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NetShark

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Posts posted by NetShark

  1. Hi, Im sorry, I've been out of my server for a long time.

    About the problem of 0 temperature, I'd recommend to check if you don't have other script that interacts with the wheater.

    An important thing is that the temperature drops according to the height. If the player spawns in a Halo Mode, a 0 temperature will be absolutely normal. In this case, keep in mind that the weather I configured was a very wild one, so it'll be better not to use it if the players you have are mostly new at epoch. If your spawn is on a parachute try to get to the ground fast and get warm. You can also add to the spawn inventory heatpacks.

    I hope that helps.

    Have a nice day.

  2. Yeah to do static locs just put coords in after _pos = blah blah, then reference that pos in your call.

     

    Hey Thanks, but I didn't get it....

     

    you mean I have to set the coords on each variable with _pos, (eg: _loot_pos, _aiunit_spawn_pos, etc) ?

    _loot_pos = [_position,0,(_markerRadius - 100),10,0,20,0] call BIS_fnc_findSafePos;
    

    and, what kind of coords will I use? database coords like or mission.sqm file like?

    So, for example: 

    Instead of: 

    _aiunit1 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M2"] execVM "\z\addons\dayz_server\addons\FMission\AI_BP\AI_Unit_Common.sqf";
    sleep .5;
    

    I should use:

    _aiunit1 = [[325,[3010.98,11830.5,0.277]],50,4,"Bandit",_loot_pos,"M2"] execVM "\z\addons\dayz_server\addons\FMission\AI_BP\AI_Unit_Common.sqf";
    sleep .5;
    

    or: 

    _aiunit1 = [14825.6,110.96082,16547.9,50,4,"Bandit",_loot_pos,"M2"] execVM "\z\addons\dayz_server\addons\FMission\AI_BP\AI_Unit_Common.sqf";
    sleep .5;
    

    Thanks

  3. Hi, thanks for pointing out all that :)

    In my case, I decided to reduce the markerRadius and so far it's been working fine.

     

    Another question:

    What if I want to spawn a mission on a static location?

    What would be the right sintax to modify the line:

    _spawnMarker = 'center';

    Can I use coordinates there?

  4. the problem is related to the function, which calls the units and vehicles: bis_fnc_findsafepos. this function is spawning the units in the center of the map, if it cant find a safe position. but I have the feeling, that it sometimes just spawns them in the center, wether it could safely spawn them or not.

    I removed that function and spawn the units now like DZMS does.

     

    Umm interesting,

     

    and will that work for Vehicles as well?, because, as far as I know, DZMS doesn't spawn vehicles controlled by AI.

     

    Would you show me an example on how to use DZMS AI spawn funtion within a F Missions?

  5. Ah ;) Yes, sorry, wrote that from my mind. I thought you will have a look into the actions folder anyways ,)

     

    Thank you very much for your help.  :)

     

    I just finished a complete guide about this so other people can save some time, I hope I put it in the right place:

  6. Modify Server Temperature with Snowstorm

     
    Hello Epoch Forums,
    This is my first post and I hope I wrote it on the right area.

     

    This is just a way to achieve this, or at least the way I did it. Im sure there should be other ways to get this same effect so you should look at this guide as a suggested way.
     

    What's this?

     This post is meant to help everyone to modify a dayz epoch server temperature for any reason and add a snowstorm(optional). This process should work on all "Normal Dayz Epoch Maps", if you have an additional mod with a different map, then this guide might not work.
     

    Why would I change this?

     Well, this is just a personal decision. In my case, I wanted to give to introduce my server to the christmas spirit. So I decided to use a third part script to add snow and modify the server temperature to create that immersing effect during this season.
     

    Disclaimer

    1. I didn't create any new script. And the scripts mention below are just a suggestion, so you are free to choose another one.
    2. Before changing anything, create backups. Specially if this change will be during christmas season only and after that you'll need to go back.
    3. Try all these modificactions on a local server first. I do not recommend to try this guide on your actual server, because this might need a lot of restarts until you get the desired effect. I can suggest a good guide on how to create a dayz epoch local server
     
     

    Process

    This guide has 2 parts, first I added a snow script, so that my server will have a great permanent snowstorm. After adding the snow script, then I modified the server temperature to create the immersing effect. If you don't want to add the snowstorm script you can skip that part and go directly to the temperature process.
     
    SnowStorm
    Install a Snowstorm Script. I used a Snowstorm Script created by GaspArt. You can go and check the installation process in his I wont explain how to install that script because everything is well explained there. Also if you have any problem with that, go and ask him in his post.
     
    Modifing Server Temperature
    What we're going to do now is bring all the needed files to our Mission PBO so we can modify them without problems.

    1. Go to your dayz_code.pbo file, open it and extract the file compiles.sqf that is inside a folder called init.
    2. Put that file inside your Mission PBO in a folder called custom. If you already have a folder with that name you can use it.
    3. Open the init.sqf file that is in the root of your Mission PBO, and find the line:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";

    Modify that line this way:

    call compile preprocessFileLineNumbers "custom\compiles.sqf";

    NOTE: You could also comment out the original line and add the one I suggest.
     
    4. Go to your dayz_code.pbo file, open it and extract the file variables.sqf that is inside a folder called init.
    5. Put that file inside your Mission PBO in the same custom folder you created.
    6. Open the init.sqf file that is in the root of your Mission PBO, and find the line:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";

    Modify the line this way:

    call compile preprocessFileLineNumbers "custom\variables.sqf";

    NOTE: You could also comment out the original line and add the one I suggest.
     
    7. Go to your dayz_code.pbo file, open it and extract the file fn_temperatur.sqf that is inside a folder called compile.
    8. Put that file inside your Mission PBO in the same custom folder you created.
    9. Open the compiles.sqf you moved to your custom folder inside your Mission PBO, and find the line:

    player_temp_calculation    =        compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf";

    Modify the line this way:

    player_temp_calculation    = compile preprocessFileLineNumbers "custom\fn_temperatur.sqf";

     
    Adjusting Temperature
    Now it's time to adjust the server temperature. First off, I want to say that the temperatures I used are for an Artic Environment. I will add some statistics  so you can adjust the temperature according to your likings.
     
    1. Go to the file variables.sqf you have in your custom folder inside your Mission PBO, and find this:

    dayz_temperatur        =     36;        //TeeChange
    dayz_temperaturnormal  =     36;        //TeeChange
    dayz_temperaturmax     =     42;        //TeeChange
    dayz_temperaturmin     =     27;        //TeeChang

    Modify those lines this way:

    dayz_temperatur       =     25;        //Default 36
    dayz_temperaturnormal =     25;        //Default 36
    dayz_temperaturmax    =     40;        //Default 42
    dayz_temperaturmin    =     10;        //Default 27

    2. Go to the fn_temperatur.sqf file you have in your custom folder inside your Mission PBO, and find this:

    _vehicle_factor     =   4;
    _moving_factor      =   7;
    _fire_factor        =   15;   
    _building_factor    =   7;
    _sun_factor         =   4; 
    
    _water_factor       =   -8;
    _rain_factor        =   -3;
    _night_factor       =   -1.5;
    _wind_factor        =   -1;

    Modify those lines this way:

    _vehicle_factor   =   30;
    _moving_factor    =   15;
    _fire_factor      =   300;
    _building_factor  =   35;
    _sun_factor       =   -20;
        
    _water_factor     =   -100;
    _rain_factor      =   -80;
    _night_factor     =   -30;
    _wind_factor      =   -20;

    Statistics (minutes:seconds)
    Out in the sun = From the highest to the lowest temperature 5:20
    At night = From the highest to the lowest temperature 3:20
    In the water = From the highest to the lowest temperature 0:15
    Inside a Vehicle = From the lowest to the highest temperature 5:20
    Inside a Building = From the lowest to the highest temperature 3:00
     
    Important Info:
    a. The _fire_factor is crucial, it should be always higher than _rain_factor + _night_factor + _wind_factor absolute values. In my case I decided to add a very high value.
    b. _building_factor and _vehicle_factor should always be higher than _night_factor or _sun_factor. Otherwise you'll be cold even inside a building or a car at night.
    c. Be careful with the _rain_factor, it can multiply the _wind_factor and _sun_factor effect.
     
    Adjusting Heatpacks
    Since you have modified the server temperature, Heatpacks will not have the same warming effect they were used to have. So that's why I decide to adjust them so the can be useful in my Artic Environment.
    1. Go to your dayz_code.pbo file, open it and extract the file player_useMeds.sqf that is inside a folder called actions.
    2. Put that file inside your Mission PBO in the same custom folder you created.
    3. Open the compiles.sqf you moved to your custom folder inside your Mission PBO, and find the line:

    player_useMeds =            compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";

    Modify the line this way:

    player_useMeds = compile preprocessFileLineNumbers "custom\player_useMeds.sqf";

     
    4. Open the player_useMeds.sqf you just moved to your custom folder inside your Mission PBO, and look for the next line around line 29:

    dayz_temperatur = (dayz_temperatur + 5) min dayz_temperaturmax;

    Modify the line this way:

    dayz_temperatur = (dayz_temperatur + 30) min dayz_temperaturmax;

    NOTE: What I did was modify the 5 for a 30 to adjust its warming effect. You could adjust it also according to your likings.
     
     
     
     
     
    I hope this post can be useful for someone, Im not an expert on this but I had to spend some time testing and searching until I understood it. Then I decided to share it so anyone can give to his server a very nice christmas look. :)
     

    Special Thanks to jahangir13 who gave me a hand on this.

