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imnotamexican1

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Posts posted by imnotamexican1

  1. I removed all the new trader adjustments i made, and started getting a new error, I get spammed with thousands of lines of it.

    New RPT

    =====================================================================


    == D:\TCAFiles\Users\******\*****\arma2oaserver.exe
    == ARMA2OASERVER.exe -name=VilayerDayZEpoch -mod=@dayzOverwatch;@DayZ_Epoch;@DayZEpochServer -noPause -noSound -config=vilayer_active_server_3091032\*******_config.cfg -cfg=vilayer_active_server_3091032\basic.cfg -profiles=vilayer_active_server_3091032 -ip=119.252.189.67 -port=2402
    =====================================================================
    Exe timestamp: 2014/07/16 16:22:33
    Current time: 2014/07/16 16:23:27

    Version 1.63.125548
    Item STR_EQUIP_NAME_41 listed twice
    Item STR_EQUIP_DESC_41 listed twice
    Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
    File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
    Unsupported language English in stringtable
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.
    From world.guns.ru: <'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.
    From world.guns.ru: <'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.
    From world.guns.ru: <'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.
    From world.guns.ru: <'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.
    From world.guns.ru: <'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.
    From world.guns.ru: <'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.
    From world.guns.ru: <'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.
    From world.guns.ru: <'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.


    Compact assault rifle with silenced grenade launcher<'
    Item STR_VIL_DN_BS1 listed twice
    Item STR_AUTHOR_VILAS listed twice
    Item STR_VIL_EASTERN listed twice
    Item STR_VIL_WEAPONS listed twice
    Item str_dss_10rnd_vss listed twice
    Item str_dss_20rnd_vss listed twice
    Item str_dn_20rnd_9x39_sp5_vss listed twice
    Item str_dn_ak_107_gl_pso listed twice
    Item str_dn_ak_107_kobra listed twice
    Item str_dn_M40A3 listed twice
    Item str_dn_rpk_74 listed twice
    Item str_ep1_dn_fn_fal listed twice
    Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
    Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
    Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
    Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
    Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
    Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
    Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
    Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
    Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
    Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
    Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
    Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
    Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
    Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
    Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
    Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
    Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
    Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
    Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
    Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
    Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
    Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
    Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
    Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
    Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
    Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
    Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
    Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
    Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
    Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
    Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
    Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
    Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
    Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
    Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
    Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
    Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
    Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
    Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
    Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
    Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
    Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
    Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
    Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
    Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
    Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
    Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
    Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
    Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
    Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
    Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
    Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
    Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
    Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
    Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
    Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
    Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
    Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
    Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
    Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
    Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
    Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
    Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
    Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
    Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
    Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
    Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
    Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:51 Server error: Player without identity Dalton (id 1256441869)
    17:03:58 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
    17:04:04 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
    17:04:04 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
    17:04:04 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
    17:04:04 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
    17:04:12 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
    17:04:12 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
    17:04:12 "DayZ Epoch: PRELOAD Functions\init [[:0 (FunctionsManager)],any]"
    17:04:12 "DayZ Epoch: MPframework inited"
    17:04:17 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:17 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:17 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:17 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:17 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:18 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
    17:04:49 "Res3tting B!S effects..."
    17:04:50 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
    17:04:51 "HIVE: Starting"
    17:04:51 "HIVE: trying to get objects"
    17:04:51 "HIVE: found 562 objects"
    17:04:51 "HIVE: Commence Object Streaming..."
    17:04:55 "HIVE: got 30 Epoch Objects and 532 Vehicles"
    17:04:56 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
    17:04:56 UH1Y_DZE: ObsGun - unknown animation source ObsGun
    17:05:11 No speaker given for Noah Carter
    17:05:11 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
    17:05:11 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
    17:05:26 350z_white: ABSwitch - unknown animation source ABSwitch
    17:05:26 350z_yellow: ABSwitch - unknown animation source ABSwitch
    17:05:26 UH1Y_DZ: ObsTurret - unknown animation source ObsTurret
    17:05:26 UH1Y_DZ: ObsGun - unknown animation source ObsGun
    17:05:26 350z_gold: ABSwitch - unknown animation source ABSwitch
    17:05:27 350z_pink: ABSwitch - unknown animation source ABSwitch
    17:05:28 350z_v: ABSwitch - unknown animation source ABSwitch
    17:05:28 350z_blue: ABSwitch - unknown animation source ABSwitch
    17:05:28 350z: ABSwitch - unknown animation source ABSwitch
    17:05:29 350z_green: ABSwitch - unknown animation source ABSwitch
    17:05:29 350z_silver: ABSwitch - unknown animation source ABSwitch
    17:05:29 350z_red: ABSwitch - unknown animation source ABSwitch
    17:05:30 350z_black: ABSwitch - unknown animation source ABSwitch
    17:05:32 "HIVE: Spawning # of Vehicles: 410"
    17:05:32 "HIVE: Spawning # of Debris: 20"
    17:05:32 "HIVE: Spawning # of Ammo Boxes: 3"
    17:05:32 "HIVE: Spawning # of Veins: 50"
    17:05:32 "EPOCH EVENTS INIT"
    17:05:32 "Total Number of spawn locations 5"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:37 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 "DEBUG: unable to find suitable vehicle to spawn"
    17:05:38 Error in expression };
    AllowedVehiclesLi>
    17:05:38 Error position: };AllowedVehiclesLi>17:05:38 Error Zero divisor17:05:38 File z\addons\dayz_server\init\server_functions.sqf, line 25817:05:38 Error in expression };AllowedVehiclesList resize _lastIndex;};if (count Allowed>17:05:38 Error position: };if (count Allowed>17:05:38 Error Zero divisor17:05:38 File z\addons\dayz_server\init\server_functions.sqf, line 26017:05:38 Error in expression _qty = {_x == _vehicle} count serverVehicleCounter;>17:05:38 Error position: <_vehicle} count serverVehicleCounter;>17:05:38 Error Undefined variable in expression: _vehicle17:05:38 File z\addons\dayz_server\init\server_functions.sqf, line 24917:05:38 Error in expression _qty = {_x == _vehicle} count serverVehicleCounter;>17:05:38 Error position: <_vehicle} count serverVehicleCounter;>17:05:38 Error Undefined variable in expression: _vehicle17:05:38 File z\addons\dayz_server\init\server_functions.sqf, line 24917:05:38 Error in expression _vehicle = _random select 0;_velimit = _random sel>17:05:38 Error position: <_random select 0;_velimit = _random sel>17:05:38 Error Undefined variable in expression: _random17:05:38 File z\addons\dayz_server\init\server_functions.sqf, line 24617:05:38 "PUBLISH: Attempt 37bf7040# 1056086: ikarus.p3d"17:05:38 Error in expression _qty = {_x == _vehicle} count serverVehicleCounter;>17:05:38 Error position: <_vehicle} count serverVehicleCounter;>17:05:38 Error Undefined variable in expression: _vehicle17:05:38 File z\addons\dayz_server\init\server_functions.sqf, line 24917:05:38 Error in expression _qty = {_x == _vehicle} count serverVehicleCounter;>17:05:38 Error position: <_vehicle} count serverVehicleCounter;>17:05:38 Error Undefined variable in expression: _vehicle17:05:38 File z\addons\dayz_server\init\server_functions.sqf, line 24917:05:38 Error in expression _qty = {_x == _vehicle} count serverVehicleCounter;>17:05:38 Error position: <_vehicle} count serverVehicleCounter;>17:05:38 Error Undefined variable in expression: _vehicle17:05:38 File z\addons\dayz_server\init\server_functions.sqf, line 24917:05:38 Error in expression _qty = {_x == _vehicle} count serverVehicleCounter;

    Now, just to be clear, this gets spammed alot.. the entire RPT log is 2,779,841 lines.......

