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Soldat5155

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Posts posted by Soldat5155

  1. RPT File from the last restart after taking the brackets out of the execVM statement:

    =====================================================================
    == D:\DayZServer\Expansion\beta\arma2oaserver.exe
    == "Expansion\beta\arma2oaserver.exe"  -port=2302 "-config=instance_1_Overpoch\config.cfg" "-cfg=instance_1_Overpoch\basic.cfg" "-profiles=instance_1_Overpoch" -name=instance_1_Overpoch "-mod=@DayZOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server;" -nogui
    =====================================================================
    Exe timestamp: 2014/07/28 21:43:38
    Current time:  2014/10/21 15:12:49
     
    Version 1.63.112555
    Item STR_EQUIP_NAME_41 listed twice
    Item STR_EQUIP_DESC_41 listed twice
    Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
    File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
    Unsupported language English in stringtable
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
    <English>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
    <Italian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
    <Spanish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
    <French>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
    <Czech>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
    <Russian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
    <Polish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
    <Hungarian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
        </Key>
        <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
          <German>Compact assault rifle with silenced grenade launcher&lt'
    Item STR_VIL_DN_BS1 listed twice
    Item STR_AUTHOR_VILAS listed twice
    Item STR_VIL_EASTERN listed twice
    Item STR_VIL_WEAPONS listed twice
    Item str_dss_10rnd_vss listed twice
    Item str_dss_20rnd_vss listed twice
    Item str_dn_20rnd_9x39_sp5_vss listed twice
    Item str_dn_ak_107_gl_pso listed twice
    Item str_dn_ak_107_kobra listed twice
    Item str_dn_M40A3 listed twice
    Item str_dn_rpk_74 listed twice
    Item str_ep1_dn_fn_fal listed twice
    Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
    Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
    Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
    Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
    Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
    Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
    Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
    Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
    Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
    Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
    Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
    Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
    Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
    Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
    Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
    Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
    Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
    Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
    Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
    Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
    Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
    Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
    Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
    Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
    Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
    Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
    Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
    Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
    Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
    Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
    Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
    Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
    Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
    Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
    Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
    Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
    Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
    Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
    Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
    Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
    Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
    Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
    Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
    Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
    Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
    Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
    Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
    Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
    Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
    Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
    Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
    Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
    Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
    Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
    Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
    Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
    Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
    Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
    Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
    Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
    Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
    Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
    Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
    Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
    Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
    Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
    Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
    Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
    15:13:26 Server error: Player without identity [AMB]KnoX (id 1939978699)
    15:13:31 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
    15:13:34 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
    15:13:34 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
    15:13:34 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
