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sjd6795

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Posts posted by sjd6795

  1. Thats nice, thanks for sharing.. your useful reply.

    Yea.. I know that much. You could reply something useful to the topic or dont reply at all. I dont know where the undefined variable is everything looks fine and line 84 only has that single line of code in the OP.

  2. On 11/4/2018 at 10:55 PM, salival said:

    @sjd6795

    
    dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_suv];

    This line will stop the "Killing a hacker" problem, You are adding it after the sleep, you need to add it pretty much after the createVehicle.

    Same goes for your helicopter script

    Good to know, thanks I'll adjust that now. I found another solution that seems to work as well. I added DZE_safeVehicle = ["ArmoredSUV_PMC_DZ","AH6X_EP1"]; to my custom variables and that seemed to do the trick.

    As for my helicopter not spawning I made some small typos and I got it to spawn but he was wiped out before he could take off by the police lol.

    I still can't figure out why the ai.sqf and ai_suv.sqf aren't working together they are both set to east but the ai.sqf attacks the ai_suv.sqf however they both attack me like they should.

  3. Getting this error in my RPT for line 84 of my event script. This is line 84 in the script _vehclass = cargo_trucks call BIS_fnc_selectRandom;

    6:00:02 Error in expression <all BIS_fnc_selectRandom; _vehclass = cargo_trucks call BIS_fnc_selectRandom; > 6:00:02 Error position: <cargo_trucks call BIS_fnc_selectRandom; > 6:00:02 Error Undefined variable in expression: cargo_trucks 6:00:02 File z\addons\dayz_server\modules\event1.sqf, line 84

     

  4. Also the SUV that spawns is the version with no ammo. Instead of ArmoredSUV_PMC_DZE it should be ArmoredSUV_PMC_DZ.

     

    I added the vehicle to my allowed vehicles in my dynamic_vehicle.sqf but it keeps getting killed by hacker.

     

    Also what is the zone_check suppose to do? I thought it was if player gets so many meters from waypoint the bank robbery fails but that doesn't seem to be happening. I can rob the bank run into the woods and avoid the police and still successfully rob the bank.

    How can I make it to where you have to stay inside the building until robbery is successful? 

     

    Also the SUV and AI are shooting at each other?

    I can't seem to get them on the same side, however both the AI and SUV shoot at me. Both are set to center east

    ai_suv.sqf

    private ["_suvGroup","_randomPos","_suv","_gunner","_driver","_suvWP","_loadout","_aiwep","_aiammo"];
    ///Spawn a SUV with a driver & gunner near the bank.///
    
    _suvGroup = createGroup EAST;
    _randomPos = [[13241, 13962,0.1],[13047, 13974,0.1],[13120, 13932,0.1]] call BIS_fnc_selectRandom;
    
    _CENTER = createCenter east; //Creates Center.
    EAST setFriend [WEST,0]; //Sets West (Survivors) as hostile.
    	
    _suv = createVehicle ["ArmoredSUV_PMC_DZ",_randomPos, [], 0, "CAN_COLLIDE"];
    _suv setDir round random 360;
    _suv setFuel 1;
    _suv allowDammage true;
    
    _gunner = _suvGroup createUnit ["BAF_Soldier_L_DDPM",getPos _suv, [], 0, "PRIVATE"];
    
    _gunner assignAsGunner _suv;
    _gunner moveInGunner _suv;
    _suvGroup selectLeader _gunner;
    sleep 15;
    _driver = _suvGroup createUnit ["BAF_Soldier_L_DDPM",getPos _suv, [], 0, "PRIVATE"];
    _driver assignAsDriver _suv;
    _driver moveInDriver _suv;
    
    dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_suv];
    
    _suvWP = _suvGroup addWaypoint [[13130, 13958,0],0];
    _suvWP setWaypointType "MOVE";
    	
    _loadout = ["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"];
    {
        _X enableAI "TARGET";
        _X enableAI "AUTOTARGET";
        _X enableAI "MOVE";
        _X enableAI "ANIM";
        _X enableAI "FSM";
        _X allowDammage true;
        _X setCombatMode "RED";
        _X setBehaviour "COMBAT";
        removeAllWeapons [_gunner,_driver]
        _aiwep = _loadout select 0;
        _aiammo = _loadout select 1;
        _X addWeapon _aiwep;
        _X addMagazine _aiammo;
        _X addMagazine _aiammo;
        _X setSkill ["aimingAccuracy",1];
        _X setSkill ["aimingShake",1];
        _X setSkill ["aimingSpeed",1];
        _X setSkill ["endurance",1];
        _X setSkill ["spotDistance",0.6];
        _X setSkill ["spotTime",1];
        _X setSkill ["courage",1];
        _X setSkill ["reloadSpeed",1];
        _X setSkill ["commanding",1];
        _X setSkill ["general",1];
    } count (units _suvGroup);

    ai.sqf

    //////////////////////////////////////////////////////////////
    //New Bank AI by Spodermayt, for Darihon's Bank Raid Script.//
    /////////////////////////15.10.2014///////////////////////////
    
    private ["_squad1","_squad2","_squad3","_squad4","_squad5","_squad6"];
    
    execVM "rob\bank_config.sqf";
    sleep 0.5;
    
    if(_debugBank == 1) then {
    	systemChat "[DEBUG] AI successfully executed.";
    };
    
    //Init (create center etc)
    _CENTER = createCenter east; //Creates Center.
    _aiGroup = createGroup east; //Creates a Group.
    EAST setFriend [WEST,0]; //Sets West (Survivors) as hostile.
    