     

    Best Regards,

     

    NetShark

  7. Hi, I have a problem that it's easier to explain with the picture below.

     

    Sometimes the AI of the missions doesn't spawn inside the marker but kilometers away.... and this can be a problem because a normal player could be easily killed by those T-72 that shouldnt be there :D :D

     

    Now the thing is that this issue is been happening very often lately... I mean, I've seen this happening with all Fmissions from time to time... but lately it happens very often.

     

    Is there something Im doing wrong to produce this issue?

     

     

     

    Fmission%20Issue.jpg

  8. Have you perhaps edited which launchers are used? My AI have always spawned with launchers. They don't always use them, and when they do, it's only on vehicles. Also, if I'm not mistaken, there is an option in the config to determine weather or not the launchers get deleted when the AI dies.

     

    I think I have, I even let them use only one type to see if there was a conflict, but no luck... however I'll give it a careful look on this and then I'll coment back :) Thanks.

  9. Yes, you can add AT or AA launchers to your missions.

     

    In the config.sqf set

    		wai_use_launchers			= true;
    

    You can also create static groups with AT launchers, For the primary gun, use ["Random","at"].

    To have the AI attack certain vehicles, they need weapons that can hurt those vehicles. RPGs and other AT launchers will do this.

     

     Thanks for your answer bro, but unfortunately the command "wai_use_launchers = true;" doesn't seem to work, as no AI spawns with AT nor AA :(

  10. Hi, since nobody answered my question about AI with RPG Launchers, should I guess that this is still not posible in the latest release?

    I'm so sorry for coming with this again but without RPGs, WAI missions have always been the easiest missions in my server because my players have access to heavy armored vehicles in order to face other deadly missions scripts.

  11. player_useMedic.sqf in dayz_code/actions

     

    Wonderful ! Thanks... Im almost done...

     

    But, would you tell me where is that file called from?

     

    I don't like to modify the dayz_code.pbo, I prefer to copy that "player_useMedic.sqf" to my mission and then modify the calling path, but I don't know which file calls the "player_useMedic.sqf"

     

     

    EDIT: Forget it :) .. I found it, but the file is called "player_useMeds.sqf" :D And was looking for the "player_useMedic.sqf"  at "compiles.sqf"

  12. What do you want exactly? Changing the overall temp?

     

    Why not just substract a value in the line below to always have it this degree cooler.

    As it seems this is between max and min (whereever this is defined). But it seems that this here is the right place to try around.

     

     

    //Change Temperatur

    dayz_temperatur = (((dayz_temperatur + _difference) max dayz_temperaturmin) min dayz_temperaturmax);

     

    Thanks for your answer....

    I think I almost get this working, but I need more testing before posting a true guide.

     

    Where can I modify the Heatpacks?.. I want them to increase their warming effect in my artic weather :)

  13. @Netshark: You are using an old template for static spawns, try this.

     

    if(isServer) then {
    
    // ---------- Inicio Torrestas AI ---------------------
    [[[16376.9,18406.4,0.00143814],[16618.8,18206,19.3614],[16542.6,18198.9,19.3614],[16283.3,18578.2,0.00146484],[16220,18516.1,0.00177002],[16057.8,18772.1,0.00117493],[16123.4,18739.6,0.00131989]], //position(s) (can be multiple).
    "ZU23_TK_EP1", // Classname of turret
    "hard", // Skill level of unit (easy, medium, hard, extreme, Random)
    "US_Delta_Force_Marksman_EP1", // Skin classname, use "Random" or classname here
    "Bandit", // AI Type, "Hero" or "Bandit".
    "Random", // Primary gun set number. "Random" for random weapon set
    2, // Number of magazines
    "DZ_Patrol_Pack_EP1", // Backpack classname, use "Random" or classname here
    "Random" // Gearset classname, use "Random" or classname here
    ] call spawn_static;
    
    // ---------- Fin Torrestas AI ---------------------
    
    
    // ---------- Inicio AI desde Choppers ---------------------
    // Chopper 1
    [[16459.6,18340.1,2],                    //Position that units will be dropped by
    [18285.2,18808.9,10],              //Starting position of the heli
    800,                               //Radius from drop position a player has to be to spawn chopper
    "CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
    10,                                //Number of units to be para dropped
    1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    "Random",                          //Primary gun set number. "Random" for random weapon set.
    4,                                 //Number of magazines
    "",                                //Backpack "" for random or classname here.
    "US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
    "Random",                          //Gearset number. "Random" for random gear set.
    True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
    ] spawn heli_para;
    
    // Chopper 2
    [[16411.3,18379.2,2],         //Position that units will be dropped by
    [18285.2,18808.9,10],               //Starting position of the heli
    200,                               //Radius from drop position a player has to be to spawn chopper
    "CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
    10,                                //Number of units to be para dropped
    1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    "Random",                          //Primary gun set number. "Random" for random weapon set.
    4,                                 //Number of magazines
    "DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
    "US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
    "Random",                          //Gearset number. "Random" for random gear set.
    True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
    ] spawn heli_para;
    
    // Chopper 3
    [[16164.9,18611.7,2],         //Position that units will be dropped by
    [15910.1,19153,10],               //Starting position of the heli
    350,                               //Radius from drop position a player has to be to spawn chopper
    "CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
    10,                                //Number of units to be para dropped
    1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    "Random",                          //Primary gun set number. "Random" for random weapon set.
    4,                                 //Number of magazines
    "DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
    "US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
    "Random",                          //Gearset number. "Random" for random gear set.
    True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
    ] spawn heli_para;
    
    // Chopper 4
    [[16706.4,18757.4,2],         //Position that units will be dropped by
    [16254.7,19139.4,10],               //Starting position of the heli
    250,                               //Radius from drop position a player has to be to spawn chopper
    "CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
    10,                                //Number of units to be para dropped
    1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    "Random",                          //Primary gun set number. "Random" for random weapon set.
    4,                                 //Number of magazines
    "DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
    "US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
    "Random",                          //Gearset number. "Random" for random gear set.
    True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
    ] spawn heli_para;
    
    
    // Chopper 5 - Teasure Protector
    [[16030,18799.5,2],                     //Position that units will be dropped by
    [15639.8,19964.7,10],               //Starting position of the heli
    50,                               //Radius from drop position a player has to be to spawn chopper
    "MH60S_DZE",                      //Classname of chopper (Make sure it has 2 gunner seats!)
    10,                                //Number of units to be para dropped
    "Random",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    "Random",                          //Primary gun set number. "Random" for random weapon set.
    10,                                 //Number of magazines
    "DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
    "US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
    "Random",                          //Gearset number. "Random" for random gear set.
    True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
    ] spawn heli_para;
    
    // Chopper 6 - Teasure Protector
    [[16030,18799.5,2],         //Position that units will be dropped by
    [16867.1,19154.2,10],               //Starting position of the heli
    30,                               //Radius from drop position a player has to be to spawn chopper
    "MH60S_DZE",                      //Classname of chopper (Make sure it has 2 gunner seats!)
    10,                                //Number of units to be para dropped
    "Random",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    "Random",                          //Primary gun set number. "Random" for random weapon set.
    10,                                 //Number of magazines
    "DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
    "US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
    "Random",                          //Gearset number. "Random" for random gear set.
    False                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
    ] spawn heli_para;
    
    // Chopper 7 - Teasure Protector
    [[16030,18799.5,2],          //Position that units will be dropped by
    [15625.5,18732.6,10],               //Starting position of the heli
    10,                               //Radius from drop position a player has to be to spawn chopper
    "MH60S_DZE",                      //Classname of chopper (Make sure it has 2 gunner seats!)
    10,                                //Number of units to be para dropped
    "Random",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    "Random",                          //Primary gun set number. "Random" for random weapon set.
    10,                                 //Number of magazines
    "DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
    "US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
    "Random",                          //Gearset number. "Random" for random gear set.
    False                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
    ] spawn heli_para;
    
    
    
    // ---------- Fin AI desde Choppers ---------------------
    
    // ---------- Inicio Vehiculos Patrulla AI ---------------------
    // Vehiculo 1
    [[16747.6,18089.5,0],   //Position to patrol
    [16747.6,18089.5,0],    // Position to spawn at
    200,                    //Radius of patrol
    10,                     //Number of waypoints to give
    "M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
    1                        //Skill level of units
    ] spawn vehicle_patrol;
    
    // Vehiculo 2
    [[16579.1,18404.1,0],   //Position to patrol
    [16579.1,18404.1,0],    // Position to spawn at
    200,                    //Radius of patrol
    10,                     //Number of waypoints to give
    "M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
    1                        //Skill level of units
    ] spawn vehicle_patrol;
    
    // Vehiculo 3
    [[16344.2,18451.7,0],   //Position to patrol
    [16344.2,18451.7,0],    // Position to spawn at
    200,                    //Radius of patrol
    10,                     //Number of waypoints to give
    "M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
    1                        //Skill level of units
    ] spawn vehicle_patrol;
    
    // Vehiculo 4
    [[16137.1,18660.7,0],   //Position to patrol
    [16137.1,18660.7,0],    // Position to spawn at
    100,                    //Radius of patrol
    10,                     //Number of waypoints to give
    "M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
    1                        //Skill level of units
    ] spawn vehicle_patrol;
    // ---------- Fin Vehiculos Patrulla AI ---------------------
        
        
        diag_log format["WAI: Static mission for %1 loaded", missionName];
    
    };

     

    Thanks a lot… I'll give it a try. . :)

  14. {if (typeof _x == "MineE" or typeof _x == "EmptyDetector") 
    then {deletevehicle _x; };} foreach (NearestObjects [_pos, [], 180]) ;	
    

    As posted a few posts back you have to delete the detectors as well.

