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cheech

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Posts posted by cheech

  1. back to business...

     

     

    so what should i do now, should i install build vector 3, or 4?

     

    kann mir mal bitte einer sagen was hier gemeint wird?

     

     

    you would install the files meant to be used with plot 4 life, and you would skip the installation of the snap build pro since you already have that installed.

     

    have just gotten an mail from RimBlock 

     

     

    Unfortunately looking at build vectors, it has not been updated for A Plot for Life v2.4+  If you want to use build vectors and are not so conficdent in troubleshooting the sqf code yourself then probably better to stick with A Plot fo Life v2.34 (if already installed) or v2.35.

     

    which version should we use now, 3 or 4?

     

    thanks

  2. @dangeruss

    thanks again for calling me an asshole, nice language u learned.

     

    and you talking now in the name of SchwEde? Are you his Secretary?

     

    Wow...

     

    if it sounds like rude what i had typed to SchwEde,

     

    dann möchte ich mich mal dafür beim SchwEde dafür entschuldigen. War vielleicht falsch ausgedrückt, und ich hatte halt ne andere Antwort erwartet. Was ich erwartet habe, hatte ich bereits hier drüber schon 2x geschrieben.

     

    Bei dir entschuldige ich mich mal garned, erst betitelste mich als Kiffer und dann noch als Arschloch, wunderbar vielen Dank, Du mich auch mal!

  3. @dangeruss

     

    first of all, i am not taking any weed as you mentioned!

    i only like the movies and the actors, cause i am from the 80s!

     

    and then dude, i am also german and i have to translate it in my head first. sometimes i dont get it all.

     

    then we working now on this plot/vector/ etc..pp  stuff over 7 days / 8hrs per day.

     

    it ended up that we have to restore an older version.

     

    i am not an scripter / coder pro as you dangerruss, so i dont understand sometimes that scripting thing. but i have other skills you will never get...

     

    i am just a noob who tries to understand the whole thing!

     

    As u can see in my post #596 i told that we have currently installed plot4life 2.35 working with snap build pro 1.4.1 together with doormanagement 3.0

     

    you wrote: If you click the install directions, literally the very first thing you read

    "If you have not installed Rimblock's A Plot for Life v2.34, do so now (ignore the server_monitor.sqf file as I will cover it)."

     

    you just trying to confuse me more with that answer.

     

    a simple answer like, no, stay on your 2.35 or downgrade to 2.34 would be clear and enough!

     

    and what we have to do now with that build vector i also didt got it. i simply dont understand what you saying.

     

    maybe my english is not so professional as yours.

     

    a simple answer would be: yes, you have to install version 3, after that go to 4.

     

    or:

     

    no, you just can go directly over to install version 4.

     

    i just found that under Step 1:

    Download the following files from this link (Without Admin Build and Plot 4 Life): http://bitly.com/BuildVectorsV3

     

    what it means?  does it mean with plot 4 life, or without plot 4 life???

     

    thanks

  4. its allways the same way:

     

    Find a good Script

    Follow the Instructions

    Look for sqfs you already have customized and merge them together

    test if everything work

    struggle with problems? post in the support thread or make one

    enjoy :)

     

    this also didnt answer a single question of mine...

     

    i simply like to know which versions are working togehter!

    which versions you all use currently?

     

    1. is snap build pro 2.5  compatible to the rest of my desired addons?

    if so, i think that we can skip the installation of the included precise building 1.04 included in the build vector 3, cause its a part of the build vector 4 installation.

    we also can skip that precise building if we directly heading to the install of build vector 4.

     

    2. is build vector 4 just an update of the version 3?

    3. should we first install build vector 3, or can we directly go to build vector 4?

     

    simple questions, expecting simply answers ;-)

  5. you would install the files meant to be used with plot 4 life, and you would skip the installation of the snap build pro since you already have that installed.

    If you click the install directions, literally the very first thing you read

    "If you have not installed Rimblock's A Plot for Life v2.34, do so now (ignore the server_monitor.sqf file as I will cover it)."

     

    I write it again: ok, finally we have now restored  the plot4life 2.35 working with snap build pro 1.4.1 together with doormanagement 3.0

     

    your answer is completetly useless and nonesense

  6. ok, finally we have now restored  the plot4life 2.35 working with snap build pro 1.4.1 together with doormanagement 3.0

     

    what should be our next step?

     

    is this build vector 4 compatible to ap4l 2.5?  should we update to 2.5 first? or is the 2.35 quite enough?

     

    when we install this build vector, should we begin with the legacy install of version 3, or can we go directly to the 4 version?

     

    next thing is, that the precise building 1.04 which is included in the build vector 3 step, is also included in the a plot 4 life 2.5, as RimBlock told me today..

     

    go on SchwEde ;-) :D

  7. hi,

     

    we run an GTX Gaming Server with Supported Infistar. so we do NOT have full access to the whole AH and AHConfig file... only fragments of it.

     

    as i can see, this script is implemented also on our server. we can call it by F4

     

    where can i find this base_manager.sqf on our ftp? if it is there?

     

    then i like to know how to keep the saved structures in database, when using a plot4life. 

     

    1. i used to build the p4l pole after my save of the structure into database. after that, all the structures got deleted from database. dunno why...they simply vanish. 

    2. then i tried to place an plot4life pole first, next spawn the prebuild base around it, place the center/radius, hit save to db, but if i do that, this save option saves 0 items up to db.. 

    what can we do? 

  8. @SchwEde - 

     

    thats exactly what i am trying to do the last steps...

     

    but i got lost, when installing the vector build.

     

    5mins ago i was on chainsaw´s server.  he showed me how perfect the vector build works...

     

    now i am imprssed and like to get this to work to...

     

    so i check now what i have installed with the vector and remove that..

     

    after that i try to merge that stuff...

     

    thanx

  9. This is what I did .. since I self host anyway . thanks to gigabit fiber net service .. I have  a test box here .. rebuilt from ground up , starting with P4L 2.4 , SnapPro and Vectors, then added Zuppa Coins, etc ..Since P4L and Snap Pro use so many of the files u need to edit for others.. gives u base to build off of.. better than fighting trying to install over and around the other way

     

    aha, yeah, thats exactly what i am trying now   

     

    i have 3.0 of zupas coin system, not that old 2.5.  and i stuck now with BuildVectors 4...

     

    and, btw, is there just a simple flag to disable the paying for maintenance in some file?

     

    thx!

  10. >?? either zupa single currency 3.0 or Souls .. Souls if you use config based traders ..don't .. zupa is based off of config based traders .. people used to banks will complain no bank .. but some people complain all the time . so ... :rolleyes: 

     

     

     

    whut?

     

    didnt get it what u mean.

     

    i have zsc 3.0

     

    can i use somehow coins to pay the maintenance instead of the 10oz gold???

  11. @SchwEde - oh yeah, hm...

    i am not a coder nor a scripter. i did it all myself. my only know ledge about all that, is only that what i have learned in the past 3 weeks ;-) (i am only an system admin / networks)

    i just did that copy - paste thing as described in all the installations guides of the addons.

    what i was trying was:

    i only want to use our own custom files.

    because each addon was using his own custom files, and did not respect our custom files, where we just have alot of other scripts installed.

    if i would use them, all our previous addons wont work anymore.

     

    first i started with snapbuild pro 1.4. after that i was going to "a plot 4 life 2.34 / 2.5". in that i saw that the snap build pro1.4.1 is installed by side with this. next step was that i was going  to the install of the BuildVectors 4 which comes with  Precise Base Building 1.04. the next step was the admin build .. i did that step by step, and compared all the custom files of them, and merged them in mine. then i corrected the folder paths and landed here :-)

     

    my start point was here 

     

    next steps would be to install the achmed´s indestructable items and then, finally zupa´s doormanagement 3.0

     

    so what should i do  now, can i simply remove your mentioned variables above, or replace them to somewhere away from the "else" part in the same file? i have a look now at the player_build and this compiles.sqf

     

    btw, good morning, we have now  the sun eclipse here over europe ;-)

     

    cheers

  12. @SchwEde- thanxx for your very fast response :-)

     

    hm, seems that the files hooked up correct

     

    here´s my compiles.sqf

     

    /*
    FUNCTION COMPILES
    */
    //Player only
    if (!isDedicated) then {
    
    "filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
    
    BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
    player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
    player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
    fnc_usec_damageActions = compile preprocessFileLineNumbers "custom\fn_damageActions.sqf"; //Checks which actions for nearby casualty
    fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
    fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; //Checks which actions for self
    fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
    player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
    player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
    player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
    player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
    player_dumpBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";
    building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
    building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
    
    dayz_spaceInterrupt = compile preprocessFileLineNumbers "Custom\Snap_Pro\dayz_spaceInterrupt.sqf";
    player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre && audial rating
    player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
    player_packTent = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Compile\player_packTent.sqf";
    player_packVault = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Compile\player_packVault.sqf";
    player_unlockVault = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Compile\player_unlockVault.sqf";
    
    player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
    player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";
    
    
    
    player_removeTankTrap = {
    //Object Array, Range, Error Message (@Skaronator)
    [["Hedgehog_DZ"], 1,"STR_EPOCH_ACTIONS_14"] call player_removeNearby;
    };
    player_removeNet = {
    [["DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ"], 5,"str_epoch_player_8"] call player_removeNearby;
    };
    
    player_login = {
    private ["_unit","_detail","_PUID"];
    _unit = _this select 0;
    _detail = _this select 1;
    _PUID = [player] call FNC_GetPlayerUID;
    if(_unit == _PUID) then {
    player setVariable["publish",_detail];
    };
    };
    
    player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
    player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";
    player_lockVault = compile preprocessFileLineNumbers "custom\player_lockVault.sqf";
    player_updateGui = compile preprocessFileLineNumbers "custom\player_updateGui.sqf";
    player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
    player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
    player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
    player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
    player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
    world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
    world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
    player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
    player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
    player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
    player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
    fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";
    
    //Objects
    object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
    object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
    object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
    
    local_roadDebris = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";
    
    //Zombies
    zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
    zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
    zombie_generate = compile preprocessFileLineNumbers "WalkingDead\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour
    wild_spawnZombies = compile preprocessFileLineNumbers "WalkingDead\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviour
    
    pz_attack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";
    
    dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";
    
    //actions
    player_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";
    player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
    player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
    player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
    player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
    player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
    player_tentPitch = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\tent_pitch.sqf";
    player_vaultPitch = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\vault_pitch.sqf";
    player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
    player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";
    player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
    player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
    player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
    player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
    player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
    
    if (DZE_modularBuild) then {
    player_build = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\modular_build.sqf";
    player_build_countNearby = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_countNearby.sqf";
    player_build_states = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_states.sqf";
    player_build_needNearby = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_needNearby.sqf";
    player_build_getConfig = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_getConfig.sqf";
    player_build_plotCheck = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_plotCheck.sqf";
    player_build_buildReq = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_buildReq.sqf";
    player_build_create = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_create.sqf";
    player_build_controls = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_controls.sqf";
    player_build_publish = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_publish.sqf";
    DZE_snap_build_file = "Custom\Snap_Pro\snap_build.sqf"; // Set as a global variable as it is also referenced in snapbuild.sqf
    snap_build = compile preprocessFileLineNumbers DZE_snap_build_file;
    } else {
    player_build = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build.sqf";
    fnc_SetPitchBankYaw = compile preprocessFileLineNumbers "Custom\BuildVectors\fnc_SetPitchBankYaw.sqf";
    DZE_build_vector_file = "Custom\BuildVectors\build_vectors.sqf";
    build_vectors = compile preprocessFileLineNumbers DZE_build_vector_file;
    };
    FNC_check_owner = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Compile\fn_check_owner.sqf";
    
    player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
    object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
    player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
    player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
    player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
    player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";
    
    player_plotPreview = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\object_showPlotRadius.sqf";
    player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";
    
    
    //ui
    player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf";
    player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";
    player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
    ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
    ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";
    
    //System
    player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";
    player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";
    player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
    onPreloadStarted "dayz_preloadFinished = false;";
    onPreloadFinished "dayz_preloadFinished = true;";
    