     

    Ive seen similar problems where people get spammed with mass errors from their server monitor, they suggested that they may be running an older mission file or server file set. Now i'm confident that i'm not, but I have included my init and description. Am I calling an old value that was removed in 1.0.5/1.0.5.1, such as DZE_PlotPole = [85,100];

    Not sure, but for some reason whenever i change a parameter or value in the init, these errors come up, but when its default, its fine.

     

    Init.sqf

    /*


    For DayZ Epoch
    Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
    */
    DZE_MissionLootTable = true;

    startLoadingScreen ["","RscDisplayLoadCustom"];
    cutText ["","BLACK OUT"];
    enableSaving [false, false];

    //REALLY IMPORTANT VALUES
    dayZ_instance = 11; //The instance
    dayzHiveRequest = [];
    initialized = false;
    dayz_previousID = 0;

    //disable greeting menu
    player setVariable ["BIS_noCoreConversations", true];
    //disable radio messages to be heard and shown in the left lower corner of the screen
    enableRadio true;
    // May prevent "how are you civillian?" messages from NPC
    enableSentences false;

    // DayZ Epoch config
    spawnShoremode = 1; // Default = 1 (on shore)
    spawnArea= 1500; // Default = 1500

    MaxVehicleLimit = 900; // Default = 50
    MaxDynamicDebris = 20; // Default = 100
    dayz_MapArea = 14000; // Default = 18000
    dayz_maxLocalZombies = 40; // Default = 40
    DZE_PlotPole = [85,100];

    dayz_paraSpawn = false;

    dayz_maxAnimals = 5; // Default: 8
    dayz_tameDogs = true;
    DynamicVehicleDamageLow = 0; // Default: 0
    DynamicVehicleDamageHigh = 60; // Default: 100

    dayz_sellDistance_vehicle = 20;
    dayz_sellDistance_boat = 30;
    dayz_sellDistance_air = 50;
    DZE_BuildOnRoads = true; // Default: False
    DZE_SelfTransfuse = true;
    DZE_StaticConstructionCount = 1;

    //Enables global chat messaging of player deaths. (Also requires enableRadio true;?)
    DZE_DeathMsgGlobal = true;
    //Enables side chat messaging of player deaths. (Also requires enableRadio true;?)
    //DZE_DeathMsgSide = true;


    DZE_BuildingLimit = 1000;
    //BuildingLimit

    EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
    dayz_fullMoonNights = true;

    //Load in compiled functions
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
    progressLoadingScreen 0.1;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers
    progressLoadingScreen 0.2;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical
    progressLoadingScreen 0.4;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
    progressLoadingScreen 0.5;
    call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs
    progressLoadingScreen 1.0;

    "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

    if (isServer) then {
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
    //Compile vehicle configs

    // Add trader citys
    _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
    };

    if (!isDedicated) then {
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");

    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";

    //anti Hack
    //[] execVM "\z\addons\dayz_code\system\antihack.sqf";

    //Lights
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";

    };
    //#include "\z\addons\dayz_code\system\REsec.sqf"

    //Start Dynamic Weather
    //execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";


    #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"

     

    Description.ext


    respawn = "BASE";
    respawndelay = 5;
    onLoadMission= "DayZ Epoch Chernarus";
    OnLoadIntro = "Welcome to DayZ Epoch Chernarus";
    OnLoadIntroTime = False;
    OnLoadMissionTime = False;
    disabledAI = true;
    disableChannels[]={0,2,6};
    enableItemsDropping = 0;
    #include "customloot\CfgBuildingLoot.hpp"

    briefing = 0;
    debriefing = 0;

    onPauseScript = "";
    loadScreen = "gizmo.jpg";

    class Header
    {
    gameType = COOP; //DM, Team, Coop, ...
    minPlayers = 1; //min # of players the mission supports
    maxPlayers = 100; //Max # of players the mission supports
    };

    aiKills = 1;
    diagRadio = 1;
    diagHit = 1;

    class RscText
    {
    type = 0;
    idc = -1;
    x = 0;
    y = 0;
    h = 0.037;
    w = 0.3;
    style = 0x100;
    font = Zeppelin32;
    SizeEx = 0.03921;
    colorText[] = {1,1,1,1};
    colorBackground[] = {0, 0, 0, 0};
    linespacing = 1;
    };
    class RscPicture
    {
    access=0;
    type=0;
    idc=-1;
    style=48;
    colorBackground[]={0,0,0,0};
    colorText[]={1,1,1,1};
    font="TahomaB";
    sizeEx=0;
    lineSpacing=0;
    text="";
    };
    class RscLoadingText : RscText
    {
    style = 2;
    x = 0.323532;
    y = 0.666672;
    w = 0.352944;
    h = 0.039216;
    sizeEx = 0.03921;
    colorText[] = {0.543,0.5742,0.4102,1.0};
    };
    class RscProgress
    {
    x = 0.344;
    y = 0.619;
    w = 0.313726;
    h = 0.0261438;
    texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    colorFrame[] = {0,0,0,0};
    colorBar[] = {1,1,1,1};
    };
    class RscProgressNotFreeze
    {
    idc = -1;
    type = 45;
    style = 0;
    x = 0.022059;
    y = 0.911772;
    w = 0.029412;
    h = 0.039216;
    texture = "#(argb,8,8,3)color(0,0,0,0)";
    };
    //
    // the loading screen itself
    //
    class DayZ_loadingScreen
    {
    idd = -1;
    duration = 10e10;
    fadein = 0;
    fadeout = 0;
    name = "loading screen";
    class controlsBackground
    {
    class blackBG : RscText
    {
    x = safezoneX;
    y = safezoneY;
    w = safezoneW;
    h = safezoneH;
    text = "";
    colorText[] = {0,0,0,0};
    colorBackground[] = {0,0,0,1};
    };
    /*
    class nicePic : RscPicture
    {
    style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
    x = safezoneX + safezoneW/2 - 0.25;
    y = safezoneY + safezoneH/2 - 0.2;
    w = 0.5;
    h = 0.4;
    text = "img\nicePic.paa";
    };
    */
    };
    class controls
    {
    class Title1 : RscLoadingText
    {
    text = "$STR_LOADING"; // "Loading" text in the middle of the screen
    };
    class CA_Progress : RscProgress // progress bar, has to have idc 104
    {
    idc = 104;
    type = 8; // CT_PROGRESS
    style = 0; // ST_SINGLE
    texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    };
    class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
    {
    idc = 103;
    };
    class Name2: RscText // the text on the top-left
    {
    idc = 101;
    x = 0.05;
    y = 0.029412;
    w = 0.9;
    h = 0.04902;
    text = "";
    sizeEx = 0.05;
    colorText[] = {0.543,0.5742,0.4102,1.0};
    };
    };
    };