     

     

    Thanks a lot for your answer. However, Im not sure if this code should go in the Clean Up part of every mission..... I added it to that part but the MineField stays after mision clean up.

    I added it this way:

    //MISION CLEAN UP ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    EPOCH_MISSION2_RUNNING = false;
    deleteVehicle _loot_box;
    deleteVehicle _base;
    { deleteVehicle _x } forEach units _attackgroup;
    deleteGroup _attackgroup;
    
    {if (typeof _x == "MineE" or typeof _x == "EmptyDetector") 
    then {deletevehicle _x; };} foreach (NearestObjects [_pos, [], 180]) ;	
    
    diag_log("MISSION 2: Mine Field Deleted");	
    
    sleep .5;
    
    diag_log("MISSION 2: - Script Finished");	
    

  15. Hi,

     

    I've been for hours trying to understand the way it works, but I havent been able to.

     

    I need to make my server colder, cold as hell :D ... and I can't.

     

    I made a copy of the file "fn_temperatur.sqf" originally located at dayz_code.pbo to my mission file. Of course modifing the call from "compiles.sqf" file.

     

    Im using this factors to modify the temperature but it doesnt have any effect on the server.

    	//Factors are equal to win/loss of factor*basic value
    	//All Values can be seen as x of 100: 100 / x = minutes from min temperetaure to max temperature (without other effects)
    	_vehicle_factor		=	2;
    	_moving_factor 		=  	1;
    	_fire_factor		=	4;	//Should be always:  _rain_factor + _night_factor + _wind_factor || higher !
    	_building_factor 	=  	3;
    	_sun_factor			= 	-5;	//max sunfactor linear over the day. highest value in the middle of the day
    
    	
    	_water_factor = -35;
    	_rain_factor = -8;
    	_night_factor =  -4.5;
    	_wind_factor = -1;
    

     

    I even tried to put all values at -100 and nothing happens...

     

    Can someone tell me how this factors work? I want my players to find shelter, or a car or a fire to be safe, otherwise they die by hypothermia.

     

    How to do it?

     

    Thanks.

  16. Hi, I found some problems while updating...
     
    1. I couldn't make the AI to have RPGs, so I decided to change the Sentry Guns then to AntiTank, so I tried to delete all Machine Sentry Guns and add this one for example: "SPG9_TK_GUE_EP1", and... first, they not always spawn, even though I deleted the M2MG they keep spawning most of the time... second, when the  SPG9 spawns, they dont attack, neither soliders nor vehicles.
    Of course the lines are configured well, as far as I can check
     
    This is my config file:

    if(isServer) then {
    
    	/* GENERAL CONFIG */
    	
    		debug_mode				= false;		// enable debug
    		use_blacklist				= true;			// use blacklist
    		blacklist					= [
    			[[5533.00,8445.00],[6911.00,7063.00]],	// Stary
    			[[0,16000,0],[1000,-0,0]],				// Left
    			[[0,16000,0],[16000.0,14580.3,0]]		// Top
    		];
    
    	/* END GENERAL CONFIG */
    
    	/* AI CONFIG */
    
    		ai_clear_body 				= false;		// instantly clear bodies
    		ai_clean_dead 				= true;			// clear bodies after certain amount of time
    		ai_cleanup_time 			= 7200;			// time to clear bodies in seconds
    		ai_clean_roadkill			= false; 		// clean bodies that are roadkills
    		ai_roadkill_damageweapon	= 0;			// percentage of chance a roadkill will destroy weapon AI is carrying
    
    		ai_bandit_combatmode		= "YELLOW";		// combatmode of bandit AI
    		ai_bandit_behaviour			= "COMBAT";		// behaviour of bandit AI
    
    		ai_hero_combatmode			= "YELLOW";		// combatmode of hero AI
    		ai_hero_behaviour			= "COMBAT";		// behaviour of hero AI
    
    		ai_share_info				= true;			// AI share info on player position
    		ai_share_distance			= 300;			// Distance from killed AI for AI to share your rough position
    
    		ai_kills_gain				= true;			// add kill to bandit/human kill score
    		ai_humanity_gain			= true;			// gain humanity for killing AI
    		ai_add_humanity				= 50;			// amount of humanity gained for killing a bandit AI
    		ai_remove_humanity			= 50;			// amount of humanity lost for killing a hero AI
    		ai_special_humanity			= 150;			// amount of humanity gain or loss for killing a special AI dependant on player alignment
    		
    		ai_skill_extreme			= [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; 	// Extreme
    		ai_skill_hard				= [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; 	// Hard
    		ai_skill_medium				= [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];	// Medium
    		ai_skill_easy				= [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];	// Easy
    		ai_skill_random				= [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];
    
    		ai_static_useweapon			= true;	// Allows AI on static guns to have a loadout 	
    		ai_static_weapons			= ["SPG9_TK_GUE_EP1"];	// static guns
    
    		ai_static_skills			= false;	// Allows you to set custom array for AI on static weapons. (true: On false: Off) 
    		ai_static_array				= [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];
    
    		ai_gear0					= [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]];
    		ai_gear1					= [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]];
    		ai_gear_random				= [ai_gear0,ai_gear1];	// Allows the possibility of random gear
    
    		ai_wep_assault				= [["M16A4_ACG","30Rnd_556x45_Stanag"],["Sa58V_RCO_EP1","30Rnd_762x39_AK47"],["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"],["M8_sharpshooter","30Rnd_556x45_Stanag"],["M4A1_HWS_GL_camo","30Rnd_556x45_Stanag"],["SCAR_L_STD_HOLO","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"],["M16A4","30Rnd_556x45_Stanag"],["m8_carbine","30Rnd_556x45_Stanag"],["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"],["Sa58V_CCO_EP1","30Rnd_762x39_AK47"]];	// Assault
    		ai_wep_machine				= [["RPK_74","75Rnd_545x39_RPK"],["MK_48_DZ","100Rnd_762x51_M240"],["M249_EP1_DZ","200Rnd_556x45_M249"],["Pecheneg_DZ","100Rnd_762x54_PK"],["M240_DZ","100Rnd_762x51_M240"]];	// Light machine guns
    		ai_wep_sniper				= [["M14_EP1","20Rnd_762x51_DMR"],["SCAR_H_LNG_Sniper_SD","20Rnd_762x51_SB_SCAR"],["M110_NVG_EP1","20rnd_762x51_B_SCAR"],["SVD_CAMO","10Rnd_762x54_SVD"],["VSS_Vintorez","20Rnd_9x39_SP5_VSS"],["DMR","20Rnd_762x51_DMR"],["M40A3","5Rnd_762x51_M24"]];	// Sniper rifles
    		ai_wep_random				= [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine];	// random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
    		ai_wep_launchers_AT			= ["M136","RPG18","JAVELIN"];
    		ai_wep_launchers_AA			= ["Strela","Igla","STINGER"];
    		
    		ai_packs					= ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
    		ai_hero_skin				= ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"];
    		ai_bandit_skin				= ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"];
    		ai_special_skin				= ["Functionary1_EP1_DZ"];
    		ai_all_skin					= [ai_hero_skin,ai_bandit_skin,ai_special_skin];
    
    		ai_add_skin					= true;			// adds unit skin to inventory on death
    		
    	/* END AI CONFIG */
    
    	/* WAI MISSIONS CONFIG */
    		wai_mission_system			= true;	// use built in mission system
    
    		wai_mission_markers			= ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"];
    
    		wai_avoid_missions			= true;								// avoid spawning near other missions, these are defined in wai_mission_markers
    		wai_avoid_traders			= true;								// avoid spawning missions near traders
    		wai_mission_spread			= 200;								// make missions spawn this far apart from one another and other markers
    		wai_near_town				= 0;								// make missions check for towns around this radius
    		wai_near_road				= 0;								// make missions check for roads around this radius
    		wai_near_water				= 50;								// nearest water allowed near missions
    		
    		wai_mission_timer			= [60,120];						// time between missions 5-15 minutes
    		wai_mission_timeout			= [900,1800]; 						// time each missions takes to despawn if inactive 15-30 minutes
    		wai_timeout_distance		= 1000;								// if a player is this close to a mission then it won't time-out
    		
    		wai_clean_mission			= true;								// clean all mission buildings after a certain period
    		wai_clean_mission_time		= 1800;								// time after a mission is complete to clean mission buildings
    
    		wai_mission_fuel			= [10,20];							// fuel inside mission spawned vehicles [min%,max%]
    		wai_vehicle_damage			= [20,80];							// damages to spawn vehicles with [min%,max%]
    		wai_keep_vehicles			= true;								// save vehicles to database and keep them after restart
    
    		wai_crates_smoke			= true;								// pop smoke on crate when mission is finished during daytime
    		wai_crates_flares			= true;								// pop flare on crate when mission is finished during nighttime
    		
    		wai_players_online			= 1; 								// number of players online before mission starts
    		wai_server_fps				= 5; 								// missions only starts if server FPS is over wai_server_fps
    		
    		wai_kill_percent			= 30;								// percentage of AI players that must be killed at "crate" missions to be able to trigger completion
    
    		wai_high_value				= true;								// enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
    		wai_high_value_chance		= 1;								// chance in percent you find above mentioned item
    
    		wai_enable_minefield		= true;								// enable minefields to better defend missions
    		wai_use_launchers			= true;							// add a rocket launcher to each spawned AI group
    		wai_remove_launcher			= false;							// remove rocket launcher from AI on death
    
