• 0
Nerdybird

ExileZ - No zombies spawning

Question

Hi,

Prob had this question before. But I've tried to cross check everything from my .sqf's and .PBO's - but I can't find the issue myself. 

The map I'm using on my server is Tanoa and trying to use the ExileZ "addon", but I can't for the life of me figure out what the problem is... 

What do you need to check what's wrong? (Be specific on the filename(s)/folders please, having issues keeping track of it all and still learning the "ropes":P ).

 

Mods I'm using:

  • ASDG_JR
  • HVP
  • infiSTAR_Exile
  • Ryanzombies

Kind regards:

Nerdybird :)

Edited by Nerdybird

Share this post


Link to post
Share on other sites

5 answers to this question

  • 0

SOLVED IT!

It was the   */   at the end of the TriggerPositions.sqf file that messed up the whole thing... Took a closer look on others TriggerPositions files and noticed that I had that extra thing at the end...... 

b_560x95.png

Share this post


Link to post
Share on other sites
Advertisement
  • 0
12 minutes ago, Crazy Mike said:

paste fn init you messed up somewhere in it

  Hide contents
  1. 15:48:57 Error in expression <840,10170,500],      
  2. [1820,11980,500]       
  3. ];
  4. */;                
  5.  
  6.  
  7.  
  8. ZombieSide      >
  9. 15:48:57   Error position: <*/;                
  10.  
  11.  
  12.  
  13. ZombieSide      >
  14. 15:48:57   Error Invalid number in expression
  15. 15:48:57 File exilez\init\fn_init.sqf [exilez_fnc_init], line 690
  16. 15:48:57 Error in expression <840,10170,500],      
  17. [1820,11980,500]       
  18. ];
  19. */;                
  20.  
  21.  
  22.  
  23. ZombieSide      >
  24. 15:48:57   Error position: <*/;                
  25.  
  26.  
  27.  
  28. ZombieSide      >
  29. 15:48:57   Error Invalid number in expression
  30. 15:48:57 File exilez\init\fn_init.sqf [exilez_fnc_init], line 690

 

Here's my fn_int file. Added the TriggerPositions file aswell. 

https://pastebin.com/qLSNRRDb   -  fn_int

https://pastebin.com/V18n4U4y    -  TriggerPositions

Thanks for your help!

Share this post


Link to post
Share on other sites
  • 0
56 minutes ago, Crazy Mike said:

delete all triggers but one and see if they spawn, i dont see an error in the triggers but its 4am and im tired

I deleted all of the triggers exept one.

Spoiler

// ExileZ 2.0 by Patrix87 of http:\\multi-jeux.quebec //

Cities = [                        //Big Cities

        [5500,4070,800],        //Katkoula

];
*/

And change the 

fn_int to only trigger the 1 trigger:

Spoiler

//COPIED FROM LINE 147//**

 

UseTriggers                  = true;             //use the trigger system.

//place loot boxes and mission script here
triggerMission = compile preprocessFile "exilez\init\zmission.sqf";
triggerLootbox = compile preprocessFile "exilez\init\zmissionloot.sqf";