    //Spawn 25 AI's.
    _squad1 = _aiGroup createUnit ["Policeman",[13185, 13907, 0.1], [], 10, "PRIVATE"];
    _squad2 = _aiGroup createUnit ["Policeman",[13109, 13920, 0.1], [], 10, "PRIVATE"];
    _squad3 = _aiGroup createUnit ["Policeman",[13107, 13970, 0.1], [], 10, "PRIVATE"];
    _squad4 = _aiGroup createUnit ["Policeman",[13130, 14010, 0.1], [], 10, "PRIVATE"];
    _squad5 = _aiGroup createUnit ["Policeman",[13190, 13997, 0.1], [], 10, "PRIVATE"];
    _squad6 = _aiGroup createUnit ["Policeman",[13249, 13932, 0.1], [], 10, "PRIVATE"];
    
    _target = [13140.3, 13949, 0.0014782]; //Waypoint to Bank.
    
    if(_debugBank == 1) then {
    	systemChat "[DEBUG AI] Units Created.";
    };
    
    //Add everyone to a "master" group.
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] joinSilent _unitGroup;
    
    //Give everyone weapons.
    _squad1 addWeapon "M4A1_Aim";
    _squad1 addMagazine "30Rnd_556x45_Stanag";
    _squad1 addMagazine "30Rnd_556x45_Stanag";
    _squad2 addWeapon "M4A1_Aim";
    _squad2 addMagazine "30Rnd_556x45_Stanag";
    _squad2 addMagazine "30Rnd_556x45_Stanag";
    _squad3 addWeapon "M4A1_Aim";
    _squad3 addMagazine "30Rnd_556x45_Stanag";
    _squad3 addMagazine "30Rnd_556x45_Stanag";
    _squad4 addWeapon "M4A1_Aim";
    _squad4 addMagazine "30Rnd_556x45_Stanag";
    _squad4 addMagazine "30Rnd_556x45_Stanag";
    _squad5 addWeapon "M4A1_Aim";
    _squad5 addMagazine "30Rnd_556x45_Stanag";
    _squad5 addMagazine "30Rnd_556x45_Stanag";
    _squad6 addWeapon "M4A1_Aim";
    _squad6 addMagazine "30Rnd_556x45_Stanag";
    _squad6 addMagazine "30Rnd_556x45_Stanag";
    
    if(_debugBank == 1) then {
    	systemChat "[DEBUG AI] Gave Weapons to AI.";
    };
    
    //Set Skills.
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] setSkill ["aimingspeed", 0.5];
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] setSkill ["spotdistance", 0.5];
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] setSkill ["aimingaccuracy", 0.5];
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] setSkill ["aimingshake", 0.5];
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] setSkill ["spottime", 0.2];
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] setSkill ["spotdistance", 0.5];
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] setSkill ["commanding", 0.4];
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] setSkill ["general", 0.5];
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] enableAI "TARGET";
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] enableAI "AUTOTARGET";
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] enableAI "MOVE";
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] enableAI "ANIM";
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] enableAI "FSM";
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] setCombatMode "RED";
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] setBehaviour "COMBAT";
    //Move units to bank.
    [_squad1,_squad2,_squad3,_squad4,_squad5,_squad6] moveTo _target;
    if(_debugBank == 1) then {
    	systemChat "[DEBUG AI] Set Units Skills.";
    };

    I'm also trying to add a getaway vehicle by copying how the ai_suv.sqf works but it doesn't seem to be spawning my helicopter.

    here is my getaway.sqf

    //get away vehicle
    
    private ["_getawayGroup","_spawnPos","_heli","_driver","_flyWP"];
    
    _CENTER = createCenter west; //Ceates center
    _getawayGroup = createGroup WEST;
    
    _spawnPos = [[13122, 13951,0]];
    
    _heli = createVehicle ["AH6J_EP1",_spawnPos, [] ,0 "CAN_COLLIDE"];
    _heli setDir round random 360;
    _heli setFuel 1;
    _heli allowDamage true;
    
    _driver = _getawayGroup createUnit ["Pilot_EP1_DZ".getPos _heli, [], 0, "PRIVATE"];
    
    _driver assignAsDriver _heli;
    _driver moveInDriver _heli;
    _getawayGroup selectLeader _driver;
    sleep 15;
    
    dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_heli];
    
    _flyWP = _getawayGroup addWaypoint [[13122, 13951,30,0],0];
    _flyWP setWaypointType "MOVE";
    
    {
        _X enableAI "TARGET";
        _X enableAI "AUTOTARGET";
        _X enableAI "MOVE";
        _X enableAI "ANIM";
        _X enableAI "FSM";
        _X allowDammage true;
        _X setCombatMode "GREEN";
        _X setBehaviour "AWARE";
        _X setSkill ["aimingAccuracy",1];
        _X setSkill ["aimingShake",1];
        _X setSkill ["aimingSpeed",1];
        _X setSkill ["endurance",1];
        _X setSkill ["spotDistance",0.6];
        _X setSkill ["spotTime",1];
        _X setSkill ["courage",1];
        _X setSkill ["reloadSpeed",1];
        _X setSkill ["commanding",1];
        _X setSkill ["general",1];
    } count (units _getawayGroup);
    
    

     

  5. The SUV still wasn't spawning when I used those changes so I did a little work myself on trying to fix it. I've relocated the bank to a custom town so I've changed a lot of the waypoints and also removed the ai_suv.sqf from the config as an enable option and added it timer so it spawns with the AI.sqf and it seems to be working fine, except the gunner doesn't shoot he just looks at me and turns the gun.

    I also had to add the vehicle to my dynamic_vehicle.sqf allowed vehicles so it didn't get removed by killing a hacker.

    Here is my changed version of the script

    ai_suv.sqf

    private ["_suvGroup","_randomPos","_suv","_gunner","_driver","_suvWP","_loadout","_aiwep","_aiammo"];
    ///Spawn a SUV with a driver & gunner near the bank.///
    
    _suvGroup = createGroup EAST;
    _randomPos = [[13241, 13962,0.1],[13047, 13974,0.1],[13120, 13932,0.1],[13131, 14120,0.1]] call BIS_fnc_selectRandom;
    	
    _suv = createVehicle ["ArmoredSUV_PMC_DZE",_randomPos, [], 0, "CAN_COLLIDE"];
    _suv setDir round random 360;
    _suv setFuel 1;
    _suv allowDammage true;
    
    _gunner = _suvGroup createUnit ["BAF_Soldier_L_DDPM",getPos _suv, [], 0, "PRIVATE"];
    
    _gunner assignAsGunner _suv;
    _gunner moveInGunner _suv;
    _suvGroup selectLeader _gunner;
    sleep 15;
    _driver = _suvGroup createUnit ["BAF_Soldier_L_DDPM",getPos _suv, [], 0, "PRIVATE"];
    _driver assignAsDriver _suv;
    _driver moveInDriver _suv;
    
    dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_suv];
    