    		// Missions
    		wai_hero_missions			= [ 								// ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
    										["black_hawk_crash",12],
    										["armed_vehicle",13],
    										["bandit_base",8],
    										["captured_mv22",8],
    										["ikea_convoy",8],
    										["destroyed_ural",18],
    										["disabled_milchopper",10],
    										["mayors_mansion",10],
    										["weapon_cache",13]
    									];
    		wai_bandit_missions			= [
    										["armed_vehicle",12],
    										["black_hawk_crash",14],
    										["captured_mv22",6],
    										["broken_down_ural",14],
    										["hero_base",6],
    										["ikea_convoy",8],
    										["medi_camp",16],
    										["presidents_mansion",6],
    										["sniper_extraction",8],
    										["weapon_cache",10]
    									];
    		/*
    		wai_special_missions		= [
    										["bunny_ranch",100]
    									];
    		*/
    		
    		// Vehicle arrays
    		armed_vehicle 				= ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Offroad_DSHKM_Gue_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"];
    		armed_chopper 				= ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"];
    		civil_chopper 				= ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"];
    		military_unarmed 			= ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"];
    		cargo_trucks 				= ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"];
    		refuel_trucks				= ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"];
    		civil_vehicles 				= ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"];
    
    		// Dynamic box array
    		crates_large				= ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"];
    		crates_medium				= ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"];
    		crates_small				= ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"];
    
    		crate_weapons_buildables	= [["ChainSaw","ItemJerryMixed"],["ChainSawB","ItemJerryMixed"],["ChainSawG","ItemJerryMixed"],["ChainSawP","ItemJerryMixed"],["ChainSawR","ItemJerryMixed"]];
    		
    		crate_tools					= ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"];
    		crate_tools_buildable		= ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"];
    		crate_tools_sniper			= ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"];
    
    		crate_items					= ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"];
    		crate_items_high_value		= ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit"];
    		crate_items_food			= ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"];
    		crate_items_buildables		= ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"];
    		crate_items_vehicle_repair	= ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"];
    		crate_items_medical			= ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"];
    		crate_items_chainbullets	= ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"];
    		crate_items_sniper			= [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"];
    		crate_items_president		= ["ItemDocument","ItemGoldBar10oz"];
    
    		crate_backpacks_all			= ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
    		crate_backpacks_large		= ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"];
    
    		crate_random				= [crate_items,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets];
    
    	/* END WAI MISSIONS CONFIG */
    
    	/* STATIC MISSIONS CONFIG */
    
    		static_missions				= true;		// use static mission file
    		custom_per_world			= true;		// use a custom mission file per world
    
    	/* END STATIC MISSIONS CONFIG */
    
    	configloaded = true;
    
    };
    
    

     

     

    2. I couldn't use the static spawns.
    Im using the same sintaxis that I had from previous versions of WAI , and it worked fine by then. But after the update they just wont spawn.
    First, I tried to add a "napf.sqf" file to the "static" folder, since the sintax for the static "init.sqf" is:

    ExecVM format["\z\addons\dayz_server\WAI\static\%1.sqf",toLower(worldName)];

    But it didn't work, so I just used the "default.sqf" file, because I thought it should work everywhere. But it didn't work either.
     
    These are my static spawns:

    if(isServer) then {
    
    // ---------- Inicio Torrestas AI ---------------------
    [[[16376.9,18406.4,0.00143814],[16618.8,18206,19.3614],[16542.6,18198.9,19.3614],[16283.3,18578.2,0.00146484],[16220,18516.1,0.00177002],[16057.8,18772.1,0.00117493],[16123.4,18739.6,0.00131989]], //position(s) (can be multiple).
    "ZU23_TK_EP1",            //Classname of turret
    1,                      //Skill level 0-1. Has no effect if using custom skills
    "US_Delta_Force_Marksman_EP1",  //Skin "" for random or classname here.
    1,                          //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False)
    2,                          //Number of magazines. (not needed if ai_static_useweapon = False)
    "DZ_Patrol_Pack_EP1",      //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False)
    "Random"                  //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False)
    ] call spawn_static;
    // ---------- Fin Torrestas AI ---------------------
    
    
    // ---------- Inicio AI desde Choppers ---------------------
    // Chopper 1
    [[16459.6,18340.1,2],                    //Position that units will be dropped by
    [18285.2,18808.9,10],              //Starting position of the heli
    800,                               //Radius from drop position a player has to be to spawn chopper
    "CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
    10,                                //Number of units to be para dropped
    1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    "Random",                          //Primary gun set number. "Random" for random weapon set.
    4,                                 //Number of magazines
    "",                                //Backpack "" for random or classname here.
    "US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
    "Random",                          //Gearset number. "Random" for random gear set.
    True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
    ] spawn heli_para;
    
    // Chopper 2
    [[16411.3,18379.2,2],         //Position that units will be dropped by
    [18285.2,18808.9,10],               //Starting position of the heli
    200,                               //Radius from drop position a player has to be to spawn chopper
    "CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
    10,                                //Number of units to be para dropped
    1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    "Random",                          //Primary gun set number. "Random" for random weapon set.
    4,                                 //Number of magazines
    "DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
    "US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
    "Random",                          //Gearset number. "Random" for random gear set.
    True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
    ] spawn heli_para;
    
    // Chopper 3
    [[16164.9,18611.7,2],         //Position that units will be dropped by
    [15910.1,19153,10],               //Starting position of the heli
    350,                               //Radius from drop position a player has to be to spawn chopper
    "CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
    10,                                //Number of units to be para dropped
    1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    "Random",                          //Primary gun set number. "Random" for random weapon set.
    4,                                 //Number of magazines
    "DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
    "US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
    "Random",                          //Gearset number. "Random" for random gear set.
    True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
    ] spawn heli_para;
    
    // Chopper 4
    [[16706.4,18757.4,2],         //Position that units will be dropped by
    [16254.7,19139.4,10],               //Starting position of the heli
    250,                               //Radius from drop position a player has to be to spawn chopper
    "CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
    10,                                //Number of units to be para dropped
    1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    "Random",                          //Primary gun set number. "Random" for random weapon set.
    4,                                 //Number of magazines
    "DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
    "US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
    "Random",                          //Gearset number. "Random" for random gear set.
    True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
    ] spawn heli_para;
    
    
    // Chopper 5 - Teasure Protector
    [[16030,18799.5,2],                     //Position that units will be dropped by
    [15639.8,19964.7,10],               //Starting position of the heli
    50,                               //Radius from drop position a player has to be to spawn chopper
    "MH60S_DZE",                      //Classname of chopper (Make sure it has 2 gunner seats!)
    10,                                //Number of units to be para dropped
    "Random",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    "Random",                          //Primary gun set number. "Random" for random weapon set.
    10,                                 //Number of magazines
    "DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
    "US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
    "Random",                          //Gearset number. "Random" for random gear set.
    True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
    ] spawn heli_para;
    
    // Chopper 6 - Teasure Protector
    [[16030,18799.5,2],         //Position that units will be dropped by
    [16867.1,19154.2,10],               //Starting position of the heli
    30,                               //Radius from drop position a player has to be to spawn chopper
    "MH60S_DZE",                      //Classname of chopper (Make sure it has 2 gunner seats!)
    10,                                //Number of units to be para dropped
    "Random",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    "Random",                          //Primary gun set number. "Random" for random weapon set.
    10,                                 //Number of magazines
    "DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
    "US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
    "Random",                          //Gearset number. "Random" for random gear set.
    False                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
    ] spawn heli_para;
    
    // Chopper 7 - Teasure Protector
    [[16030,18799.5,2],          //Position that units will be dropped by
    [15625.5,18732.6,10],               //Starting position of the heli
    10,                               //Radius from drop position a player has to be to spawn chopper
    "MH60S_DZE",                      //Classname of chopper (Make sure it has 2 gunner seats!)
    10,                                //Number of units to be para dropped
    "Random",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    "Random",                          //Primary gun set number. "Random" for random weapon set.
    10,                                 //Number of magazines
    "DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
    "US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
    "Random",                          //Gearset number. "Random" for random gear set.
    False                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
    ] spawn heli_para;
    
    
    
    // ---------- Fin AI desde Choppers ---------------------
    
    // ---------- Inicio Vehiculos Patrulla AI ---------------------
    // Vehiculo 1
    [[16747.6,18089.5,0],   //Position to patrol
    [16747.6,18089.5,0],    // Position to spawn at
    200,                    //Radius of patrol
    10,                     //Number of waypoints to give
    "M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
    1                        //Skill level of units
    ] spawn vehicle_patrol;
    
    // Vehiculo 2
    [[16579.1,18404.1,0],   //Position to patrol
    [16579.1,18404.1,0],    // Position to spawn at
    200,                    //Radius of patrol
    10,                     //Number of waypoints to give
    "M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
    1                        //Skill level of units
    ] spawn vehicle_patrol;
    
    // Vehiculo 3
    [[16344.2,18451.7,0],   //Position to patrol
    [16344.2,18451.7,0],    // Position to spawn at
    200,                    //Radius of patrol
    10,                     //Number of waypoints to give
    "M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
    1                        //Skill level of units
    ] spawn vehicle_patrol;
    