Trigger_1 = [                 //Cities
/* 0  Use this trigger */    True,               // Self - explanatory
/* 1  Trigger Positions */   Cities,             // The name of the array used to list all trigger position in the TriggerPositions.sqf file
/* 2  Max Zombies */         10,                 // The maximum number of zombies for that trigger.
/* 3  Activation Delay */    15,                 // The delay before the activation of the trigger.
/* 4  Spawn Delay */         15,                 // The delay between each zombie spawn right after the activation until the Max group size is reached.
/* 5  Respawn Delay */       60,                 // The respawn delay after the max group size was reached
/* 6  Show Trigger On Map */ true,               // Put a marker at the location and radius of the trigger on the map
/* 7  Marker Color */        "ColorRed",         // Color of the trigger
/* 8  MarkerBrush */         "Solid",            // "Solid","SolidFull","Horizontal","Vertical","Grid","FDiagonal","BDiagonal","DiagGrid","Cross","Border","SolidBorder"
/* 9  Marker Alpha */        0.2,                // Alpha of the trigger *(0 is invisible 1 is opaque)
/* 10 Marker Text */         "",                 // The text on the trigger
/* 11 Vest group */          Basic,              // The name of the Array used to list all the possible vest for that trigger. ZVest.sqf
/* 12 Loot group */          Useful,             // The name of the Array used to list all the possible loot for that trigger. ZLoot.sqf
/* 13 Zombie group */        MediumCiv,          // The name of the Group used to list the zombies possible for that trigger.  ZClasses.sqf
/* 14 Avoid Territory */     false,              // Zombie will not spawn in territories and will die in them if RemoveZfromTerritory is true
/* 15 Mission Radius */      0,                  // Up to how far from the center of the trigger the mission LOOT can spawn.
/* 16 Mission SQF */         nil,                // The location of the Mission file related to that trigger *(use M3Editor to create the file.) THIS IS STATIC AND WILL NOT MOVE WITH THE TRIGGER
/* 17 Loot Box */            nil                 // The location of the Missionloot file related to that trigger *(See example file zmissionloot.sqf)
];

Trigger_2 = [                 //Military
/* 0  Use this trigger */    True,               
/* 1  Trigger Positions */   Military,        
/* 2  Max Zombies */         10,                 
/* 3  Activation Delay */    15,                 
/* 4  Spawn Delay */         15,                 
/* 5  Respawn Delay */       45,                 
/* 6  Show Trigger On Map */ true,               
/* 7  Marker Color */        "ColorRed",         
/* 8  MarkerBrush */         "Solid",            
/* 9  Marker Alpha */        0.2,                
/* 10 Marker Text */         "",                 
/* 11 Vest group */          Basic,              
/* 12 Loot group */          Useful,             
/* 13 Zombie group */        MediumMil,          
/* 14 Avoid Territory */     false,              
/* 15 Mission Radius */      0,                  
/* 16 Mission SQF */         nil,                
/* 17 Loot Box */            nil                 
];

Trigger_3 = [                 //High Loot
/* 0  Use this trigger */    True,               
/* 1  Trigger Positions */   Highloot,        
/* 2  Max Zombies */         10,                 
/* 3  Activation Delay */    15,                 
/* 4  Spawn Delay */         15,                 
/* 5  Respawn Delay */       60,                 
/* 6  Show Trigger On Map */ true,               
/* 7  Marker Color */        "ColorRed",         
/* 8  MarkerBrush */         "Solid",            
/* 9  Marker Alpha */        0.2,                
/* 10 Marker Text */         "",                 
/* 11 Vest group */          Basic,              
/* 12 Loot group */          Useful,             
/* 13 Zombie group */        MediumMix,          
/* 14 Avoid Territory */     false,              
/* 15 Mission Radius */      0,                  
/* 16 Mission SQF */         nil,                
/* 17 Loot Box */            nil                 
];

Trigger_4 = [                 //No Man Land
/* 0  Use this trigger */    True,               
/* 1  Trigger Positions */   NoMansLand,       
/* 2  Max Zombies */         10,                 
/* 3  Activation Delay */    15,                 
/* 4  Spawn Delay */         15,                 
/* 5  Respawn Delay */       30,                 
/* 6  Show Trigger On Map */ true,               
/* 7  Marker Color */        "ColorRed",         
/* 8  MarkerBrush */         "DiagGrid",            
/* 9  Marker Alpha */        0.2,                
/* 10 Marker Text */         "",                 
/* 11 Vest group */          Basic,              
/* 12 Loot group */          DocAndAmmo,         
/* 13 Zombie group */        Hard,               
/* 14 Avoid Territory */     false,              
/* 15 Mission Radius */      0,                  
/* 16 Mission SQF */         nil,                
/* 17 Loot Box */            nil                 
];