  2. Update:
    I fixed the 2 conflicts with the SetVector error (Removed them from the vehicle object line completely), and eliminated that error, however the same error still occurred.

    I then removed Infistar, and it still had the same error.



     4:48:26 Error in expression < compile format ["%1",_data];
    _status = _result select 0;
    
    if (_status == "Objec>
     4:48:26   Error position: <_result select 0;
    
    if (_status == "Objec>
     4:48:26   Error Undefined variable in expression: _result
     4:48:26 File z\addons\dayz_server\system\server_monitor.sqf, line 280
     4:48:26 Error in expression <status = _result select 0;
    
    if (_status == "ObjectStreamStart") then {
    _val = _r>
     4:48:26   Error position: <== "ObjectStreamStart") then {
    _val = _r>
     4:48:26   Error Generic error in expression
     4:48:26 File z\addons\dayz_server\system\server_monitor.sqf, line 282
    

     
    Updated .rpt file
     
     

    =====================================================================
    == D:\TCAFiles\Users\******\*******\ARMA2OASERVER.exe
    == ARMA2OASERVER.exe  -name=VilayerDayZEpoch -mod=@dayzOverwatch;@DayZ_Epoch;@DayZEpochServer -noPause -noSound -config=vilayer_active_server_859356\25778_config.cfg -cfg=vilayer_active_server_859356\basic.cfg -profiles=vilayer_active_server_859356 -ip=119.252.189.67 -port=2402 
    =====================================================================
    Exe timestamp: 2014/06/30 13:10:14
    Current time:  2014/07/13 04:44:49
     
    Version 1.63.125402
    Item STR_EQUIP_NAME_41 listed twice
    Item STR_EQUIP_DESC_41 listed twice
    Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
    File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
    Unsupported language English in stringtable
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
    <English>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
    <Italian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
    <Spanish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
    <French>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
    <Czech>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
    <Russian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
    <Polish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
    <Hungarian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
        </Key>
        <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
          <German>Compact assault rifle with silenced grenade launcher&lt'
    Item STR_VIL_DN_BS1 listed twice
    Item STR_AUTHOR_VILAS listed twice
    Item STR_VIL_EASTERN listed twice
    Item STR_VIL_WEAPONS listed twice
    Item str_dss_10rnd_vss listed twice
    Item str_dss_20rnd_vss listed twice
    Item str_dn_20rnd_9x39_sp5_vss listed twice
    Item str_dn_ak_107_gl_pso listed twice
    Item str_dn_ak_107_kobra listed twice
    Item str_dn_M40A3 listed twice
    Item str_dn_rpk_74 listed twice
    Item str_ep1_dn_fn_fal listed twice
    Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
    Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
    Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
    Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
    Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
    Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
    Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
    Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
    Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
    Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
    Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
    Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
    Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
    Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
    Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
    Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
    Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
    Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
    Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
    Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
    Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
    Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
    Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
    Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
    Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
    Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
    Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
    Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
    Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
    Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
    Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
    Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
    Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
    Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
    Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
    Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
    Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
    Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
    Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
    Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
    Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
    Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
    Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
    Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
    Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
    Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
    Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
    Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
    Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
    Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
    Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
    Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
    Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
    Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
    Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
    Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
    Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
    Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
    Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
    Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
    Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
    Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
    Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
    Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
    Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
    Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
    Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
    Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:45:18 Server error: Player without identity Wannabe Pornstar [CGI-O] (id 1630326532)
     4:46:49 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
     4:46:54 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
     4:46:54 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
     4:46:54 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
     4:46:54 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
     4:47:00 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
     4:47:00 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
     4:47:00 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
     4:47:00 "DayZ Epoch: MPframework inited"
     4:47:04 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:04 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:47:38 "Res3tting B!S effects..."
     4:47:38 "HIVE: Starting"
     4:47:38 "HIVE: trying to get objects"
     4:47:38 "HIVE: found 566 objects"
     4:47:38 "HIVE: Commence Object Streaming..."
     4:47:39 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
     4:47:40 "HIVE: got 30 Epoch Objects and 536 Vehicles"
     4:47:44 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
     4:47:44 UH1Y_DZE: ObsGun - unknown animation source ObsGun
     4:48:02 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
     4:48:02 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
     4:48:12 No speaker given for John Adams
     4:48:22 350z_white: ABSwitch - unknown animation source ABSwitch
     4:48:22 350z_yellow: ABSwitch - unknown animation source ABSwitch
     4:48:22 UH1Y_DZ: ObsTurret - unknown animation source ObsTurret
     4:48:22 UH1Y_DZ: ObsGun - unknown animation source ObsGun
     4:48:23 350z_gold: ABSwitch - unknown animation source ABSwitch
     4:48:23 350z_pink: ABSwitch - unknown animation source ABSwitch
     4:48:23 350z_v: ABSwitch - unknown animation source ABSwitch
     4:48:24 350z_blue: ABSwitch - unknown animation source ABSwitch
     4:48:24 350z: ABSwitch - unknown animation source ABSwitch
     4:48:24 350z_green: ABSwitch - unknown animation source ABSwitch
     4:48:24 350z_silver: ABSwitch - unknown animation source ABSwitch
     4:48:24 350z_red: ABSwitch - unknown animation source ABSwitch
     4:48:25 350z_black: ABSwitch - unknown animation source ABSwitch
     4:48:26 Error in expression < compile format ["%1",_data];
    _status = _result select 0;
     
    if (_status == "Objec>
     4:48:26   Error position: <_result select 0;
     
    if (_status == "Objec>
     4:48:26   Error Undefined variable in expression: _result
     4:48:26 File z\addons\dayz_server\system\server_monitor.sqf, line 280
     4:48:26 Error in expression <status = _result select 0;
     
    if (_status == "ObjectStreamStart") then {
    _val = _r>
     4:48:26   Error position: <== "ObjectStreamStart") then {
    _val = _r>
     4:48:26   Error Generic error in expression
     4:48:26 File z\addons\dayz_server\system\server_monitor.sqf, line 282

  3. from it says you are missing a ; at the end of  

     

    this allowDammage false; setVectorUp [0,0,1]

     

    couldn't tell ya what file its in tho.