    // helper functions
    player_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";
    player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";
    player_removeItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";
    //Trader ["Trader City Name",false,"enter"] - Trader City Name | Show Message | "enter" || "leave"
    player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";
    
    // combination of check && remove items
    player_checkAndRemoveItems = {
    private ["_items","_b"];
    _items = _this;
    _b = _items call player_checkItems;
    if (_b) then {
    _b = _items call player_removeItems;
    };
    _b
    };
    
    dayz_HungerThirst = {
    dayz_hunger = dayz_hunger + (_this select 0);
    dayz_thirst = dayz_thirst + (_this select 1);
    };
    
    epoch_totalCurrency = {
    // total currency
    _total_currency = 0;
    {
    _part = (configFile >> "CfgMagazines" >> _x);
    _worth = (_part >> "worth");
    if isNumber (_worth) then {
    _total_currency = _total_currency + getNumber(_worth);
    };
    } count (magazines player);
    _total_currency
    };
    
    epoch_itemCost = {
    _trade_total = 0;
    {
    _part_in_configClass = configFile >> "CfgMagazines" >> (_x select 0);
    if (isClass (_part_in_configClass)) then {
    _part_inWorth = (_part_in_configClass >> "worth");
    if isNumber (_part_inWorth) then {
    _trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1));
    };
    };
    } count _this;
    
    //diag_log format["DEBUG TRADER ITEMCOST: %1", _this];
    _trade_total
    };
    
    epoch_returnChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf";
    // usage [["partinclassname",4]] call epoch_returnChange;
    
    dayz_losChance = {
    private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
    _agent = _this select 0;
    _dis = _this select 1;
    _maxDis = _this select 2;
    // diag_log ("VAL: " + str(_this));
    _val = (_maxDis - _dis) max 0;
    _maxExp = ((exp 2) * _maxDis);
    _myExp = ((exp 2) * (_val)) / _maxExp;
    _myExp = _myExp * 0.7;
    _myExp
    };
    
    ui_initDisplay = {
    private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];
    disableSerialization;
    _display = uiNamespace getVariable 'DAYZ_GUI_display';
    _control = _display displayCtrl 1204;
    _control ctrlShow false;
    if (!r_player_injured) then {
    _ctrlBleed = _display displayCtrl 1303;
    _ctrlBleed ctrlShow false;
    };
    if (!r_fracture_legs && !r_fracture_arms) then {
    _ctrlFracture = _display displayCtrl 1203;
    _ctrlFracture ctrlShow false;
    };
    _ctrlDogFoodBorder = _display displayCtrl 1501;
    _ctrlDogFoodBorder ctrlShow false;
    _ctrlDogFood = _display displayCtrl 1701;
    _ctrlDogFood ctrlShow false;
    
    _ctrlDogWaterBorder = _display displayCtrl 1502;
    _ctrlDogWaterBorder ctrlShow false;
    _ctrlDogWater = _display displayCtrl 1702;
    _ctrlDogWater ctrlShow false
    };
    
    dayz_losCheck = {
    private["_target","_agent","_cantSee"];
    _target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
    _agent = _this select 1;
    _cantSee = true;
    if (!isNull _target) then {
    
    _tPos = visiblePositionASL _target;
    _zPos = visiblePositionASL _agent;
    
    _tPos set [2,(_tPos select 2)+1];
    _zPos set [2,(_zPos select 2)+1];
    
    if ((count _tPos > 0) && (count _zPos > 0)) then {
    _cantSee = terrainIntersectASL [_tPos, _zPos];
    if (!_cantSee) then {
    _cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];
    };
    };
    };
    _cantSee
    };
    
    dayz_equipCheck = {
    private ["_empty", "_needed","_diff","_success"];
    _config = _this;
    _empty = [player] call BIS_fnc_invSlotsEmpty;
    _needed = [_config] call BIS_fnc_invSlotType;
    _diff = [_empty,_needed] call BIS_fnc_vectorDiff;
    
    _success = true;
    {
    if (_x > 0) then {_success = false};
    } count _diff;
    hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];
    _success
    };
    
    vehicle_gear_count = {
    private["_counter"];
    _counter = 0;
    {
    _counter = _counter + _x;
    } count _this;
    _counter
    };
    
    player_tagFriendlyMsg = {
    if(player == (_this select 0)) then {
    cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"];
    };
    };
    
    player_serverModelChange = {
    private["_object","_model"];
    _object = _this select 0;
    _model = _this select 1;
    if (_object == player) then {
    _model call player_switchModel;
    };
    };
    
    player_guiControlFlash = {
    private["_control"];
    _control = _this;
    if (ctrlShown _control) then {
    _control ctrlShow false;
    } else {
    _control ctrlShow true;
    };
    };
    
    gearDialog_create = {
    private ["_i","_dialog"];
    if (!isNull (findDisplay 106)) then {
    (findDisplay 106) closeDisplay 0;
    };
    openMap false;
    closeDialog 0;
    if (gear_done) then {sleep 0.001;};
    player action ["Gear", player];
    if (gear_done) then {sleep 0.001;};
    _dialog = findDisplay 106;
    _i = 0;
    while {isNull _dialog} do {//DO NOT CHANGE TO A FOR LOOP!
    _i = _i + 1;
    _dialog = findDisplay 106;
    if (gear_done) then {sleep 0.001;};
    if (_i in [100,200,299]) then {
    closeDialog 0;
    player action ["Gear", player];
    };
    if (_i > 300) exitWith {};
    };
    if (gear_done) then {sleep 0.001;};
    _dialog = findDisplay 106;
    if ((parseNumber(_this select 0)) != 0) then {
    ctrlActivate (_dialog displayCtrl 157);
    if (gear_done) then {
    waitUntil {ctrlShown (_dialog displayCtrl 159)};
    sleep 0.001;
    };
    };
    _dialog
    };
    
    gear_ui_offMenu = {
    private["_control","_parent","_menu"];
    disableSerialization;
    _control = _this select 0;
    _parent = findDisplay 106;
    if (!(_this select 3)) then {
    for "_i" from 0 to 9 do {
    _menu = _parent displayCtrl (1600 + _i);
    _menu ctrlShow false;
    };
    _grpPos = ctrlPosition _control;
    _grpPos set [3,0];
    _control ctrlSetPosition _grpPos;
    _control ctrlShow false;
    _control ctrlCommit 0;
    };
    };
    
    dze_surrender_off = {
    player setVariable ["DZE_Surrendered", false, true];
    DZE_Surrender = false;
    };
    
    gear_ui_init = {
    private["_control","_parent","_menu","_dspl","_grpPos"];
    disableSerialization;
    _parent = findDisplay 106;
    _control = _parent displayCtrl 6902;
    for "_i" from 0 to 9 do {
    _menu = _parent displayCtrl (1600 + _i);
    _menu ctrlShow false;
    };
    _grpPos = ctrlPosition _control;
    _grpPos set [3,0];
    _control ctrlSetPosition _grpPos;
    _control ctrlShow false;
    _control ctrlCommit 0;
    };
    
    dayz_eyeDir = {
    private["_vval","_vdir"];
    _vval = (eyeDirection _this);
    _vdir = (_vval select 0) atan2 (_vval select 1);
    if (_vdir < 0) then {_vdir = 360 + _vdir};
    _vdir
    };
    
    DZE_getModelName = {
    _objInfo = toArray(str(_this));
    _lenInfo = count _objInfo - 1;
    _objName = [];
    _i = 0;
    // determine where the object name starts
    {
    if (58 == _objInfo select _i) exitWith {};
    _i = _i + 1;
    } count _objInfo;
    _i = _i + 2; // skip the ": " part
    for "_k" from _i to _lenInfo do {
    _objName set [(count _objName), (_objInfo select _k)];
    };
    _objName = toLower(toString(_objName));
    _objName
    };
    
    dze_isnearest_player = {
    private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"];
    if(!isNull _this) then {
    _nearPlayers = _this nearEntities ["CAManBase", 12];
    _playerNear = ({isPlayer _x} count _nearPlayers) > 1;
    _notClosest = false;
    if (_playerNear) then {
    // check if another player is closer
    _playerDistance = player distance _this;
    {
    if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };
    } count _nearPlayers;
    };
    } else {
    _notClosest = false;
    };
    _notClosest
    };
    
    // trader menu code
    if (DZE_ConfigTrader) then {
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf";
    }else{
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf";
    };
    // recent murders menu code
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";
    
    //This is still needed but the fsm should terminate if any errors pop up.
    [] spawn {
    private["_timeOut","_display","_control1","_control2"];
    disableSerialization;
    _timeOut = 0;
    dayz_loadScreenMsg = "";
    diag_log "DEBUG: loadscreen guard started.";
    _display = uiNameSpace getVariable "BIS_loadingScreen";
    if (!isNil "_display") then {
    _control1 = _display displayctrl 8400;
    _control2 = _display displayctrl 102;
    };
    if (!isNil "dayz_DisplayGenderSelect") then {
    waitUntil {!dayz_DisplayGenderSelect};
    };
    
    // 120 sec timeout (12000 * 0.01)
    while { _timeOut < 12000 } do {
    if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };
    if (!isNil "_display") then {
    if ( isNull _display ) then {
    waitUntil { !dialog; };
    startLoadingScreen ["","RscDisplayLoadCustom"];
    _display = uiNameSpace getVariable "BIS_loadingScreen";
    _control1 = _display displayctrl 8400;
    _control2 = _display displayctrl 102;
    };
    
    if ( dayz_loadScreenMsg != "" ) then {
    _control1 ctrlSetText dayz_loadScreenMsg;
    dayz_loadScreenMsg = "";
    };
    
    _control2 ctrlSetText format["%1",round(_timeOut*0.01)];
    };
    
    _timeOut = _timeOut + 1;
    
    if (_timeOut >= 12000) then {
    1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];
    sleep 10;
    endLoadingScreen;
    endMission "END1";
    };
    
    sleep 0.01;
    };
    };
    
    dayz_meleeMagazineCheck = {
    private["_meleeNum","_magType"];
    _magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
    _meleeNum = ({_x == _magType} count magazines player);
    if (_meleeNum < 1) then {
    player addMagazine _magType;
    };
    };
    
    dayz_originalPlayer = player;
    
    progressLoadingScreen 0.8;
    };
    
    //Both
    BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
    BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";
    BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
    BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
    BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";
    
    fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
    fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage
    
    // object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage
    object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
    object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
    object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
    object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
    object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records && sets hit)
    object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
    // object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player || server to monitor changes in cargo contents
    fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
    fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
    // Vehicle damage fix
    vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
    vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
    //fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehicle
    fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
    fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
    fnc_isInsideBuilding2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding2;
    fnc_isInsideBuilding3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding3;
    dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
    vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
    local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (|| local to unit) when gutting an object
    local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle
    local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (|| local to unit) when gutting an object
    local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
    local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
    //player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player || server to monitor whether they have picked up a new weapon
    curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
    player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
    player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
    player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
    player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
    player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
    player_breaklegs = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";
    player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
    world_isDay = {if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}};
    player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
    spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
    spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";
    // player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
    FNC_GetPlayerUID = {
    private ["_object","_version","_PID"];
    _object = _this select 0;
    _version = productVersion select 3;
    if (DayZ_UseSteamID) then {
    _PID = GetPlayerUID _object;
    } else {
    if (_version >= 125548) then {
    _PID = call (compile "GetPlayerUIDOld _object");
    } else {
    _PID = GetPlayerUID _object;
    diag_log format["Your game version, %1, is less than the required for the old UID system; using Steam ID system instead. Update to 1.63.125548 (or latest steam beta)", _version];
    };
    };
    _PID
    };
    FNC_GetSetPos = { //DO NOT USE IF YOU NEED ANGLE COMPENSATION!!!!
    private "_pos";
    _thingy = _this select 0;
    _pos = getPosASL _thingy;
    if (surfaceIsWater _pos) then {
    _thingy setPosASL _pos;
    } else {
    _thingy setPosATL (ASLToATL _pos);
    };
    };
    FNC_GetPos = {
    private "_pos";
    if (isNil {_this select 0}) exitWith {[0,0,0]};
    _thingy = _this select 0;
    _pos = getPosASL _thingy;
    if !(surfaceIsWater _pos) then {
    _pos = ASLToATL _pos;
    };
    _pos
    };
    local_setFuel = {
    private["_qty","_vehicle"];
    _vehicle = _this select 0;
    _qty = _this select 1;
    _vehicle setFuel _qty;
    };
    zombie_initialize = {
    private ["_unit","_position"];
    _unit = _this select 0;
    if (isServer) then {
    _unit addEventHandler ["local", {_this call zombie_findOwner}];
    };
    _id = _unit addeventhandler["HandleDamage", { _this call local_zombieDamage }];
    _id = _unit addeventhandler["Killed", { [_this, "zombieKills"] call local_eventKill }];
    };
    