Trigger_5 = [                 //Villages
/* 0  Use this trigger */    True,               
/* 1  Trigger Positions */   Villages,            
/* 2  Max Zombies */         15,                 
/* 3  Activation Delay */    5,                  
/* 4  Spawn Delay */         5,                  
/* 5  Respawn Delay */       5,                  
/* 6  Show Trigger On Map */ true,               
/* 7  Marker Color */        "ColorYellow",      
/* 8  MarkerBrush */         "Solid",            
/* 9  Marker Alpha */        0.5,                
/* 10 Marker Text */         "LOOT & DEATH",     
/* 11 Vest group */          Basic,              
/* 12 Loot group */          DocAndAmmo,         
/* 13 Zombie group */        Hardcore,           
/* 14 Avoid Territory */     false,              
/* 15 Mission Radius */      1500,               
/* 16 Mission SQF */         triggerMission,    
/* 17 Loot Box */            triggerLootbox     
];

// List all the trigger group to use here.
Triggers = [Trigger_1];

// DON'T EDIT BELOW

#include "code\post_init.sqf";

But no zombie is spawning on their own.

I tried to manually spawn zombies which works well...but seems like it wont trigger them to spawn, or maybe it's something else.. idk :/

 

Share this post


Link to post
Share on other sites
  • 0
1 hour ago, Crazy Mike said:

delete all triggers but one and see if they spawn, i dont see an error in the triggers but its 4am and im tired

I deleted all of the triggers exept one.

Spoiler

// ExileZ 2.0 by Patrix87 of http:\\multi-jeux.quebec //

Cities = [                        //Big Cities

        [5500,4070,800],        //Katkoula

];
*/

And change the 

fn_int to only trigger the 1 trigger:

Spoiler

//COPIED FROM LINE 147//**

 

UseTriggers                  = true;             //use the trigger system.

//place loot boxes and mission script here
triggerMission = compile preprocessFile "exilez\init\zmission.sqf";
triggerLootbox = compile preprocessFile "exilez\init\zmissionloot.sqf";


Trigger_1 = [                 //Cities
/* 0  Use this trigger */    True,               // Self - explanatory
/* 1  Trigger Positions */   Cities,             // The name of the array used to list all trigger position in the TriggerPositions.sqf file
/* 2  Max Zombies */         10,                 // The maximum number of zombies for that trigger.
/* 3  Activation Delay */    15,                 // The delay before the activation of the trigger.
/* 4  Spawn Delay */         15,                 // The delay between each zombie spawn right after the activation until the Max group size is reached.
/* 5  Respawn Delay */       60,                 // The respawn delay after the max group size was reached
/* 6  Show Trigger On Map */ true,               // Put a marker at the location and radius of the trigger on the map
/* 7  Marker Color */        "ColorRed",         // Color of the trigger
/* 8  MarkerBrush */         "Solid",            // "Solid","SolidFull","Horizontal","Vertical","Grid","FDiagonal","BDiagonal","DiagGrid","Cross","Border","SolidBorder"
/* 9  Marker Alpha */        0.2,                // Alpha of the trigger *(0 is invisible 1 is opaque)
/* 10 Marker Text */         "",                 // The text on the trigger
/* 11 Vest group */          Basic,              // The name of the Array used to list all the possible vest for that trigger. ZVest.sqf
/* 12 Loot group */          Useful,             // The name of the Array used to list all the possible loot for that trigger. ZLoot.sqf
/* 13 Zombie group */        MediumCiv,          // The name of the Group used to list the zombies possible for that trigger.  ZClasses.sqf
/* 14 Avoid Territory */     false,              // Zombie will not spawn in territories and will die in them if RemoveZfromTerritory is true
/* 15 Mission Radius */      0,                  // Up to how far from the center of the trigger the mission LOOT can spawn.
/* 16 Mission SQF */         nil,                // The location of the Mission file related to that trigger *(use M3Editor to create the file.) THIS IS STATIC AND WILL NOT MOVE WITH THE TRIGGER
/* 17 Loot Box */            nil                 // The location of the Missionloot file related to that trigger *(See example file zmissionloot.sqf)
];