    15:13:34 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
    15:13:38 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
    15:13:38 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
    15:13:39 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
    15:13:39 "DayZ Epoch: MPframework inited"
    15:13:39 Warning Message: No challenge value was received from the master server.
    15:13:39 GameSpy QR2 error: 5, No challenge value was received from the master server.
    15:13:40 "infiSTAR.de - Waiting for BIS_fnc_init..."
    15:13:43 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:13:43 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
    15:14:08 "infiSTAR.de - BIS_fnc_init done - AntiHack STARTING...!"
    15:14:08 Warning Message: Script low_admins.sqf not found
    15:14:08 Warning Message: Script normal_admins.sqf not found
    15:14:08 Warning Message: Script super_admins.sqf not found
    15:14:08 Warning Message: Script blacklist.sqf not found
    15:14:08 "infiSTAR.de - iproductVersion: 11102014IAHAT335F | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,112555] | worldName: Chernarus | dayz_instance: 11 | missionName: DayZ_Overpoch_1"
    15:14:08 "infiSTAR.de - _fnc_RandomGen: {
    _arr = ["a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z","1","2","3","4"];
    _gen = "p";
    for "_i" from 1 to 8 do {_gen = _gen + (_arr select (random ((count _arr)-1)));};
    _gen = _gen + '_' + _gen;
    _gen
    }"
    15:14:08 "infiSTAR.de - _randvar1: pim1epsbi_pim1epsbi"
    15:14:08 "infiSTAR.de - _randvar2: pvdldyoew_pvdldyoew"
    15:14:08 "infiSTAR.de - _randvar3: pwut32hql_pwut32hql"
    15:14:08 "infiSTAR.de - _randvar4: pospcxxiu_pospcxxiu"
    15:14:08 "infiSTAR.de - _randvar5: pvwkrrkue_pvwkrrkue"
    15:14:08 "infiSTAR.de - _randvar6: ptz3ye3mp_ptz3ye3mp"
    15:14:08 "infiSTAR.de - _randvar8: pdguhx3qq_pdguhx3qq"
    15:14:08 "infiSTAR.de - _randvar9: pwyuqrjml_pwyuqrjml"
    15:14:08 "infiSTAR.de - _randvar11: pk31msxmu_pk31msxmu"
    15:14:08 "infiSTAR.de - _randvar12: pqbfgg4ra_pqbfgg4ra"
    15:14:08 "infiSTAR.de - _randvar13: pyq2tbjfu_pyq2tbjfu"
    15:14:08 "infiSTAR.de - _randvar19: pkj3gxu3v_pkj3gxu3v"
    15:14:08 "infiSTAR.de - _randvar20: piv1pmmuu_piv1pmmuu"
    15:14:08 "infiSTAR.de - _randvar26: ppwymhp1f_ppwymhp1f"
    15:14:08 "infiSTAR.de - _randvar27: p2jmk2mhq_p2jmk2mhq"
    15:14:08 "infiSTAR.de - _randvar27a: pvsj2w3eg_pvsj2w3eg"
    15:14:08 "infiSTAR.de - _randvar28: phl4h1zx1_phl4h1zx1"
    15:14:08 "infiSTAR.de - _randvar29: plbacptp1_plbacptp1"
    15:14:08 "infiSTAR.de - _randvar30: p3vnzbqo1_p3vnzbqo1"
    15:14:08 "infiSTAR.de - _randvar31: p2cacxkbf_p2cacxkbf"
    15:14:08 "infiSTAR.de - _randvar10: PVAHR_0_qbgkbdxd_PVAHR_0_qbgkbdxd"
    15:14:08 "infiSTAR.de - infiSTAR_DLL_PATH: "
    15:14:08 "infiSTAR.de - AntiHack LOADED!"
    15:14:08 "infiSTAR.de - CREATING AdminMenu"
    15:14:08 "infiSTAR.de - ADDING PublicVariableEventHandlers"
    15:14:08 "infiSTAR.de - AntiHack FULLY LOADED"
    15:14:08 Warning Message: Script z\addons\dayz_server\missions\DayZ_Overwatch_1.Chernarus\dynamic_vehicle.sqf not found
    15:14:08 "Res3tting B!S effects..."
    15:14:09 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
    15:14:11 Cannot create non-ai vehicle Land_P_radar,
    15:14:11 Cannot create non-ai vehicle Land_Mil_Mil_Guardhouse,
    15:14:11 Cannot create non-ai vehicle Land_BigHBarrier,
    15:14:11 Cannot create non-ai vehicle Land_BigHBarrier,
    15:14:11 Cannot create non-ai vehicle Land_dragonTeethBig,
    15:14:11 Cannot create non-ai vehicle Land_Misc_WellPump,
    15:14:11 Cannot create non-ai vehicle Land_phone_box,
    15:14:11 Cannot create non-ai vehicle Land_PowerGenerator,
    15:14:11 Cannot create non-ai vehicle Land_Heli_H_army,
    15:14:11 Cannot create non-ai vehicle Land_runway_end15,
    15:14:11 Cannot create non-ai vehicle Land_ChickenCoop,
    15:14:11 Cannot create non-ai vehicle Land_fridge,
    15:14:11 Cannot create non-ai vehicle Land_Kitchenstove_Elec,
    15:14:11 Cannot create non-ai vehicle Land_Kitchenstove_Elec,
    15:14:11 Cannot create non-ai vehicle Land_P_sink,
    15:14:11 Cannot create non-ai vehicle Land_picture_a_04,
    15:14:11 Cannot create non-ai vehicle Land_kitchen_table_a,
    15:14:11 Cannot create non-ai vehicle Land_Misc_Hutch,
    15:14:11 Cannot create non-ai vehicle Land_Misc_WellPump,
    15:14:11 Cannot create non-ai vehicle Land_PowerGenerator,
    15:14:11 Cannot create non-ai vehicle Land_runway_main,
    15:14:11 Cannot create non-ai vehicle Land_runway_main_40,
    15:14:11 Cannot create non-ai vehicle Land_runway_main_40,
    15:14:11 Cannot create non-ai vehicle Land_runway_main_40,
    15:14:11 Cannot create non-ai vehicle Land_runway_main,
    15:14:11 Cannot create non-ai vehicle Land_runway_main,
    15:14:11 Cannot create non-ai vehicle Land_runway_main,
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:11 Cannot create non-ai vehicle as_Land_Lamp_Small_EP1,
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\misc\pallets_column.p3d: No geometry and no visual shape
    15:14:12 ca\misc\pallets_column.p3d: No geometry and no visual shape
    15:14:12 ca\misc\pallets_column.p3d: No geometry and no visual shape
    15:14:12 ca\misc\pallets_column.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    15:14:12 "HIVE: Starting"
    15:14:12 "HIVE: trying to get objects"
    15:14:12 "HIVE: found 307 objects"
    15:14:12 "HIVE: Commence Object Streaming..."
    15:14:12 "HIVE: got 0 Epoch Objects and 307 Vehicles"
    15:14:15 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
    15:14:15 UH1Y_DZE: ObsGun - unknown animation source ObsGun
    15:14:17 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
    15:14:17 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
    15:14:18 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1'
    15:14:18 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2'
    15:14:18 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1'
    15:14:18 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2'
    15:14:18 car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota'
    15:14:18 car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr'
    15:14:18 "HIVE: Spawning # of Vehicles: 6"
    15:14:18 "HIVE: Spawning # of Debris: 500"
    15:14:18 "HIVE: Spawning # of Ammo Boxes: 3"
    15:14:18 "HIVE: Spawning # of Veins: 50"
    15:14:18 "Total Number of spawn locations 5"
    15:14:18 Error in expression <Dedicated) exitWith { }; 
     
