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hogmason

script "blah.sqf" not found but it is

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ok so i placed my mission on to a dedi and nothing it keeps reading fromk bank.

Then i whent back to the editor and notice when i play the game as a test in the editor all works fine, no errors and nothing in my rpt log.

All scripts are working no errors.

But when i exit the editor i get a error

script ammo\ammo.sqf not found wierd as when testing it its function works fine. so i decided to for testing delete that script and all callings of it then i play and test works great but when i exit editor same thing script blah blah.sqf not found only this time its a different script so i keep going and deleting all these scripts but every time i exit the editor

i get a script not found error.

Has any 1 got any ideas i have gone over every script i9 have and made sure all paths are correct its got me stuffed and pissed off as i have spent about 5 months on this mission :(

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Hmm..

Sorry, I don't know anything about dedicated servers, nor do I have access to one (also couldn't even guess what "fromk bank" meant). But the rest of what you said sounds exactly like my problem.

http://forums.bistudio.com/showthread.php?142143-RPT-Error-sqf-file-not-found-yet-it-is-in-my-mission-folder

However, I have a theory about my thing, wondering if it's same as yours.

I kept seeing mine on Lingor. Lingor has this deal where when I exit the mission, it shows this outro clip deal where the camera is placed on my character at his spawn point in the island. So it (I guess) spawns my character and just has the camera sort of rotate around him. Just makes it look neat as you're exiting the game. But here's the thing; my character has a call for a script (or two) in his init line, and those are the ones that pop up in the error message(s) when exiting. I guess because the outro-camera-trick isn't actually accessing my mission folder, it's just taking my guy and placing him there - but the script call is in his init - thus the script not found error.

So, I figured out how to remove that script call from my init line and put it on a trigger instead. Error went away.

But then I added a chopper to my spawn point, and it also has a script call from it's init, and whaddya know, same thing returned. When exiting, the camera spawns the chopper and me, and now I get same thing, error message saying the script being called from my chopper's init line can't be found.

Now my desire is to find a way to disable this outro-camera-effect business.

If none of this is related to your issues, sorry for wasting your time.

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funny enought flag i just worked out that my issue is only comming from scripts that are called from init lines of anything on the map wierd hey cheers for the reply mate now just got to work out why innit line ececVM's are cousing errors.

---------- Post added at 11:50 ---------- Previous post was at 11:49 ----------

yeah so exactly the same issue mate but i use a intro camera not an outro camera i wonder !!!!!!!!!!!!!!!!!!

---------- Post added at 11:54 ---------- Previous post was at 11:50 ----------

ok so when i place my init lines in to a trigger instead of the vehicles / units i still get the same errors

---------- Post added at 11:56 ---------- Previous post was at 11:54 ----------

for shits and giggles ill place my main init.sqf in here as im thinking maybe there might be an error in the main init like ordering or something dont know ill let a pro have a look

;)


if ((!isServer) && (player != player)) then
{
 waitUntil {player == player};
 waitUntil {time > 10};
};
enableSaving [false, false];
waituntil {!isnil "bis_fnc_init"};

//paramaters
if(isNil "paramsArray") then{
   paramsArray = [8, 1000, 1];
};
skiptime (((paramsArray select 0) - daytime + 24) % 24);
if((paramsArray select 2) == 1) then {Hog_Debug = true;};
//intro
playSound "start";
to_preload = false;
to_onpreload = true;
onPreloadFinished "if (to_onpreload) then {to_preload = true; [player] exec ""HOG_scripts\HOG_intro\camStart.sqs""}";

ASfirstrun = true;
HOGDEBUG = compile (preprocessFileLineNumbers "HOG_scripts\HOG_debug\HOGdebug.sqf");
ied_detonate = compile (preprocessFileLineNumbers "HOG_scripts\HOG_ieds\ied_detonate.sqf");
call compile preprocessfile "SHK_pos\shk_pos_init.sqf";

server execVM "revive_init.sqf";
execVM "HardcoreMisc\briefing.sqf";
execVM "HOG_scripts\HOG_markers\fnc_Markers.sqf";
[] execVM "HOG_scripts\player settings\init.sqf";
[player] execVM "HOG_scripts\HOG_mechanic\vehiclerepair.sqf";
[500] call compile preprocessFileLineNumbers "modules\CEP_caching\main.sqf";
[] execVM "f\common\ShackTac_setlocalFTMemberMarkers.sqf";
execVM "HOG_scripts\HOG_patrols\HOG_patrols_init.sqf";
execVM "HOG_scripts\HOG_camps\start.sqf";
execVM "HOG_scripts\HOG_ieds\HOG_IED_Init.sqf";

