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DangerRuss

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Posts posted by DangerRuss

  1. By any chance does it spawn it at [0,0,0] then setPos it to ure location? I had a similar problem, players with lower fps so that the bike was able to take damage at [0,0,0] before it was teleported to them.

    I dont think it works like that but Im not sure. You can always check out the code yourself in the deploy anything script. I think I might have found the solution as Schwede mentioned it was probably being caused by a setsimulation false block of code which I just commented out. Seems to be fine. Hard to tell since it was so random.

  2. class ItemToolbox {
    		class DeployBike {
    			text = "Deploy Bike";
    			script = "execVM 'custom\deploy.sqf'";
    		};
    	};
    
    if (false) then { 
        cutText [format["You are in combat and cannot build a bike."], "PLAIN DOWN"];
    } else {
    	player removeAction s_player_deploybike;
    	closeDialog 602;
    	player removeWeapon "ItemToolbox";
    	player playActionNow "Medic";
    	r_interrupt = false;
    	_dis=10;
    	_sfx = "repair";
    	[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
    	[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
    	
    	sleep 6;
    	
    	_object = "MMT_Civ" createVehicle (position player);
    	_object setVariable ["ObjectID", "1", true];
    	_object setVariable ["ObjectUID", "1", true];
    	
    	player reveal _object;
    
    	cutText [format["You've used your toolbox to build a bike! How magical!"], "PLAIN DOWN"];
    	
    	r_interrupt = false;
    	player switchMove "";
    	player playActionNow "stop";
    	
    	sleep 10;
    	
    	cutText [format["Warning: Spawned bikes DO NOT SAVE after server restart!"], "PLAIN DOWN"];
    	
    };
    //bike deploy script by Player2 - OpenDayz Release Coming Soon!
    

    Thats the extra_rc and deploy.sqf I've been using for about a year now without any issues. Of course the bike still needs to added in the safe vehicles in the variables.sqf. Credits to Player2 for the deploy.

     

    Thanks I have several deploy scripts already but Im using the deploy anything which incorporates all of my deploy scripts into one mod. There's just this one little bug with it. I haven't heard anymore feedback regarding the issue because it's been a busy week at work.

  3.  

    Hello! I'm having a problem, my server.rpt file shows me the following error: ErrorMessage: Config: some input after EndOfFile.
    I thought it might be the mission.sqm file but changed several times and the problem persists. Can someone help me?

     

    Unfortunately you're going to have to dig through files you've edited and make sure there isn't anything extra at the very end of the file. It could be a simple coma or perhaps a closing bracket duplicated by accident. Try comparing to fresh files or back ups from before the problem arose.

  4. So I feel like I followed the directions but my server will not authenticate.

     

    Could someone look at my things for me?

     

    Execution file

     

    /*

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

            buildings execution    

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

    */

    // Trader Cities

    call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\StaroyeTrader.sqf";

    // Custom Map Addons

    call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\neaf.sqf";

    call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\nwaf.sqf";

    call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\Secretairfield.sqf";

     

    This is the execute line at the bottom of my server_functions sqf

    execVM "\z\addons\dayz_server\buildings\execution.sqf";

     

    My buildings folders consists of the sqf files, execution neaf nwaf Secretairfield and StaroyeTrader.

     

    When I try to load in I get "waiting for server to start authentication. I added the marker as well for staroye mission side, if you need to see it let me know. I know some of these arent from this posts BUT if i put them mission side they all work. Why cant I authenticate when installing things server side???

    what does your RPT say?

  5. Lol. Not sure if you are being sarcastic for sure or not, or if some people really don't read the small number ;) of pages in this thread. I've seen many post from you around the forums and you seem like a good guy, so I'm thinking sarcastic. But, for anyone else, and just incase....

     

    Quick lesson for those that don't know very much about the scripting in this, amazing, baddly programmed, game called Arma 2 dayz, and the terrible way we have to script in the mods.....that we all enjoy playing so much.

     

    Vehicles, are not vehicles. BAM, mind blown huh? I think of vehicles as more of vessels....err...now some of you are thinking of boats or something probably. Hmm. Well, to try and put it plainly, just like a car, truck, tank, airplane, or a helicoptor, animals are also considered vehicles. (Check the list I posted from bis themselves that lists the order of vehicle categories if anyone doesn't believe me.)

     

    So, if you have a local rabbit, zombie, cow, etc, and you have a script that checks for "AllVehicles", the rabbit, zombie, cow, etc, will be included in that list. That's why in the code for Advanced Trading (and many other mods), we have to do things like "!isPlayer", to say that we DON'T want to include players, !(_x isKindOf "zZombie_base") or zombies, !(_x isKindOf "Man") or anything in the Man category (which just happens to include animals... what a dumb organization of categories those programmers have...or maybe the really think an animal is a man.)

