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Jyggs

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Posts posted by Jyggs

  1. 16 minutes ago, juandayz said:

    Well  remeber i was using journal. food drink, temp in journal was show whit numbers..

    here is the entire code. maybe you can extract something to your work

      Reveal hidden contents
    
    
    str_playerstats_journal_1 = "My name is %1.  I woke up %2 somewhere in %3; an area of the infected hell hole also known as %4.";
    str_playerstats_journal_2 = "The date is %5, and %6";
    
    str_playerstats_journal_1_a = "tonight";
    str_playerstats_journal_1_b = "this evening";
    str_playerstats_journal_1_c = "this afternoon";
    str_playerstats_journal_1_d = "this morning";
    str_playerstats_journal_1_e = "last night";
    str_playerstats_journal_1_f = "yesterday evening";
    str_playerstats_journal_1_g = "yesterday afternoon";
    str_playerstats_journal_1_h = "early yesterday";
    str_playerstats_journal_1_i = "a while ago";
    
    str_playerstats_journal_month_1 = "January";
    str_playerstats_journal_month_2 = "February";
    str_playerstats_journal_month_3 = "March";
    str_playerstats_journal_month_4 = "April";
    str_playerstats_journal_month_5 = "May";
    str_playerstats_journal_month_6 = "June";
    str_playerstats_journal_month_7 = "July";
    str_playerstats_journal_month_8 = "August";
    str_playerstats_journal_month_9 = "September";
    str_playerstats_journal_month_10 = "October";
    str_playerstats_journal_month_11 = "November";
    str_playerstats_journal_month_12 = "December";
    
    str_playerstats_journal_2_date = "%2 %1, %3";
    str_playerstats_journal_2_info_1 = "it's my first day here since waking up on the shore.";
    str_playerstats_journal_2_info_2 = "I've only been here a day, so still getting used to what's going on.";
    str_playerstats_journal_2_info_3 = "I've been here %1 days and counting.";
    
    str_playerstats_journal_3_1 = "At least I haven't got any broken bones";
    str_playerstats_journal_3_2 = "The situation looks dire.  I've got multiple broken bones";
    str_playerstats_journal_3_3 = "Things could be better. My leg is broken";
    str_playerstats_journal_3_4 = "Things aren't so good.  My arm is broken";
     
    str_playerstats_journal_4_1 = ", although I do feel really sick";
    str_playerstats_journal_4_2 = ", I feel really feverish";
    
    str_playerstats_journal_5_1 = " and I'm fading fast from lack of blood.";
    str_playerstats_journal_5_2 = " and I've lost a lot of blood.";
    str_playerstats_journal_5_3 = " and I've lost some blood.";
    str_playerstats_journal_5_4 = " and I've got some minor wounds.";
    str_playerstats_journal_5_5 = " but somehow I don't appear have lost any blood.  Strange.";
    str_playerstats_journal_5_6 = " but I'm physically pale from loss of blood.";
    str_playerstats_journal_5_7 = " but I've lost a lot of blood.";
    str_playerstats_journal_5_8 = " but I've lost some blood.";
    str_playerstats_journal_5_9 = " but apart from some minor wounds that need tending to, I'm in pretty good shape.";
    str_playerstats_journal_5_10 = " but quite strangely the sickness hasn't affected my wellbeing.";
    str_playerstats_journal_5_11 = " and I'm in full health.";
    
    str_playerstats_journal_6_1 = "Good thing I've got a blood bag on me.  Now if only there was someone who could hook me up...";
    str_playerstats_journal_6_2 = "Good thing I've got a blood bag in my backpack.  Now if only there was someone who could hook me up...";
    str_playerstats_journal_6_3 = "I really need to get a transfusion from somewhere.  If only I had a blood bag.";
    
    str_playerstats_journal_7_1 = "Good news is I've got my trusty %1 to defend myself with.";
    str_playerstats_journal_7_2 = "I've got a %1 but it won't be much use in this daylight.";
    str_playerstats_journal_7_3 = "I've got a %1 which is perfect for seeing in this dark.  I guess other survivors can see me flashing it about though.  Not sure if that's a good thing or not given the circumstances.";
    str_playerstats_journal_7_4 = "I've got a damn %1 so people better watch out.";
    str_playerstats_journal_7_5 = "Good news is I'm packing a %1 and I've got some ammo for it.";
    str_playerstats_journal_7_6 = "Good news is I'm packing a %1 and I've got some ammo for it.  I should probably reload it though seeing as it's empty.";
    str_playerstats_journal_7_7 = "Good news is I've found a %1 but I haven't got any ammo for it.";
    str_playerstats_journal_7_8 = "For some reason I think it's a good idea to wander about without arming myself.  Maybe I should try and find a weapon.";
    
    private ["_ys","_ms","_ds","_b","_2","_6","_7","_8","_9","_10","_str_left_text","_1","_3","_4","_5","_blood_in_pack","_blood_in_inv","_mag_arr","_backpack","_11","_mags_for_weap","_mssv_cnt","_weapon","_config"];
    
    _str_left_text = "<t size = '1.4' font = 'Zeppelin33' color = '#000000' shadow = 'false' align = 'left'>"
    			+str_playerstats_journal_1+
    			"<br /><br />"
    			+str_playerstats_journal_2+
    			"<br /><br />%7%8%9  %10<br /><br />%11</t>";
    
    _1 = name player;
    /*
    if (player hasWeapon "ItemWatch") then
    {
    	if (dayz_Survived == Dayz_logonDate) then // only interested if the same - assume server will only run over one day before restart
    	{
    		switch (true) do
    		{
    			case (Dayz_logonTime > 20): {_2 = str_playerstats_journal_1_a};
    			case (Dayz_logonTime > 17): {_2 = str_playerstats_journal_1_b};
    			case (Dayz_logonTime > 12): {_2 = str_playerstats_journal_1_c};
    			default {_2 = str_playerstats_journal_1_d};
    		};
    	} else
    	{
    		switch (true) do
    		{
    			case (Dayz_logonTime > 20): {_2 = str_playerstats_journal_1_e};
    			case (Dayz_logonTime > 17): {_2 = str_playerstats_journal_1_f};
    			case (Dayz_logonTime > 12): {_2 = str_playerstats_journal_1_g};
    			default {_2 = str_playerstats_journal_1_h};
    		};
    	};
    } else
    {
    	_2 = str_playerstats_journal_1_i;
    };
    
    _3 = Dayz_logonTown;
    
    _4 = worldName;
    
    _ys = str (date select 0);
    _ms = "";
    _ds = str (date select 2);
    
    switch (true) do
    {
    	case (date select 1 == 1):{_ms = str_playerstats_journal_month_1};
    	case (date select 1 == 2):{_ms = str_playerstats_journal_month_2};
    	case (date select 1 == 3):{_ms = str_playerstats_journal_month_3};
    	case (date select 1 == 4):{_ms = str_playerstats_journal_month_4};
    	case (date select 1 == 5):{_ms = str_playerstats_journal_month_5};
    	case (date select 1 == 6):{_ms = str_playerstats_journal_month_6};
    	case (date select 1 == 7):{_ms = str_playerstats_journal_month_7};
    	case (date select 1 == 8):{_ms = str_playerstats_journal_month_8};
    	case (date select 1 == 9):{_ms = str_playerstats_journal_month_9};
    	case (date select 1 == 10):{_ms =str_playerstats_journal_month_10};
    	case (date select 1 == 11):{_ms =str_playerstats_journal_month_11};
    	case (date select 1 == 12):{_ms =str_playerstats_journal_month_12};
    };
    