    // Vehiculo 4
    [[16137.1,18660.7,0],   //Position to patrol
    [16137.1,18660.7,0],    // Position to spawn at
    100,                    //Radius of patrol
    10,                     //Number of waypoints to give
    "M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
    1                        //Skill level of units
    ] spawn vehicle_patrol;
    // ---------- Fin Vehiculos Patrulla AI ---------------------
        
        
        diag_log format["WAI: Static mission for %1 loaded", missionName];
    
    };
    


     
     

    This is my RPT file, just in case:

    
    
    =====================================================================
    == D:\wamp\www\Dayz Epoch Server\Expansion\beta\arma2oaserver.exe
    == "Expansion\beta\arma2oaserver.exe"  -port=2302 "-config=instance_24_Napf\config.cfg" "-cfg=instance_24_Napf\basic.cfg" "-profiles=instance_24_Napf" -name=instance_24_Napf "-mod=@DayZ_Epoch;@DayZ_Epoch_Server;"
    =====================================================================
    Exe timestamp: 2014/06/27 21:39:00
    Current time:  2014/12/11 09:03:10
    
    Version 1.63.112555
    Unsupported language Spanish in stringtable
    Unsupported language Spanish in stringtable
    Unsupported language Spanish in stringtable
    Item STR_EQUIP_NAME_41 listed twice
    Item STR_EQUIP_DESC_41 listed twice
    Unsupported language Spanish in stringtable
    Unsupported language Spanish in stringtable
    Unsupported language Spanish in stringtable
    Unsupported language Spanish in stringtable
    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 ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
    Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
    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 ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
    Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
    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 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 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/
     9:03:55 Warning Message: No challenge value was received from the master server.
     9:03:55 GameSpy QR2 error: 5, No challenge value was received from the master server.
     9:04:46 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:46 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
     9:04:53 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
     9:04:56 ca\misc\houpacka.p3d: house, config class missing
     9:04:56 ca\misc\houpacka.p3d: house, config class missing
     9:04:57 ca\misc\houpacka.p3d: house, config class missing
     9:05:01 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
     9:05:01 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
     9:05:01 "DayZ Epoch: MPframework inited"
     9:05:03 ca\misc\houpacka.p3d: house, config class missing
     9:05:07 ca\misc3\wf\wf_depot.p3d: house, config class missing
     9:05:07 ca\misc3\wf\wf_depot.p3d: house, config class missing
     9:05:07 ca\misc3\wf\wf_depot.p3d: house, config class missing
     9:05:09 ca\misc\houpacka.p3d: house, config class missing
     9:05:09 ca\misc\houpacka.p3d: house, config class missing
     9:05:10 ca\misc\houpacka.p3d: house, config class missing
     9:05:10 ca\misc\houpacka.p3d: house, config class missing
     9:05:10 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
     9:05:10 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
     9:05:10 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
     9:05:10 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
     9:05:11 ca\misc\houpacka.p3d: house, config class missing
     9:05:11 ca\misc\houpacka.p3d: house, config class missing
     9:05:11 "Admin Tools: AdminList.sqf loaded"
     9:05:11 "Res3tting B!S effects..."
     9:05:12 "HIVE: Starting"
     9:05:12 "server_monitor.sqf execution count = 1"
     9:05:12 "HIVE: trying to get objects"
     9:05:14 "[AGN] Starting Trader City Safezone Commander!"
     9:05:14 "Error: Attempting to start AGN products on a server where it should not be!"
     9:05:14 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
     9:05:14 "HIVE: found 670 objects"
     9:05:14 "HIVE: Commence Object Streaming..."
     9:05:15 "HIVE: got 27 Epoch Objects and 643 Vehicles"
     9:05:16 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
     9:05:24 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
     9:05:24 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
     9:05:24 class HitPoints::HitLF2Wheel not found in policecar
     9:05:24 class HitPoints::HitRF2Wheel not found in policecar
     9:05:24 class HitPoints::HitLMWheel not found in policecar
     9:05:24 class HitPoints::HitRMWheel not found in policecar
     9:05:24 UH1Y_DZ: ObsTurret - unknown animation source ObsTurret
     9:05:24 UH1Y_DZ: ObsGun - unknown animation source ObsGun
     9:05:29 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
     9:05:29 UH1Y_DZE: ObsGun - unknown animation source ObsGun
     9:05:30 "HIVE: Vehicle Spawn limit reached!"
     9:05:30 "HIVE: Spawning # of Debris: 0"
     9:05:30 "HIVE: Spawning # of Ammo Boxes: 0"
     9:05:30 "HIVE: Spawning # of Veins: 0"
     9:05:30 "Total Number of spawn locations 11"
     9:05:30 "Initializing DZAI version 2.0.0 (Final) using base path \z\addons\dayz_server\DZAI."
     9:05:30 "[DZAI] Reading DZAI configuration file."
     9:05:30 "[DZAI] DZAI configuration file loaded."
     9:05:30 "[DZAI] Compiling DZAI functions."
     9:05:30 "EPOCH EVENTS INIT"
     9:05:30 "RUNNING EVENT: FMission_Launcher1 on [2014,12,11,13,5]"
     9:05:30 "FMission Launcher 1: Checking Spawn Chance"
     9:05:30 "FMission Launcher 1: Spawn Chance Succeeded with 0.641015 it needed to be lower than 1"
     9:05:30 "WAI: AI Config File Loaded"
     9:05:30 "[DZAI] Global classname tables loaded."
     9:05:30 "[DZAI] Server is running map napf. Loading static trigger and classname configs."
     9:05:30 "WAI: Initialising static missions"
     9:05:30 "WAI: Initialising missions"
     9:05:30 "WAI: AI Monitor Started"
     9:05:30 "[DZAI] Epoch classnames loaded."
     9:05:30 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. ModName: epoch. DZAI_dynamicWeaponList: true. VerifyTables: true."
     9:05:30 "[DZAI] AI spawn settings: Static: false. Dynamic: false. Air: true. Land: true."
     9:05:30 "[DZAI] AI behavior settings: DZAI_findKiller: true. DZAI_tempNVGs: true. DZAI_weaponNoise: false. DZAI_zombieEnemy: true. DZAI_freeForAll: false"
     9:05:30 "[DZAI] DZAI loading completed in 0.227997 seconds."
     9:05:30 Error in expression <tnumber 	= count _position;
    