Trigger_2 = [                 //Military
/* 0  Use this trigger */    True,               
/* 1  Trigger Positions */   Military,        
/* 2  Max Zombies */         10,                 
/* 3  Activation Delay */    15,                 
/* 4  Spawn Delay */         15,                 
/* 5  Respawn Delay */       45,                 
/* 6  Show Trigger On Map */ true,               
/* 7  Marker Color */        "ColorRed",         
/* 8  MarkerBrush */         "Solid",            
/* 9  Marker Alpha */        0.2,                
/* 10 Marker Text */         "",                 
/* 11 Vest group */          Basic,              
/* 12 Loot group */          Useful,             
/* 13 Zombie group */        MediumMil,          
/* 14 Avoid Territory */     false,              
/* 15 Mission Radius */      0,                  
/* 16 Mission SQF */         nil,                
/* 17 Loot Box */            nil                 
];

Trigger_3 = [                 //High Loot
/* 0  Use this trigger */    True,               
/* 1  Trigger Positions */   Highloot,        
/* 2  Max Zombies */         10,                 
/* 3  Activation Delay */    15,                 
/* 4  Spawn Delay */         15,                 
/* 5  Respawn Delay */       60,                 
/* 6  Show Trigger On Map */ true,               
/* 7  Marker Color */        "ColorRed",         
/* 8  MarkerBrush */         "Solid",            
/* 9  Marker Alpha */        0.2,                
/* 10 Marker Text */         "",                 
/* 11 Vest group */          Basic,              
/* 12 Loot group */          Useful,             
/* 13 Zombie group */        MediumMix,          
/* 14 Avoid Territory */     false,              
/* 15 Mission Radius */      0,                  
/* 16 Mission SQF */         nil,                
/* 17 Loot Box */            nil                 
];

Trigger_4 = [                 //No Man Land
/* 0  Use this trigger */    True,               
/* 1  Trigger Positions */   NoMansLand,       
/* 2  Max Zombies */         10,                 
/* 3  Activation Delay */    15,                 
/* 4  Spawn Delay */         15,                 
/* 5  Respawn Delay */       30,                 
/* 6  Show Trigger On Map */ true,               
/* 7  Marker Color */        "ColorRed",         
/* 8  MarkerBrush */         "DiagGrid",            
/* 9  Marker Alpha */        0.2,                
/* 10 Marker Text */         "",                 
/* 11 Vest group */          Basic,              
/* 12 Loot group */          DocAndAmmo,         
/* 13 Zombie group */        Hard,               
/* 14 Avoid Territory */     false,              
/* 15 Mission Radius */      0,                  
/* 16 Mission SQF */         nil,                
/* 17 Loot Box */            nil                 
];

Trigger_5 = [                 //Villages
/* 0  Use this trigger */    True,               
/* 1  Trigger Positions */   Villages,            
/* 2  Max Zombies */         15,                 
/* 3  Activation Delay */    5,                  
/* 4  Spawn Delay */         5,                  
/* 5  Respawn Delay */       5,                  
/* 6  Show Trigger On Map */ true,               
/* 7  Marker Color */        "ColorYellow",      
/* 8  MarkerBrush */         "Solid",            
/* 9  Marker Alpha */        0.5,                
/* 10 Marker Text */         "LOOT & DEATH",     
/* 11 Vest group */          Basic,              
/* 12 Loot group */          DocAndAmmo,         
/* 13 Zombie group */        Hardcore,           
/* 14 Avoid Territory */     false,              
/* 15 Mission Radius */      1500,               
/* 16 Mission SQF */         triggerMission,    
/* 17 Loot Box */            triggerLootbox     
];

// List all the trigger group to use here.
Triggers = [Trigger_1];

// DON'T EDIT BELOW

#include "code\post_init.sqf";

But no zombie is spawning on their own.

I tried to manually spawn zombies which works well...but seems like it wont trigger them to spawn, or maybe it's something else.. idk :/

_____________________________________________________________________________________________________________________

 

SOLVED IT!

It was the   */   at the end of the TriggerPositions.sqf file that messed up the whole thing... Took a closer look on others TriggerPositions files and noticed that I had that extra thing at the end...... 

Share this post


Link to post
Share on other sites
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.