     

    But, now you all know how I get around the map so fast, I drive a rabbit. Don't tell anyone my secret.

    I just didnt go back far enough to read what you were talking about and saw the post about riding a rabbit and I thought you might be on drugs :)  

    No worries I understand where you're coming from now, although Im not totally convinced that you aren't on drugs because you ride a rabbit haha

  6. so disabling the enableSimulation didnt get any results, hm!?

     

    Is it completly random or has it some specific conditions to appear?

     

    Are you able to ride the bikes, that wont move on normal players?

     

    I actually dont know if it works or not. At first I thought it broke the script but that was just me missing a comma in an array :)  ... its really random and only effects some players and not all of the time.. can't recreate the issue. I have been busy with work and unable to check if it's still an issue.

     

  7. And if you run config-based traders with coin system

    class Category_762 {
    	class SUV_Silver_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={600,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class SUV_Orange_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={600,"Coins"};
    		sell[] ={200,"Coins"};
    	};
    	class SUV_Charcoal_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={600,"Coins"};
    		sell[] ={200,"Coins"};
    	};
    	class SUV_Pink_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={600,"Coins"};
    		sell[] ={200,"Coins"};
    	};
    	class SUV_White_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={600,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class SUV_Red_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={600,"Coins"};
    		sell[] ={400,"Coins"};
    	};
    	class SUV_Yellow_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={600,"Coins"};
    		sell[] ={400,"Coins"};
    	};
    	class SUV_Green_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={600,"Coins"};
    		sell[] ={400,"Coins"};
    	};
    	class SUV_Blue_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={600,"Coins"};
    		sell[] ={400,"Coins"};
    	};
    	class SUV_Camo_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={600,"Coins"};
    		sell[] ={400,"Coins"};
    	};
    	class SUV_TK_CIV_EP1_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={600,"Coins"};
    		sell[] ={400,"Coins"};
    	};
    	class UAZ_Unarmed_TK_CIV_EP1_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class UAZ_Unarmed_UN_EP1_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class UAZ_Unarmed_TK_EP1_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class UAZ_RU_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class UAZ_INS_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class UAZ_CDF_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class hilux1_civil_2_covered_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class hilux1_civil_1_open_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class Lada2_TK_CIV_EP1_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class Lada1_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class Lada2_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class LadaLM_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class Lada1_TK_CIV_EP1_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class hilux1_civil_3_open_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class datsun1_civil_3_open_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class VolhaLimo_TK_CIV_EP1_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class Volha_1_TK_CIV_EP1_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class Volha_2_TK_CIV_EP1_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class VWGolf_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class Skoda_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class SkodaBlue_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class SkodaRed_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class SkodaGreen_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class car_hatchback_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class car_sedan_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class datsun1_civil_1_open_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class datsun1_civil_2_covered_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={500,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class Offroad_DSHKM_Gue_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={700,"Coins"};
    		sell[] ={500,"Coins"};
    	};
    	class Pickup_PK_GUE_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={650,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class Pickup_PK_TK_GUE_EP1_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={650,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class Pickup_PK_INS_DZE4 {
    		type = "trade_any_vehicle";
    		buy[] ={650,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    };
    

  8. I occasionally get the same problem as IvertizPL (for reference i'm running WAI V2.2.0). This version can run many missions at the same time.

     

    The mission starts as normal but won't complete (even although it was cleared by players with the crate empty and no AI left etc). Nothing appears in the server side RPT logs. I think what IvertizPL is asking for is an admin level mechanism to force a mission to end.

     

    Oh and btw i don't know if you're aware but V2.2.0v3 (BETA) allows you to have the mission announcements come through the radio placing it at the bottom left (not sure if that'd satisfy the issue having the mission text placed in the center of the screen).

    Interesting I haven't look at that. Well it's still in BETA so there are bound to be bugs but I guess in the mean time I just wouldn't run duplicate missions like that. 

    Eh global/system chat isn't really what Im looking for. On DZMS I had nice hints come where the debug monitor goes with colors and pictures of vehicles/weapons. Looks much more professional.  Im also interested in separating colors for hero/bandit missions.

  9.  