    That's in my mission.sqf, that has been happening for a while, and players still able to join, until the second error.

    I will try fixing the error, and seeing what that brings.

    I haven't tried it without infistar since we had the problem, except from the fresh installs. But it worked fine before, made no changes, then the server auto restarted once, and can no longer join, with this error

     

  4. Okay so to explain my problem in the easiest way I can think possible.

     

    Problem:

    When I Join my server, I get stuck at "Waiting for server to start authentication", but I can hear radio calls (eg. Private, Arma 2 command calls) from other players who are also stuck at this stage, then eventually get returned to lobby after a timeout.

     

    Why I can't figure this out:
    It was working fine before, but now I have this strange error which I cannot figure out a resolve.
     

     4:07:03 350z_black: ABSwitch - unknown animation source ABSwitch
     4:07:05 Error in expression < compile format ["%1",_data];
    _status = _result select 0;
    
    if (_status == "Objec>
     4:07:05   Error position: <_result select 0;
    
    if (_status == "Objec>
     4:07:05   Error Undefined variable in expression: _result
     4:07:05 File z\addons\dayz_server\system\server_monitor.sqf, line 280
     4:07:05 Error in expression <status = _result select 0;
    
    if (_status == "ObjectStreamStart") then {
    _val = _r>
     4:07:05   Error position: <== "ObjectStreamStart") then {
    _val = _r>
     4:07:05   Error Generic error in expression
     4:07:05 File z\addons\dayz_server\system\server_monitor.sqf, line 282
    

    Some Info:

    Running Epoch 1.0.5.1 with Overwatch [Overpoch], on 1.63.125548, had no problems with it until now.

     

    What I have tried to fix it:

    Reset all files, MPMissions, and dayz_server, Then worked, however, the second i made a change to the init.sqf, it spun this error. Even when i put the init.sqf back to default, this error still came, the only way to stop it was to do a full reset on the server and mission files.
    Probably tried every logical thing.

     

    Full RPT File:

    https://www.dropbox.com/s/rc7f81s0c7bfn28/ARMA2OASERVER.RPT

     

    really have no idea what this is, Please help

  5. I am having a similar issue to this, I get stuck at Waiting for server to start authentication, but I can hear radio calls (eg. Private, Arma 2 command calls) from other players who are also stuck at this stage.
    It was working fine before, but now I have this strange error which I cannot figure out a resolve.
     

    14:49:52 Error in expression < compile format ["%1",_data];
    _status = _result select 0;
    
    if (_status == "Objec>
    14:49:52   Error position: <_result select 0;
    
    if (_status == "Objec>
    14:49:52   Error Undefined variable in expression: _result
    14:49:52 File z\addons\dayz_server\system\server_monitor.sqf, line 280
    14:49:52 Error in expression <status = _result select 0;
    
    if (_status == "ObjectStreamStart") then {
    _val = _r>
    14:49:52   Error position: <== "ObjectStreamStart") then {
    _val = _r>
    14:49:52   Error Generic error in expression
    14:49:52 File z\addons\dayz_server\system\server_monitor.sqf, line 282
    

    Running Epoch 1.0.5.1 with Overwatch, on 1.63.125548, had no problems with it until now.

  6. I too just started getting this error on one of my servers, Haven't touched anything in the server_monitor.sqf, I have no idea where this is coming from, as its been running fine up until this point, and now my server is paralyzed and we all get stuck at Waiting for Server to start Authentication.
    Any Ideas?

  7. Whilst that OpenDayz thread is good, its a little hard to change every now and then when you have to go into your server_monitor every-time you want to change something.

    Here is an alternative if you really want to be able to access and change it easily. I preferred to use this script over the other one, but that's just my opinion.

    http://opendayz.net/threads/release-remove-weapons-ammunition-thermal-from-vehicle-epoch-version.18044/
     

    Its just an extra script in your compile folder.
    Whilst it says remove weapons, you can also add by changing the Key RemoveMagazine or RemoveWeapon to AddMagazine or AddWeapon.

    For example, I have made a special M2 class HMMWV to give away to winners of our admin events

    if (_object isKindof "HMMWV_M1151_M2_CZ_DES_EP1_DZE") then {
    	_object addWeapon "GAU8";
    	};
    

    This is just what I think is easier to maintain and edit.

     

    EDIT:
    I forgot to add where to get the class-names from.
    If you need to get class-names for vehicle weapons and ammunition, they are at the bottom of this page.

    https://community.bistudio.com/wiki/ArmA_2:_Weapons

  8. Lower and upper-case don't make a difference in it, as long as it's spelled correctly it's fine.

    It looks to me as if your @DayZ_Epoch Mod is corrupted. Check to see if anyone else on your server is having the same issue?
    Otherwise just go through DayZ Commander, go into your install section, reinstall the 103718 patch (If that's what your server runs), and reinstall epoch 1.0.4.2 (It will download any missing files).

     

    I have had a problem similar to this before, and that fixed it.

  9. I got this:

    _cpcimmune =[
    "CinderWallHalf_DZ",
    "CinderWall_DZ",
    "CinderWallDoorway_DZ",
    "MetalFloor_DZ",
    "CinderWallDoorSmallLocked_DZ",
    "CinderWallSmallDoorway_DZ",
    "CinderWallDoor_DZ",
    "CinderWallDoorLocked_DZ",
    "CinderWallDoorSmall_DZ"
    ];
    

    But now everything is indestructible.

    I dont use DZE_BaseGodmode.

    Any ideas?

    To know what the issue is i'll need to see the whole Server_Monitor.SQF

  10. This works for items built in-game. does not work for items that were built with the 3d editor.  any ideas?

    I believe the script reads the entries from the database indestructible, not the mission files, because items made in the editor are saved as files in your server/mission files (.sqf).

    That's from what I know.

     

    Hope this helps.

  11. I have had a slight shift in walls as well, little gaps?  Anyone else have this issue?

    A few people are, I have it with floors, it's minor, but it happens to me even when I have the lines removed.

    The database only registers the position to a certain degree, so after restart many things will shift, not just walls.

     

    Update on this would be cool. It does not work on 1.0.4.2 for me. Server does not start up.

     

    As for this, as I have posted before, you need to be careful where you are putting your lines, and use your RPT file to find out where something is missing.

    You're welcome to have a look through my server_monitor.sqf and you can use, i really don't care

    http://pastebin.com/zjVZrcdN

  12. I got this working finally, However I want to be able to make it so you can only tow unlocked vehicles. At the moment alot of my players are towing other players locked vehicles out of their bases which I don't really want happening.

    Would anyone know how to go about doing this? Or does anyone have a link to a thread that allready exists?
     

