Improve BIS_Effects fix #1883

Now stops particle effects loops when wreck is deleted.

Exucuted in an EH, so it should resolve any issue where the corepatch
fix version, or broken A2 version takes priority.

Minor script formating and performance improvements
This commit is contained in:
icomrade
2017-01-20 11:51:55 -05:00
parent d8828d9df1
commit c15caf5f8f
28 changed files with 192 additions and 308 deletions

View File

@@ -92,6 +92,10 @@ class CfgAddons
}; };
}; };
class DefaultEventhandlers {
init = "if (isNil 'BIS_Effects_Init_DZE') then {[] call compile preProcessFileLineNumbers '\z\addons\dayz_code\system\BIS_Effects\init.sqf';};";
};
#include "Configs\rscTitles.hpp" #include "Configs\rscTitles.hpp"
#include "Configs\CfgWorlds.hpp" #include "Configs\CfgWorlds.hpp"
#include "Configs\CfgMoves.hpp" #include "Configs\CfgMoves.hpp"

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@@ -19,7 +19,6 @@ if (!isDedicated) then {
fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf"; fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf";
fn_dynamicTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dynamicTool.sqf"; fn_dynamicTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dynamicTool.sqf";
fn_nearWaterHole = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_nearWaterHole.sqf"; fn_nearWaterHole = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_nearWaterHole.sqf";
BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
player_attackdelay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_attackfsmdelay.sqf"; player_attackdelay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_attackfsmdelay.sqf";