    if(_aitype == "Hero") then {
    _unitGroup	= createGro>
     9:05:30   Error position: <== "Hero") then {
    _unitGroup	= createGro>
     9:05:30   Error Error genérico en la expresión
     9:05:30 File z\addons\dayz_server\WAI\compile\spawn_static.sqf, line 32
     9:05:30 "DZAI Scheduler is running required script files..."
     9:05:30 "[DZAI] DZAI finished building weighted weapongrade tables in 0.0169983 seconds."
     9:05:30 "[DZAI] OBJECT PATCH :: CfgTownGenerator not found. Aborting serverside object patch. (This is not an error)"
     9:05:30 "[DZAI] Building DZAI weapon arrays using CfgBuildingLoot data."
     9:05:30 "[DZAI] DZAI weapon classname tables created in 0.00100708 seconds."
     9:05:30 "[DZAI] Verified 123 unique classnames in 0.280991 seconds."
     9:05:30 "FMission Launcher 1: Selecting script and launching"
     9:05:30 "FMission Launcher 1: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\M1\Foamy\FMission_M1_Hostage_Rescue.sqf"
     9:05:30 "Napf static spawn configuration loaded."
     9:05:30 "MISSION 1: Hostage Rescue - Script Started"
     9:05:30 "MISSION 1: Hostage Rescue - Checking MissionSpawnChance"
     9:05:30 "DZAI Scheduler will continue tasks in 1 minute."
     9:05:30 "[DZAI] 71 locations gathered in 0.122009 seconds."
     9:05:30 "DEBUG :: SetCaptive applied to unit Soldier_MG_PKM_PMC at 082049."
     9:05:30 "DEBUG :: SetCaptive applied to unit GUE_Woodlander3 at 082049."
     9:05:30 "DEBUG :: SetCaptive applied to unit GUE_Woodlander2 at 082049."
     9:05:30 "DEBUG :: SetCaptive applied to unit GUE_Worker2 at 082049."
     9:05:30 "DEBUG :: SetCaptive applied to unit Damsel3 at 082049."
     9:05:30 "DEBUG :: SetCaptive applied to unit Soldier_GL_PMC at 082049."
     9:05:30 "DEBUG :: SetCaptive applied to unit pook_Doc_Bell47 at 082049."
     9:05:30 "DEBUG :: SetCaptive applied to unit GUE_Villager3 at 124154."
     9:05:30 "DEBUG :: SetCaptive applied to unit Dr_Annie_Baker_EP1 at 124154."
     9:05:30 "DEBUG :: SetCaptive applied to unit CIV_EuroWoman01_EP1 at 123154."
     9:05:30 "DEBUG :: SetCaptive applied to unit US_Delta_Force_AR_EP1 at 124154."
     9:05:30 "DEBUG :: SetCaptive applied to unit Graves at 124154."
     9:05:30 "DEBUG :: SetCaptive applied to unit GUE_Commander at 124154."
     9:05:30 "DEBUG :: SetCaptive applied to unit Tanny_PMC at 051156."
     9:05:30 "DEBUG :: SetCaptive applied to unit Drake_Light at 151040."
     9:05:30 "DEBUG :: SetCaptive applied to unit TK_Special_Forces_MG_EP1 at 021126."
     9:05:30 "DEBUG :: SetCaptive applied to unit RUS_Commander at 053043."
     9:05:30 "DEBUG :: SetCaptive applied to unit TK_Special_Forces_EP1 at 067035."
     9:05:31 "DEBUG :: SetCaptive applied to unit RUS_Soldier2 at 103122."
     9:05:31 "DEBUG :: SetCaptive applied to unit Ins_Woodlander2 at 168152."
     9:05:31 "DEBUG :: SetCaptive applied to unit Ins_Soldier_AR at 155072."
     9:05:31 "DEBUG :: SetCaptive applied to unit Ins_Lopotev at 155072."
     9:05:31 "DEBUG :: SetCaptive applied to unit Ins_Woodlander3 at 155072."
     9:05:31 "DEBUG :: SetCaptive applied to unit Ins_Worker2 at 154072."
     9:05:31 "DEBUG :: SetCaptive applied to unit Dr_Hladik_EP1 at 155072."
     9:05:31 "DEBUG :: SetCaptive applied to unit Damsel5 at 155072."
     9:05:31 "MISSION 1: Hostage Rescue - MissionSpawnChance Success"
     9:05:31 "MISSION 1: Hostage Rescue - Mission Script Started"
     9:05:31 "MISSION 1: Hostage Rescue - Loot event setup, waiting for 900 seconds"
     9:05:31 "MISSION 1: Hostage Rescue - Creating Hostage Camp"
     9:05:31 "MISSION 1: Hostage Rescue - Spawning Hostages"
     9:05:31 "FMarker 1: Loading Script"
     9:05:31 "MISSION 1: Hostage Rescue - Spawning Attackers"
     9:05:32 "FLoot: Extra Loot Chance Success"
     9:05:32 "FLoot: Extra Loot Chance Failed"
     9:05:32 "MISSION 1: Hostage Rescue - Loading -=FAI Units=- Started"
     9:05:32 "MISSION 1: Hostage Rescue - Waiting..."
     9:05:32 "FLoot: Extra Loot Chance Failed"
     9:05:32 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:05:32 "FLoot: Extra Loot Chance Success"
     9:05:32 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:05:32 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:05:32 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:05:32 "FLoot: Extra Loot Chance Failed"
     9:05:32 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:05:32 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:05:32 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:05:32 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:05:32 "FLoot: Extra Loot Chance Success"
     9:05:32 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:05:32 "FAI Unit 1.1: -=Elite=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:05:32 "FLoot: Extra Loot Chance Failed"
     9:05:32 "FLoot: Extra Loot Chance Success"
     9:05:32 "FLoot: Extra Loot Chance Success"
     9:05:32 "FLoot: Extra Loot Chance Failed"
     9:05:32 "FLoot: Extra Loot Chance Failed"
     9:05:32 "FLoot: Extra Loot Chance Failed"
     9:05:32 "FLoot: Extra Loot Chance Failed"
     9:05:32 "FLoot: Extra Loot Chance Failed"
     9:05:33 Server: Object 3:6 not found (message 70)
     9:05:33 "TIME SYNC: Local Time set to [2013,8,3,13,5]"
     9:06:31 [DZMS]: Starting DayZ Mission System.
     9:06:31 [DZMS]: DZAI Found! Using DZAI's Relations!
     9:06:31 [DZMS]: Currently Running Version: 1.1FIN
     9:06:31 [DZMS]: Mission and Extended Configuration Loaded!
     9:06:31 [DZMS]: napf Detected. Map Specific Settings Adjusted!
     9:06:31 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!
     9:06:31 [DZMS]: Loading ExecVM Functions.
     9:06:31 [DZMS]: Loading Compiled Functions.
     9:06:31 [DZMS]: Loading All Other Functions.
     9:06:31 [DZMS]: Mission Functions Script Loaded!
     9:06:31 [DZMS]: Major Mission Clock Starting!
     9:06:31 [DZMS]: Minor Mission Clock Starting!
     9:06:31 [DZMS]: Mission Marker Loop for JIPs Starting!
     9:06:49 "WAI: [Mission:[Bandit] Armed Vehicle]: Starting... [14848.9,16003.7,0]"
     9:06:49 "WAI: Spawned a group of 2 AI (Hero) at [14848.9,16003.7,0]"
     9:06:49 "WAI: Spawned a group of 2 AI (Hero) at [14848.9,16003.7,0]"
     9:06:49 "WAI: Spawned a group of 2 AI (Hero) at [14848.9,16003.7,0]"
     9:06:49 "WAI: Spawned in 1 SPG9_TK_GUE_EP1"
     9:07:13 "WAI: [Mission:[Hero] Black Hawk Crash]: Starting... [16890.4,14230.8,0]"
     9:07:13 "WAI: Spawned a group of 3 AI (Bandit) at [16890.4,14230.8,0]"
     9:07:13 "WAI: Spawned a group of 3 AI (Bandit) at [16890.4,14230.8,0]"
     9:07:13 "WAI: Spawned a group of 3 AI (Bandit) at [16890.4,14230.8,0]"
     9:07:13 "WAI: Spawned in 2 M2StaticMG"
     9:07:31 [DZMS]: Running Major Mission SM3.
     9:07:34 [DZMS]: (DZMSUnitsMajor) 3 AI Spawned, 3 units in mission.
     9:07:39 [DZMS]: (DZMSUnitsMajor) 3 AI Spawned, 6 units in mission.
     9:07:44 [DZMS]: (DZMSUnitsMajor) 3 AI Spawned, 9 units in mission.
     9:07:49 [DZMS]: (DZMSUnitsMajor) 3 AI Spawned, 12 units in mission.
     9:07:49 [DZMS]: (DZMSUnitsMajor) Waiting for 2/12 Units or Less to be Alive and a Player to be Near the Objective.
     9:08:27 [DZMS]: Running Minor Mission SM3.
     9:08:31 [DZMS]: (DZMSUnitsMinor) 6 AI Spawned, 6 units in mission.
     9:08:35 [DZMS]: (DZMSUnitsMinor) 6 AI Spawned, 12 units in mission.
     9:08:38 [DZMS]: (DZMSUnitsMinor) Waiting for 2/12 Units or Less to be Alive and a Player to be Near the Objective.
     9:08:51 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
     9:10:01 "RUNNING EVENT: FMission_Launcher2 on [2014,12,11,13,10]"
     9:10:01 "FMission Launcher 2: Checking Spawn Chance"
     9:10:01 "FMission Launcher 2: Spawn Chance Succeeded with 0.836964 it needed to be lower than 1"
     9:10:02 "FMission Launcher 2: Selecting script and launching"
     9:10:02 "FMission Launcher 2: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\M2\NetShark\M2_Russian_Ace_Squad.sqf"
     9:10:02 "MISSION 2: Russian Ace Squad - Script Running"
     9:10:02 "MISSION 2: Russian Ace Squad - Checking MissionSpawnChance"
     9:10:02 "MISSION 2: Russian Ace Squad - Failed with 0.752504 it needed to be lower than 0.4"
     9:10:32 "DZAI Monitor :: Server Uptime - 0 d 0 hr 5 min 13 sec. Active AI Units - 0."
     9:10:32 "DZAI Monitor :: Dynamic Spawns - 0/0 (active/total). Air Patrols: 5/5 (cur/max). Land Patrols: 15/20."
     9:11:31 ca\misc\houpacka.p3d: house, config class missing
     9:13:51 "TIME SYNC: Local Time set to [2013,8,3,13,13]"
     9:15:02 "RUNNING EVENT: FMission_Launcher1 on [2014,12,11,13,15]"
     9:15:02 "FMission Launcher 1: Checking Spawn Chance"
     9:15:02 "FMission Launcher 1: Spawn Chance Succeeded with 0.224628 it needed to be lower than 1"
     9:15:02 "FMission Launcher 1: Selecting script and launching"
     9:15:02 "FMission Launcher 1: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\M1\NetShark\M1_Assassination_Gold_Dealer.sqf"
     9:15:02 "MISSION 1 already running"
     9:15:32 "DZAI Monitor :: Server Uptime - 0 d 0 hr 10 min 13 sec. Active AI Units - 0."
     9:15:32 "DZAI Monitor :: Dynamic Spawns - 0/0 (active/total). Air Patrols: 5/5 (cur/max). Land Patrols: 20/20."
     9:18:51 "TIME SYNC: Local Time set to [2013,8,3,13,18]"
     9:20:02 "RUNNING EVENT: FMission_Launcher2 on [2014,12,11,13,20]"
     9:20:02 "FMission Launcher 2: Checking Spawn Chance"
     9:20:02 "FMission Launcher 2: Spawn Chance Succeeded with 0.244001 it needed to be lower than 1"
     9:20:03 "FMission Launcher 2: Selecting script and launching"
     9:20:03 "FMission Launcher 2: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\M2\NetShark\M2_Russian_Ace_Squad.sqf"
     9:20:03 "MISSION 2: Russian Ace Squad - Script Running"
     9:20:03 "MISSION 2: Russian Ace Squad - Checking MissionSpawnChance"
     9:20:03 "MISSION 2: Russian Ace Squad - Failed with 0.446557 it needed to be lower than 0.4"
     9:20:32 "DZAI Monitor :: Server Uptime - 0 d 0 hr 15 min 13 sec. Active AI Units - 0."
     9:20:32 "DZAI Monitor :: Dynamic Spawns - 0/0 (active/total). Air Patrols: 5/5 (cur/max). Land Patrols: 20/20."
     9:21:23 Out of path-planning region for R 1-1-D:1 at 10360.0,12290.0, node type
     9:21:23 Out of path-planning region for R 1-1-D:1 at 10360.0,12290.0, node type
     9:21:24 Out of path-planning region for R 1-1-D:1 at 10360.0,12290.0, node type
     9:23:51 "TIME SYNC: Local Time set to [2013,8,3,13,23]"
     9:25:03 "RUNNING EVENT: FMission_Launcher1 on [2014,12,11,13,25]"
     9:25:03 "FMission Launcher 1: Checking Spawn Chance"
     9:25:03 "FMission Launcher 1: Spawn Chance Succeeded with 0.382519 it needed to be lower than 1"
     9:25:03 "FMission Launcher 1: Selecting script and launching"
     9:25:03 "FMission Launcher 1: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\M1\NetShark\M1_Assassination_Gold_Dealer.sqf"
     9:25:03 "MISSION 1 already running"
     9:25:32 "DZAI Monitor :: Server Uptime - 0 d 0 hr 20 min 13 sec. Active AI Units - 0."
     9:25:32 "DZAI Monitor :: Dynamic Spawns - 0/0 (active/total). Air Patrols: 5/5 (cur/max). Land Patrols: 20/20."
     9:25:33 "MISSION 1: Hostage Rescue - Wait condition satisfied"
     9:25:33 "MISSION 1: Hostage Rescue - Starting Timeout Check"
     9:25:33 "MISSION 1: Hostage Rescue - Mission Timed Out"
     9:25:38 "MISSION 1: Hostage Rescue - Script Ended"
     9:25:38 "FAI Unit 1.1: AI Units Deleted"
     9:25:38 "FAI Unit 1.1: AI Units Deleted"
     9:25:38 "FAI Unit 1.1: AI Units Deleted"
     9:25:38 "FAI Unit 1.1: AI Units Deleted"
     9:25:38 "FAI Unit 1.1: AI Units Deleted"
     9:25:38 "FAI Unit 1.1: AI Units Deleted"
     9:25:38 "FAI Unit 1.1: AI Units Deleted"
     9:25:38 "FAI Unit 1.1: AI Units Deleted"
     9:25:38 "FAI Unit 1.1: AI Units Deleted"
     9:25:38 "FAI Unit 1.1: AI Units Deleted"
     9:25:49 "FMarker 1: Closing Script"
     9:28:37 R 1-2-G:2 (Fusilero): Unknown action Eject, target R 1-2-G:2
     9:28:51 "TIME SYNC: Local Time set to [2013,8,3,13,28]"
     9:29:52 "CLEANUP: Deleted 10 Loot Piles out of 19"
     9:30:03 "RUNNING EVENT: FMission_Launcher2 on [2014,12,11,13,30]"
     9:30:03 "FMission Launcher 2: Checking Spawn Chance"
     9:30:03 "FMission Launcher 2: Spawn Chance Succeeded with 0.756726 it needed to be lower than 1"
     9:30:03 "FMission Launcher 2: Selecting script and launching"