    Cheers

  13. @mathewjknott I don't believe there is, Since posting this I have added another 2 Donator kits to it, and they work fine.
    It's a strange script, If you have misspelled or phrased a classname wrong, that loadout wont work, but the rest will. Just double check that all the classnames are correct aswell as player ID's, and that the line doesn't end with a comma ',' before ].

    I'll give you an example, Yesterday I set up a loadout for the MK17 EGLM, and set the magazines as 20rnd_772x51_B_SCAR when it should be 20rnd_762x51_B_SCAR.

    You should be able to easily copy one of the loadouts and use it as a template of others.

    If you want, I can have a look at them for you.

     

  14. When I had it the way the instructions told me to do it, It didn't work. All I did was get rid of the lines between 

    1. dayz_hiveVersionNo = getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");
    2. // ### [CPC] Indestructible Buildables Fix

    and
     

    1. "ForestLargeCamoNet_DZ",
    2. "DesertLargeCamoNet_DZ"
    3. ];
    4. // ### [CPC] Indestructible Buildables Fix
    5. waitUntil{initialized}; //means all the functions are now defined

    And it worked straight away

  15. I believe this will help a bunch.


    A tutorial on basic setup, extremely easy, all it requires you to do is change what you want the players to spawn with.

    Basic Instructions, Create a Loaout.sqf file in your Mission folder/Pbo, (You can use the script I edited to suit my server and donars) just paste the code into your new Loadouts.sqf file you made.

    //Default Loadout
    DefaultMagazines = ["ItemBandage","ItemBandage","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","FoodSteakCooked"];
    DefaultWeapons = ["glock17_EP1","ItemFlashlight","ItemHatchet","ItemMap"];
    DefaultBackpack = "DZ_Patrol_Pack_EP1";
    DefaultBackpackWeapon = "";
    
    //Admin Loadout
    if ((getPlayerUID player) in ["38128710","149474374"]) then {  //Admins: John West, Me
    	DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemPainkiller","FoodSteakCooked","ItemWatterBottle","ItemMorphine","ItemBloodbag","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","20Rnd_762x51_B_scar","20Rnd_762x51_B_scar","20Rnd_762x51_B_scar","20Rnd_762x51_B_scar","20Rnd_762x51_B_scar","Skin_Drake_light_DZ"];
    DefaultWeapons = ["ItemToolbox","Binocular_Vector","NVGoggles","ItemGPS","ItemCompass","ItemKnife","ItemEtool","M9SD","Scar_H_STD_EGLM_Spect","ItemHatchet","ItemFlashlightRed"];
    	DefaultBackpack = "DZ_LargeGunBag_EP1";
    	DefaultBackpackWeapon = "";
    	};
    
    //Pro-Donator Loadout Custom As50 Boom
    if ((getPlayerUID player) in ["198544198"]) then {  //Pro-Donators AS50 Custom: Boom Headshot
    	DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemPainkiller","FoodSteakCooked","ItemWatterBottle","ItemMorphine","ItemBloodbag","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","Skin_CZ_Soldier_Sniper_EP1_DZ"];
    	DefaultWeapons = ["ItemToolbox","Binocular_Vector","NVGoggles","ItemGPS","ItemCompass","ItemKnife","ItemEtool","M9SD","BAF_AS50_scoped","ItemHatchet","ItemFlashlightRed"];
    	DefaultBackpack = "DZ_LargeGunBag_EP1";
    	DefaultBackpackWeapon = "";
    	};
    	
    //Pro-Donator Loadout Custom Mk17 Gizmo
    if ((getPlayerUID player) in ["198544070"]) then {  //Pro-Donators AS50 Custom: Gizmo
    DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemPainkiller","FoodSteakCooked","ItemWatterBottle","ItemMorphine","ItemBloodbag","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","20Rnd_762x51_B_scar","20Rnd_762x51_B_scar","20Rnd_762x51_B_scar","20Rnd_762x51_B_scar","20Rnd_762x51_B_scar","Skin_GUE_Commander_DZ"];
    DefaultWeapons = ["ItemToolbox","Binocular_Vector","NVGoggles","ItemGPS","ItemCompass","ItemKnife","ItemEtool","M9SD","SCAR_H_CQC_CCO","ItemHatchet","ItemFlashlightRed"];
    	DefaultBackpack = "DZ_LargeGunBag_EP1";
    	DefaultBackpackWeapon = "";
    	};
    
    //Advanced Donator Loadout USMC Sniper
    if ((getPlayerUID player) in [""93836038""]) then {   //Donators: Keks R Us
    	DefaultMagazines = ["20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","ItemBandage","ItemBandage","ItemBandage","ItemBandage","17Rnd_9x19_glock17","17Rnd_9x19_glock17","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemPainkiller","ItemMorphine","ItemAntibiotic","FoodSteakCooked","ItemSodaPepsi"];
    	DefaultWeapons = ["Binocular_Vector","NVGoggles","ItemGPS","ItemCompass","ItemFlashlightRed","ItemKnife","ItemHatchet","ItemEtool","ItemToolbox","DMR","glock17_EP1"];
    	DefaultBackpack = "DZ_Backpack_EP1";
    	DefaultBackpackWeapon = "";
    	};
    
    //Donator Loadout USMC Assault
    if ((getPlayerUID player) in ["167074310"]) then {  //USMC Donators: Jac_2001nz
    	DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemPainkiller","ItemMorphine","ItemAntibiotic","FoodSteakCooked","ItemSodaPepsi","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD"];
    	DefaultWeapons = ["Binocular_Vector","NVGoggles","ItemGPS","ItemCompass","ItemFlashlightRed","ItemKnife","ItemHatchet","ItemEtool","ItemToolbox","M4A3_CCO_EP1","M9SD"];
    	DefaultBackpack = "DZ_GunBag_EP1";
    	DefaultBackpackWeapon = "";
    	};
    

     

    Then call it in your Init.sqf Between the lines:
     

    if (!isDedicated) then {
    	//Conduct map operations
    	0 fadeSound 0;
    	waitUntil {!isNil "dayz_loadScreenMsg"};
    	dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    
    	//Run the player monitor
    	_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    	_playerMonitor = 	[] execVM "\z\addons\dayz_code\system\player_monitor.sqf";	
    	
    

    So it looks like:
     

    if (!isDedicated) then {
    	//Conduct map operations
    	0 fadeSound 0;
    	waitUntil {!isNil "dayz_loadScreenMsg"};
    	dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    
    	//Custom Loadouts
    	[] ExecVM "loadouts.sqf";
    
    	//Run the player monitor
    	_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    	_playerMonitor = 	[] execVM "\z\addons\dayz_code\system\player_monitor.sqf";	
    	 

    or

    if (!isDedicated) then {
    	//Conduct map operations
    	0 fadeSound 0;
    	waitUntil {!isNil "dayz_loadScreenMsg"};
    	dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    
    	//Custom Loadouts
    	[] ExecVM "scripts/loadout.sqf";
    
    	//Run the player monitor
    	_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    	_playerMonitor = 	[] execVM "\z\addons\dayz_code\system\player_monitor.sqf";	
    	 

    If you follow the other tutorial (I choose not to have another useless folder)

     

    It works absolutely brilliant on my server.