    _5 = format[str_playerstats_journal_2_date, _ds, _ms, _ys];
    
    // can't test dayz_Survived at home
    
    switch (true) do
    {
    	case (dayz_Survived == 0): {_6 = str_playerstats_journal_2_info_1};
    	case (dayz_Survived == 1): {_6 = str_playerstats_journal_2_info_2};
    	case (dayz_Survived > 1): {_6 = format [str_playerstats_journal_2_info_3, dayz_Survived]};
    	default {};
    };
    
    switch (true) do
    {
    	case (!r_fracture_legs && !r_fracture_arms): {_7 = str_playerstats_journal_3_1};
    	case (r_fracture_legs && r_fracture_arms): {_7 = str_playerstats_journal_3_2};
    	case (r_fracture_legs): {_7 = str_playerstats_journal_3_3};
    	case (r_fracture_arms): {_7 = str_playerstats_journal_3_4};
    	default {};
    };
    
    switch (true) do
    {
    	case (r_player_infected):
    	{
    		if (!r_fracture_legs && !r_fracture_arms) then
    		{
    			_8 = str_playerstats_journal_4_1;
    		} else
    		{
    			_8 = str_playerstats_journal_4_2;
    		};
    	};
    	default {_8 = ""};
    };
    
    if (r_fracture_legs || r_fracture_arms) then
    {
    	switch (true) do
    	{
    		case (r_player_blood < 3000): {_9 = str_playerstats_journal_5_1};
    		case (r_player_blood < 6000): {_9 = str_playerstats_journal_5_2};
    		case (r_player_blood < 9000): {_9 = str_playerstats_journal_5_3};
    		case (r_player_blood < 11000): {_9 = str_playerstats_journal_5_4};
    		case (r_player_blood == 12000): {_9 = str_playerstats_journal_5_5};
    		default {_9 = "."};
    	};
    }else
    {
    	switch (true) do
    	{
    		case (r_player_blood < 3000): {_9 = str_playerstats_journal_5_6};
    		case (r_player_blood < 6000): {_9 = str_playerstats_journal_5_7};
    		case (r_player_blood < 9000): {_9 = str_playerstats_journal_5_8};
    		case (r_player_blood < 11000): {_9 = str_playerstats_journal_5_9};
    		case (r_player_blood == 12000):
    		{
    			if (r_player_infected) then
    			{
    				_9 = str_playerstats_journal_5_10;
    			} else
    			{
    				_9 = str_playerstats_journal_5_11;
    			};
    		};
    		default {_9 = "."};
    	};
    };
    
    _blood_in_pack = false;
    _backpack = unitBackpack player;
    
    if (!isNull _backpack) then
    {
    	_mag_arr = getMagazineCargo _backpack;
    	if ("ItemBloodbag" in (_mag_arr select 0)) then
    	{
    		_blood_in_pack = true;
    	};
    };
    _blood_in_inv = false;
    
    if ("ItemBloodbag" in (magazines player)) then
    {
    	_blood_in_inv = true;
    };
    
    _10 = "";
    
    if (r_player_blood < 9000 && (_blood_in_inv || _blood_in_pack)) then
    {
    	if (_blood_in_inv) then
    	{
    		_10 = str_playerstats_journal_6_1;
    	} else
    	{
    		_10 = str_playerstats_journal_6_2;
    	};
    };
    if (r_player_blood < 9000 && ! _blood_in_inv && ! _blood_in_pack) then
    {
    	_10 = str_playerstats_journal_6_3;
    };
    
    _11 = "";
    
    _weapon = currentWeapon player;
    _config = configFile >> "CfgWeapons";
    
    // possibly filter out torch and the dayz_throwweapon thingy too.  Need to get feedback..
    
    if (_weapon != "" && _weapon != "Throw" && _weapon != "Put" && _weapon != "Flare") then
    {
    	switch (true) do
    	{
    		case (getText (_config >> _weapon >> "melee") == "true"): // used getText as config entry had "" marks around it.
    		{
    			_11 = format [str_playerstats_journal_7_1, getText (_config >> _weapon >> "displayName")];
    		};
            case (_weapon == "ItemFlashlight" || _weapon == "ItemFlashlightRed"):
    		{
    			if (sunOrMoon == 1) then
    			{
    				_11 = format [str_playerstats_journal_7_2, getText (_config >> _weapon >> "displayName")];
    			} else
    			{
    				_11 = format [str_playerstats_journal_7_3, getText (_config >> _weapon >> "displayName")];
    			};
    		};
    		case (_weapon == "Makarov"):
    		{
    			_11 = format [str_playerstats_journal_7_4, getText (_config >> _weapon >> "displayName")];
    		};
    		default
    		{
    			_mags_for_weap = getArray (_config >> _weapon >> "magazines");
    
    			_mssv_cnt = false;
    			{
    				if (_x in _mags_for_weap) then
    				{
    					_mssv_cnt = true;
    				};
    			} forEach (magazines player);
    
    			if (_mssv_cnt) then
    			{
    				if (player ammo _weapon > 0) then
    				{
    					_11 = format [str_playerstats_journal_7_5, getText (configFile >> "CfgWeapons" >> _weapon >> "displayName")];
    				} else
    				{
    					_11 = format [str_playerstats_journal_7_6, getText (configFile >> "CfgWeapons" >> _weapon >> "displayName")];
    				};
    			} else
    			{
    				_11 = format [str_playerstats_journal_7_7, getText (_config >> _weapon >> "displayName")];
    			};
    		};
    	};
    } else
    {
    	_11 = str_playerstats_journal_7_8;
    };
    
    // left page
    ((uiNamespace getVariable "horde_myDisplay") displayCtrl 1800) ctrlSetStructuredText parseText format [_str_left_text, _1, _2, _3, _4, _5, _6, _7, _8, _9, _10, _11];
    */
    
    private["_moon","_spawnselection","_survivors","_players","_y","_x"];
    _moon = switch (dayz_fullMoonNights) do {
    	case "true": { "Yes" };
    	case "false": { "No" };
    };
    
    if(isNil "dayz_spawnselection") then {
    		dayz_spawnselection = false;
    	};
    
    _spawnselection = switch (dayz_spawnselection) do {
    	case "0": { "Yes" };
    	case "1": { "No" };
    };
    
    _players = [];
    {
    	_y = _x;
    	if (isPlayer _y) then
    	{
    		{_players = _players + [_x];} forEach (crew _y);
    	};
    } forEach ([0,0,0] nearEntities ['AllVehicles', 10000000]);
    _survivors = {isPlayer _x} count _players;
    