    Ive checked and rechecked .. I have god mode at base.. turned off safe zone.. I can lock vehicle and its good . till server restarts then have unlock and relock vehicles .. 

    and using custom compiles, amending the compiles, even edited the dayz_code to reflect below .. still same issue

    if (!isDedicated) then {
    
    FillSkinList  = compile preprocessFileLineNumbers "zupa\skins\getList.sqf";
    ApplySkinList  = compile preprocessFileLineNumbers "zupa\skins\changeClothes.sqf";
    player_wearClothes  = compile preprocessFileLineNumbers "zupa\skins\player_wearClothes.sqf"; 
    player_switchModel  = compile preprocessFileLineNumbers "zupa\skins\player_switchModel.sqf";
    // player_wearClothes = ..
        // player_switchModel = ..
    player_build = compile preprocessFileLineNumbers "custom\snap_pro\player_build.sqf";
    snap_build = compile preprocessFileLineNumbers "custom\snap_pro\snap_build.sqf";
    dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\snap_pro\dayz_spaceInterrupt.sqf";
    
    
    fnc_usec_damageActions = compile preprocessFileLineNumbers "custom\PlotForLifev2\fn_damageActions.sqf"; //Checks which actions for nearby casualty
    fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\PlotForLifev2\fn_selfActions.sqf"; //Checks which actions for self
    player_packTent = compile preprocessFileLineNumbers "custom\PlotForLifev2\player_packTent.sqf";
    player_packVault = compile preprocessFileLineNumbers "custom\PlotForLifev2\player_packVault.sqf";
    player_unlockVault = compile preprocessFileLineNumbers "custom\PlotForLifev2\player_unlockVault.sqf";
    player_removeObject = compile preprocessFileLineNumbers "custom\PlotForLifev2\remove.sqf";
    player_lockVault = compile preprocessFileLineNumbers "custom\PlotForLifev2\player_lockVault.sqf";
    player_updateGui = compile preprocessFileLineNumbers "custom\PlotForLifev2\player_updateGui.sqf";
    player_tentPitch = compile preprocessFileLineNumbers "custom\PlotForLifev2\tent_pitch.sqf";
    player_vaultPitch = compile preprocessFileLineNumbers "custom\PlotForLifev2\vault_pitch.sqf";
    
    
    //fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf";
    //vehicle_handleDamage    =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
    
    
    player_selectSlot =         compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf";
        player_craftItem =          compile preprocessFileLineNumbers "custom\player_craftItem.sqf";
    
    
    
    
    fnc_usec_damageVehicle =        compile preprocessFileLineNumbers "zupa\fn_damageHandlerVehicle.sqf";        //Event handler run on damage
        vehicle_handleDamage =          compile preprocessFileLineNumbers "zupa\vehicle_handleDamage.sqf";
    initialized = true;
    };
    

     

    Put it in code so its easier to read bud, like so.

     

    Anyways your initialized = true is supposed to be outside the

    if (!isDedicated) then {
    

    block, and these call lines should be just above that.

    So the end should look like.

     

    if (!isDedicated) then {
    ...... 
    ......
    ......
    };
    
    fnc_usec_damageVehicle =        compile preprocessFileLineNumbers "zupa\fn_damageHandlerVehicle.sqf";        //Event handler run on damage
    vehicle_handleDamage =          compile preprocessFileLineNumbers "zupa\vehicle_handleDamage.sqf";
    
    initialized = true;
    

    Honestly Im surprised you're not getting massive errors because of this.

  10. Alright so I installed this and it works great! I am having one big issue when I enable battle eye extended controls.

     

    I will give the brief run down here.

     

    Script works great with everything I have when I am not running BEC. When I enable BEC I get kicked for script restriction 73.

     

    I have scoured the forums and google for an answer on this and have turned up nothing. I have tried unblocking DLL's, I have tried adding exceptions to my battle eye filters, have tried altering some of the infistar settings such as dialoge and break function. I guess I am just at a loss here. If someone could help me trouble shoot this that would be awesome!

     

    Here are my files

     

     

    RPT log

     

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

    == C:\Users\Administrator\Desktop\overpoch\arma2oaserver.exe

    == "arma2oaserver.exe" -port=2312 "-config=instance_1_overpoch\config.cfg" "-cfg=instance_1_overpoch\basic.cfg" "-profiles=instance_1_overpoch" -name=instance_1_overpoch "-BePath=C:\Users\Administrator\Desktop\overpoch1\BattlEye" "-mod=@DayZOverwatch;@DayZ_Epoch;@DayZ_Overwatch_Server;"

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

    Exe timestamp: 2015/01/25 20:59:41

    Current time: 2015/03/08 14:34:46

    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/

    14:36:02 Server error: Player without identity tyler (id 221259718)

    14:36:02 Server error: Player without identity tyler (id 221259718)

    14:36:02 Server error: Player without identity tyler (id 221259718)