    All credit for this goes to Mysticviperx

  16. Ok, so I finally figured out what the problem was and came up with a solution.
    Go into your RPT, and it will give you errors of missing lines and calls. The reason is, if you follow the instructions on page 12 (Wokkel), the examples have a line between the main script, and the mod script, this is wrong.
    Make sure there are no spaces between your lines you add in.

    Works flawlessly on 1.0.4.2

    Feel free to copy my Server_Monitor

    private ["_nul","_result","_pos","_wsDone","_dir","_block","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_intentory","_hitPoints","_fuel","_damage","_key","_vehLimit","_hiveResponse","_objectCount","_codeCount","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0","_bQty","_vQty","_BuildingQueue","_objectQueue"];
    
    dayz_versionNo = 		getText(configFile >> "CfgMods" >> "DayZ" >> "version");
    dayz_hiveVersionNo = 	getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");
    // ### [CPC] Indestructible Buildables Fix
    _cpcimmune =[
    "WoodFloor_DZ",
    "WoodFloorHalf_DZ",
    "WoodFloorQuarter_DZ",
    "Land_DZE_LargeWoodDoorLocked",
    "WoodLargeWallDoor_DZ",
    "WoodLargeWallWin_DZ",
    "WoodLargeWall_DZ",
    "Land_DZE_WoodDoorLocked",
    "WoodSmallWallDoor_DZ",
    "WoodSmallWallWin_DZ",
    "Land_DZE_GarageWoodDoor",
    "Land_DZE_GarageWoodDoorLocked",
    "WoodLadder_DZ",
    "WoodStairsSans_DZ",
    "WoodStairs_DZ",
    "WoodSmallWall_DZ",
    "WoodSmallWallThird_DZ",
    "CinderWallHalf_DZ",
    "CinderWall_DZ",
    "CinderWallDoorway_DZ",
    "Land_DZE_LargeWoodDoor",
    "MetalFloor_DZ",
    "CinderWallDoorSmallLocked_DZ",
    "CinderWallSmallDoorway_DZ",
    "CinderWallDoor_DZ",
    "StickFence_DZ",
    "Sandbag1_DZ",
    "WoodShack_DZ",
    "Wooden_shed_DZ",
    "StorageShed_DZ",
    "BagFenceRound_DZ",
    "Fence_corrugated_DZ",
    "Land_HBarrier1_DZ",
    "Land_HBarrier3_DZ",
    "SandNest_DZ",
    "CanvasHut_DZ",
    "MetalGate_DZ",
    "OutHouse_DZ",
    "LightPole_DZ",
    "DeerStand_DZ",
    "MetalPanel_DZ",
    "Hedgehog_DZ",
    "ForestCamoNet_DZ",
    "DesertCamoNet_DZ",
    "ForestLargeCamoNet_DZ",
    "DesertLargeCamoNet_DZ"
    ];
    // ### [CPC] Indestructible Buildables Fix
    waitUntil{initialized}; //means all the functions are now defined
    
    diag_log "HIVE: Starting";
    
    waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player)
    	
    // Custom Configs
    if(isnil "MaxVehicleLimit") then {
    	MaxVehicleLimit = 50;
    };
    
    if(isnil "MaxDynamicDebris") then {
    	MaxDynamicDebris = 100;
    };
    if(isnil "MaxAmmoBoxes") then {
    	MaxAmmoBoxes = 3;
    };
    if(isnil "MaxMineVeins") then {
    	MaxMineVeins = 50;
    };
    // Custon Configs End
    
    if (isServer and isNil "sm_done") then {
    
    	serverVehicleCounter = [];
    	_hiveResponse = [];
    
    	for "_i" from 1 to 5 do {
    		diag_log "HIVE: trying to get objects";
    		_key = format["CHILD:302:%1:", dayZ_instance];
    		_hiveResponse = _key call server_hiveReadWrite;  
    		if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then {
    			diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse));
    			_hiveResponse = ["",0];
    		} 
    		else {
    			diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" );
    			_i = 99; // break
    		};
    	};
    	
    	_BuildingQueue = [];
    	_objectQueue = [];
    	
    	if ((_hiveResponse select 0) == "ObjectStreamStart") then {
    		diag_log ("HIVE: Commence Object Streaming...");
    		_key = format["CHILD:302:%1:", dayZ_instance];
    		_objectCount = _hiveResponse select 1;
    		_bQty = 0;
    		_vQty = 0;
    		for "_i" from 1 to _objectCount do {
    			_hiveResponse = _key call server_hiveReadWriteLarge;
    			//diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]);
    			if ((_hiveResponse select 2) isKindOf "ModularItems") then {
    				_BuildingQueue set [_bQty,_hiveResponse];
    				_bQty = _bQty + 1;
    			} else {
    				_objectQueue set [_vQty,_hiveResponse];
    				_vQty = _vQty + 1;
    			};
    		};
    		diag_log ("HIVE: got " + str(_bQty) + " Epoch Objects and " + str(_vQty) + " Vehicles");
    	};
    	
    	// # NOW SPAWN OBJECTS #
    	_totalvehicles = 0;
    	{
    		_idKey = 		_x select 1;
    		_type =			_x select 2;
    		_ownerID = 		_x select 3;
    
    		_worldspace = 	_x select 4;
    		_intentory =	_x select 5;
    		_hitPoints =	_x select 6;
    		_fuel =			_x select 7;
    		_damage = 		_x select 8;
    		
    		_dir = 0;
    		_pos = [0,0,0];
    		_wsDone = false;
    		if (count _worldspace >= 2) then
    		{
    			_dir = _worldspace select 0;
    			if (count (_worldspace select 1) == 3) then {
    				_pos = _worldspace select 1;
    				_wsDone = true;
    			}
    		};			
    		
    		if (!_wsDone) then {
    			if (count _worldspace >= 1) then { _dir = _worldspace select 0; };
    			_pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos;
    			if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; };
    			diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos));
    		};
    		
    
    		if (_damage < 1) then {
    			//diag_log format["OBJ: %1 - %2", _idKey,_type];
    			
    			//Create it
    			_object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
    			_object setVariable ["lastUpdate",time];
    			_object setVariable ["ObjectID", _idKey, true];
    
    			_lockable = 0;
    			if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {
    				_lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable");
    			};
    