    	// left page
    	((uiNamespace getVariable "horde_myDisplay") displayCtrl 1800) ctrlSetStructuredText parseText format ["
    					<br/>
    					<t size='2' font='Zeppelin33' color = '#000000' align='left'>Health: 	 </t><t size='2' font='Zeppelin33' align='right' color='#FF0033'>%1</t><br/>
    					<br/>
    					<t size='2' font='Zeppelin33' color = '#000000' align='left'>Hunger: 			 </t><t size='2' font='Zeppelin33' align='right' color='#FF0033'>%2%</t><br/>
    					<t size='2' font='Zeppelin33' color = '#000000' align='left'>Thirst: 		 </t><t size='2' font='Zeppelin33' align='right' color='#FF0033'>%3%</t><br/>
    					<br/>
    					<t size='2' font='Zeppelin33' color = '#000000' align='left'>Temp: 			 </t><t size='2' font='Zeppelin33' align='right' color='#FF0033'>%5</t><br/>
    					<br />
    					<t size='2' font='Zeppelin33' color = '#000000' align='left'>Humanity: 		 </t><t size='2' font='Zeppelin33' align='right' color='#FF0033'>%6</t><br/>
    					<t size='2' font='Zeppelin33' color = '#000000' align='left'>Zombies: 		 </t><t size='2' font='Zeppelin33' align='right' color='#FF0033'>%7</t><br/>
    					<br />
    					<t size='2' font='Zeppelin33' color = '#000000' align='left'>SpawnSelection: 	     </t><t size='2' font='Zeppelin33' align='right' color='#FF0033'>%4</t><br/>
    					<t size='2' font='Zeppelin33' color = '#000000' align='left'>Full Moon: 	     </t><t size='2' font='Zeppelin33' align='right' color='#FF0033'>%12</t><br/>
    					<br/>
    					<t size='2' font='Zeppelin33' color = '#000000' align='center'>Survived: %8 Day(s)</t><br/>
    					<br />
    					<t size='2' font='Zeppelin33' color = '#000000' align='center'>Survivors:%9</t><br/>
    					<br/>
    					<t size='2' font='Zeppelin33' color = '#000000' align='center'>FPS:%10, FPSMin:%11</t><br/>
    					",
    					(round(r_player_blood)),
    					//(player getVariable['USEC_BloodQty', r_player_blood]),
    					//(r_player_bloodpersec),
    					//(r_player_foodstack),
    					//(r_player_bloodregen),
    					(round(dayz_hunger)),
    					(round(dayz_thirst)),
    					(_spawnselection),
    					(round(dayz_temperatur)),
    					(player getVariable['humanity', 0]),
    					({alive _x} count entities "zZombie_Base"),
    					(dayz_Survived),
    					(_survivors),
    					(round diag_fps),
    					(round diag_fpsmin),
    					(_moon)
    				];
    
    // right page - blank until humanity is checked
    
    _b = "<img size = '5' image = '\z\addons\dayz_communityassets\pictures\playerstats\tally\0.paa'/>";
    
    ((uiNamespace getVariable "horde_myDisplay") displayCtrl 1801) ctrlSetStructuredText parseText format ["%1", _b];
    ((uiNamespace getVariable "horde_myDisplay") displayCtrl 1802) ctrlSetStructuredText parseText format ["%1", _b];
    ((uiNamespace getVariable "horde_myDisplay") displayCtrl 1803) ctrlSetStructuredText parseText format ["%1", _b];
    ((uiNamespace getVariable "horde_myDisplay") displayCtrl 1804) ctrlSetStructuredText parseText format ["%1", _b];
    ((uiNamespace getVariable "horde_myDisplay") displayCtrl 1805) ctrlSetStructuredText parseText format ["%1", _b];
    ((uiNamespace getVariable "horde_myDisplay") displayCtrl 1806) ctrlSetStructuredText parseText format ["%1", _b];
    ((uiNamespace getVariable "horde_myDisplay") displayCtrl 1807) ctrlSetStructuredText parseText format ["%1", _b];
    ((uiNamespace getVariable "horde_myDisplay") displayCtrl 1808) ctrlSetStructuredText parseText format ["%1", _b];
    ((uiNamespace getVariable "horde_myDisplay") displayCtrl 1809) ctrlSetStructuredText parseText format ["%1", _b];

     

    I don't plan to add anything fancy to it. For now I'm just using it as a debug HUD to test various stuff while I look at the raw numbers and not the icons itself.

    PS.  I don't know what a journal is..... never used one on DayZ. But thanks for the help, much appreciated.  :tongue:

  2. 11 minutes ago, juandayz said:

    also you can do it by images.paa  thers almost 5 .paa files for each stat.

    see it in "player_updateGui.sqf" :

      Hide contents

    if (_bloodLvl <= 0) then {
        _blood = "Bloodgui\status_blood_inside_1_ca.paa";
        } else {
        _blood = "Bloodgui\status_blood_inside_" + str(_bloodLvl) + "_ca.paa";
        };

    if (_thirstLvl < 0) then { _thirstLvl = 0 };
    _thirst = "drink\status_thirst_inside_" + str(_thirstLvl) + "_ca.paa";

    if (_foodLvl < 0) then { _foodLvl = 0 };
    _food = "drink\status_food_inside_" + str(_foodLvl) + "_ca.paa";

    _temp = "temp\status_temp_" + str(_tempImg) + "_ca.paa";

     

    you can find this .paa files in \Dayz Epoch Server\@DayZ_Epoch\addons\dayz_code\gui\

    Move this file to your server side and make new pics whit numbers

     

    No, the whole point is that I want to remove the images altogether. I want a alphanumerical HUD on everything, because I find it more useful to see the actual value instead of just watching a image go up or down. (Like on temperature) I just needed the correct variables to do it.  :wink:

  3. I've been trying to add a numerical stat to Hunger, Thirst and Temp but I cannot find which variables I need to call in. I remember that on Arma 3, hunger would be called like this... EPOCH_playerHunger. So I would make something like this

    round((EPOCH_playerHunger/5000) * 100);

    and It would give me a numerical value from 100 - 0 of my hunger meter. However on Arma 2 I haven't been able to do this. I'm trying to use various variables I found on my player_updateGUI.sqf but they don't work. I either get a perma "1000" as a value on screen or the script doesn't run properly. Does anyone knows what variable/function I have to call to make this happen?

  4. 1 hour ago, Tweety060286 said:

    you add the Classname from your Bike 

    
    Old_bike_TK_CIV_EP1

    in your Variables.sqf into the allowed objects [....]

    NVMD, I just removed the option since it's not working properly for me. I'm using Deploy Anything and it has an option for Bikes. Still I have no clue how to add it to the menu itself since it doesn't run on a single sqf file like the example. Probably will work on a modified version just so I can click Build Bike on the menu itself and not have to right click my Toolbox.

  5. I'm using the default deploy bike script it came whit as a test. I've noticed that every time I make a bike and ride on it, I just auto die and appear at Debug for a brief second. Is this normal or am I missing something? 

