic_LRPS";
    _x addWeapon "hgun_ACPC2_F";
    _x addAction ["<img image='\a3\ui_f\data\IGUI\Cfg\Actions\reammo_ca.paa' size='1' shadow='false' />Access MarXet","createDialog 'RscMarXetDialog'","",1,false,true,"","((position player) distance _target) <= 4"];
} forEach _traders;
[format["MarXet Traders have been placed. Trader count: %1. Map: %2",(count(_traders)),worldName],"Client Traders"] call ExileClient_MarXet_util_log;
 

 

 

And these are all in their appropriate places:

Config.cpp:

Spoiler

/**
 * config
 *
 * Exile Mod
 * exile.majormittens.co.uk
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
#include "MarXet\CfgMarXet.cpp"
 
//ExAd
class CfgXM8

etc...

 

 

init.sqf (I've tried it in every position with no success)::

Spoiler

                    execVM "R3F_LOG\init.sqf";
            []     execVM "BSF\EnigmaRevive\init.sqf";    
            []     execVM "BSF\Maps\Billboards.sqf";    
            []     execVM "MarXet\MarXet_Init.sqf";
    
    if hasInterface then
        {
            []     ExecVM "VEMFr_client\sqf\initClient.sqf"; // Client-side part of VEMFr
            []     execVM "IgiLoad\IgiLoadInit.sqf";    
            []     ExecVM "scarCODE\ServerInfoMenu\sqf\initLocal.sqf"; // scarCODE ServerInfoMenu
        };

    if (isServer) then 
        {
            [] execVM "BSF\fn_advancedTowingInit.sqf";    
            [] execVM "BSF\time.sqf";
        };
        

 

description.ext:

Spoiler

#include "ExAdClient\ExAd.cpp"
#include "scarCODE\ServerInfoMenu\hpp\CfgServerInfoMenu.hpp"
#include "scarCODE\ServerInfoMenu\hpp\RscDisplayServerInfoMenu.hpp"
//#include "scarCODE\restartWarnings\hpp\RscDisplayRestartWarnings.hpp"
#include "MarXet\dialog\RscMarXetDefines.hpp"
#include "MarXet\dialog\RscMarXetDialog.hpp"

 

PBO in @Exileserver\Addons

Marxet folder in Exile.Malden mission file root.

I see these in my RPT:

Spoiler

 1:32:24 "MarXet: [PreInit] : MarXet has been compiled"

 1:32:24 "TCAGame/BIS_fnc_log: [preInit] MarXet_Server_fnc_preInit (2.99835 ms)" 
...
...
1:32:28 "MarXet: [InventoryInitalize] : Loading MarXet Inventory..."

 1:32:28 "MarXet: [InventoryInitalize] : MarXet inventory is empty. :( We've still made it public for your enjoyment. :D"

 1:32:28 "TCAGame/BIS_fnc_log: [postInit] MarXet_Server_fnc_postInit (106.995 ms)"
 

It seems like it's loading ok, but The trader or sign don't show up.

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12 answers to this question

  • 0
19 hours ago, TroyT said:

I'm hoping someone can give me a hand figuring out why Marxet isn't working on my server.  

The first glaring possibility is that it can't interface with the map.  I'm building a Malden server.

Here is my MarXet_Traders.sqf

  Reveal hidden contents

/*
*
*  MarXet_Traders.sqf
*  Author: WolfkillArcadia
*  © 2016 Arcas Industries
*  This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
*  To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
*/
private["_traders","_trader","_signs","_sign"];
_traders = [];
switch (toLower worldName) do {

//////////////////////////////////////////    
//                BEGIN MALDEN CENTRAL TRADER
//////////////////////////////////////////        
        case "Malden":
    {

        _trader =
        [
            "Exile_Cutscene_Prisoner01",
            "",
            "GreekHead_A3_01",
            ["AidlPercMstpSnonWnonDnon_G01", "AidlPercMstpSnonWnonDnon_G02", "AidlPercMstpSnonWnonDnon_G03", "AidlPercMstpSnonWnonDnon_G04", "AidlPercMstpSnonWnonDnon_G05", "AidlPercMstpSnonWnonDnon_G06"],
            [3775.48,7479.05,0],
            132
        ]
        call ExileClient_object_trader_create;
        _traders pushBack _trader;
        

        private ["_signs"];
        _signs = [
            ["Exile_Sign_Armory",[3773.54,7478.18,0],317,[[0.615369,-0.788239,0],[0,-0,1]],false],
        ];
        {
            private ["_sign"];
            _sign = createVehicle [_x select 0, [0,0,0], [], 0, ""];
            _sign enableSimulationGlobal false;
            _sign setObjectTextureGlobal [0, "MarXet\images\MarXet_Sign.jpg"];
            if (_x select 4) then {
                _sign setDir (_x select 2);
                _sign setPos (_x select 1);
            } else {
                _sign setPosATL (_x select 1);
                _sign setVectorDirAndUp (_x select 3);
            };
        } foreach _signs;
    };
//////////////////////////////////////////////////////////
//         END MALDEN CENTRAL TRADER
//////////////////////////////////////////////////////////    
    