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@@ -1,10 +1,13 @@
private ["_fl","_sm","_expl","_dr","_tv","_i","_wave","_splash","_velz","_v","_int","_t","_pos"]; private ["_fl","_sm","_expl","_dr","_velocity","_tv","_i","_wave","_splash","_velz","_v","_int","_t","_pos"];
_v =_this select 0; _v =_this select 0;
_int = (fuel _v)*(8+random 2); _int = ((fuel _v) * (8 + (random 2)));
_t = time; _t = time;
_i = 0;
_dr = 0.2;
_tv = 11;
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated if (!isDedicated) then {
_fl = "#particlesource" createVehicleLocal getPosATL _v; _fl = "#particlesource" createVehicleLocal getPosATL _v;
_fl attachto [_v,[0,0,0],"destructionEffect2"]; _fl attachto [_v,[0,0,0],"destructionEffect2"];
_fl setParticleRandom [0.3, [1, 1, 0], [0, 0, 0], 0, 0.3, [0, 0, 0, 0], 0, 0]; _fl setParticleRandom [0.3, [1, 1, 0], [0, 0, 0], 0, 0.3, [0, 0, 0, 0], 0, 0];
@@ -20,40 +23,35 @@ _sm setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 4
[0, 0, 5], 0, 10, 7.9, 0.075, [4,8,12,14], [[0.3, 0.3, 0.3, 1], [0, 0, 5], 0, 10, 7.9, 0.075, [4,8,12,14], [[0.3, 0.3, 0.3, 1],
[0.45, 0.45, 0.45, 1],[0.6, 0.6, 0.6, 0.6], [0.7, 0.7, 0.7, 0.25], [1, 1, 1, 0]], [0.8,0.3,0.25], 1, 0, "", "", _v]; [0.45, 0.45, 0.45, 1],[0.6, 0.6, 0.6, 0.6], [0.7, 0.7, 0.7, 0.25], [1, 1, 1, 0]], [0.8,0.3,0.25], 1, 0, "", "", _v];
_sm setDropInterval 1; _sm setDropInterval 1;
};
}; // end of dedicated check
_i=0;
_dr=0.2;
_tv=11;
//Remove weapons/ammo to prevent explosion. Script will create its own explosions (doesnt work?)
removeallweapons _v; removeallweapons _v;
if (local _v) then {_expl = createVehicle ["HelicopterExploSmall", (getPosATL _v), [], 0, "CAN_COLLIDE"];}; if (local _v) then {_expl = createVehicle ["HelicopterExploSmall", (getPosATL _v), [], 0, "CAN_COLLIDE"];};
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated if (!isDedicated) then {
while {_i <1200 && ((velocity _v select 2)<-20 || (getPosATL _v select 2)>8) && !(alive _v) && !(isnull _v) && (getPosATL _v select 2)>1} do while {(_i < 1200) && ((((velocity _v) select 2) < -20) || (((getPosATL _v) select 2) > 8)) && !(alive _v) && !(isnull _v) && (((getPosATL _v) select 2) > 1)} do
{ {
_tv=abs(velocity _v select 0)+abs(velocity _v select 1)+abs(velocity _v select 2); _velocity = velocity _v;
if (_tv>2) then {_dr=1/_tv} else {_dr=1}; _tv = (abs(_velocity select 0) + abs(_velocity select 1) + abs(_velocity select 2));
if (_tv > 2) then {_dr = (1/_tv)} else {_dr = 1};
_fl setDropInterval _dr; _fl setDropInterval _dr;
_sm setDropInterval _dr; _sm setDropInterval _dr;
_i = _i + 1; _i = _i + 1;
sleep 0.2; sleep 0.2;
}; };
}; // end of dedicated check };
_pos = getPosATL _v; _pos = getPosATL _v;
clearVehicleInit _v; clearVehicleInit _v;
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated if (!isDedicated) then {
deletevehicle _fl;deletevehicle _sm; deletevehicle _fl;
}; // end of dedicated check deletevehicle _sm;
if (surfaceiswater(_pos) && (_pos select 2)<9 ) then };
{
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated if (surfaceiswater(_pos) && {(_pos select 2 ) < 9} ) then {
_wave = "#particlesource" createVehicleLocal getPosATL _v; if (!isDedicated) then {
_wave = "#particlesource" createVehicleLocal (getPosATL _v);
_wave attachto [_v,[0,0,0],"destructionEffect1"]; _wave attachto [_v,[0,0,0],"destructionEffect1"];