    Edit: BTW it says this on my RTP. I'm NOT using Infistar and I do not have this  AHConfig.sqf inside my Server.pbo. So do I need to add an exception somewhere else?

    13:08:25 "PDEATH: Player Died xxxxxxxxxxxxxxxxxxxxx"
    13:08:35 "get: STRING (xxxxxxxxxxxxxxxxxxx), sent: STRING (xxxxxxxxxxxxxxxxxxxxxx)"
    13:08:35 "DISCONNECT: Jyggs (xxxxxxxxxxxxxxxxxxxxxxxx) Object: B 1-1-B:1 (Jyggs) REMOTE, _characterID: 40 at loc [-7239.67,19539.3,0.245514]"
    13:09:24 "CLEANUP: Deleted 2 Loot Piles out of 6"
    13:12:01 "DELETE: Jyggs Deleted by ID: 1"
    13:13:22 "CLEANUP: KILLING A HACKER Jyggs B 1-1-B:1 (Jyggs) REMOTE IN Old_bike_TK_CIV_EP1"
    13:13:22 Client: Object 4:100 (type Type_70) not found.
    13:13:22 Client: Object 4:100 (type Type_69) not found.
    13:13:22 Client: Object 4:99 (type Type_70) not found.

     

  6. 16 hours ago, lonewolfgaming said:

    ok, thanks for the info. I have tried to install that GUI, but could never get it to work correct

     

    Yeah I had to do some finagling with that script in order to get it to work. Another guy on that thread (don't remember his name) suggested adding a defines.hpp or guidefines.hpp file with some extra corrections and using that worked for me. It's all jumbled in between all the comments though, so I had to read all the thread to get it fully working. I'm pretty sure you don't have to use IT in order to add the earplugs icon, you just need to call it from an external file in the description.ext. At least that how the custom hud works.

  7. Nope. To be honest I don't know how to add it properly inside the "vanilla" description.ext.  On my setup it goes on a different file which is then included using  #include inside Description.ext... like this.

    class RscTitles
    {
    #include "mods\hud\gui\ATD_Hud.h"
    };

    Then that line that you are referring to goes inside ATD_Hud.h.  I'm sure there is a proper way to add it inside Description.ext, but I don't know the correct Syntax to do it. If you want, here is the link for Cen's Custom GUI and check it out, you could probably modify his files to only add the earplugs icon via an external file and not his HUD icons..... not sure. Sorry I'm not much help  :sad:

     

  8. 1 hour ago, Anthrax said:

    ;) I have read the 90 pages lol. I am running my wai config set at 0 players to activate so I can see exactly where the prob is stemming from, with only wai on a fresh epoch 1.0.5.1. I am pretty sure it has some to do with ai dying from a heli or vehicle patrol like you mentioned. It is happening on my server with missions with para and vehicle patrol with no players on. I am not using remote radio messages. I have seen where it says to not call for the name but have not been successful finding that call in any of the mission files. I think this problem stems more from choppers than vehicles if vehicles at all (maybe choppers only)? My next step of trial and error will be to remove para support from certain missions and see if that changes anything. I have also seen where a patch will soon be avail, but what shall it entail? Personally im about 4 years or more behind most arma gurus :P Newb Status... lol

    There is a problem with AI Para Drops. I've noticed that if you make a static Para drop and set the AI weapons to "Random", it gives you an error on RPT about WAI\Compile\Heli_Para.sqf line 186 and the Heli spawns but does nothing when he reaches the drop point. The error goes away if I set my AI weapons to 0, 1, or 2 (assault,machine or sniper) and the heli drops the ai as normal.

    I haven't tested setting it to "Random" without DZAI or DZMS side by side. Probably it's a compatibility problem between the ai systems.  <-- Only a speculation 

  9. On 12/27/2014 at 2:50 PM, Bob_the_K said:

    Hi,

     

    I'm running WAI 2.2.0 B3 and get the following messages (lots of them) with various names in my .rpt when it's starting.  Any idea where it's coming from or how to suppress them?

     

     

    18:46:26 No speaker given for Noah Smith
    18:46:27 No speaker given for Jeremy Walker
    18:46:27 No speaker given for Bryan Self
    18:46:27 No speaker given for Samuel Taylor
    18:46:27 WARNING: Function 'name' - Ryan Bircsak is dead
    18:46:27 WARNING: Function 'name' - Ryan Bircsak is dead
    18:46:27 WARNING: Function 'name' - Ryan Bircsak is dead
    18:46:27 WARNING: Function 'name' - Ryan Bircsak is dead
    18:46:27 WARNING: Function 'name' - Ryan Bircsak is dead
    18:46:27 WARNING: Function 'name' - Ryan Bircsak is dead
    18:46:27 WARNING: Function 'name' - Ryan Bircsak is dead
    18:46:27 WARNING: Function 'name' - Ryan Bircsak is dead
    18:46:27 WARNING: Function 'name' - Ryan Bircsak is dead
    18:46:27 WARNING: Function 'name' - Ryan Bircsak is dead

     

    Thanks,

    Bob

    I have this same Warning on my server too. The funny thing, I've noticed it only happens when I kill AI inside a chopper (by blowing it up) or road kill them.  Probably there is an answer or someone already posted this on the WAI 2.2.0 therad. Time to read 90 pages of it huh.  :biggrin:

  10. 36 minutes ago, dztancem8 said:

    Not working for me, added GUI folder to mission PBO, did rest of the steps and now my server errors out and says waiting for server to start authentication

     

    Any errors on RTP, or is it just hanging at the authentication screen?  Recheck your directories for your compiles and/or the syntax on step 4. Usually happens when the server fails to load something HUD related properly. Happened to me once when trying to add a custom HUD.

  11. On 3/4/2016 at 9:46 PM, Tweety060286 said:

    Hello mate!
    I have to add your ear-plug icon and it worked, but it was a problem.
    If I install your icon step by step then attack the zombies to no player.
    Have been looking for the error until I came to your ear plug icon.
    Sorry for my bad English

    I'm sorry, I don't understand very well what you just wrote. However, I think what you are trying to say is that "After adding the earplug script, your zombies stopped working properly".... is that it?

    If so, I have no idea what you did wrong. To be honest, even if you screwed up any of the files I described above, your zombies should still be working. All of those file are related only to button inputs or HUD elements on screen. Also I do believe if you screw up the syntax on ATD_hud.h or Player_UpdateGUI.sqf , your server won't even start properly and give you an error message when trying to join.

    To me, it sounds more like a problem with the fn_damagehandler.sqf file. Have you modded this file recently? Also as a side note, I had this same problem you are describing when I tried the "No Lobby after Death" mod by Donnovan. When I tested it and died, everytime I respawned the zombies would not attack me.

  12. Finally... after a while trying to figure it out I got it working. Going to make a step by step just in case anyone wants to do it.

    1) Add an entry on your ATD_hud.h file for your custom icon. Must be under RSCPicture.... (or the same class as the Hud icons on screen)  <-- I'm using Cen's Hud so yours may vary.

