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DY357LX

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Posts posted by DY357LX

  1. Ok, great, thanks @salival- any info you can share is very welcome.

    I'm thinking the process is:
    Grab a copy of the files from the github, here : https://github.com/EpochSC/SingleCurrencyBanking
    (In server files, we just need the "bankzones" stuff?)
    Make sure that my current compiles.sqf and fn_selfActions.sqf have the new additions for giving gold to other players,
    checking bodies for gold, banking etc.
    Add an item to be used for banking in my variables.sqf (Laptop etc.)
    Make sure my description.ext has the required extra code for the extra hud stuff and defines.
    Update my mission.sqm to have safezones (if needed).
    Add Z_SingleCurrency = true; CurrencyName = "Coins"; and Z_MoneyVariable = "cashMoney"; to my init.sqf near the top
    where the other variables are defined.

    I've rushed this because I'm just about to go to work.
    Thanks again for sharing info.

  2. I'm going to have a look at getting Single Currency Banking on 1.0.6, but I'm looking at the server files on github
    ( https://github.com/EpochSC/SingleCurrencyBanking/tree/master/999_Hive_Version/Version 1.1/PBOs/dayz_server )
    and it seems like it's all of the 1.0.5.1 files but with stuff added for handling the banks. Merging/checking every single file
    would take too long. I can't copy + paste then replace the old files because they're 1.0.5.1 files and too different to 1.0.6.
    (Merging the mission files is do-able.)

    Anyone got any ideas/hints?
    (Sidenote: where I see "headShots" in the code, I need to replace that with "Coins", right? The new database layout has
    the extra column named "Coins", so we no longer need to read from the headShots value?)

    Thanks.

  3. On 24/01/2017 at 0:10 PM, Saije said:

    Does anyone have a link to macas right click scripts? right clicking does not work for me. I have all this just how it says to put it. but right clicking on binocs does do anything! same with WAI for the radio to turn it on and off. Does nothing!!

    You've made done the following changes:
    Altered the ui_selectSlot.sqf?
    Made sure your compiles.sqf is loaded and loading the correct ui_selectSlot file?
    You've added #include "custom\extra_rc.hpp" to your description.ext?

    Paste your extra_rc.hpp into somewhere like PasteBin or using the Code tags, please.

  4. If you look in somewhere like:

    Quote

    CfgLoot\Buildings\Church.hpp

    you can see:

    lootGroup = Church;

    I was just wondering if it's possible to alter this so that buildings pull loot from multiple tables?
    I've tried:

    lootGroup[] = {Church,Military,Supermarket};

    But this stopped any loot from spawning in churches. (Maybe quotation marks are needed around names?)

    Anyone have any ideas? If not, what's the best way to alter the loot tables so that more guns and building supplies spawn?
    (Do the numbers/chance percentages still have to total 100?)
    Thanks.

  5. How would we go about forcing a save/database write (update?) after a trade (with NPC) is completed?

    I've had reports of players buying vehicles, logging out then logging back it and still having the cash that was supposed to be consumed by the trade.

    Maybe a forced save wouldn't be CPU efficient if used on all traders, maybe just use it on weapons & vehicles traders.

    Any ideas, anyone?
    Thanks.

  6. Spoiler

    private ["_class","_uid","_charID","_object","_worldspace","_key","_allowed"];

    _charID = _this select 0;
    _object = _this select 1;
    _worldspace = _this select 2;
    _class = _this select 3;

    _allowed = [_object, "Server"] call check_publishobject;
    if (!_allowed) exitWith { deleteVehicle _object; };

    _uid = _worldspace call dayz_objectUID2;
    _worldspace set [0, (_worldspace select 0) call KK_fnc_floatToString];
    _worldspace set [1, (_worldspace select 1) call KK_fnc_positionToString];
    //_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid];
    _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace call AN_fnc_formatWorldspace, [], [], 0,_uid];
    _key call server_hiveWrite;
    _object setVariable ["lastUpdate",time];
    _object setVariable ["ObjectUID", _uid,true];

    if (DZE_GodModeBase) then {
        _object addEventHandler ["HandleDamage", {false}];
    } else {
        _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
    };

    _object enableSimulation false;

    PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];

    Yeah sure. Thanks for taking the time to help.
    This part:

    _worldspace set [0, (_worldspace select 0) call KK_fnc_floatToString];
    _worldspace set [1, (_worldspace select 1) call KK_fnc_positionToString];

    is from Plot for Life, if I remember rightly.
    Maybe I should move the:

    Quote

    _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace call AN_fnc_formatWorldspace, [], [], 0,_uid];

    line up above the Plot for Life lines? Write info to database before  Plot for Life can convert it? (I think that's what it's doing?)