    _suvWP = _suvGroup addWaypoint [[13130, 13958,0],0];
    _suvWP setWaypointType "MOVE";
    	
    _loadout = ["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"];
    {
        _x enableAI "TARGET";
        _x enableAI "AUTOTARGET";
        _x enableAI "MOVE";
        _x enableAI "ANIM";
        _x enableAI "FSM";
        _x allowDammage true;
        _x setCombatMode "RED";
        _x setBehaviour "COMBAT";
        removeAllWeapons _x
        _aiwep = _loadout select 0;
        _aiammo = _loadout select 1;
        _x addWeapon _aiwep;
        _x addMagazine _aiammo;
        _x addMagazine _aiammo;
        _x setSkill ["aimingAccuracy",1];
        _x setSkill ["aimingShake",1];
        _x setSkill ["aimingSpeed",1];
        _x setSkill ["endurance",1];
        _x setSkill ["spotDistance",0.6];
        _x setSkill ["spotTime",1];
        _x setSkill ["courage",1];
        _x setSkill ["reloadSpeed",1];
        _x setSkill ["commanding",1];
        _x setSkill ["general",1];
    } count (units _suvGroup);

    robbank.sqf

    private ["_gold","_gold10oz","_briefcase","_loot","_robbing"];
    _AI = "rob\ai.sqf";
    _SUV = "rob\ai_suv.sqf";
    // Checks if script is active, thanks Halvhjearne <3
    if(isNil "script_in_progress")then{
            script_in_progress = false;
    };
     
    if(script_in_progress)exitwith{
    	systemChat "The bank is empty wait for more loot to be delivered!";
    };
    script_in_progress = true;
    // End Checks if Script is active
    
    	execVM "rob\zone_check.sqf";
    
    cutText [format["You are about to attempt to rob the bank."], "PLAIN DOWN"];
    sleep 5;
    
    // Currency // 
    _gold = "ItemGoldBar";
    _gold10oz = "ItemGoldBar10oz";
    _briefcase = "ItemBriefcase100oz";
    
    // Makes sure that the game checks for the 30 percent.
    _random = floor(random 11); //0-10
    if (_random <= 10) then {
    	cutText [format["You are robbing the bank, the police has been warned. 5 minutes left.."], "PLAIN DOWN"];
    	sleep 5;
    	[nil,nil,rTitleText,"The bank is getting robbed!", "PLAIN",10] call RE;
    	sleep 55; 
    	cutText [format["4 minutes left.."], "PLAIN DOWN"];
    	sleep 20;
    	cutText [format["The police has arrived! Protect yourself!"], "PLAIN DOWN"];
    	execVM _AI;
    	execVM _SUV;
    	sleep 40;
    	cutText [format["3 minutes left.."], "PLAIN DOWN"];
    	sleep 60;
    	cutText [format["2 minutes left.."], "PLAIN DOWN"];
    	sleep 60;
    	cutText [format["1 minute left.."], "PLAIN DOWN"];
    	sleep 60;
    	player playActionNow "Medic";
    	sleep 8;
    	[nil,nil,rTitleText,"The bank has been robbed successfully!", "PLAIN",10] call RE;
    	_random2 = floor(random 3);
    	// Makes an another random section, which chooses the loot randomly.
    		if (_random2 == 0) then {
    			cutText [format["The vault was emptied recently, no big loot."], "PLAIN DOWN"];
    			player addMagazine _gold;
    			player addMagazine _gold;
    			player addMagazine _gold;
    			systemChat "The robber got: 3x Gold";
    		};
    		if (_random2 == 1) then {
    			cutText [format["A lot of Gold."], "PLAIN DOWN"];
    			player addMagazine _gold10oz;
    			player addMagazine _gold10oz;
    			player addMagazine _gold10oz;
    			player addMagazine _gold10oz;
    			player addMagazine _gold10oz;
    			systemChat "The robber got: 5x Gold10oz";
    		};
    		if (_random2 == 2) then {
    			cutText [format["A small fortune."], "PLAIN DOWN"];
    			player addMagazine _briefcase;
    			player addMagazine _briefcase;
    			systemChat "The robber got: 2 briefcases!";
    		};
    		if (_random2 == 3) then {
    			cutText [format["Jackpot!!!."], "PLAIN DOWN"];
    			player addMagazine _briefcase;
    			player addMagazine _briefcase;
    			player addMagazine _briefcase;
    			player addMagazine _briefcase;
    			systemChat "The robber got: 4 briefcases!";
    		};		
    		// Output if above is not activated.
    			} else {
    				cutText [format["Bank robbery failed.."], "PLAIN DOWN"];
    				systemChat "Bank robbery failed!";
    			};
    sleep 600; //10min
    script_in_progress = false;

     

     

  6. 2 minutes ago, Mig said:

    @sjd6795

    Try this:

    replace this bloc:

     

    
    	cutText [format["Jackpot!!!."], "PLAIN DOWN"];
    	player addMagazine _briefcase;
    	player addMagazine _briefcase;
    	player addMagazine _briefcase;
    	player addMagazine _briefcase;
    	systemChat "The robber got: 4 briefcases!";

     

    Ok I'll give this a try. Also how does the AI_SUV spawn? I set it to 100 so it always spawns but I haven't seen it yet. I noticed it doesn't have any coordinates in the spawn pos. It's all 0,0,0

  7. Hey @Mig

     

    So I removed all the other options of loot and only left

    _random2 = floor(random 1);
        // Makes an another random section, which chooses the loot randomly.
            if (_random2 == 1) then {
                cutText [format["Jackpot!!!."], "PLAIN DOWN"];
                player addMagazine _briefcase;
                player addMagazine _briefcase;
                player addMagazine _briefcase;
                player addMagazine _briefcase;
                systemChat "The robber got: 4 briefcases!";
            };

    But this isn't giving me briefcase when I rob the bank I still got silver from it, even though I removed anything to do with looting any other currency in the script.

  8. Seems to be working pretty good, but something I don't like is that the sell price on attachments seem to be way higher then the buy price. Players could literally just buy and sell to make huge profits. 

    Maybe I just catch it at a bad time and always see the sell higher then the buy. I just noticed it the exact opposite just now, so maybe false alarm.