    //EARPLUGS ICON
                class RscPicture_1434: RscPictureGUI
                {
                    idc = 1434;
                    text = "mods\hud\gui\status\earplugs.paa";	//Change to your custom icon path and name
                    x = 0.950 * safezoneW + safezoneX;		//Change position on screen Left/Right
                    y = 0.345 * safezoneH + safezoneY;		//Change position on screen Up/Down
                    w = 0.075;
                    h = 0.10;
    				colorText[] = {1,1,1,1.0};	//Change color - Current color WHITE
                };

     

    2) Open up your dayz_spaceInterrupt.sqf file and add this code (or replace if you already have it) before the line commented as " // Disable ESC after death ". Note: All the credit for this code goes to JS2k6. I do NOT take any credit for it.... I just modified it to add a toggable icon instead of the hint text box.

    // JS2k6 Very Simple Earplugs Script (modified for toggable icon)
    if (_dikCode == 0x16) then 		//Press U key to trigger. Change dikCode 0x16 to edit which key to press.
        {
            if (soundVolume == 1) then {
                1 fadeSound 0.25;
    			player setVariable["plugstate",true];		//Sets Earplug state to True - Earplugs On
    
            }
                else
            {
                1 fadeSound 1;
    			player setVariable["plugstate",false];		//Sets Earplug state to False - Earplugs Off
    
        };
    };

     

    3) Open up player_updateGUI.sqf and add "_state" to the Private scope at the top. Then add this after the _display = uiNamespace getVariable 'DAYZ_GUI_display';  line.

    _state = player getVariable["plugstate",false];		// Sets Earplugs icon OFF by default when loading into the game.
    _ctrlEarPlugs = _display displayCtrl 1434;
    
    if(_state) then {
    	_ctrlEarPlugs ctrlShow true;
    	player setvariable["plugstate",true];			// If value = true, then show icon on screen. Earplugs On
    } else {
    	_ctrlEarPlugs ctrlShow false;
    	player setvariable["plugstate",false];			// If value = false, then show no icon. Earplugs Off
    };

     

    4) Make your own custom icon and place it inside your Mission.PBO. Remember to add the correct directory path and name for the icon back in step 1. ( I labeled it with a comment)

     

    Results:

    http://i.imgur.com/RxnQUaO.jpg

     

  13. I am trying to add an icon indicator to js2k6 Very Simple Earplugs Script to replace the normal silent hint box that appears every time you insert or remove earplugs. The problem is that the icon will always be shown when a player starts the game and I have no way of shutting it off by default. Here is what I've done so far....

     Right now I'm using "Cen's HUD Indicators" on my HUD screen, so I modified it's ATD_hud.h file to have an earplugs icon display on my HUD like so....

    //EARPLUGS ICON
                class RscPicture_1434: RscPictureGUI
                {
                    idc = 1434;
                    text = "mods\hud\gui\status\earplugs.paa";
                    x = 0.950 * safezoneW + safezoneX;
                    y = 0.345 * safezoneH + safezoneY;
                    w = 0.075;
                    h = 0.10;
    				colorText[] = {1,1,1,1.0};
                };

    On my custom dayz_spaceInterrupt.sqf I added js2k6 earplugs script and added a couple of variables to be able to call my earplugs icon from there. So I added the following variables to my private scope at top and these lines on my sqf file.....

    Private ["_display","_earplugs",....... etc etc ect]
    
    //Added these to the top of the SQF to call my earplug icon.
    _display = uiNamespace getVariable 'DAYZ_GUI_display';
    _earplugs = _display displayCtrl 1434;

    This is the modified earplugs script part.....

    // Earplugs
    if (_dikCode == 0x16) then		// U key to trigger earplugs
        {
            if (soundVolume == 1) then {
                1 fadeSound 0.25;
    			_earplugs ctrlShow true;		// Inserted Earplugs - Icon On
            }
                else
            {
                1 fadeSound 1;
    			_earplugs ctrlShow false;	//Removed Earplugs - Icon Off
            };
        };

     

    With this, everything works as intended except one thing. The earplugs icon will always be ON by default when a player joins the game. However, if he presses U to activate and then deactivate the earplugs, the icon will disappear and will show up properly when adding or removing the earplugs. I've tried different stuff like  adding a "_earplugs ctrlShow false;" line before the script itself, but it will turn the icon off even when using the earplugs after like 5 seconds. Also tried adding an " if (soundVolume ==1)" line before the script to force the icon to be off by sensing that the volume is "normal", but that doesn't work either. For some reason it can't sense the volume level when the game loads so it doesn't respond.

    I am not sure how to work around this, any help will be greatly appreciated. Thanks

  14. Problem:  Radio sound queue is being repeated.

    WAI Version: 2.2.0

    World: Chernarus (Instance 11)

    Mods: @Epoch1051, @Overwatch     <--- (or overpoch like everyone calls it)

    Installed Addons: WAI 2.2.0, DZAI and DZMS

    Custom loot:  None

     

    Problem Description:

    I'm using the client radio addon for WAI. I've noticed that for some reasons the radio sound queue when a mission spawns repeats more than once. The problem seems to occur when another player is near myself. I can hear the sound queue my radio makes when a mission spawn, but it gets repeated for every player close to me. (and it has the distance fade thing and all) Is this normal, or is there a way to just make it so only I can hear it and not have it repeat upon another player on my proximity?

     

    What I tried so far:

    Changing the audio file and the volume for it in game..... nothing seems to work.

     

    Config file:

    config.sqf

    Spoiler

    if(isServer) then {

        /* GENERAL CONFIG */

            debug_mode                    = false;        // enable debug
            use_blacklist                = true;            // use blacklist
            blacklist                    = [
                [[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             = 1800;            // time to clear bodBies in seconds
            ai_clean_roadkill            = false;         // clean bodies that are roadkills
            ai_roadkill_damageweapon    = 100;            // percentage of chance a roadkill will destroy weapon AI is carrying

            ai_bandit_combatmode        = "RED";        // combatmode of bandit AI
            ai_bandit_behaviour            = "COMBAT";        // behaviour of bandit AI

            ai_hero_combatmode            = "RED";        // combatmode of hero AI
            ai_hero_behaviour            = "COMBAT";        // behaviour of hero AI

            ai_friendly_behaviour        = false;        // make ai friendly towards comrades

            player_bandit                = -5000;        // this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true
            player_hero                    = 5000;            // this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true