    while {count AllowedVehiclesList > 0} do {
     
    _index = >
    15:14:18   Error position: <AllowedVehiclesList > 0} do {
     
    _index = >
    15:14:18   Error Undefined variable in expression: allowedvehicleslist
    15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 242
    15:14:18 Error in expression <esList resize _lastIndex;
    };
     
    if (count AllowedVehiclesList == 0) then {
    diag_lo>
    15:14:18   Error position: <AllowedVehiclesList == 0) then {
    diag_lo>
    15:14:18   Error Undefined variable in expression: allowedvehicleslist
    15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 264
    15:14:18 Error in expression <Dedicated) exitWith { }; 
     
    while {count AllowedVehiclesList > 0} do {
     
    _index = >
    15:14:18   Error position: <AllowedVehiclesList > 0} do {
     
    _index = >
    15:14:18   Error Undefined variable in expression: allowedvehicleslist
    15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 242
    15:14:18 Error in expression <esList resize _lastIndex;
    };
     
    if (count AllowedVehiclesList == 0) then {
    diag_lo>
    15:14:18   Error position: <AllowedVehiclesList == 0) then {
    diag_lo>
    15:14:18   Error Undefined variable in expression: allowedvehicleslist
    15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 264
    15:14:18 Error in expression <Dedicated) exitWith { }; 
     
    while {count AllowedVehiclesList > 0} do {
     
    _index = >
    15:14:18   Error position: <AllowedVehiclesList > 0} do {
     
    _index = >
    15:14:18   Error Undefined variable in expression: allowedvehicleslist
    15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 242
    15:14:18 Error in expression <esList resize _lastIndex;
    };
     
    if (count AllowedVehiclesList == 0) then {
    diag_lo>
    15:14:18   Error position: <AllowedVehiclesList == 0) then {
    diag_lo>
    15:14:18   Error Undefined variable in expression: allowedvehicleslist
    15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 264
    15:14:18 Error in expression <Dedicated) exitWith { }; 
     
    while {count AllowedVehiclesList > 0} do {
     
    _index = >
    15:14:18   Error position: <AllowedVehiclesList > 0} do {
     
    _index = >
    15:14:18   Error Undefined variable in expression: allowedvehicleslist
    15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 242
    15:14:18 Error in expression <esList resize _lastIndex;
    };
     
    if (count AllowedVehiclesList == 0) then {
    diag_lo>
    15:14:18   Error position: <AllowedVehiclesList == 0) then {
    diag_lo>
    15:14:18   Error Undefined variable in expression: allowedvehicleslist
    15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 264
    15:14:18 Error in expression <Dedicated) exitWith { }; 
     
    while {count AllowedVehiclesList > 0} do {
     
    _index = >
    15:14:18   Error position: <AllowedVehiclesList > 0} do {
     
    _index = >
    15:14:18   Error Undefined variable in expression: allowedvehicleslist
    15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 242
    15:14:18 Error in expression <esList resize _lastIndex;
    };
     
    if (count AllowedVehiclesList == 0) then {
    diag_lo>
    15:14:18   Error position: <AllowedVehiclesList == 0) then {
    diag_lo>
    15:14:18   Error Undefined variable in expression: allowedvehicleslist
    15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 264
    15:14:18 Error in expression <Dedicated) exitWith { }; 
     
    while {count AllowedVehiclesList > 0} do {
     
    _index = >
    15:14:18   Error position: <AllowedVehiclesList > 0} do {
     
    _index = >
    15:14:18   Error Undefined variable in expression: allowedvehicleslist
    15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 242
    15:14:18 Error in expression <esList resize _lastIndex;
    };
     
    if (count AllowedVehiclesList == 0) then {
    diag_lo>
    15:14:18   Error position: <AllowedVehiclesList == 0) then {
    diag_lo>
    15:14:18   Error Undefined variable in expression: allowedvehicleslist
    15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 264
    15:14:18 "DEBUG: Too many at [12238.8,9542.83]"
    15:14:19 "infiSTAR.de - Player-Log: [AMB]KnoX(76561197996889258) - 0h 00min | ******ADMIN******"
    15:14:23 "infiSTAR.de: AllowedVehiclesList not defined.."
    15:14:36 "DEBUG: Too many at [3967.8,2627.92]"
    15:14:38 "infiSTAR.de PlayerConnected: ["76561197996889258","[AMB]KnoX"]"
    15:14:38 "infiSTAR.de PlayerConnected: ["","__SERVER__"]"
    15:14:38 "EPOCH EVENTS INIT"
    15:14:40 "DEBUG: Too many at [10447.6,2366.4]"
    15:14:41 "DEBUG: Too many at [6365.76,2767.38]"
    15:14:44 "TIME SYNC: Local Time set to [2013,8,3,13,14]"
    15:14:45 "DEBUG VEIN: Too many objects at [6753.19,13473]"
    15:15:00 "RUNNING EVENT: supply_drop on [2014,10,21,13,15]"
    15:15:02 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-B:1 ([AMB]KnoX) REMOTE,"76561197996889258"]"
    15:15:02 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-B:1 ([AMB]KnoX) REMOTE,"76561197996889258"]"
    15:15:02 "infiSTAR.de ******ADMIN-LOGIN******: [AMB]KnoX(76561197996889258)"
    15:17:59 "CLEANUP: INITIALIZING CLEANUP SCRIPT"

  2. RPT:

     