    Would there be a way to set it so the sell price always matches the last buy price?

  9. So I'm running some events but I'd rather have the event stay active 100% of the time. How would I make the event spawn and stay active until it's complete and then when it's complete it spawns again and everything repeats. My epoch event schedules don't seem to be working how I'd like so I need other options.

  10. Need a little help figuring out my epoch events, some server restarts my events happen other times they don't. They also don't seem to be following my schedule and running every "x" amount of minutes. Is my layout below correct is there any changes I should make to make the scripts run constantly throughout my 6 hour restarts.

     

    EpochEvents = [
        ["any","any","any","any",5,"event1"],
        ["any","any","any","any",35,"event1"],
        ["any","any","any","any",0,"event1"],
        ["any","any","any","any",5,"event2"],
        ["any","any","any","any",10,"event2"],
        ["any","any","any","any",15,"event2"],
        ["any","any","any","any",20,"event2"],
        ["any","any","any","any",5,"event3"],
        ["any","any","any","any",15,"event3"],
        ["any","any","any","any",25,"event3"],
        ["any","any","any","any",35,"event3"],
        ["any","any","any","any",45,"event3"],
        ["any","any","any","any",0,"event3"],
        ["any","any","any","any",5,"event4"],
        ["any","any","any","any",0,"event4"]
        ];

  11. So I've only made a few changes to other scripts, uploaded my mission and server PBO again and the fugitive seems to be working fine now. He has a weapon and he shot me.

     

    So the message came about him stealing a launcher and he never obtained it he still only had the AK.

    Then the message came saying he stole a motorcycle and then immediately afterwards it said the fugitive was killed. No errors in my RPT about this script and the only thing I can think of is

    14:07:03 "HIVE: Vehicle Spawn limit reached!"

    Maybe he couldn't spawn it and it deleted it causing it to explode while he was on it? I wasn't watching when it happened.

  12. /*
    Dayz Event The Fugitive 
    Created by Mig.
    You can use, edit, share this script.
    */
    
    private ["_markerRadius","_skins","_fugiWeaponClass","_fugiWeaponAmmo","_numberMagsWeapon","_fugiLuncherClass","_fugiLuncherAmmo","_numberMagsLuncher","_fugiFirstVehicleClass","_fugitiveCoins","_fugiCarModel","_fugitiveMagLoot","_fugitiveWeapLoot","_debug","_waitTime","_startTime","_towns","_randomTowns","_nameTown","_position","_newPos","_allPos","_check","_loop","_getPos","_thePos","_thePos","_monitor","_unit","_eventMarker","_dot","_time","_group","_Pos","_curentTime","_posMoto","_moto","_posCar","_unit2","_m","_aiskin","_unitGroup","_bot","_dot","_wp"];
    
    //----------- CONFIG --------------------------
    _markerRadius = 850;                             // radius of the marker
    _skins = ["Functionary2","Functionary1","Assistant","Citizen4","Pilot","Rocker3","SchoolTeacher","Villager3"];  // this is a class name of the skin of the fugitive
    _fugiWeaponClass = "AK_107_kobra";               // class name fugitive weapon
    _fugiWeaponAmmo = "30Rnd_545x39_AK";                // class name of the ammo for the fugitive weapon
    _numberMagsWeapon = 4;                           // number magazine for the fugitive weapon 
    _fugiLuncherClass = "M136";                      // clssname of the luncher
    _fugiLuncherAmmo = "M136";                       // clssname ammo of the luncher
    _numberMagsLuncher = 3;                          // number magazines for the luncher
    _fugiFirstVehicleClass = "Old_moto_TK_Civ_EP1";  // class name of the first vehicle
    _fugitiveCoins = 25000;                          // number  Coin in the fugitive ,if you want a random amount : round(random 20) * 1000; // number between 0 and 20 000
    _fugiCarModel = "HMMWV_M1151_M2_CZ_DES_EP1";     // class name of the fugitive car ,make sure have one gunner position
    _fugitiveMagLoot = [["ItemWoodFloor",6],["ItemSandbag",7],["workbench_kit",9],["metal_floor_kit",12],["ItemDesertTent",10]];  // loot magazines on the fugitive
    _fugitiveWeapLoot = ["ItemEtool","ItemCrowbar","ItemKnife","ItemSledge","ItemCompass","Binocular"];    // loot tools on the fugitive
    _debug = false;                                   // activate/deactivate debug markers
    _waitTime          = 1200;                       // time end event
    //------------END CONFIG ---------------------------
    
    
    //------------ do not touch after this line------------
    uptdateRun = false;
    _startTime = floor(time);
    
    east setFriend [west,0];
    
    _towns = nearestLocations [getMarkerPos "center", ["NameVillage","NameCity","NameCityCapital"],5000];
    _randomTowns = (_towns select (floor (random (count _towns))));
    _nameTown = text _randomTowns;
    _position = position _randomTowns;
    _newPos = _position findEmptyPosition [0,350];
    _allPos = [_newPos];
    
    _check = {
        _position = _this;
        _loop = true;
        while {_loop} do {
            _getPos = selectBestPlaces [[_position,0,1950,0,0,0.5,0] call BIS_fnc_findSafePos,20,"forest",1,1];
    		_thePos = ((_getPos select 0) select 0);
    		{
    		    if ((_thePos distance _x < 600) or (_thePos distance _x >= 1500)) then {_loop = true;}else{_loop = false;
    			    _thePos
    		    };
    		} forEach _allPos;
    	};
    	if (_debug) then {
    	   _m setMarkerPos _thePos;
    	};
    	   _thePos
    };
    