    dayz_EjectPlayer = {
    // check if player in vehicle
    private ["_noDriver","_vehicle","_inVehicle"];
    _vehicle = vehicle player;
    _inVehicle = (_vehicle != player);
    if(_inVehicle) then {
    _noDriver = ((_vehicle emptyPositions "driver") > 0);
    if (_noDriver && (speed _vehicle) != 0) then {
    player action [ "eject", _vehicle];
    };
    };
    };
    
    player_sumMedical = {
    private["_character","_wounds","_legs","_arms","_medical"];
    _character = _this;
    _wounds = [];
    if (_character getVariable["USEC_injured",false]) then {
    {
    if (_character getVariable[_x,false]) then {
    _wounds set [count _wounds,_x];
    };
    } count USEC_typeOfWounds;
    };
    _legs = _character getVariable ["hit_legs",0];
    _arms = _character getVariable ["hit_arms",0];
    _medical = [
    _character getVariable["USEC_isDead",false],
    _character getVariable["NORRN_unconscious", false],
    _character getVariable["USEC_infected",false],
    _character getVariable["USEC_injured",false],
    _character getVariable["USEC_inPain",false],
    _character getVariable["USEC_isCardiac",false],
    _character getVariable["USEC_lowBlood",false],
    _character getVariable["USEC_BloodQty",12000],
    _wounds,
    [_legs,_arms],
    _character getVariable["unconsciousTime",0],
    _character getVariable["messing",[0,0]]
    ];
    _medical
    };
    
    //Server Only
    if (isServer) then {
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
    } else {
    eh_localCleanup = {};
    };
    
    initialized = true;

  13. check the steps again and take a closer look at your variables.sqf

    nice tip, SchwEde!

    but i have no clue what to do in the variables.sqf...

    i still get those errors which i dont understand, nor to find them in my variables.sqf

    here´s my variables.sqf

    disableSerialization;
    if (isNil "DayZ_UseSteamID") then {
    	DayZ_UseSteamID = true;
    };
    //Model Variables
    Bandit1_DZ = 	"Bandit1_DZ";
    Bandit2_DZ = 	"Bandit2_DZ";
    BanditW1_DZ = 	"BanditW1_DZ";
    BanditW2_DZ = 	"BanditW2_DZ";
    Survivor1_DZ = 	"Survivor2_DZ";
    Survivor2_DZ = 	"Survivor2_DZ";
    SurvivorW2_DZ = "SurvivorW2_DZ";
    SurvivorW3_DZ = "SurvivorW2_DZ";
    Sniper1_DZ = 	"Sniper1_DZ";
    Camo1_DZ = 		"Camo1_DZ";
    Soldier1_DZ = 	"Soldier1_DZ";
    Rocket_DZ = 	"Rocket_DZ";
    
    AllPlayers = ["Survivor2_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWurban_DZ","SurvivorWsequishaD_DZ","SurvivorWsequisha_DZ","SurvivorWpink_DZ","SurvivorW3_DZ","SurvivorW2_DZ","Bandit1_DZ","Bandit2_DZ","BanditW1_DZ","BanditW2_DZ","Soldier_Crew_PMC","Sniper1_DZ","Camo1_DZ","Soldier1_DZ","Rocket_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ","Rocker4_DZ","Priest_DZ","Functionary1_EP1_DZ","GUE_Commander_DZ","Ins_Soldier_GL_DZ","Haris_Press_EP1_DZ","Pilot_EP1_DZ","RU_Policeman_DZ","pz_policeman","pz_suit1","pz_suit2","pz_worker1","pz_worker2","pz_worker3","pz_doctor","pz_teacher","pz_hunter","pz_villager1","pz_villager2","pz_villager3","pz_priest","Soldier_TL_PMC_DZ","Soldier_Sniper_PMC_DZ","Soldier_Bodyguard_AA12_PMC_DZ","Drake_Light_DZ","CZ_Special_Forces_GL_DES_EP1_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","FR_OHara_DZ","FR_Rodriguez_DZ","CZ_Soldier_Sniper_EP1_DZ","Graves_Light_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_CO_DZ","GUE_Soldier_2_DZ","TK_Special_Forces_MG_EP1_DZ","TK_Soldier_Sniper_EP1_DZ","TK_Commander_EP1_DZ","RU_Soldier_Crew_DZ","INS_Lopotev_DZ","INS_Soldier_AR_DZ","INS_Soldier_CO_DZ","INS_Bardak_DZ","INS_Worker2_DZ"];
    MeleeWeapons = ["MeleeFishingPole","MeleeCrowbar","MeleeBaseBallBatNails","MeleeBaseBallBatBarbed","MeleeBaseBallBat","Crossbow_DZ","MeleeSledge","MeleeMachete","MeleeHatchet_DZE"];
    gear_done = false;
    //Cooking
    meatraw = [
    	"FoodSteakRaw",
    	"FoodmeatRaw",
    	"FoodbeefRaw",
    	"FoodmuttonRaw",
    	"FoodchickenRaw",
    	"FoodrabbitRaw",
    	"FoodbaconRaw",
    	"ItemTrout",
    	"ItemSeaBass",
    	"ItemTuna"
    ];
    exceptionsraw = ["ItemTuna"];
    meatcooked = [
    	"FoodSteakCooked",
    	"FoodmeatCooked",
    	"FoodbeefCooked",
    	"FoodmuttonCooked",
    	"FoodchickenCooked",
    	"FoodrabbitCooked",
    	"FoodbaconCooked",
    	"ItemTroutCooked",
    	"ItemSeaBassCooked",
    	"ItemTunaCooked"
    ];
    //Eating
    no_output_food = ["FoodMRE", "FoodPistachio", "FoodNutmix","FoodBioMeat"]+meatcooked+meatraw;
    
    // Food with increased chance for infection.
    badfood = ["FoodBioMeat","FoodCanUnlabeled"];
    
    food_with_output=[
    	"FoodCanBakedBeans",
    	"FoodCanSardines",
    	"FoodCanFrankBeans",
    	"FoodCanPasta",
    	"FoodCanGriff",
    	"FoodCanBadguy",
    	"FoodCanBoneboy",
    	"FoodCanCorn",
    	"FoodCanCurgon",
    	"FoodCanDemon",
    	"FoodCanFraggleos",
    	"FoodCanHerpy",
    	"FoodCanOrlok",
    	"FoodCanPowell",
    	"FoodCanTylers",
    	"FoodCanUnlabeled"
    ];
    
    food_output = [
    	"TrashTinCan",
    	"TrashTinCan",
    	"TrashTinCan",
    	"TrashTinCan",
    	"FoodCanGriffEmpty",
    	"FoodCanBadguyEmpty",
    	"FoodCanBoneboyEmpty",
    	"FoodCanCornEmpty",
    	"FoodCanCurgonEmpty",
    	"FoodCanDemonEmpty",
    	"FoodCanFraggleosEmpty",
    	"FoodCanHerpyEmpty",
    	"FoodCanOrlokEmpty",
    	"FoodCanPowellEmpty",
    	"FoodCanTylersEmpty",
    	"FoodCanUnlabeledEmpty"
    ];
    //Drinking
    no_output_drink = ["ItemWaterbottle", "ItemWaterbottleBoiled"];
    drink_with_output = [
    	"ItemSoda",  //just to define item for ItemSodaEmpty
    	"ItemSodaRbull",
    	"ItemSodaOrangeSherbet",
    	"ItemSodaCoke",
    	"ItemSodaPepsi",
    	"ItemSodaMdew",
    	"ItemSodaMtngreen",
    	"ItemSodaR4z0r",
    	"ItemSodaClays",
    	"ItemSodaSmasht",
    	"ItemSodaDrwaste",
    	"ItemSodaLemonade",
    	"ItemSodaLvg",
    	"ItemSodaMzly",
    	"ItemSodaRabbit"
    ];
    drink_output = [
    	"ItemSodaEmpty",
    	"ItemSodaEmpty",
    	"ItemSodaEmpty",
    	"ItemSodaCokeEmpty",
    	"ItemSodaPepsiEmpty",
    	"ItemSodaMdewEmpty",
    	"ItemSodaMtngreenEmpty",
    	"ItemSodaR4z0rEmpty",
    	"ItemSodaClaysEmpty",
    	"ItemSodaSmashtEmpty",
    	"ItemSodaDrwasteEmpty",
    	"ItemSodaLemonadeEmpty",
    	"ItemSodaLvgEmpty",
    	"ItemSodaMzlyEmpty",
    	"ItemSodaRabbitEmpty"
    ];
    boil_tin_cans = [
    	"TrashTinCan",
    	"FoodCanGriffEmpty",
    	"FoodCanBadguyEmpty",
    	"FoodCanBoneboyEmpty",
    	"FoodCanCornEmpty",
    	"FoodCanCurgonEmpty",
    	"FoodCanDemonEmpty",
    	"FoodCanFraggleosEmpty",
    	"FoodCanHerpyEmpty",
    	"FoodCanOrlokEmpty",
    	"FoodCanPowellEmpty",
    	"FoodCanTylersEmpty",
    	"FoodCanUnlabeledEmpty",
    	"ItemSodaEmpty",
    	"ItemSodaCokeEmpty",
    	"ItemSodaPepsiEmpty",
    	"ItemSodaMdewEmpty",
    	"ItemSodaMtngreenEmpty",
    	"ItemSodaR4z0rEmpty",
    	"ItemSodaClaysEmpty",
    	"ItemSodaSmashtEmpty",
    	"ItemSodaDrwasteEmpty",
    	"ItemSodaLemonadeEmpty",
    	"ItemSodaLvgEmpty",
    	"ItemSodaMzlyEmpty",
    	"ItemSodaRabbitEmpty"
    ];
    
    dayz_combination = "";
    dayz_humanitytarget = "";
    dayz_combatLog = "";
    canRoll = true;
    
    canbuild = true;
    
    //Hunting Variables
    dayZ_partClasses = [
    	"PartFueltank",
    	"PartWheel",
    	//"PartGeneric",	//No need to add, it is default for everything
    	"PartEngine"
    ];
    dayZ_explosiveParts = [
    	"palivo",
    	"motor"
    ];
    //Survival Variables
    SleepFood =				2160; //minutes (48 hours)
    SleepWater =			1440; //minutes (24 hours)
    SleepTemperatur	= 		90 / 100;	//Firs Value = Minutes untill Player reaches the coldest Point at night (without other effects! night factor expected to be -1)			//TeeChange
    
    //Server Variables
    allowConnection = 		false;
    isSinglePlayer =		false;
    PVDZE_serverObjectMonitor = [];
    PlayerDeaths = [];
    
    //Streaming Variables (player only)
    dayz_Locations = [];
    dayz_locationsActive = [];
    
    //GUI
    Dayz_GUI_R = 0.38; // 0.7
    Dayz_GUI_G = 0.63; // -0.63
    Dayz_GUI_B = 0.26; // -0.26
    if (isNil "Dayz_Dark_UI") then {
    	Dayz_Dark_UI = false;
    };
    