};
{
    _x forceAddUniform "U_BG_Guerilla2_1";
    _x addVest "Exile_Vest_Snow";
    _x addHeadgear "H_Watchcap_blk";
    _x addGoggles "G_Bandanna_aviator";
    _x addWeapon "srifle_DMR_04_F";
    _x addPrimaryWeaponItem "optic_LRPS";
    _x addWeapon "hgun_ACPC2_F";
    _x addAction ["<img image='\a3\ui_f\data\IGUI\Cfg\Actions\reammo_ca.paa' size='1' shadow='false' />Access MarXet","createDialog 'RscMarXetDialog'","",1,false,true,"","((position player) distance _target) <= 4"];
} forEach _traders;
[format["MarXet Traders have been placed. Trader count: %1. Map: %2",(count(_traders)),worldName],"Client Traders"] call ExileClient_MarXet_util_log;
 

 

 

And these are all in their appropriate places:

Config.cpp:

  Reveal hidden contents

/**
 * config
 *
 * Exile Mod
 * exile.majormittens.co.uk
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
#include "MarXet\CfgMarXet.cpp"
 
//ExAd
class CfgXM8

etc...

 

 

init.sqf (I've tried it in every position with no success)::

  Reveal hidden contents

                    execVM "R3F_LOG\init.sqf";
            []     execVM "BSF\EnigmaRevive\init.sqf";    
            []     execVM "BSF\Maps\Billboards.sqf";    
            []     execVM "MarXet\MarXet_Init.sqf";
    
    if hasInterface then
        {
            []     ExecVM "VEMFr_client\sqf\initClient.sqf"; // Client-side part of VEMFr
            []     execVM "IgiLoad\IgiLoadInit.sqf";    
            []     ExecVM "scarCODE\ServerInfoMenu\sqf\initLocal.sqf"; // scarCODE ServerInfoMenu
        };

    if (isServer) then 
        {
            [] execVM "BSF\fn_advancedTowingInit.sqf";    
            [] execVM "BSF\time.sqf";
        };
        

 

description.ext:

  Reveal hidden contents

#include "ExAdClient\ExAd.cpp"
#include "scarCODE\ServerInfoMenu\hpp\CfgServerInfoMenu.hpp"
#include "scarCODE\ServerInfoMenu\hpp\RscDisplayServerInfoMenu.hpp"
//#include "scarCODE\restartWarnings\hpp\RscDisplayRestartWarnings.hpp"
#include "MarXet\dialog\RscMarXetDefines.hpp"
#include "MarXet\dialog\RscMarXetDialog.hpp"

 

PBO in @Exileserver\Addons

Marxet folder in Exile.Malden mission file root.

I see these in my RPT:

  Reveal hidden contents


 1:32:24 "MarXet: [PreInit] : MarXet has been compiled"


 1:32:24 "TCAGame/BIS_fnc_log: [preInit] MarXet_Server_fnc_preInit (2.99835 ms)" 
...
...
1:32:28 "MarXet: [InventoryInitalize] : Loading MarXet Inventory..."


 1:32:28 "MarXet: [InventoryInitalize] : MarXet inventory is empty. :( We've still made it public for your enjoyment. :D"


 1:32:28 "TCAGame/BIS_fnc_log: [postInit] MarXet_Server_fnc_postInit (106.995 ms)"
 

It seems like it's loading ok, but The trader or sign don't show up.

Your issue is in "MarXet_Traders.sqf"

you need to change:

case "Malden":

to

case "malden":

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  • 0
2 hours ago, StokesMagee said:

Your issue is in "MarXet_Traders.sqf"

you need to change:

case "Malden":

to

case "malden":

Oh man, I was soo hoping that was going to do it, but it didn't.  Any other suggestions?  Thanks.

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Any other ideas?  This mod is (sort of) central to the concept for my new Malden map which I'm launching tomorrow.  I hate being a pest, but the clock is a'tickin'.

 

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The problem is definitely in your Traders.sqf, as that is what spawns the trader clientside, me thinks; As your mod is being initialized correctly. I just installed this last week succesfully, and your adjustments look similar to mine. Keep playing around with Traders.sqf. Thats about the only advice I can offer.

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Thanks a bunch man.  I got it working.  I'm not sure where in the trader file the error was, but I Moved my Malden traders into that file and it's fine now.

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