    13:27:29 Warning Message: Script z\addons\dayz_server\missions\DayZ_Overwatch_1.Chernarus\dynamic_vehicle.sqf not found
    13:27:29 "Res3tting B!S effects..."
    13:27:29 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
    13:27:30 Cannot create non-ai vehicle Land_P_radar,
    13:27:30 "HIVE: Starting"
    13:27:30 "HIVE: trying to get objects"
    13:27:31 "HIVE: found 306 objects"
    13:27:31 "HIVE: Commence Object Streaming..."
    13:27:31 Cannot create non-ai vehicle Land_Mil_Mil_Guardhouse,
    13:27:31 Cannot create non-ai vehicle Land_BigHBarrier,
    13:27:31 Cannot create non-ai vehicle Land_BigHBarrier,
    13:27:31 Cannot create non-ai vehicle Land_dragonTeethBig,
    13:27:31 Cannot create non-ai vehicle Land_Misc_WellPump,
    13:27:31 Cannot create non-ai vehicle Land_phone_box,
    13:27:31 Cannot create non-ai vehicle Land_PowerGenerator,
    13:27:31 Cannot create non-ai vehicle Land_Heli_H_army,
    13:27:31 Cannot create non-ai vehicle Land_runway_end15,
    13:27:31 Cannot create non-ai vehicle as_Land_Lamp_Small_EP1,
    13:27:31 Cannot create non-ai vehicle Land_ChickenCoop,
    13:27:31 Cannot create non-ai vehicle Land_fridge,
    13:27:31 Cannot create non-ai vehicle Land_Kitchenstove_Elec,
    13:27:31 Cannot create non-ai vehicle Land_Kitchenstove_Elec,
    13:27:31 Cannot create non-ai vehicle Land_P_sink,
    13:27:31 Cannot create non-ai vehicle Land_picture_a_04,
    13:27:31 Cannot create non-ai vehicle Land_kitchen_table_a,
    13:27:31 Cannot create non-ai vehicle Land_Misc_Hutch,
    13:27:31 Cannot create non-ai vehicle Land_Misc_WellPump,
    13:27:31 Cannot create non-ai vehicle Land_PowerGenerator,
    13:27:31 "HIVE: got 0 Epoch Objects and 306 Vehicles"
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:31 Cannot create non-ai vehicle Land_runway_main,
    13:27:31 Cannot create non-ai vehicle Land_runway_main_40,
    13:27:31 Cannot create non-ai vehicle Land_runway_main_40,
    13:27:31 Cannot create non-ai vehicle Land_runway_main_40,
    13:27:31 Cannot create non-ai vehicle Land_runway_main,
    13:27:31 Cannot create non-ai vehicle Land_runway_main,
    13:27:31 Cannot create non-ai vehicle Land_runway_main,
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\misc\pallets_column.p3d: No geometry and no visual shape
    13:27:32 ca\misc\pallets_column.p3d: No geometry and no visual shape
    13:27:32 ca\misc\pallets_column.p3d: No geometry and no visual shape
    13:27:32 ca\misc\pallets_column.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
    13:27:36 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
    13:27:36 UH1Y_DZE: ObsGun - unknown animation source ObsGun
    13:27:38 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
    13:27:38 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
    13:27:39 "infiSTAR.de - Player-Log: [AMB]KnoX(76561197996889258) - 0h 00min | ******ADMIN******"
    13:27:40 "HIVE: Spawning # of Vehicles: 7"
    13:27:40 "HIVE: Spawning # of Debris: 500"
    13:27:40 "HIVE: Spawning # of Ammo Boxes: 3"
    13:27:40 "HIVE: Spawning # of Veins: 50"
    13:27:40 "Total Number of spawn locations 5"
    13:27:40 Error in expression <Dedicated) exitWith { }; 
     
    while {count AllowedVehiclesList > 0} do {
     
    _index = >
    13:27:40   Error position: <AllowedVehiclesList > 0} do {
     
    _index = >
    13:27:40   Error Undefined variable in expression: allowedvehicleslist
    13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 242
    13:27:40 Error in expression <esList resize _lastIndex;
    };
     
    if (count AllowedVehiclesList == 0) then {
    diag_lo>
    13:27:40   Error position: <AllowedVehiclesList == 0) then {
    diag_lo>
    13:27:40   Error Undefined variable in expression: allowedvehicleslist
    13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264
    13:27:40 Error in expression <Dedicated) exitWith { }; 
     
    while {count AllowedVehiclesList > 0} do {
     
    _index = >
    13:27:40   Error position: <AllowedVehiclesList > 0} do {
     
    _index = >
    13:27:40   Error Undefined variable in expression: allowedvehicleslist
    13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 242
    13:27:40 Error in expression <esList resize _lastIndex;
    };
     
    if (count AllowedVehiclesList == 0) then {
    diag_lo>
    13:27:40   Error position: <AllowedVehiclesList == 0) then {
    diag_lo>
    13:27:40   Error Undefined variable in expression: allowedvehicleslist
    13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264
    13:27:40 Error in expression <Dedicated) exitWith { }; 
     
    while {count AllowedVehiclesList > 0} do {
     
    _index = >
    13:27:40   Error position: <AllowedVehiclesList > 0} do {
     
    _index = >
    13:27:40   Error Undefined variable in expression: allowedvehicleslist
    13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 242
    13:27:40 Error in expression <esList resize _lastIndex;
    };
     
    if (count AllowedVehiclesList == 0) then {
    diag_lo>
    13:27:40   Error position: <AllowedVehiclesList == 0) then {
    diag_lo>
    13:27:40   Error Undefined variable in expression: allowedvehicleslist
    13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264
    13:27:40 Error in expression <Dedicated) exitWith { }; 
     
    while {count AllowedVehiclesList > 0} do {
     
    _index = >
    13:27:40   Error position: <AllowedVehiclesList > 0} do {
     
    _index = >
    13:27:40   Error Undefined variable in expression: allowedvehicleslist
    13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 242
    13:27:40 Error in expression <esList resize _lastIndex;
    };
     
    if (count AllowedVehiclesList == 0) then {
    diag_lo>
    13:27:40   Error position: <AllowedVehiclesList == 0) then {
    diag_lo>
    13:27:40   Error Undefined variable in expression: allowedvehicleslist
    13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264
    13:27:40 Error in expression <Dedicated) exitWith { }; 
     