            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                = 20;            // amount of humanity gained for killing a bandit AI
            ai_remove_humanity            = 20;            // amount of humanity lost for killing a hero AI
            ai_special_humanity            = 50;            // amount of humanity gain or loss for killing a special AI dependant on player alignment
            
            ai_coin_award                = true;          // gain Money for killing AI
            
            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            = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"];    // 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","ItemAntibiotic"],["ItemRadio","ItemMachete","ItemCrowbar"]];
            ai_gear1                    = [["ItemBandage","ItemSodaPepsi","ItemMorphine"],["Binocular_Vector"]];
            ai_gear2                    = [["ItemDocument","FoodCanFrankBeans","ItemHeatPack"],["ItemToolbox"]];
            ai_gear3                    = [["ItemWaterbottle","ItemBloodbag"],["ItemCompass","ItemCrowbar"]];
            ai_gear4                    = [["ItemBandage","ItemEpinephrine","ItemPainkiller"],["ItemGPS","ItemKeyKit"]];
            ai_gear_random                = [ai_gear0,ai_gear1,ai_gear2,ai_gear3,ai_gear4];    // Allows the possibility of random gear

            ai_wep_assault                = ["M16A4_ACG","Sa58V_RCO_EP1","SCAR_L_STD_Mk4CQT","M8_sharpshooter","M4A1_HWS_GL_camo","SCAR_L_STD_HOLO","M4A3_CCO_EP1","M4A3_CCO_EP1","M4A1_AIM_SD_camo","M16A4","m8_carbine","BAF_L85A2_RIS_Holo","Sa58V_CCO_EP1"];    // Assault
            ai_wep_machine                = ["RPK_74","MK_48_DZ","M249_EP1_DZ","Pecheneg_DZ","M240_DZ"];    // Light machine guns
            ai_wep_sniper                = ["M14_EP1","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","SVD_CAMO","VSS_Vintorez","DMR_DZ","M40A3"];    // 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
            
            /* AI Cache Units */
            ai_cache_units            = false;
            /**Range for Re-Activation*************/
            /****** Default: 800 ******************/
            ai_cache_units_reactivation_range = 800;
            /**Time untill units are Frozen again**/
            /************* Default: 30 ************/
            ai_cache_units_refreeze = 30;
            /****** Log Actions to RPT File? ******/
            /*********** Default: true ************/
            ai_cache_units_freeze_log = true;
            /******** Unassign Waypoints?  ********/
            /*********** Default: false ***********/
            ai_cache_units_unassign_waypoints = false;
            /******** Randomize Position?  ********/
            /******** Distance to Randomize *******/
            /*********** Default: true ************/
            /*********** Distance: 20 *************/
            ai_cache_units_randomize_position = true;
            ai_cache_units_randomize_distance = 20;
            /********** Hide un-used AI?  *********/
            /*********** Default: true ************/
            ai_cache_unites_hide_ai = true;
            /* AI Cache Units End */
            
        /* 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            = 750;                                // avoid spawning missions this close to other missions, these are defined in wai_mission_markers
            wai_avoid_traders            = 750;                                // avoid spawning missions this close to traders
            wai_avoid_town                = 0;                                // avoid spawning missions this close to towns, *** doesn't function with infiSTAR enabled ***
            wai_avoid_road                = 0;                                // avoid spawning missions this close to roads
            wai_avoid_water                = 50;                                // avoid spawning missions this close to water

            
            wai_mission_timer            = [30,900];                            // 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            = [5,60];                            // fuel inside mission spawned vehicles [min%,max%]
            wai_vehicle_damage            = [20,70];                            // damages to spawn vehicles with [min%,max%]
            wai_keep_vehicles            = false;                                // save vehicles to database and keep them after restart
            wai_linux_server            = false;                            // false = Windows (HiveExt.dll)        true = Linux Server (writer.pl)        has no effect when "wai_keep_vehicles = false;"
            wai_lock_vehicles            = true;                                // lock mission vehicles and add keys to random AI bodies (be careful with ai_clean_dead if this is true

            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            = 90;                                // 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            = true;                                // remove rocket launcher from AI on death

            // Missions
            wai_radio_announce            = true;                                // Setting this to true will announce the missions to those that hold a radio only
            wai_hero_limit                = 1;                                // define how many hero missions can run at once
            wai_bandit_limit            = 1;                                // define how many bandit missions can run at once

            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
                                            ["patrol",3],
                                            ["black_hawk_crash",3],
                                            ["armed_vehicle",7],
                                            ["bandit_base",6],
                                            ["captured_mv22",3],
                                            ["ikea_convoy",6],
                                            ["destroyed_ural",5],
                                            ["disabled_milchopper",3],
                                            ["mayors_mansion",4],
                                            ["weapon_cache",6],
                                            ["bandit_patrol",4],
                                            ["gem_tower",2],
                                            ["cannibal_cave",4],
                                            ["crop_raider",4],
                                            ["drone_pilot",5], 
                                            ["slaughter_house",4],
                                            ["drugbust",4],
                                            ["armybase",2],
                                            ["abandoned_trader",5],
                                            ["lumberjack",4],
                                            ["tankcolumn",4],
                                            ["macdonald",5],
                                            ["radioshack",4],
                                            ["junkyard",3]
                                        ];
            wai_bandit_missions            = [
                                            ["patrol",3],
                                            ["armed_vehicle",7],
                                            ["black_hawk_crash",3],
                                            ["captured_mv22",2],
                                            ["broken_down_ural",5],
                                            ["hero_base",4],
                                            ["ikea_convoy",6],
                                            ["medi_camp",7],
                                            ["presidents_mansion",4],
                                            ["sniper_extraction",3],
                                            ["weapon_cache",6],
                                            ["gem_tower",2],
                                            ["cannibal_cave",4],
                                            ["crop_raider",4],
                                            ["drone_pilot",5], 
                                            ["slaughter_house",4],
                                            ["drugbust",4],
                                            ["armybase",2],
                                            ["abandoned_trader",5],
                                            ["lumberjack",4],
                                            ["tankcolumn",4],
                                            ["macdonald",5],
                                            ["radioshack",4],
                                            ["junkyard",3]
                                        ];
            
            // 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","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","ChainSawB","ChainSawG","ChainSawP","ChainSawR"];
            
            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_items_crop_raider = ["ItemKiloHemp"];
            crate_items_gem_tower = ["ItemRuby","ItemEmerald","ItemSapphire"];

            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                = false;        // use static mission file
            custom_per_world            = false;        // use a custom mission file per world

        /* END STATIC MISSIONS CONFIG */

        WAIconfigloaded = true;

    };

     

    Server RTP

    Spoiler

    =====================================================================
    == D:\Epoch Server\arma2oaserver.exe
    == "arma2oaserver.exe"  -port=2302 "-config=instance_11_Chernarus\config.cfg" "-cfg=instance_11_Chernarus\basic.cfg" "-profiles=instance_11_Chernarus" -name=instance_11_Chernarus "-mod=@DayZOverwatch;@DayZ_Epoch;@DayZ_Overwatch_Server;"
    =====================================================================
    Exe timestamp: 2015/12/28 01:35:13
    Current time:  2016/02/26 00:05:34