    14:36:02 Server error: Player without identity tyler (id 221259718)

    14:36:02 Server error: Player without identity tyler (id 221259718)

    14:36:02 Server error: Player without identity tyler (id 221259718)

    14:36:02 Server error: Player without identity tyler (id 221259718)

    14:36:03 Server error: Player without identity tyler (id 221259718)

    14:36:03 Server error: Player without identity tyler (id 221259718)

    14:36:10 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire

    14:36:16 Strange convex component288 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component289 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component290 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component291 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component292 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component293 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component294 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component295 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component296 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component297 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component298 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component299 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component300 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component301 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component302 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component303 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component304 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component305 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component306 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component307 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component308 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component309 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component310 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component311 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component312 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component313 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component314 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component315 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component316 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component317 in warehouse\models\warehouse.p3d:geometry

    14:36:16 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire

    14:36:16 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView

    14:36:16 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView

    14:36:22 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon

    14:36:22 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl

    14:36:23 "DayZ Epoch: PRELOAD Functions\init [[:0 (FunctionsManager)],any]"

    14:36:23 "DayZ Epoch: MPframework inited"

    14:36:24 "infiSTAR.de - Waiting for bis_fnc_init..."

    14:36:27 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:27 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView

    14:36:53 "infiSTAR.de - bis_fnc_init done - AntiHack STARTING...!"

    14:36:53 Warning Message: Script low_admins.sqf not found

    14:36:53 Warning Message: Script normal_admins.sqf not found

    14:36:53 Warning Message: Script super_admins.sqf not found

    14:36:53 Warning Message: Script blacklist.sqf not found

    14:36:53 "infiSTAR.de - iproductVersion: 14092014IAHAT335B | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,125548] | worldName: Chernarus | dayz_instance: 11 | missionName: DayZ_Overpoch_1"

    14:36:53 "infiSTAR.de - _fnc_RandomGen: {

    _arr = ["H","O","r","9","V","V","B","C","u","i","y","w","c","S","e","7","G","l","l","j","Y","W","N","g","7","0","q","H","Q","u"];

    _gen = "p";

    for "_i" from 1 to 6 do {_gen = _gen + (_arr select (random ((count _arr)-1)));};

    _gen = _gen + '_' + _gen;

    _gen

    }"

    14:36:53 "infiSTAR.de - _randvar1: pBigNry_pBigNry"

    14:36:53 "infiSTAR.de - _randvar2: p7qSu0H_p7qSu0H"

    14:36:53 "infiSTAR.de - _randvar3: pBO0e9O_pBO0e9O"

    14:36:53 "infiSTAR.de - _randvar4: pl7uOq7_pl7uOq7"

    14:36:53 "infiSTAR.de - _randvar5: pYeVqV0_pYeVqV0"

    14:36:53 "infiSTAR.de - _randvar6: p7qjuOC_p7qjuOC"

    14:36:53 "infiSTAR.de - _randvar7: prrlrqy_prrlrqy"

    14:36:53 "infiSTAR.de - _randvar8: pOQCOWV_pOQCOWV"

    14:36:53 "infiSTAR.de - _randvar9: pH9SCig_pH9SCig"

    14:36:53 "infiSTAR.de - _randvar11: pVHVlGi_pVHVlGi"

    14:36:53 "infiSTAR.de - _randvar12: pWGlqWj_pWGlqWj"

    14:36:53 "infiSTAR.de - _randvar13: pNw7VwQ_pNw7VwQ"

    14:36:53 "infiSTAR.de - _randvar19: pe7qyrS_pe7qyrS"

    14:36:53 "infiSTAR.de - _randvar20: pOCWQHe_pOCWQHe"

    14:36:53 "infiSTAR.de - _randvar26: pgSCGHY_pgSCGHY"

    14:36:53 "infiSTAR.de - _randvar27: pONC7BN_pONC7BN"

    14:36:53 "infiSTAR.de - _randvar27a: prHBSrC_prHBSrC"

    14:36:53 "infiSTAR.de - _randvar28: pVyBQHB_pVyBQHB"

    14:36:53 "infiSTAR.de - _randvar10: PVAHR_0_cingoe_PVAHR_0_cingoe"

    14:36:53 "infiSTAR.de - infiSTAR_DLL_PATH: "

    14:36:53 "get: STRING (76561198035315116), sent: STRING (76561198035315116)"

    14:36:53 "DISCONNECT: tyler (76561198035315116) Object: B 1-1-A:1 (tyler) REMOTE, _characterID: 0 at loc [-7245.5,19534.9,-3.05176e-005]"

    14:36:53 "ERROR: Cannot Sync Character tyler as no characterID"

    14:36:53 "infiSTAR.de - AntiHack LOADED!"