    while {count AllowedVehiclesList > 0} do {
     
    _index = >
    13:27:40   Error position: <AllowedVehiclesList > 0} do {
     
    _index = >
    13:27:40   Error Undefined variable in expression: allowedvehicleslist
    13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 242
    13:27:40 Error in expression <esList resize _lastIndex;
    };
     
    if (count AllowedVehiclesList == 0) then {
    diag_lo>
    13:27:40   Error position: <AllowedVehiclesList == 0) then {
    diag_lo>
    13:27:40   Error Undefined variable in expression: allowedvehicleslist
    13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264
    13:27:40 Error in expression <Dedicated) exitWith { }; 
     
    while {count AllowedVehiclesList > 0} do {
     
    _index = >
    13:27:40   Error position: <AllowedVehiclesList > 0} do {
     
    _index = >
    13:27:40   Error Undefined variable in expression: allowedvehicleslist
    13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 242
    13:27:40 Error in expression <esList resize _lastIndex;
    };
     
    if (count AllowedVehiclesList == 0) then {
    diag_lo>
    13:27:40   Error position: <AllowedVehiclesList == 0) then {
    diag_lo>
    13:27:40   Error Undefined variable in expression: allowedvehicleslist
    13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264
    13:27:40 Error in expression <Dedicated) exitWith { }; 
     
    while {count AllowedVehiclesList > 0} do {
     
    _index = >
    13:27:40   Error position: <AllowedVehiclesList > 0} do {
     
    _index = >
    13:27:40   Error Undefined variable in expression: allowedvehicleslist
    13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 242
    13:27:40 Error in expression <esList resize _lastIndex;
    };
     
    if (count AllowedVehiclesList == 0) then {
    diag_lo>
    13:27:40   Error position: <AllowedVehiclesList == 0) then {
    diag_lo>
    13:27:40   Error Undefined variable in expression: allowedvehicleslist
    13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264
    13:27:40 "EPOCH EVENTS INIT"
    13:27:41 "DEBUG: Too many at [6571.08,2506.67]"
    13:27:46 "DEBUG: Too many at [4335.26,10993.3]"
    13:27:47 "infiSTAR.de: AllowedVehiclesList not defined.."
    13:27:47 "DEBUG VEIN: Too many objects at [4821.07,7478.56]"
    13:27:47 "DEBUG VEIN: Too many objects at [6552.77,8695.69]"
    13:27:48 "DEBUG VEIN: Too many objects at [3905.69,9806.59]"
    13:27:48 "TIME SYNC: Local Time set to [2013,8,3,13,27]"
    13:27:53 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-B:1 ([AMB]KnoX) REMOTE,"76561197996889258"]"
    13:27:53 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-B:1 ([AMB]KnoX) REMOTE,"76561197996889258"]"
    13:27:53 "infiSTAR.de ******ADMIN-LOGIN******: [AMB]KnoX(76561197996889258)"
    13:30:09 "RUNNING EVENT: crash_spawner on [2014,10,21,13,30]"
    13:31:01 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
    13:32:58 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 ([AMB]KnoX) REMOTE   [AMB]KnoX G_o_d ON"
    13:34:52 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 ([AMB]KnoX) REMOTE   [AMB]KnoX adminammo_recoil ON"
    13:36:01 "TIME SYNC: Local Time set to [2013,8,3,13,36]"
    13:40:05 "infiSTAR.de fnc_AdminFirstReq: [0,B 1-1-B:1 ([AMB]KnoX) REMOTE,"CVPI_LAPD_Patrol",[5160,8602.05,0]]"
    13:40:05 "infiSTAR.de fnc_AdminReqProceed: [0,B 1-1-B:1 ([AMB]KnoX) REMOTE,"CVPI_LAPD_Patrol",[5160,8602.05,0]]"
    13:40:05 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1'
    13:40:05 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2'
    13:40:05 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1'
    13:40:05 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2'
    13:40:05 car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota'
    13:40:05 car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr'
    13:40:06 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 ([AMB]KnoX) REMOTE   [AMB]KnoX (76561197996889258) spawned CVPI_LAPD_Patrol @051067"
    13:41:02 "TIME SYNC: Local Time set to [2013,8,3,13,41]"
    13:44:41 Server: Object 3:458 not found (message 69)
    13:44:41 Server: Object 3:461 not found (message 70)
    13:44:52 Server: Object 3:630 not found (message 70)
    13:44:52 Server: Object 3:629 not found (message 69)
    13:44:55 Server: Object 3:662 not found (message 69)
    13:46:02 "TIME SYNC: Local Time set to [2013,8,3,13,46]"
    13:46:02 "CLEANUP: Deleted 1 Animals out of 1"
    13:46:15 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 ([AMB]KnoX) REMOTE   [AMB]KnoX - added PMC_ied_v2 to his inventory"
    13:51:02 "TIME SYNC: Local Time set to [2013,8,3,13,51]"
    13:51:03 "infiSTAR.de fnc_AdminFirstReq: [26,B 1-1-B:1 ([AMB]KnoX) REMOTE,31c80100# 1058304: cvpi_lapd_patrol.p3d REMOTE]"
    13:51:03 "infiSTAR.de fnc_AdminReqProceed: [26,B 1-1-B:1 ([AMB]KnoX) REMOTE,31c80100# 1058304: cvpi_lapd_patrol.p3d REMOTE]"
    13:51:03 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 ([AMB]KnoX) REMOTE   [AMB]KnoX saved -  CVPI_LAPD_Patrol (characterID: 0)  - to the database"
    13:51:03 "CLEANUP: Deleted 1 Loot Piles out of 55"
    13:51:18 "infiSTAR.de PlayerDisconnected: _uid: 76561197996889258   _name: [AMB]KnoX"
    13:51:18 "get: STRING (76561197996889258), sent: STRING (76561197996889258)"
    13:51:18 "DISCONNECT: [AMB]KnoX (76561197996889258) Object: B 1-1-B:1 ([AMB]KnoX) REMOTE, _characterID: 16 at loc [4406.71,9192.92,0.00146484]"
    13:51:18 Client: Remote object 3:14 not found
    13:51:20 Warning: Cleanup player - person 3:13 not found
    13:56:02 "TIME SYNC: Local Time set to [2013,8,3,13,56]"
    13:56:03 "CLEANUP: Deleted 5 Loot Piles out of 54"
    13:57:03 "CLEANUP: Deleted 10 Loot Piles out of 49"
    14:00:00 "RUNNING EVENT: crash_spawner on [2014,10,21,14,0]"
    14:01:02 "CLEANUP: Deleted 1 Animals out of 1"
    14:01:02 "TIME SYNC: Local Time set to [2013,8,3,14,1]"
    14:05:04 "CLEANUP: Deleted 19 Loot Piles out of 51"
    14:06:02 "TIME SYNC: Local Time set to [2013,8,3,14,6]"
    14:06:03 "CLEANUP: Deleted 10 Loot Piles out of 32"
    14:11:02 "TIME SYNC: Local Time set to [2013,8,3,14,11]"
    14:11:03 "CLEANUP: Deleted 10 Loot Piles out of 22"
    14:15:00 "RUNNING EVENT: supply_drop on [2014,10,21,14,15]"
    14:16:02 "CLEANUP: Deleted 1 Animals out of 1"
    14:16:02 "TIME SYNC: Local Time set to [2013,8,3,14,16]"
    14:21:02 "TIME SYNC: Local Time set to [2013,8,3,14,21]"
    14:26:02 "TIME SYNC: Local Time set to [2013,8,3,14,26]"
    14:30:00 "RUNNING EVENT: crash_spawner on [2014,10,21,14,30]"
    14:31:02 "CLEANUP: Deleted 1 Animals out of 1"
    14:31:02 "TIME SYNC: Local Time set to [2013,8,3,14,31]"
    14:36:02 "TIME SYNC: Local Time set to [2013,8,3,14,36]"
    14:41:02 "TIME SYNC: Local Time set to [2013,8,3,14,41]"
    14:46:02 "CLEANUP: Deleted 1 Animals out of 1"
    14:46:02 "TIME SYNC: Local Time set to [2013,8,3,14,46]"