HOG_markerArray = ["camp1","camp2","camp3","camp4","camp5"];
onPlayerConnected "{_x setMarkerPos (getMarkerPos _x)} forEach HOG_markerArray";

"AO" setMarkerAlpha 0;
"safe_zone" setMarkerAlpha 0;

---------- Post added at 12:53 ---------- Previous post was at 11:56 ----------

ok so i have narrowed it down to only a execVM command that calls a script from inside a init line of anything on the editor cuases this issue so in game when you play it it works fine but when you exit the editor you get the error script not found error.

now thats tested by new mission 1 unit on map 1 trigger on map inside trigger i have

null = execVM "Air_Support_activate.sqf";

thats it also the

Air_Support_activate.sqf

is inside my folder

now the only mod im using is CBA.

any ideas

---------- Post added at 12:55 ---------- Previous post was at 12:53 ----------

this is my rpt log


[35354,1230.84,0,"XEH: PostInit Started"]
[35354,1230.88,0,"CBA_VERSIONING: cba=1.0.0.187, cba_a2=1.0.0.8, cba_oa=1.0.0.6, "]
[35354,1230.89,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=6, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=sgt, _playerType="USMC_Soldier", _playerGroup=B 1-1-A"]
[35637,1239.05,0,"XEH: PreInit Started. v1.0.0.187. MISSINIT: missionName=Intro1, worldName=hellskitchen, isMultiplayer=false, isServer=true, isDedicated=false"]
[35637,1239.18,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"]
[35639,1239.78,0,"XEH: PostInit Started"]
[35639,1239.83,0,"CBA_VERSIONING: cba=1.0.0.187, cba_a2=1.0.0.8, cba_oa=1.0.0.6, "]
[35639,1239.83,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=7, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=<NULL-object>, _playerType="", _playerGroup=<NULL-group>"]
Warning Message: Script Air_Support_activate.sqf not found

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is "server" a array you have in the editor somewhere....because

server execVM "revive_init.sqf";..... is in you init.sqf

also

can you explain this line....

[500] call compile preprocessFileLineNumbers "modules\CEP_caching\main.sqf";

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Server is a gamelogic the whole thing is part of norrins revive demo and the other part is cb unit cach the 500 is the area of spawn cached units thats just what the scripters instructions are

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I'm not always right but "[500] call compile preprocessFileLineNumbers "modules\CEP_caching\main.sqf";" just doesn't look right and I'd never use preprocessFileLineNumbers with call compile

i did a search and found this

so change that line to...

0 = [500] execVM "modules\CEP_Caching\main.sqf";

if it's the same module, just to see what happens because I'm interested in that line.

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Rgr will do mate im just half way throught reinstalling arma to try rule out poor installed mod

---------- Post added at 14:43 ---------- Previous post was at 14:18 ----------

righto so changed that the cachihng still works cheers mate. now i have reinstalled arma and cba and still when i place a unit on the map or anything with a execVM command in its init i get the missing sqf warning when i leave the editor.

its got me baffled.

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Check if your file ending is "blah.sqf.txt" instead. You will find the setting in your File Explorer. Something like "Hide file extension by known file types"...

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Check if your file ending is "blah.sqf.txt" instead. You will find the setting in your File Explorer. Something like "Hide file extension by known file types"...

:)

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yeah cheers guys but that is not the issue i use notepad ++ and make sure i always save as sqf

Also all scripts i am using work fine in other missions as i just have a template i merge over to new missions the only thing i ever change now is the target

thought i cracked it down to a map hellskitchen as i merged my mission files over to fallujah and all worked and no errors when i leave the editor BUT when i tried it on a dedi the mission still did not load :(

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I'm not always right but "[500] call compile preprocessFileLineNumbers "modules\CEP_caching\main.sqf";" just doesn't look right and I'd never use preprocessFileLineNumbers with call compile

i did a search and found this

so change that line to...

0 = [500] execVM "modules\CEP_Caching\main.sqf";

if it's the same module, just to see what happens because I'm interested in that line.

execVM is basically the same thing as writing

[500] spawn {_this call compile preProcessFileLineNumbers "script.sqf"};

You'd use call compile preProcessFileLineNumbers when you want to run scripts synchronously (let one finish before the other one starts). Doesn't work if the script is using an infinite loop, which I'd assume that CEP caching is doing.

So yes init.sqf would get stuck on CEP caching if it had a main loop without using spawn in the main.sqf.

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