    //Player self-action handles
    dayz_resetSelfActions = {
    	s_player_fire =			-1;
    	s_player_cook =			-1;
    	s_player_boil =			-1;
    	s_player_fireout =		-1;
    	s_player_butcher =		-1;
    	s_player_packtent = 	-1;
    	s_player_packvault = 	-1;
    	s_player_lockvault = 	-1;
    	s_player_unlockvault = 	-1;
    	s_player_fillwater =	-1;
    	s_player_fillwater2 = 	-1;
    	s_player_fillfuel = 	-1;
    	s_player_grabflare = 	-1;
    	s_player_dropflare =	-1;
    	s_player_callzombies = 	-1;
    	s_player_showname = 	-1;
    	s_player_debuglootpos = 	-1;
    	s_player_pzombiesattack = 	-1;
    	s_player_pzombiesvision =	-1;
    	s_player_pzombiesfeed = 	-1;
    	s_player_removeflare = 	-1;
    	s_player_painkiller =	-1;
    	s_player_studybody = 	-1;
    	s_player_tamedog =		-1;
    	s_player_madsci_crtl =	-1;
    	s_player_parts_crtl =	-1;
    	s_build_Sandbag1_DZ = 	-1;
    	s_build_Hedgehog_DZ =	-1;
    	s_build_Wire_cat1 =		-1;
    	s_player_deleteBuild =	-1;
    	s_player_forceSave = 	-1;
    	s_player_checkGear = 	-1;
    	s_player_flipveh = 		-1;
    	s_player_stats =		-1;
    	s_player_sleep =		-1;
    	s_player_movedog =		-1;
    	s_player_speeddog =		-1;
    	s_player_calldog = 		-1;
    	s_player_feeddog = 		-1;
    	s_player_waterdog = 	-1;
    	s_player_staydog = 		-1;
    	s_player_trackdog = 	-1;
    	s_player_barkdog = 		-1;
    	s_player_warndog = 		-1;
    	s_player_followdog = 	-1;
    	s_player_repair_crtl =  -1;
    	s_player_information =  -1;
    	s_player_fuelauto    =  -1;
    	s_player_fuelauto2    =  -1;
    	s_player_fillgen	 =  -1;
    	s_player_upgrade_build	 =  -1;
    	s_player_maint_build	 =  -1;
    	s_player_downgrade_build	 =  -1;
    	s_player_towing		 =  -1;
    	s_halo_action =         -1;
    	s_player_SurrenderedGear = -1;
    	s_player_maintain_area = -1;
    	s_player_maintain_area_preview = -1;
    	s_player_heli_lift = -1;
    	s_player_heli_detach = -1;
    	s_player_lockUnlock_crtl = -1;
    	s_player_toggleSnap = -1;
        s_player_toggleSnapSelect = -1;
        s_player_toggleSnapSelectPoint=[];
        snapActions = -1;
    	s_player_plot_boundary_on = -1;
    	s_player_plot_boundary_off = -1;
    	s_player_plot_take_ownership = -1;
    };
    call dayz_resetSelfActions;
    
    //Engineering variables
    s_player_lastTarget =	[objNull,objNull,objNull,objNull,objNull];
    s_player_repairActions = [];
    s_player_lockunlock = [];
    
    // Custom
    s_player_madsci 		= 	[];
    s_player_parts 			= 	[];
    s_player_combi 			= 	[];
    
    //Modular player_build
    snapGizmos = [];
    snapGizmosNearby = [];
    
    //Initialize Medical Variables
    r_interrupt = 			false;
    r_doLoop = 				false;
    r_self = 				false;
    r_self_actions = 		[];
    r_drag_sqf = 			false;
    r_action = 				false;
    r_action_unload = 		false;
    r_player_handler = 		false;
    r_player_handler1 = 	false;
    r_player_dead = 		false;
    r_player_unconscious = 	false;
    r_player_infected =		false;
    r_player_injured = 		false;
    r_player_inpain = 		false;
    r_player_loaded = 		false;
    r_player_cardiac = 		false;
    r_fracture_legs =		false;
    r_fracture_arms =		false;
    r_player_vehicle =		player;
    r_player_blood = 		12000;
    r_player_lowblood = 	false;
    r_player_timeout =		0;
    r_player_bloodTotal = 	r_player_blood;
    r_public_blood =		r_player_blood;
    r_player_bloodDanger =	r_player_bloodTotal * 0.2;
    r_player_actions = 		[];
    r_handlerCount = 		0;
    r_action_repair = 		false;
    r_action_targets = 		[];
    r_pitchWhine = 			false;
    r_isBandit =			false;
    isInTraderCity =		false;
    NORRN_dropAction =		-1;
    DZE_PROTOBOX = objNull;
    
    //ammo routine
    r_player_actions2 = [];
    r_action2 = false;
    r_player_lastVehicle = objNull;
    r_player_lastSeat = [];
    r_player_removeActions2 = {
    	if (!isNull r_player_lastVehicle) then {
    		{
    			r_player_lastVehicle removeAction _x;
    		} count r_player_actions2;
    		r_player_actions2 = [];
    		r_action2 = false;
    	};
    };
    
    USEC_woundHit 	= [
    	"",
    	"body",
    	"hands",
    	"legs",
    	"head_hit"
    ];
    DAYZ_woundHit 	= [
    	[
    		"body",
    		"hands",
    		"legs",
    		"head_hit"
    	],
    	[ 0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,2,2,3]
    ];
    DAYZ_woundHit_ok = [
    	[
    		"body",
    		"hands",
    		"legs"
    	],
    	[0,0,0,0,0,1,1,1,2,2]
    ];
    DAYZ_woundHit_dog = [
    	[
    		"body",
    		"hands",
    		"legs"
    	],
    	[0,0,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2]
    ];
    USEC_MinorWounds 	= [
    	"hands",
    	"legs"
    ];
    USEC_woundPoint	= [
    	["Pelvis","aimpoint"],
    	["aimpoint"], //,"RightShoulder","LeftShoulder"
    	["lelbow","relbow"],
    	["RightFoot","LeftFoot"],
    	["neck","pilot"]
    ];
    USEC_typeOfWounds = [
    	"Pelvis",
    	"aimpoint",
    	"lelbow","relbow",
    	"RightFoot","LeftFoot",
    	"neck","pilot"
    ];
    
    DZE_vehicleZwounds = [
    	"sklo predni L",
    	"sklo predni P",
    	"sklo zadni",
    	"sklo zadni L",
    	"sklo zadni P",
    	"sklo P",
    	"Glass1",
    	"Glass2",
    	"Glass3",
    	"Glass4",
    	"Glass5",
    	"Glass6"
    ];
    
    DZE_HeliAllowTowFrom = [
    	"CH_47F_EP1_DZE",
    	"CH_47F_EP1_DZ",
    	"CH_47F_BAF",
    	"CH_47F_EP1",
    	"BAF_Merlin_DZE",
    	"CH53_DZE"
    ];
    
    DZE_HeliAllowToTow = [
    	"hilux1_civil_1_open",
    	"HMMWV_Base",
    	"Lada_base",
    	"Offroad_DSHKM_base",
    	"Pickup_PK_base",
    	"SkodaBase",
    	"tractor",
    	"VWGolf",
    	"Volha_TK_CIV_Base_EP1",
    	"S1203_TK_CIV_EP1",
    	"SUV_Base_EP1",
    	"ArmoredSUV_Base_PMC",
    	"UAZ_Base",
    	"LandRover_Base",
    	"Ship"
    ];
    
    //Initialize Zombie Variables
    dayz_zombieTargetList = [
    	["SoldierWB",50],
    	["Air",500],
    	["LandVehicle",200]
    ];
    PVDZE_plr_Hit = [];
    PVDZE_obj_Publish = [];		//used for eventhandler to spawn a mirror of players tent
    PVDZE_plr_HideBody = objNull;
    dayz_selectedVault = objNull;
    dayz_selectedDoor = objNull;
    
    PVDZE_veh_Publish = [];		// for vehicle traders
    PVDZE_obj_Trade = [];		// For all traders increment qty
    PVDZE_plr_TradeMenu = [];  		// For all traders
    PVDZE_plr_DeathB = [];
    
    //DayZ settings
    dayz_dawn = 6;
    dayz_dusk = 18;
    DAYZ_agentnumber = 0;
    dayz_animalDistance = 800;
    dayz_zSpawnDistance = 1000;
    
    dayz_maxMaxModels = 80; // max quantity of Man models (player || Z, dead || alive) around players. Below this limit we can spawn Z // max quantity of loot piles around players. Below this limit we can spawn some loot
    dayz_spawnArea = 200; // radius around player where we can spawn loot & Z
    dayz_cantseeDist = 150; // distance from which we can spawn a Z in front of any player without ray-tracing && angle checks
    dayz_cantseefov = 70; // half player field-of-view. Visible Z won't be spawned in front of any near players
    dayz_canDelete = 300; // Z, further than this distance from its "owner", will be deleted
    
    if(isNil "DZE_SelfTransfuse") then {
    	DZE_SelfTransfuse = false;
    };
    if(isNil "dayz_maxAnimals") then {
    	dayz_maxAnimals = 5;
    };
    if(isNil "timezoneswitch") then {
    	timezoneswitch = 0;
    };
    if(isNil "dayz_maxLocalZombies") then {
    	dayz_maxLocalZombies = 15;
    };
    if(isNil "dayz_maxGlobalZombiesInit") then {
    	dayz_maxGlobalZombiesInit = 15;
    };
    if(isNil "dayz_maxGlobalZombiesIncrease") then {
    	dayz_maxGlobalZombiesIncrease = 5;
    };
    if(isNil "dayz_maxZeds") then {
    	dayz_maxZeds = 500;
    };
    if (isNil "DZE_PlayerZed") then {
    	DZE_PlayerZed = true;
    };
    if (isNil "DZE_GodModeBase") then {
    	DZE_GodModeBase = false;
    };
    if(isNil "DZEdebug") then {
    	DZEdebug = false;
    };
    if (isNil "DZE_Debug_Damage") then {
    	DZE_Debug_Damage = true;
    };
    if(isNil "DZE_TRADER_SPAWNMODE") then {
    	DZE_TRADER_SPAWNMODE = false;
    };
    if(isNil "dayz_tameDogs") then {
    	dayz_tameDogs = false;
    };
    if(isNil "dayz_sellDistance_vehicle") then {
    	dayz_sellDistance_vehicle = 10;
    };
    if(isNil "dayz_sellDistance_boat") then {
    	dayz_sellDistance_boat = 30;
    };
    if(isNil "dayz_sellDistance_air") then {
    	dayz_sellDistance_air = 40;
    };
    if(isNil "dayz_paraSpawn") then {
    	dayz_paraSpawn = false;
    };
    if(isNil "dayz_minpos") then {
    	dayz_minpos = -20000;
    };
    if(isNil "dayz_maxpos") then {
    	dayz_maxpos = 20000;
    };
    if(isNil "DZE_BuildingLimit") then {
    	DZE_BuildingLimit = 150;
    };
    if(isNil "DZE_HumanityTargetDistance") then {
    	DZE_HumanityTargetDistance = 25;
    };
    if(isNil "DZE_FriendlySaving") then {
    	DZE_FriendlySaving = true;
    };
    if(isNil "DZE_BuildOnRoads") then {
    	DZE_BuildOnRoads = false;
    };
    if(isNil "DZE_MissionLootTable") then {
    	DZE_MissionLootTable = false;
    };
    if(isNil "DZE_ConfigTrader") then {
    	DZE_ConfigTrader = false;
    };
    if(isNil "DZE_LootSpawnTimer") then {
    	DZE_LootSpawnTimer = 10;
    };
    if(isNil "DZE_HeliLift") then {
    	DZE_HeliLift = true;
    };
    if(isNil "DZE_DamageBeforeMaint") then {
    	DZE_DamageBeforeMaint = 0.09;
    };
    if(isNil "DZE_StaticConstructionCount") then {
    	DZE_StaticConstructionCount = 0;
    };
    if (isNil "DZE_selfTransfuse_Values") then {
    	DZE_selfTransfuse_Values = [12000, 15, 300];
    };
    if (isNil "helperDetach") then {
    	helperDetach = false;
    };
    if (isNil "DZE_modularBuild") then {
    	DZE_modularBuild = false;
    };
    if (isNil "DZE_snapExtraRange") then {
    	DZE_snapExtraRange = 0;
    };
    if (isNil "DZE_APlotforLife") then {
    	DZE_APlotforLife = false;
    };
    if (isNil "DZE_PlotOwnership") then {
    	DZE_PlotOwnership = false;
    };
    if (isNil "DZE_checkNearbyRadius") then {
    	DZE_checkNearbyRadius = 30;
    };
    