  3. Here is the server monitor file:

    private ["_nul","_result","_pos","_wsDone","_dir","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_intentory","_hitPoints","_fuel","_damage","_key","_vehLimit","_hiveResponse","_objectCount","_codeCount","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0","_bQty","_vQty","_BuildingQueue","_objectQueue","_superkey","_shutdown","_res","_hiveLoaded"];
     
    dayz_versionNo = getText(configFile >> "CfgMods" >> "DayZ" >> "version");
    dayz_hiveVersionNo = getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");
     
    _hiveLoaded = false;
     
    waitUntil{initialized}; //means all the functions are now defined
     
    diag_log "HIVE: Starting";
     
    waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player)
     
    // Custom Configs
    if(isnil "MaxVehicleLimit") then {
    MaxVehicleLimit = 50;
    };
     
    if(isnil "MaxDynamicDebris") then {
    MaxDynamicDebris = 100;
    };
    if(isnil "MaxAmmoBoxes") then {
    MaxAmmoBoxes = 3;
    };
    if(isnil "MaxMineVeins") then {
    MaxMineVeins = 50;
    };
    // Custon Configs End
     
    if (isServer && isNil "sm_done") then {
     
    serverVehicleCounter = [];
    _hiveResponse = [];
     
    for "_i" from 1 to 5 do {
    diag_log "HIVE: trying to get objects";
    _key = format["CHILD:302:%1:", dayZ_instance];
    _hiveResponse = _key call server_hiveReadWrite;  
    if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then {
    if ((_hiveResponse select 1) == "Instance already initialized") then {
    _superkey = profileNamespace getVariable "SUPERKEY";
    _shutdown = format["CHILD:400:%1:", _superkey];
    _res = _shutdown call server_hiveReadWrite;
    diag_log ("HIVE: attempt to kill.. HiveExt response:"+str(_res));
    } else {
    diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse));
     
    };
    _hiveResponse = ["",0];
    else {
    diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" );
    _i = 99; // break
    };
    };
     
    _BuildingQueue = [];
    _objectQueue = [];
     
    if ((_hiveResponse select 0) == "ObjectStreamStart") then {
     
    // save superkey
    profileNamespace setVariable ["SUPERKEY",(_hiveResponse select 2)];
     