    14:36:53 "infiSTAR.de - CREATING AdminMenu"

    14:36:53 "infiSTAR.de - ADDING PublicVariableEventHandlers"

    14:36:53 "infiSTAR.de - AntiHack FULLY LOADED"

    14:36:53 Client: Remote object 2:18 not found

    14:36:54 Warning Message: Script custom\init\server_functions.sqf not found

    14:36:54 "Res3tting B!S effects..."

    14:36:54 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852

    14:36:55 "HIVE: Starting"

    14:36:55 "HIVE: trying to get objects"

    14:36:55 "HIVE: found 333 objects"

    14:36:55 "HIVE: Commence Object Streaming..."

    14:36:57 "HIVE: got 1 Epoch Objects and 332 Vehicles"

    14:37:03 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret

    14:37:03 UH1Y_DZE: ObsGun - unknown animation source ObsGun

    14:37:09 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret

    14:37:09 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun

    14:37:17 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1'

    14:37:17 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2'

    14:37:17 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1'

    14:37:17 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2'

    14:37:17 car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota'

    14:37:17 car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr'

    14:37:17 : Invalid parent bone 'osa_door_r1' for 'door_r1'

    14:37:17 : Invalid parent bone 'osa_door_r2' for 'door_r2'

    14:37:17 : Invalid parent bone 'osa_door_l1' for 'door_l1'

    14:37:17 : Invalid parent bone 'osa_door_l2' for 'door_l2'

    14:37:17 : Invalid parent bone 'osa_kapota' for 'kapota'

    14:37:17 : Invalid parent bone 'osa_kufr' for 'kufr'

    14:37:18 "HIVE: Vehicle Spawn limit reached!"

    14:37:18 "HIVE: Spawning # of Debris: 500"

    14:37:18 "HIVE: Spawning # of Ammo Boxes: 3"

    14:37:18 "HIVE: Spawning # of Veins: 50"

    14:37:18 "Total Number of spawn locations 5"

    14:37:18 "EPOCH EVENTS INIT"

    14:40:38 "CLEANUP: INITIALIZING CLEANUP SCRIPT"

     

    Scripts Log

     

    08.03.2015 13:06:29: tyler (71.211.210.125:2304) fa4efedaf4e3c96cafdcf0462c6249d1 - #73 "pmissions\__CUR_MP.Chernarus\Scripts\Gold_Coin_system\Trading_Stuff\player_traderMenu.sqf"

    TraderDialogCatList = 12000;

    TraderDi"

    08.03.2015 13:19:32: tyler (71.211.210.125:2304) fa4efedaf4e3c96cafdcf0462c6249d1 - #73 "pmissions\__CUR_MP.Chernarus\Scripts\Gold_Coin_system\Trading_Stuff\player_traderMenu.sqf"

    TraderDialogCatList = 12000;

    TraderDi"

    08.03.2015 13:30:56: tyler (71.211.210.125:2304) fa4efedaf4e3c96cafdcf0462c6249d1 - #73 "pmissions\__CUR_MP.Chernarus\Scripts\Gold_Coin_system\Trading_Stuff\player_traderMenu.sqf"

    TraderDialogCatList = 12000;

    TraderDi"

     

     

    Scripts.txt

     

    //new

    5 "dedicatedServerInterface"

    5 "RscDisplayMultiplayerSetup"

    5 "set' + 'Damage"

    5 "\"Logic\" createUnit _array;"

    5 "hint \"Server Anti-Hack is OFF. Rejoin Server Now\";"

    5 "[6300,7700,0]"

    5 "group (" !"_mygrp = group ("

    5 ", 27000"

    5 "Sound_Alarm"

    5 "Sound_Alarm2"

    5 "val = [.1,1.5,.2]"

    5 "BoxObject"

    5 "dafonz"

    5 "_fonzy"

    5 "_troll"

    5 "_sharky"

    5 "Phonza"

    5 "gible"

    5 "Freddie" !"freddiesexternalmenu"

    5 "freddie" !"freddiesexternalmenu"

    5 "{_box addWeaponCargoGlobal [_x, 5];} forEach _inventory;"

    5 "{_box addMagazineCargoGlobal [_x, 50];} forEach _items;"

    5 "{_box addBackpackCargoGlobal [_x, 1];} forEach _backpacks;"

    5 "_freddiesobject addweaponCargoGlobal"

    5 "_freddiesobject"

    5 "_freddiesuniqueid"

    5 "_freddiesuniqueid, true"

    5 "\"Tank\",\"Wheeled_APC\",\"Tracked_APC\"]"