    Version 1.63.131129
    Item STR_EQUIP_NAME_41 listed twice
    Item STR_EQUIP_DESC_41 listed twice
    Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
    File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
    Unsupported language English in stringtable
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
            <English>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
            <Italian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
            <Spanish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
            <French>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
            <Czech>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
            <Russian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
            <Polish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
            <Hungarian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
        </Key>
        <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
          <German>Compact assault rifle with silenced grenade launcher&lt'
    Item STR_VIL_DN_BS1 listed twice
    Item STR_AUTHOR_VILAS listed twice
    Item STR_VIL_EASTERN listed twice
    Item STR_VIL_WEAPONS listed twice
    Item str_dss_10rnd_vss listed twice
    Item str_dss_20rnd_vss listed twice
    Item str_dn_20rnd_9x39_sp5_vss listed twice
    Item str_dn_ak_107_gl_pso listed twice
    Item str_dn_ak_107_kobra listed twice
    Item str_dn_M40A3 listed twice
    Item str_dn_rpk_74 listed twice
    Item str_ep1_dn_fn_fal listed twice
    Updating base class ->NonStrategic, by ca\config.bin/CfgVehicles/HouseBase/
    Updating base class ->HouseBase, by ca\config.bin/CfgVehicles/Ruins/
    Updating base class ->DestructionEffects, by ca\config.bin/CfgVehicles/House/DestructionEffects/
    Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
    Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
    Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
    Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
    Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
    Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
    Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
    Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
    Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
    Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
    Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
    Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
    Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
    Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
    Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
    Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
    Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
    Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
    Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
    Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
    Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
    Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
    Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
    Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
    Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
    Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
    Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
    Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
    Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
    Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
    Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
    Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
    Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
    Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
    Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
    Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
    Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
    Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
    Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
    Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
    Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
    Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
    Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
    Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
    Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
    Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
    Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
    Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
    Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
    Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
    Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
    Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
    Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
    Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
    Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
    Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
    Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
    Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
    Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
    Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
    Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
    Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
    Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
    Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
    Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
    Updating base class ReammoBox->Small_items, by corepatch\corepatch_additionalobjects\config.cpp/CfgVehicles/CardboardBox/
    Updating base class ->Mode_FullAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/FullAuto/
    Updating base class ->Mode_SemiAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/Single/
    Updating base class CA_Magazine->4000Rnd_762x51_M134, by corepatch\corepatch_ccp_71142_cit_13602_25047\config.cpp/CfgMagazines/2000Rnd_762x51_M134/
     0:05:39 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303
     0:05:40 Connected to Steam servers
     0:05:43 Server error: Player without identity Jyggs (id XXXXXXXXX)

     0:05:43 Server error: Player without identity Jyggs (id XXXXXXXXX)

     0:05:43 Server error: Player without identity Jyggs (id XXXXXXXXX)

     0:05:43 Server error: Player without identity Jyggs (id XXXXXXXXX)

     0:05:43 Server error: Player without identity Jyggs (id XXXXXXXXX)

     0:05:43 Server error: Player without identity Jyggs (id XXXXXXXXX)
     0:05:59 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
     0:06:02 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
     0:06:02 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
     0:06:02 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
     0:06:02 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
     0:06:05 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
     0:06:05 "DayZ Epoch: MPframework inited"
     0:06:07 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:07 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:06:16 BIKE: loading version 2.5.1 ...
     0:06:16 BIKE: adding bike to safe vehicle list...
     0:06:17 "Admin Tools: config.sqf loaded"
     0:06:17 "Admin Tools: variables.sqf loaded"
     0:06:17 "Res3tting B!S effects..."
     0:06:17 No owner
     0:06:17 Cannot create non-ai vehicle as_Land_Lamp_Small_EP1,
     0:06:17 No owner
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\misc\pallets_column.p3d: No geometry and no visual shape
     0:06:17 ca\misc\pallets_column.p3d: No geometry and no visual shape
     0:06:17 ca\misc\pallets_column.p3d: No geometry and no visual shape
     0:06:17 ca\misc\pallets_column.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 No owner
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:18 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
     0:06:18 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
     0:06:18 "HIVE: Starting"
     0:06:18 "HIVE: trying to get objects"
     0:06:18 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:18 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     0:06:18 "HIVE: found 309 objects"
     0:06:18 "HIVE: Commence Object Streaming..."
     0:06:19 "HIVE: got 0 Epoch Objects and 309 Vehicles"
     0:06:20 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
     0:06:20 UH1Y_DZE: ObsGun - unknown animation source ObsGun
     0:06:20 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
     0:06:20 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
     0:06:22 "HIVE: Vehicle Spawn limit reached!"
     0:06:22 "HIVE: Spawning # of Debris: 200"
     0:06:22 "HIVE: Spawning # of Ammo Boxes: 3"
     0:06:22 "HIVE: Spawning # of Veins: 50"
     0:06:22 "Total Number of spawn locations 0"
     0:06:22 "[DZAI] Initializing DZAI version 2.2.1 Release Build 20141208 using base path z\addons\dayz_server\DZAI."
     0:06:22 "[DZAI] Reading DZAI configuration file."
     0:06:22 "[DZAI] DZAI configuration file loaded."
     0:06:22 "[DZAI] Compiling DZAI functions."
     0:06:22 "[DZAI] DZAI functions compiled."
     0:06:22 "[DZAI] Epoch classnames loaded."
     0:06:22 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. WorldName: chernarus. ModName: epoch (Ver: 1.0.5.1). DZAI_dynamicWeaponList: true. VerifyTables: true."
     0:06:22 "[DZAI] AI spawn settings: Static: true. Dynamic: true. Random: false. Air: true. Land: true."
     0:06:22 "[DZAI] AI settings: DZAI_findKiller: true. DZAI_useHealthSystem: true. DZAI_weaponNoise: false. DZAI_zombieEnemy: false."
     0:06:22 "[DZAI] DZAI loading completed in 0.0330009 seconds."
     0:06:23 "EPOCH EVENTS INIT"
     0:06:23 "DEBUG: Too many at [4487.73,8247.12]"
     0:06:26 "DEBUG VEIN: Too many objects at [4828.18,7472.88]"
     0:06:26 "DEBUG VEIN: Too many objects at [11974,7086.84]"
     0:06:29 Warning Message: Script z\addons\dayz_server\WAI\customsettings.sqf not found
     0:06:29 "WAI: AI Config File Loaded"
     0:06:30 "WAI: AI Monitor Started"
     0:06:30 "WAI: Initialising missions"
     0:06:35 Server: Object 3:14 not found (message 94)
     0:06:35 "TIME SYNC: Local Time set to [2013,8,3,9,6]"
     0:06:36 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end
     0:06:44 "[DZAI] Verified 194 unique classnames in 9.852 seconds."
     0:06:44 "Chernarus spawn areas loaded."
     0:06:44 "Chernarus static spawn configuration loaded."
     0:07:14 No owner
     0:07:23 [DZMS]: Starting DayZ Mission System.
     0:07:23 [DZMS]: DZAI Found! Using DZAI's Relations!
     0:07:23 [DZMS]: WickedAI Found! Using WickedAI's Relations!
     0:07:23 [DZMS]: Multiple Relations Detected! Unwanted AI Behaviour May Occur!
     0:07:23 [DZMS]: If Issues Arise, Decide on a Single AI System! (DayZAI, SargeAI, or WickedAI)
     0:07:23 [DZMS]: Currently Running Version: 1.1FIN
     0:07:23 [DZMS]: Mission and Extended Configuration Loaded!
     0:07:23 [DZMS]: chernarus Detected. Map Specific Settings Adjusted!
     0:07:23 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!
     0:07:23 [DZMS]: Loading ExecVM Functions.
     0:07:23 [DZMS]: Loading Compiled Functions.
     0:07:23 [DZMS]: Loading All Other Functions.
     0:07:23 [DZMS]: Mission Functions Script Loaded!
     0:07:23 [DZMS]: Major Mission Clock Starting!
     0:07:23 [DZMS]: Minor Mission Clock Starting!
     0:07:23 [DZMS]: Mission Marker Loop for JIPs Starting!