    			// fix for leading zero issues on safe codes after restart
    			if (_lockable == 4) then {
    				_codeCount = (count (toArray _ownerID));
    				if(_codeCount == 3) then {
    					_ownerID = format["0%1", _ownerID];
    				};
    				if(_codeCount == 2) then {
    					_ownerID = format["00%1", _ownerID];
    				};
    				if(_codeCount == 1) then {
    					_ownerID = format["000%1", _ownerID];
    				};
    			};
    
    			if (_lockable == 3) then {
    				_codeCount = (count (toArray _ownerID));
    				if(_codeCount == 2) then {
    					_ownerID = format["0%1", _ownerID];
    				};
    				if(_codeCount == 1) then {
    					_ownerID = format["00%1", _ownerID];
    				};
    			};
    
    			_object setVariable ["CharacterID", _ownerID, true];
    			
    			clearWeaponCargoGlobal  _object;
    			clearMagazineCargoGlobal  _object;
    			// _object setVehicleAmmo DZE_vehicleAmmo;
    			
    			_object setdir _dir;
    			_object setposATL _pos;
    			_object setDamage _damage;
    			// ### [CPC] Indestructible Buildables Fix
    					if (typeOf(_object) in _cpcimmune) then {
    						_object addEventHandler ["HandleDamage", {false}];
    						_object enableSimulation false;
    					};
    // ### [CPC] Indestructible Buildables Fix
    			if ((typeOf _object) in dayz_allowedObjects) then {
    				if (DZE_GodModeBase) then {
    					_object addEventHandler ["HandleDamage", {false}];
    					_object setDamage 0;
    				} else {
    					_object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
    				};
    				// Test disabling simulation server side on buildables only.
    				_object enableSimulation false;
    				// used for inplace upgrades and lock/unlock of safe
    				_object setVariable ["OEMPos", _pos, true];
    				
    			};
    
    			if (count _intentory > 0) then {
    				if (_type in DZE_LockedStorage) then {
    					// Fill variables with loot
    					_object setVariable ["WeaponCargo", (_intentory select 0)];
    					_object setVariable ["MagazineCargo", (_intentory select 1)];
    					_object setVariable ["BackpackCargo", (_intentory select 2)];
    				} else {
    
    					//Add weapons
    					_objWpnTypes = (_intentory select 0) select 0;
    					_objWpnQty = (_intentory select 0) select 1;
    					_countr = 0;					
    					{
    						if(_x in (DZE_REPLACE_WEAPONS select 0)) then {
    							_x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x);
    						};
    						_isOK = 	isClass(configFile >> "CfgWeapons" >> _x);
    						if (_isOK) then {
    							_block = 	getNumber(configFile >> "CfgWeapons" >> _x >> "stopThis") == 1;
    							if (!_block) then {
    								_object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
    							};
    						};
    						_countr = _countr + 1;
    					} forEach _objWpnTypes; 
    				
    					//Add Magazines
    					_objWpnTypes = (_intentory select 1) select 0;
    					_objWpnQty = (_intentory select 1) select 1;
    					_countr = 0;
    					{
    						if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow
    						if (_x == "ItemTent") then { _x = "ItemTentOld" };
    						_isOK = 	isClass(configFile >> "CfgMagazines" >> _x);
    						if (_isOK) then {
    							_block = 	getNumber(configFile >> "CfgMagazines" >> _x >> "stopThis") == 1;
    							if (!_block) then {
    								_object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
    							};
    						};
    						_countr = _countr + 1;
    					} forEach _objWpnTypes;
    
    					//Add Backpacks
    					_objWpnTypes = (_intentory select 2) select 0;
    					_objWpnQty = (_intentory select 2) select 1;
    					_countr = 0;
    					{
    						_isOK = 	isClass(configFile >> "CfgVehicles" >> _x);
    						if (_isOK) then {
    							_block = 	getNumber(configFile >> "CfgVehicles" >> _x >> "stopThis") == 1;
    							if (!_block) then {
    								_object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)];
    							};
    						};
    						_countr = _countr + 1;
    					} forEach _objWpnTypes;
    				};
    			};	
    			
    			if (_object isKindOf "AllVehicles") then {
    				{
    					_selection = _x select 0;
    					_dam = _x select 1;
    					if (_selection in dayZ_explosiveParts and _dam > 0.8) then {_dam = 0.8};
    					[_object,_selection,_dam] call object_setFixServer;
    				} forEach _hitpoints;
    
    				_object setFuel _fuel;
    
    				if (!((typeOf _object) in dayz_allowedObjects)) then {
    					
    					//_object setvelocity [0,0,1];
    					_object call fnc_veh_ResetEH;		
    					
    					if(_ownerID != "0" and !(_object isKindOf "Bicycle")) then {
    						_object setvehiclelock "locked";
    					};
    					
    					_totalvehicles = _totalvehicles + 1;
    
    					// total each vehicle
    					serverVehicleCounter set [count serverVehicleCounter,_type];
    				};
    			};
    
    			//Monitor the object
    			PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
    		};
    	} forEach (_BuildingQueue + _objectQueue);
    	// # END SPAWN OBJECTS #
    	
    
    	// preload server traders menu data into cache
    	if !(DZE_ConfigTrader) then {
    		{
    			// get tids
    			_traderData = call compile format["menu_%1;",_x];
    			if(!isNil "_traderData") then {
    				{
    					_traderid = _x select 1;
    
    					_retrader = [];
    
    					_key = format["CHILD:399:%1:",_traderid];
    					_data = "HiveEXT" callExtension _key;
    
    					//diag_log "HIVE: Request sent";
    			
    					//Process result
    					_result = call compile format ["%1",_data];
    					_status = _result select 0;
    			
    					if (_status == "ObjectStreamStart") then {
    						_val = _result select 1;
    						//Stream Objects
    						//diag_log ("HIVE: Commence Menu Streaming...");
    						call compile format["ServerTcache_%1 = [];",_traderid];
    						for "_i" from 1 to _val do {
    							_data = "HiveEXT" callExtension _key;
    							_result = call compile format ["%1",_data];
    							call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result];
    							_retrader set [count _retrader,_result];
    						};
    						//diag_log ("HIVE: Streamed " + str(_val) + " objects");
    					};
    
    				} forEach (_traderData select 0);
    			};
    		} forEach serverTraders;
    	};
    