    _monitor = {
    	_unit = _this select 0;
    	_eventMarker = _this select 2;
    	_dot = _this select 3;
    	_time = _this select 4;
    	_group = _this select 5;
    	_fugiWeaponClass = _this select 6;
    	_numberMagsWeapon = _this select 7;
    	_fugiWeaponAmmo = _this select 8;
    	_fugiLuncherClass = _this select 9;
    	_numberMagsLuncher = _this select 10;
    	_fugiLuncherAmmo = _this select 11;
    	_fugiFirstVehicleClass = _this select 12;
    	
    	if (uptdateRun) exitWith {};
    	uptdateRun = true;
    	
    	while {alive _unit} do {
    	    sleep 20;
    		_Pos = getPos _unit;
    		_curentTime = floor(time);
    	    _eventMarker setMarkerPos [(_Pos select 0) + (round random 550),(_pos select 1) + (round random 550),0];
    	    _dot setMarkerPos [_Pos select 0,(_pos select 1) + 600,0];
    		switch true do {
                case ((_curentTime >= 200) and (_curentTime <= 220)): { // ~3 minutes
    				[nil,nil,rTitleText, "Be careful, the fugitive steals a weapon !", "PLAIN",10] call RE;
    				_unit addWeapon _fugiWeaponClass;
    	            _unit selectWeapon _fugiWeaponClass;
    	            for "_a" from 1 to _numberMagsWeapon do {
    	                _unit addMagazine _fugiWeaponAmmo;
                    };
    			};
    			case ((_curentTime >= 300) and (_curentTime <= 320)): { // ~5 minutes
    				[nil,nil,rTitleText, "The fugitive to find a rocket launcher and ammunition !", "PLAIN",10] call RE;
    				_unit addWeapon _fugiLuncherClass;
    	            for "_a" from 1 to _numberMagsLuncher do {
    	                _unit addMagazine _fugiLuncherAmmo;
                    };
    			};
    			case ((_curentTime >= 420) and (_curentTime <= 440)): {  // ~7 minutes
    				[nil,nil,rTitleText, "The fugitive to steal a motorcycle, he will flee !", "PLAIN",10] call RE;
    				_posMoto = [getPos _unit,0,35,0,0,0.5,0] call BIS_fnc_findSafePos;
    				_moto = createVehicle [_fugiFirstVehicleClass,_posMoto, [],0, "NONE"];
    				_moto setDir (getDir _unit);
    				dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_moto];
    				_unit moveIndriver _moto;
    				_moto setVehicleLock "LOCKED";
    			};
    			case ((_curentTime >= 600) and (_curentTime <= 620)): {   // ~10 minutes
    				[nil,nil,rTitleText, "The fugitive to steal an armed vehicle, find it!", "PLAIN",10] call RE;
    				_posCar = [getPos _unit,0,36,0,0,0.5,0] call BIS_fnc_findSafePos;
    				_moto setFuel 0;
    				sleep 2;
    				deleteVehicle _moto;
    				car = createVehicle ["HMMWV_M1151_M2_CZ_DES_EP1",_posCar, [],0, "NONE"];
    				car setDir (getDir _unit);
    				car setVehicleLock "LOCKED";
    				car engineOn true;
    				dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,car];
    				_unit moveIndriver car;
    			};
    			case ((_curentTime >= 700) and (_curentTime <= 720)): {   // ~11 minutes
    				[nil,nil,rTitleText, "The fugitive recruit a gunner for his armed vehicle", "PLAIN",10] call RE;
                    _unit2 = _group createUnit ["TK_Soldier_Engineer_EP1",[0,0,0], [],0, "NONE"];
    				_unit2 setVariable ["bodyName","Bob",false];
                   [_unit2] joinSilent _group;
    				_unit2 moveInGunner car;
    				_unit2 assignAsGunner car;
    			};			
    		};
    	};
    };
    
    if (_debug) then {
        _m = createMarker ["desti",[0,0,0]];
        _m setMarkerText "Destination";
        _m setMarkerShape "ICON";
        _m setMarkerType "dot";
        _m setMarkerColor "ColorBlue";
        _m setMarkerAlpha 1;
        _m setMarkerSize [1,1];
    };
    
    _eventMarker = createMarker [format["fugitive_%1", _startTime], _position];
    _eventMarker setMarkerShape "ELLIPSE";
    _eventMarker setMarkerColor "ColorBlue";
    _eventMarker setMarkerAlpha 0.5;
    _eventMarker setMarkerSize [_markerRadius,_markerRadius];
    
    _aiskin = _skins call BIS_fnc_selectRandom;
    _curentTime = floor(time);
    
    _unitGroup = createGroup east;
    _unit = _unitGroup createUnit [_aiskin, _newPos, [], 10, "PRIVATE"];
    [_unit] joinSilent _unitGroup;
    _unit setVariable ["bodyName","Stan",false];
    
    if (_fugitiveCoins != 0) then {
        _unit setVariable["cashMoney",_fugitiveCoins,true];
    };
    
    _unit enableAI "TARGET";
    _unit enableAI "AUTOTARGET";
    _unit enableAI "MOVE";
    _unit enableAI "ANIM";
    _unit enableAI "FSM";
    _unit setCombatMode "RED";
    _unitGroup setBehaviour "COMBAT";
    removeAllWeapons _unit;
    removeAllItems _unit;
    
    if (count _fugitiveMagLoot > 0) then {
        {
    	    for "_m" from 1 to (_x select 1) do {
                _unit addMagazine _x select 0;
    		};
        } forEach _fugitiveMagLoot;
    };
    if (count _fugitiveWeapLoot > 0) then {
        {
             _unit addWeapon _x;
        } forEach _fugitiveWeapLoot;
    };
    	
    if (_debug) then {
    	_unit spawn {
    	    _unit = _this;
    	    while {alive _unit} do {
    			_bot = createMarker ["bot", getPos _unit];
                _bot setMarkerText "Is Here";
                _bot setMarkerShape "ICON";
                _bot setMarkerType "camp";
                _bot setMarkerColor "ColorRed";
                _bot setMarkerAlpha 1;
                _bot setMarkerSize [1,1];
    			sleep 1;
    			deleteMarker _bot;
    		};	
    	};
    };
    
    _dot = createMarker [format["dot_%1", _startTime], [_newPos select 0,(_newPos select 1) + 500,0]];
    _dot setMarkerText "Fugitive";
    _dot setMarkerShape "ICON";
    _dot setMarkerType "dot";
    _dot setMarkerColor "ColorGreen";
    _dot setMarkerAlpha 1;
    _dot setMarkerSize [1,1];
    