    // needed on server
    if(isNil "DZE_PlotPole") then {
    	DZE_PlotPole = [30,45];
    };
    if(isNil "DZE_maintainRange") then {
    	DZE_maintainRange = ((DZE_PlotPole select 0)+20);
    };
    
    DZE_snap_build_file = "";
    
    DZE_REPLACE_WEAPONS = [["Crossbow","ItemMatchbox","ItemHatchet"],["Crossbow_DZ","ItemMatchbox_DZE","ItemHatchet_DZE"]];
    
    if(isNil "dayz_zedSpawnVehCount") then {
    	dayz_zedSpawnVehCount = dayz_maxLocalZombies / 2;
    };
    if(isNil "dayz_spawnAirCount") then {
    	dayz_spawnAirCount = 0;
    };
    if(isNil "dayz_zedsAttackVehicles") then {
    	dayz_zedsAttackVehicles = true;
    };
    
    // update objects
    dayz_updateObjects = ["Plane","Tank","Car", "Helicopter", "Motorcycle", "Ship", "TentStorage", "VaultStorage","LockboxStorage","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","GunRack_DZ","WoodCrate_DZ","Scaffolding_DZ"];
    dayz_disallowedVault = ["TentStorage", "BuiltItems","ModularItems","DZE_Base_Object"];
    dayz_reveal = ["AllVehicles","WeaponHolder","Land_A_tent","BuiltItems","ModularItems","DZE_Base_Object"];
    dayz_allowedObjects = ["TentStorage","TentStorageDomed","TentStorageDomed2", "VaultStorageLocked", "Hedgehog_DZ", "Sandbag1_DZ","BagFenceRound_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Land_HBarrier5_DZ","Fence_corrugated_DZ","M240Nest_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","Plastic_Pole_EP1_DZ","Generator_DZ","StickFence_DZ","LightPole_DZ","FuelPump_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","SandNest_DZ","DeerStand_DZ","MetalPanel_DZ","WorkBench_DZ","WoodFloor_DZ","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","LockboxStorageLocked","WoodFloorHalf_DZ","WoodFloorQuarter_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodSmallWallThird_DZ","WoodLadder_DZ","Land_DZE_GarageWoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_WoodDoor","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","MetalFloor_DZ","WoodRamp_DZ","GunRack_DZ","FireBarrel_DZ","WoodCrate_DZ","Scaffolding_DZ"];
    
    DZE_LockableStorage = ["VaultStorage","VaultStorageLocked","LockboxStorageLocked","LockboxStorage"];
    DZE_LockedStorage = ["VaultStorageLocked","LockboxStorageLocked"];
    DZE_UnLockedStorage = ["VaultStorage","LockboxStorage"];
    DZE_maintainClasses = ["ModularItems","DZE_Housebase","LightPole_DZ","BuiltItems","Plastic_Pole_EP1_DZ","Fence_corrugated_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","StickFence_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","DeerStand_DZ","Scaffolding_DZ","FireBarrel_DZ"];
    
    DZE_DoorsLocked = ["Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallDoorLocked_DZ","CinderWallDoorSmallLocked_DZ"];
    
    // List of removable items that require crowbar
    DZE_isRemovable = ["Fence_corrugated_DZ","M240Nest_DZ","ParkBench_DZ","Plastic_Pole_EP1_DZ","FireBarrel_DZ","Scaffolding_DZ"];
    DZE_isWreck = ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2"];
    DZE_isWreckBuilding = ["Land_wreck_cinder","Land_wood_wreck_quarter","Land_wood_wreck_floor","Land_wood_wreck_third","Land_wood_wreck_frame","Land_iron_vein_wreck","Land_silver_vein_wreck","Land_gold_vein_wreck","Land_ammo_supply_wreck"];
    DZE_isNewStorage = ["VaultStorage","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","GunRack_DZ","WoodCrate_DZ"];
    
    // These work with just a running generator
    dayz_fuelpumparray = ["FuelPump_DZ","Land_A_FuelStation_Feed","Land_Ind_FuelStation_Feed_EP1","Land_FuelStation_Feed_PMC","FuelStation","Land_ibr_FuelStation_Feed","Land_fuelstation_army","Land_fuelstation","land_fuelstation_w","Land_benzina_schnell"];
    DZE_fueltruckarray = ["KamazRefuel_DZ","UralRefuel_TK_EP1_DZ","MtvrRefuel_DES_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ","MtvrRefuel_DZ","KamazRefuel_DZE","UralRefuel_TK_EP1_DZE","MtvrRefuel_DES_EP1_DZE","V3S_Refuel_TK_GUE_EP1_DZE","MtvrRefuel_DZE"];
    
    // Standard Fuel sources
    dayz_fuelsources = ["Land_Ind_TankSmall","Land_fuel_tank_big","Land_fuel_tank_stairs","Land_fuel_tank_stairs_ep1","Land_wagon_tanker","Land_fuelstation","Land_fuelstation_army","land_fuelstation_w","Land_benzina_schnell"];
    
    DZE_Lock_Door = "";
    
    if (isNil "DZE_plotOwnershipExclusions") then {
    	DZE_plotTakeOwnershipItems = dayz_allowedObjects - (DZE_LockableStorage + ["Plastic_Pole_EP1_DZ","TentStorage","TentStorageDomed","TentStorageDomed2"]);
    };
    
    //init global arrays for Loot Chances
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\loot_init.sqf";
    
    if(isServer) then {
    	dayz_players = [];
    	dead_bodyCleanup = [];
    	needUpdate_objects = [];
    
    	DZE_DYN_AntiStuck = 0;
    	DZE_DYN_AntiStuck2nd = 0;
    	DZE_DYN_AntiStuck3rd = 0;
    
    	if(isNil "dayz_fullMoonNights") then {
    		dayz_fullMoonNights = false;
    	};
    	if(isNil "EpochEvents") then {
    		EpochEvents = [];
    	};
    	if(isNil "DZE_vehicleAmmo") then {
    		DZE_vehicleAmmo = 0;
    	};
    
    	if(isNil "DZE_BackpackGuard") then {
    		DZE_BackpackGuard = true;
    	};
    
    	if(isNil "DZE_CleanNull") then {
    		DZE_CleanNull = false;
    	};
    	if (isNil "DZE_DeathMsgGlobal") then {
    		DZE_DeathMsgGlobal = false;
    	};
    	if (isNil "DZE_DeathMsgSide") then {
    		DZE_DeathMsgSide = false;
    	};
    	if (isNil "DZE_DeathMsgTitleText") then {
    		DZE_DeathMsgTitleText = false;
    	};
    	DZE_safeVehicle = ["ParachuteWest","ParachuteC"];
    };
    
    if(!isDedicated) then {
    
    	dayz_spawnPos = getPosATL player;
    
    	dayz_buildingMonitor = [];	//Buildings to check
    	dayz_bodyMonitor = [];
    
    	// weather control var
    	zeroPreviousWeather = [0,0,[0,0],0];
    	zeroCurrentWeather = [0,0,[0,0],0];
    
    	if (DZE_MissionLootTable) then {
    		dayz_baseTypes = 		getArray (missionConfigFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass");
    	} else {
    		dayz_baseTypes = 		getArray (configFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass");
    	};
    
    
    	//temperature variables
    	dayz_temperatur 		= 	36;		//TeeChange
    	dayz_temperaturnormal 	= 	36;		//TeeChange
    	dayz_temperaturmax 		= 	42;		//TeeChange
    	dayz_temperaturmin 		= 	27;		//TeeChange
    
    	//player special variables
    	dayZ_lastPlayerUpdate = 0;
    	dayZ_everyonesTents =	[];
    	dayz_hunger	=			0;
    	dayz_thirst = 			0;
    	dayz_combat =			0;
    	dayz_preloadFinished = 	false;
    	dayz_statusArray =		[1,1];
    	dayz_disAudial =		0;
    	dayz_disVisual =		0;
    	dayz_firedCooldown = 	0;
    	dayz_DeathActioned =	false;
    	dayz_canDisconnect = 	true;
    	dayz_damageCounter =	time;
    	dayz_lastSave =			time;
    	dayz_isSwimming	=		true;
    	dayz_isKneeling	=		false;
    	dayz_isCrawling	=		false;
    	dayz_PreviousTown =		"Wilderness";
    	dayz_currentDay = 		0;
    	dayz_hasLight = 		false;
    	dayz_surfaceNoise =		0;
    	dayz_surfaceType =		"None";
    	dayz_noPenalty = 		[];
    	dayz_heavenCooldown =	0;
    	deathHandled = 			false;
    	dayz_lastHumanity =		0;
    	dayz_guiHumanity =		-90000;
    	dayz_firstGroup = 		group player;
    	dayz_originalPlayer = 	player;
    	dayz_sourceBleeding =	objNull;
    	dayz_clientPreload = 	false;
    	dayz_authed = 			false;
    	dayz_panicCooldown = 	0;
    	dayz_areaAffect =		2.5;
    	dayz_heartBeat = 		false;
    	dayzClickTime =			0;
    //Current local
    	dayz_spawnZombies = 0;
    	dayz_swarmSpawnZombies = 0;
    //Max local
    	dayz_CurrentNearByZombies = 0;
    //Max NearBy
    	if (isNil "dayz_maxNearByZombies") then {
    		dayz_maxNearByZombies = 60; // max quantity of Z controlled by local gameclient, used by player_spawnCheck. Below this limit we can spawn Z
    //Current total
    	};
    	dayz_currentGlobalZombies = 0;
    //Max global zeds.
    	if (isNil "dayz_maxGlobalZeds") then {
    		dayz_maxGlobalZeds = 3000;
    	};
    	if (isNil "dayz_spawnDelay") then {
    		dayz_spawnDelay =		120;
    	};
    	dayz_spawnWait =		-(dayz_spawnDelay);
    	if (isNil "dayz_lootDelay") then {
    		dayz_lootDelay =		3;
    	};
    	dayz_lootWait =			-300;
    	//used to count global zeds around players
    	dayz_CurrentZombies = 0;
    	//Used to limit overall zed counts
    	dayz_tickTimeOffset = 0;
    	dayz_currentWeaponHolders = 0;
    	dayz_maxMaxWeaponHolders = 80;
    	dayz_maxCurrentZeds = 0;
    	dayz_inVehicle =		false;
    	dayz_Magazines = 		[];
    	dayzGearSave = 			false;
    	dayz_unsaved =			false;
    	dayz_scaleLight = 		0;
    	dayzDebug = false;
    	dayzState = -1;
    	//uiNamespace setVariable ['DAYZ_GUI_display',displayNull];
    	//if (uiNamespace getVariable ['DZ_displayUI', 0] == 2) then {
    	//	dayzDebug = true;
    	//};
    
    	DZE_ActionInProgress =		false;
    
    	// DayZ Epoch Client only variables
    	if(isNil "DZE_AllowForceSave") then {
    		DZE_AllowForceSave = false;
    	};
    	if(isNil "DZE_AllowCargoCheck") then {
    		DZE_AllowCargoCheck = true;
    	};
    	if(isNil "DZE_ForceNameTags") then {
    		DZE_ForceNameTags = false;
    	};
    	if(isNil "DZE_ForceNameTagsOff") then {
    		DZE_ForceNameTagsOff = false;
    	};
    	if(isNil "DZE_ForceNameTagsInTrader") then {
    		DZE_ForceNameTagsInTrader = false;
    	};
    	if(isNil "DZE_HaloJump") then {
    		DZE_HaloJump = true;
    	};
    
    	if(isNil "DZE_AntiWallLimit") then {
    		DZE_AntiWallLimit = 3;
    	};
    	if(isNil "DZE_requireplot") then {
    		DZE_requireplot = 1;
    	};
    	if(isNil "DZE_R3F_WEIGHT") then {
    		DZE_R3F_WEIGHT = true;
    	};
    
    
    	DZE_AntiWallCounter = 0;
    
    	DZE_FreshSpawn = false;
    
    	DZE_myHaloVehicle = objNull;
    	dayz_myLiftVehicle = objNull;
    
    	DZE_Friends = [];
    
    	DZE_CanPickup = true;
    	DZE_Q = false;
    	DZE_Z = false;
    
