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dealman

Mission Fails to Load

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Am working on a custom yet simple mission file for my DayZ Server, however I am having some issues with it. Basically what I'm trying to do is to add some objects to my mission to use with the R3F Logistics Script.

I used the 3D Editor to place all of this, and then went through the hassle to convert it all by hand to work with the standard format. But when I try to start my server, I get a message saying the mission failed to load - and the objects aren't where they should be.

And I can't for the life of me figure out what I did wrong. Maybe I've just been looking at this for far too long now that I'm overseeing a simple mistake... Maybe one of you with more experience can spot what I did wrong :(

Edit: Updated the code a little bit, fixed some brackets(Thanks to Sexacutioner!), still getting "Cannot load mission".

Updated Code

Edited by Dealman

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class Groups
{
	[color="#FF0000"]items=6;[/color]

Changing 6 to 49 would be a start.

Also have to checked arma2oaserver.RPT?

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Changing it to 49 didn't help, and I doubt it should be 49 - since it's the amount of class items below(And they have their own item count), like objects and vehicles in their own group or something. 'Cause it was set to 5 before I edited the mission, and after I added the obejcts - I changed it to 6.

So I think it must be something else... :(

Only errors in my RPT are;

 5:20:36 Error in expression <;
_recompile = (count _this) > 0;


if (BIS_fnc_init && !_recompile) exitwith {t>
5:20:36   Error position: <BIS_fnc_init && !_recompile) exitwith {t>
5:20:36   Error Undefined variable in expression: bis_fnc_init

Edited by Dealman

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*edit* - never mind, your numbers are correct.

I've run into this before, when trying to add objects directly to the mission.sqm, even if everything appears to be correct.

Now, when I want to place objects precisely, I'll drop them somewhere out of the way in the 2d editor and save the mission. Then I'll load the mission with MCC Sandbox running, and position the same type of objects as desired, save the data to the clipboard via MCC, then paste it to a text file. Then I'll grab the pos and dir values and paste them into the mission.sqm. I find it's easier and faster than using the 3D editor, but that's my experience.

Edited by Harzach

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Looks like your brackets are wrong. Class mission encompasses the entire script and comparing it to an existing one, it should only ecompass up to the end of "Markers" (Intro/Outro should be seperate). The bracket before Markers (line 1139) is the end of Class Groups even though the tabbing doesn't reflect that.

So looks like you just need to move the last bracket up before the class Intro.

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Looks like your brackets are wrong. Class mission encompasses the entire script and comparing it to an existing one, it should only ecompass up to the end of "Markers" (Intro/Outro should be seperate). The bracket before Markers (line 1139) is the end of Class Groups even though the tabbing doesn't reflect that.

So looks like you just need to move the last bracket up before the class Intro.

Thanks for pointing that out, fixed it and double-checked with another mission(Default) and compared them a bit. I can't really find any reason as to why it would fail to load other than one thing, which seems really far-fetched and utmost ridiculous if it indeed is the case.

Do you know if there are any limitations to the amount of decimals? Since I have some with 11 digits, where as to the one I compared it with had 3-4 at most.

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Not sure about the # of decimals as I've never gone that far. I guess test it by adding a large decimal number in a working mission. Other than that my next step would be taking a working mission and slowly adding a chunk of the other code until it breaks and there's where the problem is...

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