    [nil,nil,rTitleText,format ["A dangerous bandit  is  escape from the prison of %1, he managed to steal material and the money before disappearing in the nature. catch and kill it before he leaves the country !!",_nameTown], "PLAIN",10] call RE;
    
    while {alive _unit or (_waitTime < (_curentTime - _startTime))} do {
    	_Pos = _position call _check;
    	_allPos set [count _allPos,_Pos];
        [_unit,_Pos,_eventMarker,_dot,_startTime,_unitGroup,_fugiWeaponClass,_numberMagsWeapon,_fugiWeaponAmmo,_fugiLuncherClass,_numberMagsLuncher,_fugiLuncherAmmo,_fugiFirstVehicleClass] spawn _monitor;
    	_wp =_unitGroup addWaypoint [_Pos,10];
    	_wp setWaypointType "MOVE";
    	waitUntil {(!alive _unit) Or (_unit distance _Pos < 10)};
    };
    
    deleteMarker _eventMarker;
    deleteMarker _dot;
    uptdateRun = nil;
    
    if (!alive _unit) then {
        [nil,nil,rTitleText,"The fugitive was killed.!!", "PLAIN",10] call RE;
    	car = nil;
    };

     

  13. 12:10:59 Error in expression <36,0,0,0.5,0] call BIS_fnc_findSafePos;
    _moto setFuel 0;
    sleep 2;
    deleteVehicle >
    12:10:59   Error position: <_moto setFuel 0;
    sleep 2;
    deleteVehicle >
    12:10:59   Error Undefined variable in expression: _moto
    12:10:59 File z\addons\dayz_server\modules\event4.sqf, line 110
    12:11:01 Error in expression <_moto setFuel 0;
    sleep 2;
    deleteVehicle _moto;
    car = createVehicle ["HMMWV_M1151>
    12:11:01   Error position: <_moto;
    car = createVehicle ["HMMWV_M1151>
    12:11:01   Error Undefined variable in expression: _moto
    12:11:01 File z\addons\dayz_server\modules\event4.sqf, line 112
    12:11:01 MoveIn: Soldier O 1-1-C:1 already in vehicle O 1-1-C:1
     

  14. 19 minutes ago, seelenapparat said:

    the number means minutes.

    5 = 5 minutes after serverstart.

    35 = 35 minutes after serverstart.

    and so on.

    these events will be executed each hour.

    Ok so the time in minutes isn't how often the script runs it's only the first initial run. After that each one is automatically ran each hour.

    So to make them run more often I would need to add more ["any","any","any,"any",5,"event1"],["any","any","any,"any",10,"event1"],["any","any","any,"any",15,"event1"] and so on?

     

    The other thing these events aren't spawning right at the 5 minute mark even though they are set to do so. It takes a good while longer.

  15. Here is my RPT after event4 starts which is the fugitive event. I know I have a lot of weird errors and warnings in there but I don't think they are related.