    	DZE_Q_alt = false;
    	DZE_Z_alt = false;
    
    	DZE_Q_ctrl = false;
    	DZE_Z_ctrl = false;
    
    	DZE_5 = false;
    	DZE_4 = false;
    	DZE_6 = false;
    	
    	DZE_F = false;
    
    	DZE_cancelBuilding = false;
    	DZE_PZATTACK = false;
    
    	DZE_trees = ["t_picea2s_snow.p3d","b_corylus.p3d","t_quercus3s.p3d","t_larix3s.p3d","t_pyrus2s.p3d","str_briza_kriva.p3d","dd_borovice.p3d","les_singlestrom_b.p3d","les_singlestrom.p3d","smrk_velky.p3d","smrk_siroky.p3d","smrk_maly.p3d","les_buk.p3d","str krovisko vysoke.p3d","str_fikovnik_ker.p3d","str_fikovnik.p3d","str vrba.p3d","hrusen2.p3d","str dub jiny.p3d","str lipa.p3d","str briza.p3d","p_akat02s.p3d","jablon.p3d","p_buk.p3d","str_topol.p3d","str_topol2.p3d","p_osika.p3d","t_picea3f.p3d","t_picea2s.p3d","t_picea1s.p3d","t_fagus2w.p3d","t_fagus2s.p3d","t_fagus2f.p3d","t_betula1f.p3d","t_betula2f.p3d","t_betula2s.p3d","t_betula2w.p3d","t_alnus2s.p3d","t_acer2s.p3d","t_populus3s.p3d","t_quercus2f.p3d","t_sorbus2s.p3d","t_malus1s.p3d","t_salix2s.p3d","t_picea1s_w.p3d","t_picea2s_w.p3d","t_ficusb2s_ep1.p3d","t_populusb2s_ep1.p3d","t_populusf2s_ep1.p3d","t_amygdalusc2s_ep1.p3d","t_pistacial2s_ep1.p3d","t_pinuse2s_ep1.p3d","t_pinuss3s_ep1.p3d","t_prunuss2s_ep1.p3d","t_pinusn2s.p3d","t_pinusn1s.p3d","t_pinuss2f.p3d","t_poplar2f_dead_pmc.p3d","misc_torzotree_pmc.p3d","misc_burnspruce_pmc.p3d","brg_cocunutpalm8.p3d","brg_umbrella_acacia01b.p3d","brg_jungle_tree_canopy_1.p3d","brg_jungle_tree_canopy_2.p3d","brg_cocunutpalm4.p3d","brg_cocunutpalm3.p3d","palm_01.p3d","palm_02.p3d","palm_03.p3d","palm_04.p3d","palm_09.p3d","palm_10.p3d","brg_cocunutpalm2.p3d","brg_jungle_tree_antiaris.p3d","brg_cocunutpalm1.p3d","str habr.p3d"];
    	DZE_TEMP_treedmg = 1;
    
    	DZE_Surrender = false;
    	DZE_Quarantine = false;
    	DZE_InRadiationZone = false;
    
    	DZE_SaveTime = 30;
    };
    

     

    Error in expression <hen{
    ["","","",["Init","Init",0]] spawn build_vectors;
    };
    _passArray = [_locatio>
    Error position: <build_vectors;
    };
    _passArray = [_locatio>
    Error Undefined variable in expression: build_vectors
    File mpmissions\__CUR_MP.Chernarus\Custom\A_Plot_for_Life\Action\player_build_create.sqf, line 36 
    here´s my player_build_create.sqf

    //create an object for default build system style
    private ["_passArray","_classname","_enableGhost","_ghost","_location1","_dir","_object","_objectHelper","_helperColor"];
    
    _classname = _this select 0;
    _ghost = _this select 1;
    _offset = _this select 2;
    _enableGhost = _this select 3; //pass false trough args if not using ghost preview
    
    _passArray = [];
    _objectHelper = objNull;
    
    // get inital players position
    _location1 = [player] call FNC_GetPos;
    
    // if enabled, use ghost preview where available
    if (_enableGhost) then {
    	if (_ghost != "") then {
    		_classname = _ghost;
    	};
    };
    
    _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; //object preview, not an actual object that will be built
    
    _objectHelper = "Sign_sphere10cm_EP1" createVehicle [0,0,0];
    _helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)";
    _objectHelper setobjecttexture [0,_helperColor];
    _objectHelper attachTo [player,_offset];
    _object attachTo [_objectHelper,[0,0,0]];
    
    
    if (isClass (missionConfigFile >> "SnapBuilding" >> _classname)) then {	
    	["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;
    };
    
    if !(DZE_buildItem in DZE_noRotate) then{
    	["","","",["Init","Init",0]] spawn build_vectors;
    };
    _passArray = [_location1,_object,_objectHelper];
    _passArray //[array,obj,array]
    

     

    Cannot create non-ai vehicle c_grasstall,
    Error in expression <Back,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
    };
    
    sleep 0.5;
    
    _lo>
    Error position: <fnc_SetPitchBankYaw;
    };
    
    sleep 0.5;
    
    _lo>
    Error Undefined variable in expression: fnc_setpitchbankyaw
    File mpmissions\__CUR_MP.Chernarus\Custom\A_Plot_for_Life\Action\player_build_controls.sqf, line 152
    Error in expression <Back,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
    };
    
    if(_zheightchan>
    Error position: <fnc_SetPitchBankYaw;
    };
    
    if(_zheightchan>
    Error Undefined variable in expression: fnc_setpitchbankyaw
    File mpmissions\__CUR_MP.Chernarus\Custom\A_Plot_for_Life\Action\player_build_controls.sqf, line 101
    
    Error in expression <Back,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
    _objectHelper setPo>
    Error position: <fnc_SetPitchBankYaw;
    _objectHelper setPo>
    Error Undefined variable in expression: fnc_setpitchbankyaw
    File mpmissions\__CUR_MP.Chernarus\Custom\A_Plot_for_Life\Action\player_build_controls.sqf, line 92
    
    here´s my player_build_controls.sqf

    private ["_canDo","_passArray","_objHDiff","_isOk","_zheightchanged","_zheightdirection","_rotate","_dir","_object","_position","_isAllowedUnderGround","_location1","_location2","_cancel","_reason","_lastDir","_objectHelper","_objectHelperDir","_objectHelperPos","_vector];
    
    _object = _this select 0;
    _isAllowedUnderGround = _this select 1;
    _location1 = _this select 2;
    _objectHelper = _this select 3;
    
    _passArray = [];
    
    _objHDiff = 0;
    _isOk = true;
    _cancel = false;
    _reason = "";
    _dir = getDir player; //required to pass direction when building
    helperDetach = false;
    _canDo = (!r_drag_sqf and !r_player_unconscious);
    _position = [_objectHelper] call FNC_GetPos;
    
    
    
    while {_isOk} do {
    
    _zheightchanged = false;
    _zheightdirection = "";
    _rotate = false;
    
    if (DZE_Q) then {
    DZE_Q = false;
    _zheightdirection = "up";
    _zheightchanged = true;
    };
    if (DZE_Z) then {
    DZE_Z = false;
    _zheightdirection = "down";
    _zheightchanged = true;
    };
    if (DZE_Q_alt) then {
    DZE_Q_alt = false;
    _zheightdirection = "up_alt";
    _zheightchanged = true;
    };
    if (DZE_Z_alt) then {
    DZE_Z_alt = false;
    _zheightdirection = "down_alt";
    _zheightchanged = true;
    };
    if (DZE_Q_ctrl) then {
    DZE_Q_ctrl = false;
    _zheightdirection = "up_ctrl";
    _zheightchanged = true;
    };
    if (DZE_Z_ctrl) then {
    DZE_Z_ctrl = false;
    _zheightdirection = "down_ctrl";
    _zheightchanged = true;
    };
    if (DZE_4) then {
    _rotate = true;
    DZE_4 = false;
    if(DZE_dirWithDegrees) then{
    DZE_memDir = DZE_memDir - DZE_curDegree;
    }else{
    DZE_memDir = DZE_memDir - 45;
    };
    
    };
    if (DZE_6) then {
    _rotate = true;
    DZE_6 = false;
    if(DZE_dirWithDegrees) then{
    DZE_memDir = DZE_memDir + DZE_curDegree;
    }else{
    DZE_memDir = DZE_memDir + 45;
    };
    };
    
    if(DZE_updateVec) then{
    [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
    DZE_updateVec = false;
    };
    
    if (DZE_F and _canDo) then {
    if (helperDetach) then {
    _objectHelper attachTo [player];
    DZE_memDir = DZE_memDir-(getDir player);
    helperDetach = false;
    [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
    } else {
    _objectHelperPos = getPosATL _objectHelper;
    detach _objectHelper;
    DZE_memDir = getDir _objectHelper;
    [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
    _objectHelper setPosATL _objectHelperPos;
    _objectHelper setVelocity [0,0,0]; //fix sliding glitch
    helperDetach = true;
    };
    DZE_F = false;
    };
    
    if(_rotate) then {
    [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
    };
    
    if(_zheightchanged) then {
    if (!helperDetach) then {
    detach _objectHelper;
    _objectHelperDir = getDir _objectHelper;
    };
    
    _position = [_objectHelper] call FNC_GetPos;
    
    if(_zheightdirection == "up") then {
    _position set [2,((_position select 2)+0.1)];
    _objHDiff = _objHDiff + 0.1;
    };
    if(_zheightdirection == "down") then {
    _position set [2,((_position select 2)-0.1)];
    _objHDiff = _objHDiff - 0.1;
    };
    
    if(_zheightdirection == "up_alt") then {
    _position set [2,((_position select 2)+1)];
    _objHDiff = _objHDiff + 1;
    };
    if(_zheightdirection == "down_alt") then {
    _position set [2,((_position select 2)-1)];
    _objHDiff = _objHDiff - 1;
    };
    
    if(_zheightdirection == "up_ctrl") then {
    _position set [2,((_position select 2)+0.01)];
    _objHDiff = _objHDiff + 0.01;
    };
    if(_zheightdirection == "down_ctrl") then {
    _position set [2,((_position select 2)-0.01)];
    _objHDiff = _objHDiff - 0.01;
    };
    
    if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
    _position set [2,0];
    };
    
    if (surfaceIsWater _position) then {
    _objectHelper setPosASL _position;
    } else {
    _objectHelper setPosATL _position;
    };
    
    if (!helperDetach) then {
    _objectHelper attachTo [player];
    };
    [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
    };
    
    sleep 0.5;
    
    _location2 = [player] call FNC_GetPos;
    _objectHelperPos = [_objectHelper] call FNC_GetPos;
    
    if(DZE_5) exitWith {
    _isOk = false;
    _position = [_object] call FNC_GetPos;
    detach _object;
    _dir = getDir _object;
    _vector = [(vectorDir _object),(vectorUp _object)];
    deleteVehicle _object;
    detach _objectHelper;
    deleteVehicle _objectHelper;
    };
    
    if(_location1 distance _location2 > 10) exitWith {
    _isOk = false;
    _cancel = true;
    _reason = "You've moved to far away from where you started building (within 10 meters)";
    detach _object;
    deleteVehicle _object;
    detach _objectHelper;
    deleteVehicle _objectHelper;
    };
    
    if(_location1 distance _objectHelperPos > 10) exitWith {
    _isOk = false;
    _cancel = true;
    _reason = "Object is placed to far away from where you started building (within 10 meters)";
    detach _object;
    deleteVehicle _object;
    detach _objectHelper;
    deleteVehicle _objectHelper;
    };
    
    if(abs(_objHDiff) > 10) exitWith {
    _isOk = false;
    _cancel = true;
    _reason = "Cannot move up or down more than 10 meters";
    detach _object;
    deleteVehicle _object;
    detach _objectHelper;
    deleteVehicle _objectHelper;
    };
    
    if (player getVariable["combattimeout", 0] >= time) exitWith {
    _isOk = false;
    _cancel = true;
    _reason = (localize "str_epoch_player_43");
    detach _object;
    deleteVehicle _object;
    detach _objectHelper;
    deleteVehicle _objectHelper;
    };
    
    if (DZE_cancelBuilding) exitWith {
    _isOk = false;
    _cancel = true;
    _reason = "Cancelled building.";
    detach _object;
    deleteVehicle _object;
    detach _objectHelper;
    deleteVehicle _objectHelper;
    };
    };
    