    5 "_bagfordel"

    5 "nice antihack"

    5 "\"Bo\"+\"_FAB\"+\"_250\""

    5 "\"B\"+\"o\"+\"_\"+\"F\"+\"A\"+\"B\"+\"_\"+\"2\"+\"5\"+\"0\""

    5 "_x setDamage 1"

    5 "nearestObjects [[6325.6772,7807.7412]"

    5 "\"HelicopterExplobig\", \"HelicopterExploSmall\""

    5 "\"HelicopterExplobig\",\"HelicopterExploSmall\""

    5 "\"HelicopterExploSmall\", \"HelicopterExplobig\""

    5 "\"HelicopterExploSmall\",\"HelicopterExplobig\""

    5 "_classname = \"HelicopterExploBig\";"

    5 "_fck select"

    5 "BattleFieldClearance"

    5 "_codeAHOFF"

    5 "_first in"

    5 "sleep _refillTime;"

    5 "_commands"

    5 "_agent setDamage 1"

    5 "_unit createUnit"

    5 "createUnit _array"

    5 "[_pos, _grp, \";\" +"

    5 "\"+ \""

    5 "\" +\""

    5 "\"+ \""

    5 "\" +\""

    5 "\" + \""

    5 "\" + \""

    5 "\" + \""

    5 "\"+ \""

    5 "'+ '"

    5 "'+ '"

    5 "' +'"

    5 "' + '"

    5 "' + '"

    5 "' + '"

    5 "'+ '"

    5 "\"+\""

    5 "'+'"

    5 "+ \";\""

    5 "+\";\""

    5 "+ \";\"]"

    5 "+\";\"]"

    5 "], \"Logic\"]"

    5 "],\"Logic\"]"

    5 "player addBackPack \"DZ_Backpack_EP1\";"

    5 "player addweapon \"BAF_AS50_scoped\";"

    5 "player selectWeapon \"BAF_AS50_scoped\";"

    5 "closeDisplay ="

    5 "forceEnd ="

    5 "{rJIPREQUEST" !"!isNil {rJIPREQUEST}"

    5 "RUSTLER"

    5 "Ruslter"

    5 "Systems Online"

    5 "HangenderRE"

    5 "vilegaming" !="vilegaming_hack_detected = 'vilegaming_hack_detected';publicVariableServer 'vilegaming_hack_detected';"

    5 "v.i.l.e"

    5 "Lystic"

    5 "setDammage"

    5 "compile toString"

    5 "@TheWarZ"

    5 "beeeh"

    5 "dayz-injector-menu"

    5 "Shadowy_NONRE"

    5 "_cute"

    5 "_stuff"

    5 "_vgmenu"

    5 "_x addMagazineCargoGlobal [\"ItemBriefcase100oz\", 750];"

    5 "_agent2 = createAgent [\"Bandit\""

    5 "{ _agent addWeapon _x; _agent addWeapon _x; _agent addWeapon _x;_agent addWeap"

    5 "+ 1; }]do{_agent addMagazine _x;}; } forEach _magazine;"

    5 "_func4"

    5 "_genVar"

    5 "_rand60"

    5 "_first_term"

    5 "_skarmory"

    5 "_salamence"

    5 "Init RE"

    5 "Nigger"

    5 "\"You\""

    5 "selectedItemCountLeft = lnbText"

    5 "[[\"Man\",\"Air\",\"Car\",\"Motorcycle\",\"Tank\",\"Ship\",\"StaticWeapon\"],250000]"

    5 "action_crate1"

    5 "_dummyveh"

    5 "], 40000])"

    5 "(getPosATL player) nearObjects [\"Man\", 200];"

    5 "(nearestObject [player, \"Rabbit\"])"

    5 "try saving"

    5 "addMagazineCargoGlobal[\"ItemSilverBar\",50];"

    5 "addMagazineCargoGlobal[\"ItemSilverBar10oz\",50];"

    5 "addMagazineCargoGlobal[\"ItemGoldBar\",50];"

    5 "addMagazineCargoGlobal[\"ItemGoldBar10oz\",50];"

    5 "addMagazineCargoGlobal[\"ItemBriefcase100oz\",50];"

    5 "addMagazineCargoGlobal[\"ItemSilverBar\",500];"

    5 "addMagazineCargoGlobal[\"ItemSilverBar10oz\",500];"

    5 "addMagazineCargoGlobal[\"ItemGoldBar\",500];"

    5 "addMagazineCargoGlobal[\"ItemGoldBar10oz\",500];"

    5 "addMagazineCargoGlobal[\"ItemBriefcase100oz\",500];"