    2:10:04 "RUNNING EVENT: event4 on [2018,10,22,11,10]"
     2:10:45 "infiSTAR.de fnc_AdminFirstReq: [1,B 1-1-B:1 (SJD) REMOTE,B 1-1-B:1 (SJD) REMOTE,[10207.5,5456.04,0]]"
     2:10:45 "infiSTAR.de fnc_AdminReqProceed: [1,B 1-1-B:1 (SJD) REMOTE,B 1-1-B:1 (SJD) REMOTE,[10207.5,5456.04,0]]"
     2:10:45 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (SJD) REMOTE   Admin SJD(76561198125703189) teleported to   GPS: 102099   WorldSpace: [10207.5,5456.04,0]"
     2:10:48 Server: Object 3:158 not found (message 94)
     2:10:48 Server: Object 3:157 not found (message 70)
     2:10:48 MuzzleFlashROT - unknown animation source ammoRandom
     2:10:48 Server: Object 3:172 not found (message 70)
     2:10:48 Server: Object 3:173 not found (message 70)
     2:10:48 Server: Object 3:175 not found (message 91)
     2:10:48 Server: Object 3:174 not found (message 99)
     2:11:21 "DZAI Monitor :: Server Uptime: 0:30:23. Active AI Groups: 4."
     2:11:21 "DZAI Monitor :: Static Spawns: 1. Respawn Queue: 2 groups queued."
     2:11:21 "DZAI Monitor :: Dynamic Spawns: 1. Random Spawns: 0. Air Patrols: 1. Land Patrols: 0."
     2:15:05 ["z\addons\dayz_server\system\scheduler\sched_sync.sqf","TIME SYNC: Local Time set to:",[2012,8,2,11,15],"Fullmoon:",true,"Date given by HiveExt.dll:",[2018,10,22,11,15]]
     2:15:07 "SERVER FPS: 13  PLAYERS: 1"
     2:16:22 "DZAI Monitor :: Server Uptime: 0:35:24. Active AI Groups: 3."
     2:16:22 "DZAI Monitor :: Static Spawns: 1. Respawn Queue: 2 groups queued."
     2:16:22 "DZAI Monitor :: Dynamic Spawns: 0. Random Spawns: 0. Air Patrols: 1. Land Patrols: 0."
     2:21:08 "SERVER FPS: 11  PLAYERS: 1"
     2:21:23 "DZAI Monitor :: Server Uptime: 0:40:25. Active AI Groups: 2."
     2:21:23 "DZAI Monitor :: Static Spawns: 1. Respawn Queue: 1 groups queued."
     2:21:23 "DZAI Monitor :: Dynamic Spawns: 0. Random Spawns: 0. Air Patrols: 1. Land Patrols: 0."
     2:23:11 "infiSTAR.de fnc_AdminFirstReq: [1,B 1-1-B:1 (SJD) REMOTE,B 1-1-B:1 (SJD) REMOTE,[11446.9,6164.18,0]]"
     2:23:11 "infiSTAR.de fnc_AdminReqProceed: [1,B 1-1-B:1 (SJD) REMOTE,B 1-1-B:1 (SJD) REMOTE,[11446.9,6164.18,0]]"
     2:23:11 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (SJD) REMOTE   Admin SJD(76561198125703189) teleported to   GPS: 114091   WorldSpace: [11446.9,6164.18,0]"
     2:25:10 "RUNNING EVENT: event3 on [2018,10,22,11,25]"
     2:25:42 "infiSTAR.de fnc_AdminFirstReq: [24,B 1-1-B:1 (SJD) REMOTE,"","pz_worker1"]"
     2:25:42 "infiSTAR.de fnc_AdminReqProceed: [24,B 1-1-B:1 (SJD) REMOTE,"","pz_worker1"]"
     2:25:42 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (SJD) REMOTE   SJD AdminSkinChange  to pz_worker1"
     2:25:45 "WAI: [Mission:[Bandit] Medical Supply Camp]: Ended at [3883.03,8017.9,0]"
     2:25:46 "infiSTAR.de fnc_AdminFirstReq: [24,B 1-1-B:1 (SJD) REMOTE,"","pz_worker1"]"
     2:25:46 "infiSTAR.de fnc_AdminReqProceed: [24,B 1-1-B:1 (SJD) REMOTE,"","pz_worker1"]"
     2:25:46 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (SJD) REMOTE   SJD AdminSkinChange  to pz_worker1"
     2:26:07 "infiSTAR.de fnc_AdminFirstReq: [24,B 1-1-B:1 (SJD) REMOTE,"SJD","pz_worker1"]"
     2:26:07 "infiSTAR.de fnc_AdminReqProceed: [24,B 1-1-B:1 (SJD) REMOTE,"SJD","pz_worker1"]"
     2:26:07 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (SJD) REMOTE   SJD AdminSkinChange SJD to pz_worker1"
     2:26:24 "DZAI Monitor :: Server Uptime: 0:45:27. Active AI Groups: 2."
     2:26:24 "DZAI Monitor :: Static Spawns: 1. Respawn Queue: 1 groups queued."
     2:26:24 "DZAI Monitor :: Dynamic Spawns: 0. Random Spawns: 0. Air Patrols: 1. Land Patrols: 0."
     2:27:09 "SERVER FPS: 13  PLAYERS: 1"
     2:27:44 "infiSTAR.de fnc_AdminFirstReq: [24,B 1-1-A:1 (SJD) REMOTE,"","pz_worker2"]"
     2:27:44 "infiSTAR.de fnc_AdminReqProceed: [24,B 1-1-A:1 (SJD) REMOTE,"","pz_worker2"]"
     2:27:44 "infiSTAR.de PVAH_WriteLog: B 1-1-A:1 (SJD) REMOTE   SJD AdminSkinChange  to pz_worker2"
     2:27:46 "infiSTAR.de fnc_AdminFirstReq: [24,B 1-1-A:1 (SJD) REMOTE,"","pz_worker3"]"
     2:27:46 "infiSTAR.de fnc_AdminReqProceed: [24,B 1-1-A:1 (SJD) REMOTE,"","pz_worker3"]"
     2:27:46 "infiSTAR.de PVAH_WriteLog: B 1-1-A:1 (SJD) REMOTE   SJD AdminSkinChange  to pz_worker3"
     2:28:24 "DZAI Cleanup: Cleaned up 1 expired temporary blacklist areas."
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Scope.opticsZoomMin'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Scope.opticsZoomMax'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Scope.opticsZoomInit'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Scope.distanceZoomMin'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Scope.distanceZoomMax'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Scope.opticsFlare'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Scope.opticsDisablePeripherialVision'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Scope.opticsID'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Scope.opticsPPEffects'.
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Ironsights.opticsZoomMin'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Ironsights.opticsZoomMax'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Ironsights.opticsZoomInit'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Ironsights.distanceZoomMin'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Ironsights.distanceZoomMax'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Ironsights.opticsFlare'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Ironsights.opticsDisablePeripherialVision'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Ironsights.opticsID'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Ironsights.opticsPPEffects'.
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Scope.useModelOptics'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Scope.memoryPointCamera'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Ironsights.useModelOptics'.
     2:29:38 Warning Message: '/' is not a value
     2:29:38 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_PSO1_DZ/OpticsModes/Ironsights.memoryPointCamera'.
     2:29:38 Warning Message: '/' is not a value