    
    
    _passArray = [_cancel,_reason,_position,_dir,_vector];
    _passArray //[bool,string,array,int,array]

     

     Error in expression <Back,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
    waitUntil {sleep 0.>
      Error position: <fnc_SetPitchBankYaw;
    waitUntil {sleep 0.>
      Error Undefined variable in expression: fnc_setpitchbankyaw
    File mpmissions\__CUR_MP.Chernarus\Custom\Snap_Pro\snap_build.sqf, line 120
    Error in expression <Back,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
    
    };
    _cnt = _cnt+1;
    >
      Error position: <fnc_SetPitchBankYaw;
    
    };
    _cnt = _cnt+1;
    >
      Error Undefined variable in expression: fnc_setpitchbankyaw
    File mpmissions\__CUR_MP.Chernarus\Custom\Snap_Pro\snap_build.sqf, line 286
    
    here´s my snap_build.sqf

    /*-----------------------------------*/
    // by Raymix						//
    // July 10 2014					   //
    /*--------------------------------*/
    
    private ["_object","_objectSnapGizmo","_objColorActive","_objColorInactive","_classname","_whitelist","_points","_radius","_cfg","_cnt","_pos","_findWhitelisted","_nearbyObject","_posNearby","_selectedAction","_newPos","_pointsNearby","_onWater","_waterBase"];
    //Args
    snapActionState = _this select 3 select 0;
    _object = _this select 3 select 1;
    _classname = _this select 3 select 2;
    _objectHelper = _this select 3 select 3;
    _selectedAction = _this select 3 select 4;
    
    //Snap config file
    _cfg = (missionConfigFile >> "SnapBuilding" >> _classname);
    _whitelist = getArray (_cfg >> "snapTo");
    _points = getArray (_cfg >> "points");
    _radius = getNumber (_cfg >> "radius");
    
    //colors
    _objColorActive = "#(argb,8,8,3)color(0,0.92,0.06,1,ca)";
    _objColorInactive = "#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)";
    
    
    fnc_snapActionCleanup = {
    	private ["_s1","_s2","_s3","_cnt"];
    	_s1 = _this select 0;
    	_s2 = _this select 1;
    	_s3 = _this select 2;
    	player removeAction s_player_toggleSnap; s_player_toggleSnap = -1;
    	player removeAction s_player_toggleSnapSelect; s_player_toggleSnapSelect = -1;
    	if (count s_player_toggleSnapSelectPoint != 0) then {{player removeAction _x;} count s_player_toggleSnapSelectPoint; s_player_toggleSnapSelectPoint=[]; snapActions = -1;};
    	if (_s1 > 0) then {
    		s_player_toggleSnap = player addaction [format[("<t color=""#ffffff"">" + ("Snap: %1") +"</t>"),snapActionState],DZE_snap_build_file,[snapActionState,_object,_classname,_objectHelper],10,false,true];
    	};
    	if (_s2 > 0) then {
    		s_player_toggleSnapSelect = player addaction [format[("<t color=""#ffffff"">" + ("Snap Point: %1") +"</t>"),snapActionStateSelect],DZE_snap_build_file,[snapActionStateSelect,_object,_classname,_objectHelper],9,false,true];
    	};
    	if (_s3 > 0) then {
    		s_player_toggleSnapSelectPoint=[];
    		_cnt = 0;
    		{snapActions = player addaction [format[("<t color=""#ffffff"">" + ("%1)Select: %2") +"</t>"),_cnt,_x select 3],DZE_snap_build_file,["Selected",_object,_classname,_objectHelper,_cnt],8,false,false];
    		s_player_toggleSnapSelectPoint set [count s_player_toggleSnapSelectPoint,snapActions];
    		_cnt = _cnt+1;
    	}count _points;
    	};
    };
    
    fnc_initSnapPoints = {
    	snapGizmos = [];
    	{
    		_objectSnapGizmo = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0];
    		_objectSnapGizmo setobjecttexture [0,_objColorInactive];
    		_objectSnapGizmo attachTo [_object,[_x select 0,_x select 1,_x select 2]];
    		snapGizmos set [count snapGizmos,_objectSnapGizmo];
    	} count _points;
    };
    
    fnc_initSnapPointsNearby = {
    	_pos = [_object] call FNC_GetPos;
    	_findWhitelisted = []; _pointsNearby = [];
    	_findWhitelisted = nearestObjects [_pos,_whitelist,(_radius + DZE_snapExtraRange)]-[_object];
    	snapGizmosNearby = [];	
    	{	
    		_nearbyObject = _x;
    		_pointsNearby = getArray (missionConfigFile >> "SnapBuilding" >> (typeOf _x) >> "points");
    		{
    			_objectSnapGizmo = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0];
    			_objectSnapGizmo setobjecttexture [0,_objColorInactive];
    			//_objectSnapGizmo setDir (getDir _nearbyObject);
    			_objectSnapGizmo setDir (_nearbyObject getVariable["memDir",0]);
    			_posNearby = _nearbyObject modelToWorld [_x select 0,_x select 1,_x select 2];
    			if (surfaceIsWater _posNearby) then {
    				_objectSnapGizmo setPosASL [(_posNearby) select 0,(_posNearby) select 1,(getPosASL _nearbyObject select 2) + (_x select 2)];
    			} else {
    				_objectSnapGizmo setPosATL _posNearby;
    			};
    			snapGizmosNearby set [count snapGizmosNearby,_objectSnapGizmo];
    		} count _pointsNearby;
    	} forEach _findWhitelisted;
    };
    
    fnc_initSnapPointsCleanup = {
    	{detach _x;deleteVehicle _x;}count snapGizmos;snapGizmos=[];
    	{detach _x;deleteVehicle _x;}count snapGizmosNearby;snapGizmosNearby=[];
    	snapActionState = "OFF";
    };
    
    fnc_snapDistanceCheck = {
    	while {snapActionState != "OFF"} do {
    	private ["_distClosestPointFound","_distCheck","_distClosest","_distClosestPoint","_testXPos","_testXDir","_distClosestPointFoundPos","_distClosestPointFoundDir","_distClosestAttached","_distCheckAttached","_distClosestAttachedFoundPos"];
    	_distClosestPointFound = objNull; _distCheck = 0; _distClosest = 10; _distClosestPoint = objNull; _testXPos = []; _distClosestPointFoundPos =[]; _distClosestPointFoundDir = 0;
    		{	
    			if (_x !=_distClosestPointFound) then {_x setobjecttexture [0,_objColorInactive];};
    			_testXPos = [_x] call FNC_GetPos;
    			_distCheck = _objectHelper distance _testXPos;
    			_distClosestPoint = _x;
    				if (_distCheck < _distClosest) then {
    					_distClosest = _distCheck;
    					_distClosestPointFound setobjecttexture [0,_objColorInactive];
    					_distClosestPointFound = _x;
    					_distClosestPointFound setobjecttexture [0,_objColorActive];
    				};
    		} count snapGizmosNearby;	
    		
    		if (!isNull _distClosestPointFound) then { 
    			if (snapActionStateSelect == "Manual") then {
    				if (helperDetach) then {
    					_onWater = surfaceIsWater position _distClosestPointFound;
    					_distClosestPointFoundDir = getDir _distClosestPointFound;
    					if (_onWater) then {
    						_distClosestPointFoundPos = getPosASL _distClosestPointFound;
    						_objectHelper setPosASL _distClosestPointFoundPos;
    					} else {
    						_distClosestPointFoundPos = getPosATL _distClosestPointFound;
    						_objectHelper setPosATL _distClosestPointFoundPos;
    					}; 
    					//_objectHelper setDir _distClosestPointFoundDir;
    					DZE_memDir = _distClosestPointFoundDir;
    					[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
    					waitUntil {sleep 0.1; !helperDetach};
    				};
    			} else {
    				_distClosestAttached = objNull; _distCheckAttached = 0; _distClosest = 10; _distClosestAttachedFoundPos = [];
    				{
    					if (_x !=_distClosestAttached) then {_x setobjecttexture [0,_objColorInactive];};
    					_testXPos = [_x] call FNC_GetPos;
    					_distCheckAttached = _distClosestPointFound distance _testXPos;
    					_distClosestPoint = _x;
    						if (_distCheckAttached < _distClosest) then {
    							_distClosest = _distCheckAttached;
    							_distClosestAttached setobjecttexture [0,_objColorInactive];
    							_distClosestAttached = _x;
    							_distClosestAttached setobjecttexture [0,_objColorActive];
    						};
    				} count snapGizmos;
    			
    				if (helperDetach) then {
    					_distClosestPointFoundDir = getDir _distClosestPointFound;
    					_onWater = surfaceIsWater position _distClosestPointFound;
    					if (_onWater) then {
    						_distClosestPointFoundPos = getPosASL _distClosestPointFound;
    						_distClosestAttachedFoundPos = getPosASL _distClosestAttached;
    						detach _object;
    						_objectHelper setPosASL _distClosestAttachedFoundPos;
    						_object attachTo [_objectHelper];
    						_objectHelper setPosASL _distClosestPointFoundPos;
    					} else {
    						_distClosestPointFoundPos = getPosATL _distClosestPointFound;
    						_distClosestAttachedFoundPos = getPosATL _distClosestAttached;
    						detach _object;
    						_objectHelper setPosATL _distClosestAttachedFoundPos;
    						_object attachTo [_objectHelper];
    						_objectHelper setPosATL _distClosestPointFoundPos;
    					};
    					//_objectHelper setDir _distClosestPointFoundDir;
    					DZE_memDir = _distClosestPointFoundDir;
    					[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
    					waitUntil {sleep 0.1; !helperDetach};
    				};
    			};
    		};
    		sleep 0.1;
    	};
    };
    
    fnc_initSnapTutorial = {
    /*
    	Shows help dialog for player ONCE per log in, explaining controls.
    	Add snapTutorial = false; to your init.sqf to disable this tutorial completely.
    	You can also add this bool to the end of this function to only show tutorial once per player login (not recommended)
    */
    	private ["_bldTxtSwitch","_bldTxtEnable","_bldTxtClrO","_bldTxtClrW","_bldTxtClrR","_bldTxtClrG","_bldTxtSz","_bldTxtSzT","_bldTxtShdw","_bldTxtAlgnL","_bldTxtUndrln","_bldTxtBold","_bldTxtFinal","_bldTxtStringTitle","_bldTxtStringSD","_bldTxtStringSE","_bldTxtStringSA","_bldTxtStringSM","_bldTxtStringPG","_bldTxtStringAPG","_bldTxtStringCPG","_bldTxtStringQE","_bldTxtStringQEF","_bldTxtStringFD","_bldTxtStringFS"];
    		if (isNil "snapTutorial") then { 
    			_bldTxtSwitch = _this select 0;
    			_bldTxtEnable = _this select 1;
    			_bldTxtClrO = "color='#ff8800'"; //orange
    			_bldTxtClrW = "color='#ffffff'"; //white
    			_bldTxtClrR = "color='#fd0a05'"; //red
    			_bldTxtClrG = "color='#11ef00'"; //green
    			_bldTxtSz = "size='0.76'"; //Title font size
    			_bldTxtSzT = "size='0.4'"; //Text font size
    			_bldTxtShdw = "shadow='1'"; //Font shadow
    			_bldTxtAlgnL = "align='left'"; //Text align left
    			_bldTxtUndrln = "underline='true'";
    			_bldTxtBold = "font='Zeppelin33'"; //Bold text
    			_bldTxtFinal = "";
    			
    			//Delete on init
    			800 cutRsc ["Default", "PLAIN"];
    			sleep 0.1;
    			