_wave setParticleRandom [0.3, [1, 1, 0], [0.5, 0.5, 0], 0, 0.3, [0, 0, 0, 0], 0, 0]; _wave setParticleRandom [0.3, [1, 1, 0], [0.5, 0.5, 0], 0, 0.3, [0, 0, 0, 0], 0, 0];
_wave setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 13,0], "", "Billboard", 1, 1.6, "destructionEffect1", _wave setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 13,0], "", "Billboard", 1, 1.6, "destructionEffect1",
@@ -62,7 +60,7 @@ if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
_wave setparticlecircle [2,[0,16,0]]; _wave setparticlecircle [2,[0,16,0]];
_wave setDropInterval 0.0015; _wave setDropInterval 0.0015;
_splash = "#particlesource" createVehicleLocal getPosATL _v; _splash = "#particlesource" createVehicleLocal (getPosATL _v);
_splash attachto [_v,[0,0,0],"destructionEffect1"]; _splash attachto [_v,[0,0,0],"destructionEffect1"];
_splash setParticleRandom [2, [2, 2, 0], [2, 2, 7], 0, 0.5, [0, 0, 0, 0], 0, 0]; _splash setParticleRandom [2, [2, 2, 0], [2, 2, 7], 0, 0.5, [0, 0, 0, 0], 0, 0];
_splash setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 13, 6, 0], "", "Billboard", 1, 4, "destructionEffect1", _splash setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 13, 6, 0], "", "Billboard", 1, 4, "destructionEffect1",
@@ -73,70 +71,13 @@ if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
sleep 0.2; sleep 0.2;
deletevehicle _wave;deletevehicle _splash; deletevehicle _wave;deletevehicle _splash;
}; // end of dedicated check
/*
if (local _v) then
{
_wreck=GetText (configFile >> "CfgVehicles" >> (typeof _v) >> "wreck");
if (_wreck!="") then
{
_pos = getpos _v;
_dir = vectordir _v;
_vecUp = vectorup _v;
_vel = velocity _v;
clearvehicleinit _v;
_crw= crew _v;
clearvehicleinit _v;
deleteVehicle _v;
_v =(_wreck) createvehicle _pos;
{_x moveincargo _v} foreach _crw;
_v setVectorDirAndUp [_dir,_vecUp];
_v setFuel 0;
_v setdamage 0;
_v setvelocity _vel;
//Send to garbage collecter so wreck can be deleted later
[_v] call BIS_GC_trashItFunc;
}; };
}; */ } else {
} if ((local _v) && {!isNull _v}) then {
else _velz = (velocity _v) select 2;
{
if (local _v) then
{
//_velx = velocity _v select 0; _velx = _velx / 4;
//_vely = velocity _v select 1; _vely = _vely / 4;
_velz=velocity _v select 2;
if (_velz > 1) then {_v setvelocity [velocity _v select 0,velocity _v select 1,0]}; if (_velz > 1) then {_v setvelocity [velocity _v select 0,velocity _v select 1,0]};
_expl = createVehicle ["HelicopterExploBig", [_pos select 0,_pos select 1,(_pos select 2) + 1], [], 0, "CAN_COLLIDE"]; _expl = createVehicle ["HelicopterExploBig", [_pos select 0,_pos select 1,(_pos select 2) + 1], [], 0, "CAN_COLLIDE"];
sleep 0.05; sleep 0.05;
/* ["AirDestructionStage2", _v, _int, _t, (getPosATL _v)] call BIS_Effects_globalEvent;
_wreck=GetText (configFile >> "CfgVehicles" >> (typeof _v) >> "wreck");
if (_wreck!="") then
{
_pos = getpos _v;
_dir = vectordir _v;
_vecUp = vectorup _v;
_vel = velocity _v;
_crw= crew _v;
clearvehicleinit _v;
deleteVehicle _v;
_v =(_wreck) createvehicle _pos;
{_x moveincargo _v} foreach _crw;
//sleep 0.05;
_v setvelocity _vel;
//_v setPos _pos;
_v setvectordir (_dir);
_v setvectorup _vecUp;
_v setFuel 0;
_v setdamage 0;
}; */
//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_AirDestructionStage2",_int, _t];
//processInitCommands; //ClearvehicleInit done at end of burn script
["AirDestructionStage2", _v, _int, _t] call BIS_Effects_globalEvent;
}; };
}; };