    	//  spawn_vehicles
    	_vehLimit = MaxVehicleLimit - _totalvehicles;
    	if(_vehLimit > 0) then {
    		diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
    		for "_x" from 1 to _vehLimit do {
    			[] spawn spawn_vehicles;
    		};
    	} else {
    		diag_log "HIVE: Vehicle Spawn limit reached!";
    	};
    	//  spawn_roadblocks
    	diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris));
    	for "_x" from 1 to MaxDynamicDebris do {
    		[] spawn spawn_roadblocks;
    	};
    	//  spawn_ammosupply at server start 1% of roadblocks
    	diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes));
    	for "_x" from 1 to MaxAmmoBoxes do {
    		[] spawn spawn_ammosupply;
    	};
    	// call spawning mining veins
    	diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));
    	for "_x" from 1 to MaxMineVeins do {
    		[] spawn spawn_mineveins;
    	};
    
    	if(isnil "dayz_MapArea") then {
    		dayz_MapArea = 10000;
    	};
    	if(isnil "HeliCrashArea") then {
    		HeliCrashArea = dayz_MapArea / 2;
    	};
    	if(isnil "OldHeliCrash") then {
    		OldHeliCrash = false;
    	};
    
    	allowConnection = true;
    
    	// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
    	if(OldHeliCrash) then {
    		_nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite;
    	};
    
    	if (isDedicated) then {
    		// Epoch Events
    		_id = [] spawn server_spawnEvents;
    		// server cleanup
    		[] spawn {
    			private ["_id"];
    			sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart
    			waitUntil {!isNil "server_spawnCleanAnimals"};
    			_id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm";
    		};
    
    		// spawn debug box
    		_debugMarkerPosition = getMarkerPos "respawn_west";
    		_debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];
    		_vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];
    		_vehicle_0 setPos _debugMarkerPosition;
    		_vehicle_0 setVariable ["ObjectID","1",true];
    
    		// max number of spawn markers
    		if(isnil "spawnMarkerCount") then {
    			spawnMarkerCount = 10;
    		};
    		
    		actualSpawnMarkerCount = 0;
    
    		// count valid spawn marker positions
    		for "_i" from 0 to spawnMarkerCount do {
    			if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then {
    				actualSpawnMarkerCount = actualSpawnMarkerCount + 1;
    			} else {
    				// exit since we did not find any further markers
    				_i = spawnMarkerCount + 99;
    			};
    			
    		};
    		diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount];
    	};
    
    	sm_done = true;
    	publicVariable "sm_done";
    };
    
    
  17. Followed your instructions,
    Load into game and get countdown timer.
    Never actually get passed the loading screen.
     

    //Run the player monitor
    	_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    	_playerMonitor = 	[] execVM "\z\addons\dayz_code\system\player_monitor.sqf";	
    	switch true do {
        case ((getPlayerUID player) in ["198544198"])  :   
            {
        DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","FoodCanBakedBeans","ItemSodaCoke","ItemPainkiller","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","Skin_Soldier1_DZ","ItemMorphine","ItemBloodbag","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9"];
    DefaultWeapons = ["ItemToolbox","ItemFlashlight","M4A3_CCO_EP1","UZI_EP1","Binocular_Vector","NVGoggles","ItemGPS","ItemCompass","ItemKnife","ItemEtool"];
    DefaultBackpack = "DZ_ALICE_Pack_EP1";
    DefaultBackpackWeapon = "";
            };
        default  
            {
    DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","17Rnd_9x19_glock17","17Rnd_9x19_glock17","FoodCanBakedBeans","ItemSodaCoke","ItemPainkiller"];
    DefaultWeapons = ["glock17_EP1","ItemMap","ItemToolbox","ItemFlashlight"];
    DefaultBackpack = "DZ_Patrol_Pack_EP1";
    DefaultBackpackWeapon = "";
            };
    	
    	//anti Hack
    	//[] execVM "\z\addons\dayz_code\system\antihack.sqf";
    

    I'm no genius at coding, nor do I even know how to do alot of it, but from my basic understanding of code, I would think that you're asking already existing players (alive) to spawn with what is show there. I think some sort of 'If player is new', or something like that needs to be input somewhere, because It's rejecting players to load their character. Not even new players can join

     

  18. Okay, so the problem is this:
    Base Buildings disappear after the default HiveEXT.ini cleanup of 6 days, I have tried everything from adding days to 30-60, and even getting rid of it all together to -1. No matter what I have ever tried, they still despawn after 6 days, not ideal for epoch when it takes clans and individuals days and weeks to gather the appropriate materials to build.

    I have submitted a ticket to vilayer about a week ago asking them their thoughts (Because they want to organise their file systems differently to everyone else), and have still had no reply [Typical], So here I am.

    My HiveExt.ini code>

    ;This is a comment
    ;Comments above a certain setting will provide it's description
    
    ;The format for a setting is 
    ;Variable = Value
    
    ;If you see a commented line of that form, it means that the setting is optional, and the Value shows the default
    ;To change from the default, simply uncomment the line and change the Value
    
    [Time]
    ;Possible values: Local, Custom, Static
    Type = Static
    ;If using Custom type, offset from UTC in hours (can be negative as well)
    Offset = 0
    ;If using Static type (Hour value always the same on every server start), the value (0-24) to set the Hour to
    Hour = 12
    
    [Database]
    ;Currently, only MySQL is supported
    Type = MySQL
    ;Hostname or IP of the server to connect to
    Host = 119.252.190.236
    ;Port to connect to. The default is the default listening port of a server of the selected Type
    ;Instead of specifying Port, you can specify Socket and set Value to the socket name
    Port = ****
    ;Database name to connect to.
    Database = epoch
    ;Username to connect with
    Username = ********
    ;Password to authenticate with (default is blank)
    Password = ********
    
    [Characters]
    ;The field name that Player's IDs are stored in (unique per game license)
    ;IDField = PlayerUID
    ;The field name that Player's World Position and rotation is stored in
    ;Enables you to run multiple different maps (different instances) off the same character table
    ;WSField = Worldspace
    
    [Objects]
    ;Flag indicating whether hiveext should detect vehicles out of map boundaries (X < 0, or Y > 15360) and reset their position to []
    ;Note: YOU MUST have a proper dayz_server.pbo that supports this feature, otherwise you will get script errors
    ;You can find that file under the SQF directory for your server version
    
    ;EPOCH SETTINGS 
    ;Which table should the objects be stored and fetched from  
    ;Table = Object_DATA 
     
    ;Negative values will disable this feature 
    ;0 means that ALL empty placed items will be deleted every server restart 
    ;A positive number is how old (in days) a placed empty item must be, in order for it to be deleted 
    CleanupPlacedAfterDays = -1
    
    [ObjectDB]
    ;Setting this to true separates the Object fetches from the Character fetches
    ;That means that the Object Table must be on this other database
    ;Use = false
    
    ;The settings here have the same meaning as in [Database], and are only used if the setting above is set to true
    ;Type = MySQL
    ;Host = localhost
    ;Port = 3306
    ;Database = dayz
    ;Username = dayz
    ;Password = CHANGEME
    

    Any Ideas or previous solutions that could fix this?

    Cheers

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