    _hiveLoaded = true;
     
    diag_log ("HIVE: Commence Object Streaming...");
    _key = format["CHILD:302:%1:", dayZ_instance];
    _objectCount = _hiveResponse select 1;
    _bQty = 0;
    _vQty = 0;
    for "_i" from 1 to _objectCount do {
    _hiveResponse = _key call server_hiveReadWriteLarge;
    //diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]);
    if ((_hiveResponse select 2) isKindOf "ModularItems") then {
    _BuildingQueue set [_bQty,_hiveResponse];
    _bQty = _bQty + 1;
    } else {
    _objectQueue set [_vQty,_hiveResponse];
    _vQty = _vQty + 1;
    };
    };
    diag_log ("HIVE: got " + str(_bQty) + " Epoch Objects and " + str(_vQty) + " Vehicles");
    };
     
    // # NOW SPAWN OBJECTS #
    _totalvehicles = 0;
    {
    _idKey = _x select 1;
    _type = _x select 2;
    _ownerID = _x select 3;
     
    _worldspace = _x select 4;
    _intentory = _x select 5;
    _hitPoints = _x select 6;
    _fuel = _x select 7;
    _damage = _x select 8;
     
    _dir = 0;
    _pos = [0,0,0];
    _wsDone = false;
    if (count _worldspace >= 2) then
    {
    _dir = _worldspace select 0;
    if (count (_worldspace select 1) == 3) then {
    _pos = _worldspace select 1;
    _wsDone = true;
    }
    };
     
    if (!_wsDone) then {
    if (count _worldspace >= 1) then { _dir = _worldspace select 0; };
    _pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos;
    if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; };
    diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos));
    };
     
     
    if (_damage < 1) then {
    //diag_log format["OBJ: %1 - %2", _idKey,_type];
     
    //Create it
    _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
    _object setVariable ["lastUpdate",time];
    _object setVariable ["ObjectID", _idKey, true];
     
    _lockable = 0;
    if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {
    _lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable");
    };
     
    // fix for leading zero issues on safe codes after restart
    if (_lockable == 4) then {
    _codeCount = (count (toArray _ownerID));
    if(_codeCount == 3) then {
    _ownerID = format["0%1", _ownerID];
    };
    if(_codeCount == 2) then {
    _ownerID = format["00%1", _ownerID];
    };
    if(_codeCount == 1) then {
    _ownerID = format["000%1", _ownerID];
    };
    };
     
    if (_lockable == 3) then {
    _codeCount = (count (toArray _ownerID));
    if(_codeCount == 2) then {
    _ownerID = format["0%1", _ownerID];
    };
    if(_codeCount == 1) then {
    _ownerID = format["00%1", _ownerID];
    };
    };
     
    _object setVariable ["CharacterID", _ownerID, true];
     
    clearWeaponCargoGlobal  _object;
    clearMagazineCargoGlobal  _object;
    // _object setVehicleAmmo DZE_vehicleAmmo;
     
    _object setdir _dir;
    _object setposATL _pos;
    _object setDamage _damage;
     
    if ((typeOf _object) in dayz_allowedObjects) then {
    if (DZE_GodModeBase) then {
    _object addEventHandler ["HandleDamage", {false}];
    } else {
    _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
    };
    // Test disabling simulation server side on buildables only.
    _object enableSimulation false;
    // used for inplace upgrades && lock/unlock of safe
    _object setVariable ["OEMPos", _pos, true];
     
    };
     
    if (count _intentory > 0) then {
    if (_type in DZE_LockedStorage) then {
    // Fill variables with loot
    _object setVariable ["WeaponCargo", (_intentory select 0),true];
    _object setVariable ["MagazineCargo", (_intentory select 1),true];
    _object setVariable ["BackpackCargo", (_intentory select 2),true];
    } else {
     
    //Add weapons
    _objWpnTypes = (_intentory select 0) select 0;
    _objWpnQty = (_intentory select 0) select 1;
    _countr = 0;
    {
    if(_x in (DZE_REPLACE_WEAPONS select 0)) then {
    _x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x);
    };
    _isOK = isClass(configFile >> "CfgWeapons" >> _x);
    if (_isOK) then {
    _object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
    };
    _countr = _countr + 1;
    } count _objWpnTypes; 
     
    //Add Magazines
    _objWpnTypes = (_intentory select 1) select 0;
    _objWpnQty = (_intentory select 1) select 1;
    _countr = 0;
    {
    if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow
    if (_x == "ItemTent") then { _x = "ItemTentOld" };
    _isOK = isClass(configFile >> "CfgMagazines" >> _x);
    if (_isOK) then {
    _object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
    };
    _countr = _countr + 1;
    } count _objWpnTypes;
     
    //Add Backpacks
    _objWpnTypes = (_intentory select 2) select 0;
    _objWpnQty = (_intentory select 2) select 1;
    _countr = 0;
    {
    _isOK = isClass(configFile >> "CfgVehicles" >> _x);
    if (_isOK) then {
    _object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)];
    };
    _countr = _countr + 1;
    } count _objWpnTypes;
    };
    };
     
    if (_object isKindOf "AllVehicles") then {
    {
    _selection = _x select 0;
    _dam = _x select 1;
    if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8};
    [_object,_selection,_dam] call object_setFixServer;
    } count _hitpoints;
     
    _object setFuel _fuel;
     
    if (!((typeOf _object) in dayz_allowedObjects)) then {
     
    //_object setvelocity [0,0,1];
    _object call fnc_veh_ResetEH;
     
    if(_ownerID != "0" && !(_object isKindOf "Bicycle")) then {
    _object setvehiclelock "locked";
    };
     
    _totalvehicles = _totalvehicles + 1;
     