    5 "rJIPrequest =" !"rJIPrequest = 'JIPrequest'"

    5 "call player_humanityMorph"

    5 "\"FunctionsManager\", 10000000]) select 0"

    5 "(createGroup sideLogic)"

    5 "_g = createGroup sidelogic;"

    5 "_u = _g createUnit ["

    5 "_u = _g createUnit [\"Fun\"+\"ctions\"+\"Man\"+\"ager\",[0,0,0],[],0,\"NONE\"];"

    5 "_MissionZBoar"

    5 "10000000]) select 0"

    5 "join _Editor;"

    5 "_Editor ="

    5 "\"F\"+\"u\"+\"n\"+\"c\"+\"t\"+\"i\"+\"o\"+\"n\"+\"s\"+\"M\"+\"a\"+\"n\"+\"a\"+\"g\"+\"e\"+\"r\""

    5 "Fun\"+\"ctions\"+\"Man\"+\"ager"

    5 "allmissionobjects 'FunctionsManager'"

    5 "allmissionobjects \"FunctionsManager\""

    5 "], \"FunctionsManager\"]"

    5 "],\"FunctionsManager\"]"

    5 "\"Functions\" + \"Manager\""

    5="\"Manager\""

    5 "\"Fuck server\""

    5 "\"Rcon (run twice)\""

    5 "'by Douggem'"

    5 "taskHint ['Nuke incoming, take cover!',[1,0,0,1],'taskNew'];"

    5 "taskHint ['Open your mouth my cock is going in',[1,0,0,1],'taskNew'];"

    5 "taskHint ['LOL NICE ANTIHACK! Your shitty server just got fucked. Have a nice day!',[1,0.05,0.55,1],'taskNew'];"

    5 "Nuke incoming, take cover!"

    5 "Open your mouth my cock is going in"

    5 "LOL NICE ANTIHACK! Your shitty server just got fucked. Have a nice day!"

    5 "_epochGuard = (_epochGroup)"

    5 "\"Fun\"+\"ctions\"+\"Man\"+\"ager\""

    5 "'Hel'+'icopterE'+'xplobig'"

    5 "\"Hel\"+\"icopterE\"+\"xploBig\""

    5 "Spawned exploding sheep on all"

    5 "c\"+\"reateGroup"

    5 "cr\"+\"eateGroup"

    5 "cre\"+\"ateGroup"

    5 "crea\"+\"teGroup"

    5 "dayz_spawnPos =" !"dayz_spawnPos = getPosATL player" !"dayz_spawnPos = _debugPos;"

    5 "_newUnit = _class"

    5 "_unit = _grp create\"+\"Unit [_type, _itemPos, _class];"

    5 "_unit = _grp createUnit [_type, _itemPos, _class];"

    5 "[_type, _itemPos, _class]"

    5 "_engineered"

    5 "[] spawn {player addMagazine"

    5 "[] spawn {player addWeapon"

    5 "_objectBB"

    5 "_hitMemoryBB"

    5 "Key [%1] added to inventory!"

    5 "_object = \"Medbox0\" createVehicle (position player);"

    5 "vehicle player addaction"

    5 "respawn_west" !="getMarkerPos \"respawn_west\"" !="getMarkerpos 'respawn_west';"

    5 "attachTo [_hitObjectBB"

    5 "_DMG = 0; exitWith{};"

    5 "addvehicle.sqf"

    5 "cutText [\"Starting Spawn...\", \"PLAIN DOWN\"];"

    5 "createVehicleLocal _fck"

    5 "setDamage 0.9" !="_tree setDamage 0.99;"

    5 "\"T\"+\"i\"+\"tle\"+\"Te\"+\"xt\""

    5 "\"P\"+\"LA\"+\"IN\"+\" \"+\"D\"+\"O\"+\"W\""

    1 "spawn player_humanityMorph" !="[dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph;" !="[dayz_playerUID, dayz_characterID, _model] spawn player_humanityMorph;"

    1 "createVehicleLocal _position" !"_spawnveh createVehicleLocal _position" !="_point = \"Logic\" createVehicleLocal getPosATL _unit;" !="_tag = \"Sign_sphere10cm_EP1\" createVehicleLocal _position;"

    1 "player addweapon _result;"

    1 "FunctionsManager" !="_logic = _group createUnit [\"FunctionsManager\", [0,0,0], [], 0, \"none\"];"

    1 "\"+\""

    1 "'+'"

    1 "_grp" !"createGroup" !="BIS_OO_grpLogic" !="BIS_OO_grp"

