Bob_the_K

[SOLVED] Problems adding a new script

7 posts in this topic

I'm trying to create a script of a roving cluster of helis that patrol the islands along a set of waypoints, attacking anyone they find in their path.  So I've followed other examples of how it looks like a new script is created but I've had no luck.  I've got a script called helicopters.sqf in my \addons\helis folder in my mission folder.  I add  execVM "addons\helis\helicopters.sqf"; to init.sqf as I have seen other scripts do.  I'm getting this in my scripts.log:

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#3 "#line 1 "mpmissions\__CUR_MP.Tanoa\init.sqf"
 

execVM "addons\intro\intro.sqf";
execVM "addons\Helis\helicopters.sqf";
[] exec"

So I add this to line 5 in scripts.txt:

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!="#line 1 \"mpmissions\\__CUR_MP.Tanoa\\init.sqf\"\n\n\n\n\nexecVM \"addons\\intro\\intro.sqf\";\nexecVM \"addons\\Helis\\helicopters.sqf\";\n[] exec"

But something doesn't look right - I've never seen a #line 1 in a log file before.  What am I doing wrong?

Edited by Bob_the_K

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!="#line 1 "mpmissions\__CUR_MP.Tanoa\init.sqf"\n \nexecVM "addons\intro\intro.sqf";execVM "addons\Helis\helicopters.sqf";[] exec"

try this 

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No luck.   I get the exact same message in scripts.log.  I also tried 

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!"execVM "addons\Helis\helicopters.sqf";[] exec"

just to see what would happen.  Pretty much the same msg in scripts.log.

Edited by Bob_the_K

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Run it via initServer, otherwise each client that connects also runs it.

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