     9:30:03 "FMission Launcher 2: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\M2\NetShark\M2_Russian_Ace_Squad.sqf"
     9:30:03 "MISSION 2: Russian Ace Squad - Script Running"
     9:30:03 "MISSION 2: Russian Ace Squad - Checking MissionSpawnChance"
     9:30:04 "MISSION 2: Russian Ace Squad - Mission SpawnChance Success"
     9:30:04 "MISSION 2: Russian Ace Squad - Mission Script Started"
     9:30:04 "MISSION 2: Russian Ace Squad - Loading -= Marker =- Started"
     9:30:04 "MISSION 2: Russian Ace Squad - Loading -= Marker =- Completed"
     9:30:04 "FMarker 2: Loading Script"
     9:30:05 "MISSION 2: Russian Ace Squad - Loading -= Base =- Started"
     9:30:05 "MISSION 2: Russian Ace Squad - Loading -= Base =- Completed"
     9:30:05 "MISSION 2: Russian Ace Squad - Loading -= AI Patrols =- Started"
     9:30:06 Duplicate weapon ItemRadio detected for RU_Soldier
     9:30:06 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:30:06 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:30:06 "FLoot: Extra Loot Chance Failed"
     9:30:06 "FLoot: Extra Loot Chance Failed"
     9:30:06 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:30:06 Duplicate weapon ItemRadio detected for RU_Soldier
     9:30:06 "FAI Unit 1.1: -=Elite=- Bandit Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:30:06 "FLoot: Extra Loot Chance Failed"
     9:30:06 "FAI Unit 1.1: -=Elite=- Bandit Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:30:06 "FLoot: Extra Loot Chance Success"
     9:30:06 "FLoot: Extra Loot Chance Failed"
     9:30:06 "FAI Unit 1.1: -=Noob=- Sniper Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:30:06 "FAI Unit 1.1: -=Skilled=- Sniper Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:30:06 "FLoot: Extra Loot Chance Success"
     9:30:06 "FAI Unit 1.1: -=Noob=- Sniper Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:30:06 "FAI Unit 1.1: -=Noob=- Sniper Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:30:06 "FLoot: Extra Loot Chance Failed"
     9:30:06 "FAI Unit 1.1: -=Skilled=- Sniper Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:30:06 "FLoot: Extra Loot Chance Failed"
     9:30:06 "FLoot: Extra Loot Chance Failed"
     9:30:06 "FLoot: Extra Loot Chance Failed"
     9:30:06 "MISSION 2: Russian Ace Squad - Loading -= AI Patrols =- Completed"
     9:30:06 Duplicate weapon ItemRadio detected for RUS_Soldier2
     9:30:06 Duplicate weapon ItemRadio detected for RUS_Soldier2
     9:30:06 "FAI Unit 1.1: -=Elite=- Medic Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:30:07 "FLoot: Extra Loot Chance Failed"
     9:30:07 "FLoot: Extra Loot Chance Failed"
     9:30:07 "FAI Unit 1.1: -=Elite=- Medic Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:30:07 "FAI Unit 1.1: -=Noob=- Medic Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:30:07 "FAI Unit 1.1: -=Skilled=- Medic Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:30:07 "FLoot: Extra Loot Chance Success"
     9:30:07 "FAI Unit 1.1: -=Noob=- Medic Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:30:07 "FLoot: Extra Loot Chance Failed"
     9:30:07 "FLoot: Extra Loot Chance Failed"
     9:30:07 "MISSION 2: Russian Ace Squad - Loading -= Static AI =- Started"
     9:30:07 "FLoot: Extra Loot Chance Failed"
     9:30:07 "FLoot: Extra Loot Chance Success"
     9:30:08 "FLoot: Extra Loot Chance Failed"
     9:30:08 "FLoot: Extra Loot Chance Failed"
     9:30:09 "MISSION 2: Russian Ace Squad - Loading -= Static AI =- Completed"
     9:30:09 "FLoot: Extra Loot Chance Failed"
     9:30:09 "MISSION 2: Russian Ace Squad - Loading -= AI Vehicles =- Started"
     9:30:10 "FAI_NetShark Vehicle 1.0: -=T72_RU=- Spawned @ Location: [12192.5,9912.85] | Patrol Radius: 150m"
     9:30:14 "MISSION 2: Russian Ace Squad - Loading -= AI Vehicles =- Completed"
     9:30:15 "FAI_NetShark Vehicle 1.0: -=T72_RU=- Spawned @ Location: [12192.5,9912.85] | Patrol Radius: 150m"
     9:30:15 "MISSION 2: Russian Ace Squad - Loading -= Mine Field =- Started"
     9:30:15 "MISSION 2: Russian Ace Squad - Loading -= Mine Field =- Completed"
     9:30:15 "FMinefield: Checking Mine Field Spawn Chance"
     9:30:15 "MISSION 2: Russian Ace Squad - Creating loot box"
     9:30:15 "FMinefield 1.0: Spawn Chance Succeeded with 0.132451 it needed to be lower than 0.5"
     9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12201.9,9994.89,0]"
     9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12158.1,9927.54,0]"
     9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12159.4,9983.38,0]"
     9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12152.2,9991.22,0]"
     9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12134.5,9915.76,0]"
     9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12186.9,9921.23,0]"
     9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12191,9972.59,0]"
     9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12134.8,9974.21,0]"
     9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12206.7,9945.98,0]"
     9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12175.9,9937.08,0]"
     9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12160.8,9977.05,0]"
     9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12185.2,9964.54,0]"
     9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12221.2,9993.44,0]"
     9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12220.6,9916.57,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12197.2,9917.01,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12191.4,9972.57,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12231.9,9925.19,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12141.9,9906.15,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12190.3,9904.59,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12213.7,9909.27,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12224.8,9987.94,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12209,9904.04,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12208.9,9971.08,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12195.2,9944.39,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12225.8,9950.43,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12192.5,9953.59,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12155,9960.5,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12162,9961.77,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12160.5,9911.37,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12192.2,9943.37,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12177.7,9926.24,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12187.4,9954.67,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12201.3,9978.85,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12134.9,9980.53,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12207.2,9963.94,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12149.9,9964.86,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12211.7,9997.59,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12159.2,9927.68,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12230.7,9990.29,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12228.4,9996.07,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12147.4,9924.5,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12142.6,9904.75,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12133,9984.05,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12143.5,9983.55,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12184.2,9941.65,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12167.3,9944.91,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12161.1,9946.37,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12182,9971.41,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12226.6,9978.16,0]"
     9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12158.8,9907.26,0]"
     9:30:16 "MISSION 2: Russian Ace Squad - Loot box created, adding loot to loot box"
     9:30:16 "MISSION 2: Russian Ace Squad - Loot created and added to loot box"
     9:30:32 "DZAI Monitor :: Server Uptime - 0 d 0 hr 25 min 14 sec. Active AI Units - 4."
     9:30:32 "DZAI Monitor :: Dynamic Spawns - 0/0 (active/total). Air Patrols: 5/5 (cur/max). Land Patrols: 19/20."
     9:30:52 "CLEANUP: Deleted 1 Loot Piles out of 10"
     9:33:22 "WAI: [Mission:[Bandit] Armed Vehicle]: Ended at [14848.9,16003.7,0]"
     9:33:51 "TIME SYNC: Local Time set to [2013,8,3,13,33]"
     9:34:41 "WAI: [Mission:[Bandit] Lunch break Convoy]: Starting... [3091.38,4967.36,0]"
     9:34:41 "WAI: Spawned a group of 5 AI (Hero) at [3091.38,4967.36,0]"
     9:34:42 "WAI: Spawned a group of 5 AI (Hero) at [3091.38,4967.36,0]"
     9:34:42 "WAI: Spawned a group of 5 AI (Hero) at [3091.38,4967.36,0]"
     9:34:43 "WAI: Spawned a group of 5 AI (Hero) at [3091.38,4967.36,0]"
     9:34:43 "WAI: Spawned in 3 M2StaticMG"
     9:35:03 "RUNNING EVENT: FMission_Launcher1 on [2014,12,11,13,35]"
     9:35:03 "FMission Launcher 1: Checking Spawn Chance"
     9:35:03 "FMission Launcher 1: Spawn Chance Succeeded with 0.0604304 it needed to be lower than 1"
     9:35:04 "FMission Launcher 1: Selecting script and launching"
     9:35:04 "FMission Launcher 1: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\M1\NetShark\M1_Assassination_Gold_Dealer.sqf"
     9:35:04 "MISSION 1: Assassination - Script Started"
     9:35:04 "MISSION 1: Assassination - Checking MissionSpawnChance"
     9:35:04 "MISSION 1: Assassination - Mission SpawnChance Success"
     9:35:05 "MISSION 1: Assassination - Mission Script Started"
     9:35:05 "MISSION 1: Assassination - Spawning loot event at [4065.58,10813.3]"
     9:35:05 "FMarker 1: Loading Script"
     9:35:06 "MISSION 1: Assassination - Loading -=FAI Units=- Started"
     9:35:07 "FLoot: Extra Loot Chance Failed"
     9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FLoot: Extra Loot Chance Failed"
     9:35:07 "FLoot: Extra Loot Chance Failed"
     9:35:07 "FLoot: Extra Loot Chance Failed"
     9:35:07 "FLoot: Extra Loot Chance Failed"
     9:35:07 "FLoot: Extra Loot Chance Failed"
     9:35:07 "FLoot: Extra Loot Chance Failed"
     9:35:07 "FLoot: Extra Loot Chance Failed"
     9:35:07 "FLoot: Extra Loot Chance Failed"
     9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FLoot: Extra Loot Chance Success"
     9:35:07 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FLoot: Extra Loot Chance Success"
     9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FLoot: Extra Loot Chance Failed"
     9:35:07 "FLoot: Extra Loot Chance Success"
     9:35:07 "FAI Unit 1.1: -=Elite=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FAI Unit 1.1: -=Elite=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FLoot: Extra Loot Chance Success"
     9:35:07 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FLoot: Extra Loot Chance Failed"
     9:35:07 "FAI Unit 1.1: -=Elite=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FAI Unit 1.1: -=Elite=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
     9:35:07 "FLoot: Extra Loot Chance Failed"
     9:35:16 "MISSION 1: Assassination - Loading -=FAI=- Completed"
     9:35:17 "MISSION 1: Assassination - Loading -=FAI Vehicle=- Started"
     9:35:17 "FAI Vehicle 1.0: -=HMMWV_M1151_M2_CZ_DES_EP1_DZ=- Spawned @ Location: [4068.31,11080.4] | Patrol Radius: 150m"
     9:35:17 "FAI Vehicle 1.0: -=LAV25_DZ=- Spawned @ Location: [4068.31,11080.4] | Patrol Radius: 150m"
     9:35:17 "FAI Vehicle 1.0: -=HMMWV_M998A2_SOV_DES_EP1_DZE=- Spawned @ Location: [4068.31,11080.4] | Patrol Radius: 150m"
     9:35:18 "MISSION 1: Assassination - Loading -=FAI Vehicle=- Completed"
     9:35:18 "MISSION 1: Assassination - Loading -=FAI Heli=- Started"
     9:35:18 "FAI Heli 1.0: -=UH1H_DZ=- Spawned @ Location: [4061.68,11009] | Patrol Radius: 250m"
     9:35:19 "MISSION 1: Assassination - Loading -=FAI Heli=- Completed"
     9:35:20 "MISSION 1: Assassination - Creating Assassination Target"
     9:35:20 "MISSION 1: Assassination - Spawning Interior Attackers"
     9:35:21 "FLoot: Extra Loot Chance Failed"
     9:35:21 "MISSION 1: Assassination - Waiting..."
     9:35:21 "FMinefield: Checking Mine Field Spawn Chance"
     9:35:21 "FLoot: Extra Loot Chance Failed"
     9:35:21 "FMinefield 1.0: Spawn Chance Failed with 0.893138 it needed to be lower than 0.5"
    