    1 "createDialog" !"\"createDialog\"" !"='STR';" !"createdialog \"EpochDeathBoardDialog\";" !"createdialog \"TraderDialog\";" !"createdialog \"ComboLockUI\"" !"createdialog \"SafeKeyPad\";" !"createDialog \"RscDisplayGenderSelect\";" !"createDialog \"RscDisplaySpawnSelecter\";" !"createDialog 'RscDisplayCraftingMenu';" !"createDialog 'DRN_DIALOG';" !="createDialog \"R3F_LOG_dlg_contenu_vehicule\";"

    1 "createDisplay" !"\"createDisplay\"" !"='STR';"

    5 "creat\"+\"eGroup"

    5 "create\"+\"Group"

    5 "createG\"+\"roup"

    5 "createGr\"+\"oup"

    5 "createGro\"+\"up"

    5 "createGrou\"+\"p"

    5 "_BB_"

    5 "_mapBB"

    5 "ckpackCargoGlobal [_x, 2];} forEach _backpacks;"

    5 "{_tentbox addMagazineCargoGlobal [_x, 2];} forEach _items;"

     

    Public Variable File

     

    //new

    5 "" !="currentInvites" !"PVDZE_" !"norrn" !"usec" !="remExField" !="remExFP" !="drn_AskServerDynamicWeatherEventArgs" !="norrinRAlie" !="BIS_effects_gepv" !="dayzPlayerLogin" !="dayzPlayerLogin2" !"PVAHR_" !="PVAH_AdminReq" !="PVAH_WriteLogReq"

    5 "norrn" !="norrnRACarUp" !="norrnRAPicUp" !="norrnRaDrag" !="norrnR180" !="norrnRalie" !="norrnRLact" !="norrnRALW" !="norrnRDead"

    5 "usec" !="usecMorphine" !="usecBandage" !="usecBleed"

    5 "PVDZE_" !"PVDZE_player" !="PVDZE_send" !="PVDZE_log_lockUnlock" !="PVDZE_Server_Simulation" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_plr_TradeMenu" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_obj_setlocalVars" !="PVDZE_obj_getlocalVars" !="PVDZE_bank_Save" !="PVDZE_account_Doublecheck"

    5 "PVAHR_" !"PVAHR_0_"

    1 "PVAH"

    5 "remExFP" !="\"remExFP\" = \[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]" !"\[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]"

    5="player"

    5="server"

    5 "fnc_plyrHit"

    5 "AntiHack"

    1 "Delete"

     

    I appreciate anyone who is willing to help me! Thank you!

    are you using infiSTAR's battleye filters? Im using the ones he provides (for the correct mod) and have never had an issue. So if you're using the same correct filters, you shouldn't be getting kicked.

    Solution. Use the filters infiSTAR provides you in the epoch/overpoch folder. If you're using that extended one he says causes some lag, you might want to go on his forums or email him. Or just stop using them because currently the scripts.txt is pretty useless.

  11. Instead of adding that snippet of text to test the issue. I just blocked out that bit of code. I dont see how it will help me at all with the scripts I use. The only thing I can think of its purpose is for the config option so not everyone can repack it or something. Anyways the incidents are too random to wait and see if thats the issue just by adding that bit of text. I'll just remove that function and see if people still have the problem

     

    Fun Fact

    This

     //### BEGIN MODIFIED CODE: player deploy
            /*if (!(_index call getDeployableSimulation)) then {
                _tmpbuilt enableSimulation false;
            };*/
            _tmpbuilt setVariable ["ObjectUID", "1", true];
            //### END MODIFIED CODE: player deploy
    

    breaks everything

  12. I dont think he's talking about the animation loops, I think hes' talking about how when you deploy the bike it appears in front of you, then you need to press spacebar, then it starts the animation loop and builds the bike. In which case you'd need to find a new deploy bike script and use that instead of the one built into here. You can use the one I posted back a page. Simply right click on the toolbox, deploy bike, and it builds.

  13. It logs more antihack related stuff, like if it blocks a player for something it logs it. Logs suspicious stuff. Doesn't log everything it blocks though, you'll just notice it's not working, or it works for you and not for regular players.  No big deal I figured it out. Where there's a will there's a way.

     

    Small bug to report, and I also have this problem with just regular config trader... If RPG weapon and ammo have the same classname, you can't sell the ammo. For example.

    RPG18 has the exact same classname for the weapon and the magazine. Obviously it differentiates one by calling it a weapon and the other a magazine, but for some reason the traders can't figure this out.  When you use advanced trading, it shows the magazine as the weapon itself. You can sell it but won't receive any money for it. With the config traders it just says "something went wrong..."    Interesting little bug.

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