     

  15. This is a quick and dirty trader city I made yesterday while I was playing around with the 3D Editor.  I was bored of having the default 3 trader cities on Chernarus so I started looking for alternate places to make them. Found a neat spot on Kozlovka that was good enough to make the trader city and it's spot on the map is pretty centric to Zelenogorsk, Balota, Cherno, and other towns. I've decided to share it here on the forums just for fun and also in case someone wants a neat trader city file. You are free to use it on your own server..... just make sure to credit me ok.  :wink:

    Screenshots:

    Spoiler

    http://imgur.com/a/gQY4v

    Oh did I mention it has a road too...?

    Video:

    Installation:

    Spoiler

    1) Download or Copy the SQF file Here.

    2) Open your Server PBO and make a folder named Traders and paste the SQF file in there.

    3) Now look for your server_functions.sqf file (Usually inside the Server PBO on the Init folder). Open it up on Notepad and add the following line at the very end.

    
    execVM "\z\addons\dayz_server\traders\trader_kozlovka.sqf";

    4) Save your server_functions.sqf file and repack your Server.PBO .

    ----------------------------------------------

    Adding Marker and Sensor:

    1) Open your mission.sqm file and look for class Markers. Now add your marker on the bottom of that class array. Like this example...

    
    class Item10
    		{
    			position[]={4703.6274,100,4696.1729};
    			name="TradercityKozlovka";
    			text="Kozlovka Trader Outpost";		//Name of the marker in map.
    			type="mil_circle";			// Marker type - a Circle
    			colorName="ColorBlack";			// Marker color in map.
    		};

    This is very important and applies to both the Marker and Sensor parts...... 

    A) Make sure your items=xx at the top of the class Markers array matches the amount of markers your files has. So add 1 to that number after adding this marker. (Ex. You had items=8 and you added this new marker or sensor... change it to items=9. Get it?)

    B) Remember to change the class Item10 to whatever number sequence your file needs. So for example if your last marker class ends with class Item5, make sure you change the new one to class Item6 to make them sequencial. Use logic.

     

    2) Change the type, text or color to anything you like.

    3) To add a sensor just scroll down until you see class Sensors. Now add the new sensor to the bottom of that array. Use this as an example. (Remember to use the same common sense as you did on the items amount for the Markers.)

    
    class Item5
    		{
    			position[]={4703.6274,300,4696.1729};
    			a=100;
    			b=100;
    			activationBy="WEST";
    			repeating=1;
    			interruptable=1;
    			age="UNKNOWN";
    			name="zonekozlovka";
    			expCond="(player distance zonekozlovka) < 100;";
    			expActiv="[""Kozlovka Trader Outpost"",true,""enter""] spawn player_traderCity;";  //Change ""Kozlovka blah blah"" to whatever you want to say
    			expDesactiv="[""Kozlovka Trader Outpost"",true,""leave""] spawn player_traderCity;"; //Same as above
    			class Effects
    			{
    			};
    		};

     

    --------------------------------------------

    Adding Traders:

    Just use these coordinates to add your own custom traders if you like. (This is not a step by step tutorial on how to add the traders... its just the coordinates for your own traders. :tongue: )

    Medical Trader -  [4683.7422, 4705.0562, 0.00012207031]  setDir 215.066853

    Supplies Trader -  [4675.7734, 4707.5376, 3.0517578e-005]  setDir 215.0967

    Food Trader -  [4687.7065, 4698.7725, 6.1035156e-005]  setDir 290.01744

    Weapons Trader -  [4696.9468, 4707.5117]   setDir 90.00745

    Ammo Trader -  [4696.7466, 4701.9502]  setDir 90.00745

    Car Trader -  [4726.6631, 4685.3999, -3.0517578e-005]  setDir 280.00123

    I guess I'm not missing anything...right? Have fun.

  16. 3 hours ago, TAF rocka said:

    you guys running overpoch? maybe I read it wrong but this gm is not compatible with overpoch

    It works on both Overpoch and OverPochIns.  Probably his problem is more related of having mods that uses the same files as DZGM and he needs to merge it. I had the same problem with a few mods myself and had to do extra work to get them working all together.

  17. 13 minutes ago, theduke said:

    this might help you achieve what you are looking for...Essentially all i did was copy the way the humanity was being called and changed the variable to cashmoney

     

    OK I got it working. Yeah I was using that exact line as my reference when I was trying to figure it out earlier. I got it working after a few trials and errors.

    Find this line:

    donn_heli_unitKill = {
            _unit = _this select 0;

    Add this below the _unit line:

    		_player = _this select 1;
    		_humanity = _player getVariable["humanity",0];  //Reads the player's current humanity count
    		_gain = _unit getVariable ["humanity",50];  //Sets Humanity reward value. 50 humanity per AI kill.

     

    Then Find this line...:

    if ({alive _x} count units group _unit == 0) then {donn_heliGrps = donn_heliGrps - [group _unit];};
    _unit setVariable ["cashMoney",50 + (round random 5) * 500,true];

     

    Now add this line right below:   (Note: make sure it's before the closing bracket for the donn_heli_unitKill = {  )

    //Humanity Reward
    if ({alive _x} count units group _unit == 0) then {donn_heliGrps = donn_heliGrps - [group _unit];};
    _player setVariable ["humanity",(_humanity + _gain),true];  //Player's Current Humanity + Humanity Reward per kill

     

    TheDuke, thanks a lot for your help.  Hope this helps anyone else that wants to add humanity rewards on kills.

  18. 8 hours ago, theduke said:

    This is not tested because i dont have this script, but this "should" work

    look for this line

    
    if ({alive _x} count units group _unit == 0) then {donn_heliGrps = donn_heliGrps - [group _unit];};
            _unit setVariable ["cashMoney",12500 + (round random 5) * 1000,true];

    add this bellow

    
    if ({alive _x} count units group _unit == 0) then {donn_heliGrps = donn_heliGrps - [group _unit];};
            _unit setVariable ["humanity",50,true];

    50 is the amount of humanity.

    Looking at it, the script should "get" your humanity first before adding any value.  I would suggest testing it first before putting it on a live server.

    let me know if it works or not

    No it's not working properly. I'm guessing because that line is used for the cashMoney reward, and the only way to get the coin reward is to actually loot the body (in my case "Check Wallet"). So maybe it's not working because it expects you to loot the body for "humanity"? I'm not sure myself, just making a guess why is not working.

    I was looking to a similar line on another script  (WAI 2.2.0) as a reference, but I cannot understand well how it works because it calls variables from another SQF file and it confuses me. 

  19. Hello

     

    Is there a way to change the GRIDREF in Stamina or add a Stamina Stat in this Statusbar? :)

     

    Use the "EPOCH_playerStamina" value instead of the one used for grid ref. Or you can define a _stamina variable and round it out so it always show numbers with no decimal places.....like this.

    _stamina = round (EPOCH_playerStamina);
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