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@@ -1,37 +1,26 @@
private ["_dr","_pos","_xv","_yv","_dir","_Crater","_speed","_velz","_tv","_zv","_i","_smoke","_fire","_dirt","_v","_int","_t"]; private ["_dr","_pos","_vel","_xv","_yv","_zv","_dir","_Crater","_speed","_velz","_tv","_i","_smoke","_fire","_dirt","_v","_int","_t"];
_v = _this select 0; _v = _this select 0;
_int = _this select 1; _int = _this select 1;
_t = _this select 2; _t = _this select 2;
_pos=getPosATL _v; _pos = _this select 3;
// Particle effects
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated if (!isDedicated) then {
_smoke = "#particlesource" createVehicleLocal _pos; _smoke = "#particlesource" createVehicleLocal _pos;
_smoke attachto [_v,[0,0,0],"destructionEffect1"]; _smoke attachto [_v,[0,0,0],"destructionEffect1"];
_smoke setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,7,48], _smoke setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,7,48],
"", "Billboard", 1, 15, [0, 0, 0], [0, 0, 0], 1, 1.275, 1, 0, [8,14], "", "Billboard", 1, 15, [0, 0, 0], [0, 0, 0], 1, 1.275, 1, 0, [8,14],
[[0.1,0.1,0.1,1],[0.1,0.1,0.1,0]], [0.5], 0.1, 0.1, "", "", _v]; [[0.1,0.1,0.1,1],[0.1,0.1,0.1,0]], [0.5], 0.1, 0.1, "", "", _v];
//_smoke setParticleCircle [2,[0,0,0]];
_smoke setParticleRandom [4, [2, 2, 2], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0]; _smoke setParticleRandom [4, [2, 2, 2], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
_smoke setDropInterval 0.02; _smoke setDropInterval 0.02;
_fire = "#particlesource" createVehicleLocal _pos; _fire = "#particlesource" createVehicleLocal _pos;
_fire attachto [_v,[0,0,0],"destructionEffect2"]; _fire attachto [_v,[0,0,0],"destructionEffect2"];
/*_fire setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,2,32], "", "Billboard", 1, 1, [0, 1, 0], [0, 0, 0], 1, 1.275, 1, 0, [10,15],
[[1,1,1,-1],[1,1,1,0]], [0.5], 0.01, 0.01, "", "", _v,360]; */
_fire setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,2,80], _fire setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,2,80],
"", "Billboard", 1, 2, [0, 1, 0], [0, 0, 0], 1, 1.275, 1, 0, [7,13], "", "Billboard", 1, 2, [0, 1, 0], [0, 0, 0], 1, 1.275, 1, 0, [7,13],
[[1,1,1,-1],[1,1,1,0]], [0.5], 0.01, 0.01, "", "", _v,360]; [[1,1,1,-1],[1,1,1,0]], [0.5], 0.01, 0.01, "", "", _v,360];
_fire setParticleRandom [0.5, [0.5, 0.5, 0.5], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0]; _fire setParticleRandom [0.5, [0.5, 0.5, 0.5], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
_fire setDropInterval 0.01; _fire setDropInterval 0.01;
/*
_shards = "#particlesource" createVehicleLocal _pos;
//_shards attachto [_v,[0,0,0],"destructionEffect1"];
_shards setParticleParams [["\CA\Data\ParticleEffects\Shard\shard",1,0,1], "", "SpaceObject", 1, 60, [0, 0, 0], [0, 0, 0], 0, 1.275, 1, 0, [1,1],
[[1,1,1,1]], [0.5], 0, 0, "", "", _v];
_shards setParticleRandom [30, [1, 1, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
_shards setParticleCircle [2,[0.001,0.001,-0.001]];
_shards setDropInterval 0.05;
*/
_dirt = "#particlesource" createVehicleLocal _pos; _dirt = "#particlesource" createVehicleLocal _pos;
_dirt attachto [_v,[0,0,0],"destructionEffect1"]; _dirt attachto [_v,[0,0,0],"destructionEffect1"];
_dirt setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,12,9,0], "", "Billboard", 1, 5, [0, 0, 0], [0, 0, 5], 0, 5, 1, 0, [10,20], _dirt setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,12,9,0], "", "Billboard", 1, 5, [0, 0, 0], [0, 0, 5], 0, 5, 1, 0, [10,20],
@@ -39,50 +28,44 @@ _dirt setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,12,9
_dirt setParticleRandom [0, [1, 1, 1], [1, 1, 2.5], 0, 0, [0, 0, 0, 0.5], 0, 0]; _dirt setParticleRandom [0, [1, 1, 1], [1, 1, 2.5], 0, 0, [0, 0, 0, 0.5], 0, 0];
_dirt setDropInterval 0.05; _dirt setDropInterval 0.05;
//creating ground craters
_i = 0; _i = 0;
while {(speed _v) > 0.1} do while {(speed _v) > 0.1 && (!isNull _v)} do
{ {
_pos = getPosATL _v; _pos = getPosATL _v;
_xv=velocity _v select 0; _vel = velocity _v;
_yv=velocity _v select 1; _xv =_vel select 0;
_zv=velocity _v select 2; _yv = _vel select 1;
_zv = _vel select 2;
_dir = abs(_xv atan2 _yv); _dir = abs(_xv atan2 _yv);
_Crater= "CraterLong" createvehiclelocal [_pos select 0, _pos select 1, 0]; _Crater= "CraterLong" createvehiclelocal [_pos select 0, _pos select 1, 0];
_Crater setdir (_dir + (180 * _i)); _Crater setdir (_dir + (180 * _i));
_Crater setpos [_pos select 0, _pos select 1, 0]; _Crater setpos [_pos select 0, _pos select 1, 0];
_Crater setPos [_pos select 0, _pos select 1, ((0 - _i)/13)]; //all setpos commands so it is placed correctly on sloped terrain _Crater setPos [_pos select 0, _pos select 1, ((0 - _i)/13)];
_speed = (speed _v); _speed = (speed _v);
_velz=velocity _v select 2; _velz = _vel select 2;
if (_velz > 1) then {_v setvelocity [(_xv/1.3),(_yv/1.3),0]}
if (_velz>1) then {_v setvelocity [_xv/1.3,_yv/1.3,0]} else {_v setvelocity [(_xv/1.2),(_yv/1.2),(velocity _v) select 2]};
else {_v setvelocity [_xv/1.2,_yv/1.2,velocity _v select 2]}; _tv = (abs(_xv) + abs(_yv) + abs(_zv));
if (_tv > 2) then {_dr = (1/_tv)} else {_dr = 1};
_tv=abs(_xv)+abs(_yv)+abs(_zv); _smoke setDropInterval (_dr * 1.5);
if (_tv>2) then {_dr=1/_tv} else {_dr=1}; _fire setDropInterval (_dr * 1.5);
_smoke setDropInterval _dr*1.5;
_fire setDropInterval _dr*1.5;
_dirt setDropInterval _dr; _dirt setDropInterval _dr;
//_shards setDropInterval _dr;
sleep (0.25 - (_speed / 1000)); sleep (0.25 - (_speed / 1000));
_i = _i + 1; _i = _i + 1;
}; };
deleteVehicle _smoke; deleteVehicle _smoke;
deleteVehicle _fire; deleteVehicle _fire;
//deleteVehicle _shards;
deleteVehicle _dirt; deleteVehicle _dirt;
}; // end of dedicated check };
_v setvelocity [0,0,-0.1]; _v setvelocity [0,0,-0.1];
if (local _v) then
{ if (local _v && (!isNull _v)) then {
//_v setVehicleInit format ["[this, %1, %2,false,true]spawn BIS_Effects_Burn",_int, _t];
//processInitCommands; //ClearvehicleInit done at end of burn script
["Burn", _v, _int, _t] call BIS_Effects_globalEvent; ["Burn", _v, _int, _t] call BIS_Effects_globalEvent;
[_v,_int,false] spawn BIS_Effects_Secondaries; [_v,_int,false] spawn BIS_Effects_Secondaries;
}; };
sleep 0.5; sleep 0.5;
_v setvelocity [0,0,-0.01]; _v setvelocity [0,0,-0.01];