     2:30:05 ["z\addons\dayz_server\system\scheduler\sched_sync.sqf","TIME SYNC: Local Time set to:",[2012,8,2,11,30],"Fullmoon:",true,"Date given by HiveExt.dll:",[2018,10,22,11,30]]
     2:30:56 "infiSTAR.de fnc_AdminFirstReq: [1,B 1-1-A:1 (SJD) REMOTE,B 1-1-A:1 (SJD) REMOTE,[11275.2,6575.02,0]]"
     2:30:56 "infiSTAR.de fnc_AdminReqProceed: [1,B 1-1-A:1 (SJD) REMOTE,B 1-1-A:1 (SJD) REMOTE,[11275.2,6575.02,0]]"
     2:30:57 "infiSTAR.de PVAH_WriteLog: B 1-1-A:1 (SJD) REMOTE   Admin SJD(76561198125703189) teleported to   GPS: 112087   WorldSpace: [11275.2,6575.02,0]"
     2:30:59 Server: Object 3:304 not found (message 70)
     2:30:59 Server: Object 3:306 not found (message 70)
     2:30:59 Server: Object 3:307 not found (message 94)
     2:30:59 Server: Object 3:308 not found (message 94)
     2:30:59 Server: Object 3:305 not found (message 70)
     2:30:59 Server: Object 3:303 not found (message 70)
     2:30:59 Server: Object 3:311 not found (message 94)
     2:30:59 Server: Object 3:310 not found (message 94)
     2:30:59 Server: Object 3:312 not found (message 94)
     2:30:59 Server: Object 3:314 not found (message 98)
     2:30:59 Server: Object 3:315 not found (message 91)
     2:31:00 Server: Object 3:325 not found (message 70)
     2:31:00 Server: Object 3:324 not found (message 70)
     2:31:00 Server: Object 3:323 not found (message 70)
     2:31:00 Server: Object 3:330 not found (message 70)
     2:31:00 Server: Object 3:337 not found (message 70)
     2:31:00 Server: Object 3:331 not found (message 94)
     2:31:00 Server: Object 3:329 not found (message 70)
     2:31:00 Server: Object 3:328 not found (message 70)
     2:31:00 Server: Object 3:335 not found (message 94)
     2:31:00 Server: Object 3:336 not found (message 70)
     2:31:00 Server: Object 3:333 not found (message 70)
     2:31:00 Server: Object 3:332 not found (message 70)
     2:31:00 Server: Object 3:339 not found (message 91)
     2:31:00 Server: Object 3:338 not found (message 98)
     2:31:00 Server: Object 3:341 not found (message 91)
     2:31:25 "DZAI Monitor :: Server Uptime: 0:50:28. Active AI Groups: 2."
     2:31:25 "DZAI Monitor :: Static Spawns: 1. Respawn Queue: 1 groups queued."
     2:31:25 "DZAI Monitor :: Dynamic Spawns: 0. Random Spawns: 0. Air Patrols: 1. Land Patrols: 0."
     2:31:32 "infiSTAR.de fnc_AdminFirstReq: [24,B 1-1-A:1 (SJD) REMOTE,"SJD","Survivor_DZ"]"
     2:31:32 "infiSTAR.de fnc_AdminReqProceed: [24,B 1-1-A:1 (SJD) REMOTE,"SJD","Survivor_DZ"]"
     2:31:32 "infiSTAR.de PVAH_WriteLog: B 1-1-A:1 (SJD) REMOTE   SJD AdminSkinChange SJD to Survivor_DZ"
     2:32:04 "infiSTAR.de fnc_AdminFirstReq: [5,B 1-1-A:1 (SJD) REMOTE,B 1-1-A:1 (SJD) REMOTE]"
     2:32:04 "infiSTAR.de fnc_AdminReqProceed: [5,B 1-1-A:1 (SJD) REMOTE,B 1-1-A:1 (SJD) REMOTE]"
     2:32:04 "infiSTAR.de PVAH_WriteLog: B 1-1-A:1 (SJD) REMOTE   SJD AdminHeal SJD"
     2:32:13 "infiSTAR.de fnc_AdminFirstReq: [666,B 1-1-A:1 (SJD) REMOTE,B 1-1-A:1 (SJD) REMOTE]"
     2:32:13 "infiSTAR.de fnc_AdminReqProceed: [666,B 1-1-A:1 (SJD) REMOTE,B 1-1-A:1 (SJD) REMOTE]"
     2:32:13 "infiSTAR.de PVAH_WriteLog: B 1-1-A:1 (SJD) REMOTE   SJD Take 200 Blood SJD"
     2:32:16 "infiSTAR.de fnc_AdminFirstReq: [4,B 1-1-A:1 (SJD) REMOTE,B 1-1-A:1 (SJD) REMOTE]"
     2:32:16 "infiSTAR.de fnc_AdminReqProceed: [4,B 1-1-A:1 (SJD) REMOTE,B 1-1-A:1 (SJD) REMOTE]"
     2:32:16 "infiSTAR.de PVAH_WriteLog: B 1-1-A:1 (SJD) REMOTE   SJD Adminkilled SJD"
     2:32:18 "INFO: Cannot Sync Character SJD near respawn_west [-18700,25800,0.00158691]. This is normal when relogging or changing clothes."
     2:32:35 "INFO: OnPlayerDisconnect exiting. Player is near respawn_west. This is normal after death. ["76561198125703189","SJD"]"
     2:33:07 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-A:1 (SJD) REMOTE,"76561198125703189"]"
     2:33:07 "infiSTAR.de ******ADMIN-LOGIN******: SJD(76561198125703189)"
     2:33:07 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-A:1 (SJD) REMOTE,"76561198125703189"]"
     2:33:07 "INFO - Player: PID#3(SJD)(UID:76561198125703189/CID:53) Status: LOGGING IN"
     2:33:09 Server: Object 3:387 not found (message 99)
     2:33:09 Server: Object 3:385 not found (message 98)
     2:33:09 Server: Object 3:386 not found (message 91)
     2:33:09 Server: Object 3:388 not found (message 91)
     2:33:09 "INFO - Player: PID#3(SJD)(UID:76561198125703189/CID:53) Status: LOGIN PUBLISHING, Location Dolina [112087]"
     2:33:09 "SERVER FPS: 10  PLAYERS: 1"
     2:33:10 "INFO - Player: SJD(UID:76561198125703189/CID:53) Status: CLIENT LOADED & PLAYING"
     2:33:26 "infiSTAR.de fnc_AdminFirstReq: [24,B 1-1-B:1 (SJD) REMOTE,"SJD","Survivor1_DZ"]"
     2:33:26 "infiSTAR.de fnc_AdminReqProceed: [24,B 1-1-B:1 (SJD) REMOTE,"SJD","Survivor1_DZ"]"
     2:33:26 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (SJD) REMOTE   SJD AdminSkinChange SJD to Survivor1_DZ"
     2:33:44 "infiSTAR.de fnc_AdminFirstReq: [24,B 1-1-B:1 (SJD) REMOTE,"","Bandit2_DZ"]"
     2:33:44 "infiSTAR.de fnc_AdminReqProceed: [24,B 1-1-B:1 (SJD) REMOTE,"","Bandit2_DZ"]"
     2:33:44 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (SJD) REMOTE   SJD AdminSkinChange  to Bandit2_DZ"
     2:33:47 "infiSTAR.de fnc_AdminFirstReq: [24,B 1-1-B:1 (SJD) REMOTE,"SJD","Bandit2_DZ"]"
     2:33:47 "infiSTAR.de fnc_AdminReqProceed: [24,B 1-1-B:1 (SJD) REMOTE,"SJD","Bandit2_DZ"]"
     2:33:47 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (SJD) REMOTE   SJD AdminSkinChange SJD to Bandit2_DZ"
     2:33:55 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (SJD) REMOTE   SJD TP infront of you ON"
     2:33:57 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (SJD) REMOTE   SJD G_o_d ON"
     2:33:58 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (SJD) REMOTE   SJD adminammo_recoil ON"
     2:34:03 "infiSTAR.de fnc_AdminFirstReq: [1,B 1-1-B:1 (SJD) REMOTE,B 1-1-B:1 (SJD) REMOTE,[11937.7,6352.66,0]]"
     2:34:03 "infiSTAR.de fnc_AdminReqProceed: [1,B 1-1-B:1 (SJD) REMOTE,B 1-1-B:1 (SJD) REMOTE,[11937.7,6352.66,0]]"
     2:34:03 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (SJD) REMOTE   Admin SJD(76561198125703189) teleported to   GPS: 119090   WorldSpace: [11937.7,6352.66,0]"

     

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