    

     

    Any ideas why are these happening?
     
    Thanks a lot.

  17. Not sure how you would get them to use them, they usually only attack vehicles with them when they do anyway. But this thing still works??  It's like 4 versions outdated or so =P (according to the readme.md)

     

     

     As oSo said, the AI usually only shoot at vehicles with RPG's. As far as FMission still working despite being written a few versions ago, I designed it that way. I wrote it in a way that it should continue to function through Epoch upgrades. It's a self contained system that uses Arma functions so it's technically independent of Epoch, it just runs from the scheduler, which is super convenient.

     

    Not to say anything against the other mission systems as they all have their merits, but this one was designed because I found the others less flexible and independent than I was looking for. Short of it is, FMission is extremely flexible, you can make just about any kind of mission your brain can conjure up, and it should continue to function until Arma changes the functions I used.

     

    I did a video on how to make missions with FMission for anyone interested in making missions, it's linked in the first post.

     

    Thank you very much for your answers. I tried to add it again from cero and it worked, and as you said, the AI with RPG only attack vehicles, but it's exactly what I wanted :). I had to create a different Loot SQF file called "FLoot_RPG.sqf" with the proper content to do so, and call it this way:

        if (_unit_type == "RPG") then 
        {
    		_chance = .50;
    		_diceroll = random 1;
    		if (_diceroll < _chance) then 
    		{
    		"BanditW2_DZ" createUnit [_aispawnpos, _aigroup, "_aiunit=this;",1,"PRIVATE"];
    		}
    		else
    		{
    		"Bandit1_DZ" createUnit [_aispawnpos, _aigroup, "_aiunit=this;",1,"PRIVATE"];
    		};
    		_null = [_aiunit] execVM "\z\addons\dayz_server\addons\FMission\FLoot\FLoot_RPG.sqf";
    	};
    

     

    :) Thanks

     

     

     

     

    Another question, I've noticed that the Mine Fields remain after Missions Clean Up...... so, I tried to assign it a name, without having too much knowledge about it, this way:

    _minefield = [_loot_pos,east,.50] execVM "\z\addons\dayz_server\addons\FMission\FMinefield\FMinefield.sqf";
    

     

    And then add it to the Clean Up Process:

    deleteGroup _minefield;
    
    or
    
    deleteVehicle _minefield;
    

     

     

    And guess what?... I didn't work :D :D ...

     

    How can I Clean Up the Mines after missions?

  18. Hi, is there any way to give to AI RPGs ?

     

    I tried by modifing the "FLoot_Bandit.sqf" file, but.. maybe I did it wrong... I added the RPG gun and ammo... and indeed some bandits spawn with RPG but they neither use it nor attack anyway... they just run around with the RPG on their backs :D :D ...

     

    What would be the appropiate way to do so?

     

    Thanks

  19. so i finally intalled the test banch 1.9.2

    love the locked vehicles on map

     

    but the base doesnt work for me, it was the same as the 1.9.1, when i try to insert a base and click on buy, shows something like "[1.1]" on the bottom and nothing happens then i go to the traders buy anything then the first base on the list appears and bugs out buying items, have to relog to continue buying.

     

    is that just me ?

     

    It happens exactly the same for me... but... I've noticed that just using the fast building tool to set a simple Wooden Shed or whatever can also break the normal trader buying process. Whenever I want to buy something a bug calling a pre-design base it's called.... it's weird...

     

    What I haven't stablished is if that bug only affects to me or to all players on the server. I'll figure it out.

  20. Is a listbox already defined in the includes from the admin tool? If it is, find that definition and use whatever they are calling it. If it is already called RscListBox you could undelete mine, rename it to HOGSListBox in the defines then make sure to rename all RscListBox items in my files to HOGSListBox.

     

    Thank you very much bro... it worked perfectly.

    Now I feel good :)

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