    // total each vehicle
    serverVehicleCounter set [count serverVehicleCounter,_type];
    };
    };
     
    //Monitor the object
    PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
    };
    } count (_BuildingQueue + _objectQueue);
    // # END SPAWN OBJECTS #
     
    // preload server traders menu data into cache
    if !(DZE_ConfigTrader) then {
    {
    // get tids
    _traderData = call compile format["menu_%1;",_x];
    if(!isNil "_traderData") then {
    {
    _traderid = _x select 1;
     
    _retrader = [];
     
    _key = format["CHILD:399:%1:",_traderid];
    _data = "HiveEXT" callExtension _key;
     
    //diag_log "HIVE: Request sent";
     
    //Process result
    _result = call compile format ["%1",_data];
    _status = _result select 0;
     
    if (_status == "ObjectStreamStart") then {
    _val = _result select 1;
    //Stream Objects
    //diag_log ("HIVE: Commence Menu Streaming...");
    call compile format["ServerTcache_%1 = [];",_traderid];
    for "_i" from 1 to _val do {
    _data = "HiveEXT" callExtension _key;
    _result = call compile format ["%1",_data];
    call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result];
    _retrader set [count _retrader,_result];
    };
    //diag_log ("HIVE: Streamed " + str(_val) + " objects");
    };
     
    } forEach (_traderData select 0);
    };
    } forEach serverTraders;
    };
     
    if (_hiveLoaded) then {
    //  spawn_vehicles
    _vehLimit = MaxVehicleLimit - _totalvehicles;
    if(_vehLimit > 0) then {
    diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
    for "_x" from 1 to _vehLimit do {
    [] spawn spawn_vehicles;
    };
    } else {
    diag_log "HIVE: Vehicle Spawn limit reached!";
    };
    };
     
    //  spawn_roadblocks
    diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris));
    for "_x" from 1 to MaxDynamicDebris do {
    [] spawn spawn_roadblocks;
    };
    //  spawn_ammosupply at server start 1% of roadblocks
    diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes));
    for "_x" from 1 to MaxAmmoBoxes do {
    [] spawn spawn_ammosupply;
    };
    // call spawning mining veins
    diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));
    for "_x" from 1 to MaxMineVeins do {
    [] spawn spawn_mineveins;
    };
     
    if(isnil "dayz_MapArea") then {
    dayz_MapArea = 10000;
    };
    if(isnil "HeliCrashArea") then {
    HeliCrashArea = dayz_MapArea / 2;
    };
    if(isnil "OldHeliCrash") then {
    OldHeliCrash = false;
    };
     
    // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
    if(OldHeliCrash) then {
    _nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite;
    };
    if (isDedicated) then {
    // Epoch Events
    _id = [] spawn server_spawnEvents;
    // server cleanup
    [] spawn {
    private ["_id"];
    sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart
    waitUntil {!isNil "server_spawnCleanAnimals"};
    _id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm";
    };
     
    // spawn debug box
    _debugMarkerPosition = getMarkerPos "respawn_west";
    _debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];
    _vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];
    _vehicle_0 setPos _debugMarkerPosition;
    _vehicle_0 setVariable ["ObjectID","1",true];
     
    // max number of spawn markers
    if(isnil "spawnMarkerCount") then {
    spawnMarkerCount = 10;
    };
    actualSpawnMarkerCount = 0;
    // count valid spawn marker positions
    for "_i" from 0 to spawnMarkerCount do {
    if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then {
    actualSpawnMarkerCount = actualSpawnMarkerCount + 1;
    } else {
    // exit since we did not find any further markers
    _i = spawnMarkerCount + 99;
    };
     
    };
    diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount];
     
    endLoadingScreen;
    };
     
    []execVM "\z\addons\dayz_server\WAI\init.sqf";
    allowConnection = true;
    sm_done = true;
    publicVariable "sm_done";
    };

  4. About 30 minutes in now and this is all that has shown up so far:

     

    3:41:02 "TIME SYNC: Local Time set to [2013,8,3,13,41]"
    13:44:41 Server: Object 3:458 not found (message 69)
    13:44:41 Server: Object 3:461 not found (message 70)
    13:44:52 Server: Object 3:630 not found (message 70)
    13:44:52 Server: Object 3:629 not found (message 69)
    13:44:55 Server: Object 3:662 not found (message 69)
    13:46:02 "TIME SYNC: Local Time set to [2013,8,3,13,46]"
    13:46:02 "CLEANUP: Deleted 1 Animals out of 1"
     
    Missions are set to spawn in every 5 to 15 minutes. 
  5. @f3cuk: Thank you for the reply. This is what I'm seeing so far. I will update with more as it shows up. 

     

    13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264
    13:27:40 "EPOCH EVENTS INIT"
    13:27:41 "DEBUG: Too many at [6571.08,2506.67]"
    13:27:46 "DEBUG: Too many at [4335.26,10993.3]"
    13:27:47 "infiSTAR.de: AllowedVehiclesList not defined.."
    13:27:47 "DEBUG VEIN: Too many objects at [4821.07,7478.56]"
    13:27:47 "DEBUG VEIN: Too many objects at [6552.77,8695.69]"
    13:27:48 "DEBUG VEIN: Too many objects at [3905.69,9806.59]"
  6. Its added :)

     

    hopefully the recent changes i made will help slow down the vehicle destroying/stealing trend a bit

    Can you please provide the script you used? I've been looking everywhere for the script to make locked vehicles invincible near plot poles. Thanks in advance!

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