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@@ -1,5 +1,7 @@
BIS_Effects_Init = true; //A2 won't overwrite this if var is not nil BIS_Effects_Init = true;
/* BIS_Effects_* fixes from Dwarden */
if (isNil "BIS_Effects_Init_DZE") then {
BIS_Effects_Init_DZE = true;
diag_log "Res3tting B!S effects..."; diag_log "Res3tting B!S effects...";
BIS_Effects_EH_Fired=compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\fired.sqf"; // Allows tanks to use smoke counter measures BIS_Effects_EH_Fired=compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\fired.sqf"; // Allows tanks to use smoke counter measures
BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf"; BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
@@ -43,10 +45,10 @@ BIS_Effects_startEvent = {
[_This select 1] call _KillEject; [_This select 1] call _KillEject;
}; };
case "AirDestructionStage2": { case "AirDestructionStage2": {
[_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2; [_this select 1, _this select 2, _this select 3, _this select 4] spawn BIS_Effects_AirDestructionStage2;
}; };
case "Burn": { case "Burn": {
[_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn; [_this select 1, _this select 2, _this select 3, false, true, _this select 4] spawn BIS_Effects_Burn;
}; };
case "Eject": { case "Eject": {
[_This select 1] call _KillEject; [_This select 1] call _KillEject;
@@ -56,3 +58,4 @@ BIS_Effects_startEvent = {
"BIS_effects_gepv" addPublicVariableEventHandler { "BIS_effects_gepv" addPublicVariableEventHandler {
(_this select 1) call BIS_Effects_startEvent; (_this select 1) call BIS_Effects_startEvent;
}; };
};

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@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\takistan.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\takistan.sqf"; //Add trader city objects locally on each machine early

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@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\mountains_acr.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\mountains_acr.sqf"; //Add trader city objects locally on each machine early

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@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\isladuala.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\isladuala.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\tavi.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\tavi.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\namalsk.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\namalsk.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\panthera2.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\panthera2.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus17.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus17.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\fdf_isle1_a.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\fdf_isle1_a.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\utes.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\utes.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\fapovo.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\fapovo.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\caribou.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\caribou.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\smd_sahrani_a2.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\smd_sahrani_a2.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\cmr_ovaron.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\cmr_ovaron.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\napf.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\napf.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\sauerland.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\sauerland.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\shapur_baf.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\shapur_baf.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\zargabad.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\zargabad.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\bootcamp_acr.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\bootcamp_acr.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\lingor.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\lingor.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\provinggrounds_pmc.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\provinggrounds_pmc.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\woodland_acr.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\woodland_acr.sqf"; //Add trader city objects locally on each machine early