    			//Init Tutorial text
    			if (_bldTxtEnable) then {
    				_bldTxtStringTitle = format ["<t %1%2%3%4%6>Epoch<t %5%7> Snap Building</t></t><br />",_bldTxtClrW,_bldTxtSz,_bldTxtShdw,_bldTxtAlgnL,_bldTxtClrO,_bldTxtUndrln,_bldTxtBold];
    				_bldTxtStringSD = format["<t %1%4%5%6>[Snap]<t %2> Disabled:</t> <t %3>use action menu to enable.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrR,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
    				_bldTxtStringSE = format["<t %1%4%5%6>[Snap]<t %2> Enabled:</t> <t %3>use action menu to disable.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrG,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
    				_bldTxtStringSA = format["<t %1%3%4%5>[Auto]<t %2>: Automatic snap point detection.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
    				_bldTxtStringSM = format["<t %1%3%4%5>[Manual]<t %2>: Select your preferred snap point.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
    				_bldTxtStringPG = format["<t %1%3%4%5>[PgUP / PgDOWN]<t %2>: Adjust height of object by 10cm</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
    				_bldTxtStringAPG = format["<t %1%3%4%5>[Alt]+[PgUP / PgDOWN]<t %2>: Adjust height of object by 1m</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
    				_bldTxtStringCPG = format["<t %1%3%4%5>[Ctrl]+[PgUP / PgDOWN]<t %2>: Adjust height of object by 1cm</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
    				_bldTxtStringQE = format["<t %1%3%4%5>[Q / E]<t %2>: Rotate object 180 degrees while holding.</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
    				_bldTxtStringQEF = format["<t %1%3%4%5>[Q / E]<t %2>: Rotate object 45 degrees while dropped or snapped.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
    				_bldTxtStringFD = format["<t %1%3%4%5>[F]<t %2>: Drop / Pick up object.</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
    				_bldTxtStringFS = format["<t %1%3%4%5>[F]<t %2>: Snap /Pick up object.</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
    				switch (_bldTxtSwitch) do {
    					case "init": {
    						_bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSD + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFD;
    					};
    					case "OnAuto": {
    						_bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSE + _bldTxtStringSA + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFS;
    					};
    					case "manual": {
    						_bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSE + _bldTxtStringSM + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFS;
    					};
    				};
    
    				[
    					_bldTxtFinal, //structured text
    					0.73 * safezoneW + safezoneX, //number - x
    					0.65 * safezoneH + safezoneY, //number - y
    					30, //number - duration
    					1, // number - fade in time
    					0, // number - delta y
    					800 //number - layer ID
    				] spawn bis_fnc_dynamicText;
    			};
    		};	
    };
    
    switch (snapActionState) do {
    	case "Init": {
    		["init",true] call fnc_initSnapTutorial;
    		snapActionState = "OFF";
    		[1,0,0] call fnc_snapActionCleanup;
    		[] spawn {
    		while {true} do {
    			if(!DZE_ActionInProgress || DZE_cancelBuilding) exitWith {call fnc_initSnapPointsCleanup;[0,0,0] call fnc_snapActionCleanup; ["",false] call fnc_initSnapTutorial; snapActionState = "OFF";};
    			sleep 2;
    			};
    		};
    	};
    	case "OFF": {
    		["OnAuto",true] call fnc_initSnapTutorial;
    		snapActionState = "ON"; snapActionStateSelect = "Auto";
    		[1,1,0] call fnc_snapActionCleanup;
    		call fnc_initSnapPoints;
    		call fnc_initSnapPointsNearby;
    		sleep 0.25;
    		call fnc_snapDistanceCheck;
    	};
    	
    	case "ON": {
    		["init",true] call fnc_initSnapTutorial;
    		snapActionState = "OFF";
    		[1,0,0] call fnc_snapActionCleanup;
    		call fnc_initSnapPointsCleanup;
    	};
    	
    	case "Auto": {
    		["manual",true] call fnc_initSnapTutorial;
    		snapActionState = "ON";snapActionStateSelect = "Manual";
    		[1,1,1] call fnc_snapActionCleanup;
    	};
    	
    	case "Manual": {
    		["OnAuto",true] call fnc_initSnapTutorial;
    		snapActionState = "ON";snapActionStateSelect = "Auto";
    		[1,1,0] call fnc_snapActionCleanup;
    	};
    	
    	case "Selected": { _cnt = 0; _newPos = [];
    {	
    	_x setobjecttexture [0,_objColorInactive];
    	if (_cnt == _selectedAction) then {
    		_newPos = [(getPosATL _x select 0),(getPosATL _x select 1),(getPosATL _x select 2)];
    		detach _object;
    		detach _objectHelper;
    		_objectHelper setDir (getDir _object);
    		_objectHelper setPosATL _newPos;
    		_object attachTo [_objectHelper];
    		_x setobjecttexture [0,_objColorActive];
    		if (!helperDetach) then {_objectHelper attachTo [player]; _objectHelper setDir ((getDir _objectHelper)-(getDir player));};	
    		
    		[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
    					
    	};
    	_cnt = _cnt+1;
    }count snapGizmos;
    	};
    };
    

  14. hi,

    today i´ve made my day through the install of snap build pro 1.4.1, a plot 4 life 2.35, build vectors 4 with Precise Base Building 1.04 included and the KamikazeXeX/SnapPro-AdminBuild (SnapPro+A+P4L+Inde+BuildVect) where the Indestructible Items have to be installed tomorrw, i hope^^

    we have alot of addons installed, like evac chooper, take clothes, zupas coins 3.0 etc pp...

    now sbp and p4l sems to work fine.

    after install this vector, i got the first client rpt error

    Error in expression <n snap_build;
    };
    
    if !(DZE_buildItem in DZE_noRotate) then{
    ["","","",["Init","I>
      Error position: <DZE_noRotate) then{
    ["","","",["Init","I>
      Error Undefined variable in expression: dze_norotate
    File mpmissions\__CUR_MP.Chernarus\Custom\A_Plot_for_Life\Action\player_build_create.sqf, line 35
    Error in expression <Array = [_cancel,_reason,_position,_dir,_vector];
    _passArray 
    >
      Error position: <_vector];
    _passArray 
    >
      Error Undefined variable in expression: _vector
    File mpmissions\__CUR_MP.Chernarus\Custom\A_Plot_for_Life\Action\player_build_controls.sqf, line 224
    Error in expression <text, _isPole, _lockable,_dir, _reason, _vector] call player_build_publish;
    };
    }>
      Error position: <_vector] call player_build_publish;
    };
    }>
      Error Undefined variable in expression: _vector
    File mpmissions\__CUR_MP.Chernarus\Custom\A_Plot_for_Life\Action\modular_build.sqf, line 91
    Error in expression <n snap_build;
    };
    
    if !(DZE_buildItem in DZE_noRotate) then{
    ["","","",["Init","I>
      Error position: <DZE_noRotate) then{
    ["","","",["Init","I>
      Error Undefined variable in expression: dze_norotate
    File mpmissions\__CUR_MP.Chernarus\Custom\A_Plot_for_Life\Action\player_build_create.sqf, line 35
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    Ref to nonnetwork object 43741600# 1057408: sphere10cm_ep1.p3d
    Ref to nonnetwork object 43741d00# 1057409: sphere10cm_ep1.p3d
    Ref to nonnetwork object 43740f00# 1057410: sphere10cm_ep1.p3d
    Ref to nonnetwork object 43740800# 1057411: sphere10cm_ep1.p3d
    Ref to nonnetwork object 43740100# 1057412: sphere10cm_ep1.p3d
    Ref to nonnetwork object 4373f900# 1057413: sphere10cm_ep1.p3d
    Ref to nonnetwork object 4373f200# 1057414: sphere10cm_ep1.p3d
    Ref to nonnetwork object 4373e400# 1057415: sphere10cm_ep1.p3d
    Ref to nonnetwork object 4373dd00# 1057416: sphere10cm_ep1.p3d
    Ref to nonnetwork object 4373d600# 1057417: sphere10cm_ep1.p3d
    Ref to nonnetwork object 4373cf00# 1057418: sphere10cm_ep1.p3d
    Ref to nonnetwork object 4373c800# 1057419: sphere10cm_ep1.p3d
    Ref to nonnetwork object 4373c100# 1057420: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436fb900# 1057421: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436fb200# 1057422: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436fab00# 1057423: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436fa400# 1057424: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436f9d00# 1057425: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436f9600# 1057426: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436f8f00# 1057427: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436f8800# 1057428: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436f8100# 1057429: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436ef900# 1057430: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436ef200# 1057431: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436eeb00# 1057432: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436ee400# 1057433: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436edd00# 1057434: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436ed600# 1057435: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436ecf00# 1057436: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436ec800# 1057437: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436ec100# 1057438: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436e7900# 1057439: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436e7200# 1057440: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436e6b00# 1057441: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436e6400# 1057442: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436e5d00# 1057443: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436e5600# 1057444: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436e2400# 1057445: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436e1d00# 1057446: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436e1600# 1057447: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436e0f00# 1057448: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436e0800# 1057449: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436e0100# 1057450: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436e4f00# 1057451: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436e4100# 1057452: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436e4800# 1057453: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436d3900# 1057454: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436d3200# 1057455: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436d2b00# 1057456: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436d2400# 1057457: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436d1d00# 1057458: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436d1600# 1057459: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436d0f00# 1057460: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436d0800# 1057461: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436d0100# 1057462: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436c7900# 1057463: sphere10cm_ep1.p3d
    Ref to nonnetwork object 436c7200# 1057464: sphere10cm_ep1.p3d
    Error in expression <Array = [_cancel,_reason,_position,_dir,_vector];
    _passArray 
    >
      Error position: <_vector];
    _passArray 
    >
      Error Undefined variable in expression: _vector
    File mpmissions\__CUR_MP.Chernarus\Custom\A_Plot_for_Life\Action\player_build_controls.sqf, line 224
    Error in expression <text, _isPole, _lockable,_dir, _reason, _vector] call player_build_publish;
    };
    }>
      Error position: <_vector] call player_build_publish;
    };
    }>
      Error Undefined variable in expression: _vector
    File mpmissions\__CUR_MP.Chernarus\Custom\A_Plot_for_Life\Action\modular_build.sqf, line 91
     
    also the scroll menu as shown in the video does not appear
  15. i dont understand why you use your own variables, compiles, fn_selfActions, etc pp files and want us to use yours. but we still have alot custom things in those files.

    so it would be better to tell us what has to be placed in those files. otherwise its totally confusing, given alot of rpt errors and so on...

     

    i just installed the snapbuild pro 1.4. works fine.

     

    then i like to have this a plot 4 life also, but i found this version where is also snapbuild pro migrated and other stuff...thats to much for me...

     

    is there somewhere just a clean legacy install version out, without any other addons and replacing our important custom files, only update them, and and installation guide for only a plot 4 life?

     

    @Chainsaw Squirrel

    i feel with you, have the same here, also zupa coins 3.0 etc

  16. the ban / kick happens only to non admin players when using the smokegrenade in that script...

    when i comment it out, all is fine...

     

    12:03:35 "infiSTAR.de Log: TeeBee303 (0000000000) | BadVar 2: Flare"
    2015/03/17, 12:03:35 "["PVAHR_0_hhcuyrt_299581",["TeeBee303","00000000000000000","BAN",[66,97,100,86,97,114,32,50,58,32,70,108,97,114,101]]]"
    2015/03/17, 12:03:35 "infiSTAR.de Log: SERVER kicked TeeBee303(00000000000000000) @062075"
    2015/03/17, 12:03:35 "infiSTAR.de PlayerDisconnected: _uid: 00000000000000000 _name: TeeBee303"
    2015/03/17, 12:03:35 "TeeBee303 | PlayerUID: 00000000000000000 CharacterID: 276 | Disconnected near Storage Unit @062075 | Resync Gear to prevent duping!"
    2015/03/17, 12:03:35 "get: STRING (00000000000000000), sent: STRING (00000000000000000)"
    2015/03/17, 12:03:35 "DISCONNECT: TeeBee303 (00000000000000000) Object: B 1-1-C:1 (TeeBee303) REMOTE, _characterID: 276 at loc [6287.35,7811.21,0.00146484]"
    2015/03/17, 12:03:35 Client: Remote object 3:7 not found
    2015/03/17, 12:03:35 Warning: Cleanup player - person 3:4 not found
    Seems to be an BE Filter Thing, but no clue how to fix it...

    maybe i leave it disabled ;-)

    or its just an insert in some infistar file?

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