  7. Spoiler

     

    =====================================================================
    == D:\TCAFiles\Users\bend\19504\19504.exe
    == D:\TCAFiles\Users\bend\19504\19504.exe  -ip=119.252.189.230 -port=3502 -mod=@DayzOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server; -name=DayZConfig -config=DayZConfig\config.cfg -cfg=DayZConfig\basic.cfg -profiles=DayZConfig
    =====================================================================
    Exe timestamp: 2015/05/21 22:08:52
    Current time:  2016/05/08 04:53:47

    Version 1.63.125548
    Item STR_EQUIP_NAME_41 listed twice
    Item STR_EQUIP_DESC_41 listed twice
    Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
    File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
    Unsupported language English in stringtable
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
            <English>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
            <Italian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
            <Spanish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
            <French>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
            <Czech>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
            <Russian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
            <Polish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
            <Hungarian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
        </Key>
        <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
          <German>Compact assault rifle with silenced grenade launcher&lt'
    Item STR_VIL_DN_BS1 listed twice
    Item STR_AUTHOR_VILAS listed twice
    Item STR_VIL_EASTERN listed twice
    Item STR_VIL_WEAPONS listed twice
    Item str_dss_10rnd_vss listed twice
    Item str_dss_20rnd_vss listed twice
    Item str_dn_20rnd_9x39_sp5_vss listed twice
    Item str_dn_ak_107_gl_pso listed twice
    Item str_dn_ak_107_kobra listed twice
    Item str_dn_M40A3 listed twice
    Item str_dn_rpk_74 listed twice
    Item str_ep1_dn_fn_fal listed twice
    Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
    Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
    Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
    Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
    Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
    Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
    Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
    Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
    Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
    Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
    Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
    Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
    Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
    Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
    Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
    Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
    Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
    Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
    Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
    Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
    Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
    Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
    Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
    Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
    Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
    Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
    Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
    Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
    Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
    Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
    Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
    Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
    Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
    Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
    Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
    Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
    Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
    Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
    Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
    Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
    Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
    Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
    Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
    Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
    Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
    Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
    Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
    Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
    Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
    Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
    Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
    Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
    Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
    Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
    Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
    Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
    Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
    Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
    Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
    Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
    Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
    Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
    Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
    Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
    Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
    Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
    Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
    Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:18 Server error: Player without identity DY357LX (id 2797402)
     4:54:26 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
     4:54:35 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
     4:54:35 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
     4:54:35 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
     4:54:36 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
     4:54:36 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
     4:54:46 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
     4:54:46 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
     4:54:46 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
     4:54:46 "DayZ Epoch: MPframework inited"
     4:54:49 "infiSTAR.de - Waiting for BIS_fnc_init..."
     4:54:53 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:54:53 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
     4:55:08 "infiSTAR.de - BIS_fnc_init done - AntiHack STARTING...!"
     4:55:08 Warning Message: Script low_admins.sqf not found
     4:55:08 Warning Message: Script normal_admins.sqf not found
     4:55:08 Warning Message: Script super_admins.sqf not found
     4:55:08 Warning Message: Script blacklist.sqf not found
     4:55:08 "infiSTAR.de - iproductVersion: 23012016-v1429A | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,125548] | worldName: Chernarus | dayz_instance: 11 | missionName: DayZ_Epoch_11"
     4:55:08 "infiSTAR.de - _fnc_RandomGen: {
    _abc = ['z','y','x','w','v','u','t','s','r','q','p','o','n','m','l','k','j','i','h','g','f','e','d','c','b','a'];
    _gen = _abc select (random ((count _abc)-1));
    _arr = ['9','0','s','P','8','B','D','G','O','S','g','C','J','z','E','t','n','H','8','g','y','K','L','X','B','6','e','K','8','Q'];
    for '_i' from 0 to (8+(round(random 3))) do {_gen = _gen + str(round(random 9)) + (_arr select (random ((count _arr)-1)));};
    _gen
    }"
     4:55:08 "infiSTAR.de - _simple: i384B2K4g1g8C791K3J0J"
     4:55:08 "infiSTAR.de - _dialogIds: i4t2e4O8B3O2E288t6876"
     4:55:08 "infiSTAR.de - _badtxts: o289y3S4e8K2E7Q8G2n5L"
     4:55:08 "infiSTAR.de - _randvar1: n1H1B1B70387n69194z6z8B6e"
     4:55:08 "infiSTAR.de - _randvar2: d8n083e5X7n9B4n9s5B48"
     4:55:08 "infiSTAR.de - _randvar0: j192K6G3L6X7K7e5z1S4z"
     4:55:08 "infiSTAR.de - _randvar3: d5B7n383g1H3K3z6P70"
     4:55:08 "infiSTAR.de - _randvar4: j684G18364t0D9B2O9L7L"
     4:55:08 "infiSTAR.de - _randvar5: n3K1g4E1X5t4g5g581z2z2P"
     4:55:08 "infiSTAR.de - _randvar6: x180g0J6z5G101D7t0H4e"
     4:55:08 "infiSTAR.de - _randvar8: d3z2G6B065K9G8P6g9Q3C"
     4:55:08 "infiSTAR.de - _randvar11: d3B6888189B7z5H7O3E"
     4:55:08 "infiSTAR.de - _randvar12: p7K9G0G3C0z78488s886S8S"
     4:55:08 "infiSTAR.de - _randvar13: x1B5g8E0g3L389t6D3H0y"
     4:55:08 "infiSTAR.de - _randvar19: m1D1L2t3s1G0B4H7O287z9z"
     4:55:08 "infiSTAR.de - _randvar20: w5g7S6O8O2K5g4S6J0O5H"
     4:55:08 "infiSTAR.de - _randvar27: b968t106K4z5O2G6J7G40"
     4:55:08 "infiSTAR.de - _randvar26: p3D6P1S9L4t7s4H5K28"
     4:55:08 "infiSTAR.de - _randvar25: k084S7t7H26883B9n3g6X18"
     4:55:08 "infiSTAR.de - _randvar29: v784e8B8K2K4H50286P38"
     4:55:08 "infiSTAR.de - _randvar30: b4e6s0z9K7e8y1O2J3H1s2J"
     4:55:08 "infiSTAR.de - _randvar31: m1E80164C8s6L787g7g3G"
     4:55:08 "infiSTAR.de - _randvar32: a4g1G7H9S7B7K5g8G8O481J"
     4:55:08 "infiSTAR.de - _randvar33: m4S9S6B78465S6G7s6X4z6D"
     4:55:08 "infiSTAR.de - _randvar34: v2B161G1z287D1z192Q10"
     4:55:08 "infiSTAR.de - _randvar35: l1g9t6L4O684t263X207K"
     4:55:08 "infiSTAR.de - _randvar36: y1J6B4e0S7Q2O5S6g5g3g"
     4:55:08 "infiSTAR.de - _randvar319737: c7S5G0P2J4K5e3S6t3g7O6S"
     4:55:08 "infiSTAR.de - _randvar38: u4C9e8E3K5K88486K0y5D"
     4:55:08 "infiSTAR.de - _randvar39: v4H2E4s1z2Q4y9s4J9K6O"
     4:55:08 "infiSTAR.de - _clickOnMapTimer: d6e086H6B0S797B8y2t1G"
     4:55:08 "infiSTAR.de - _clickOnMapCaught: l3g1J9H0e5B8g0S5S582C0t7J"
     4:55:08 "infiSTAR.de - _fnc_handlerandvar10: g789S5g9g804K888P4y3K7n"
     4:55:08 "infiSTAR.de - _remark: l8O062L8g5Q8O6s2n282G"
     4:55:08 "infiSTAR.de - _AHpos: n7X7X367K1t3X5L00686B"
     4:55:08 "infiSTAR.de - _loadedcheckpos: i6X8D4B9y2X7X4B4D682P"
     4:55:08 "infiSTAR.de - _loadedchecktime: a265D4B1K1S90000L3z"
     4:55:08 "infiSTAR.de - _MenuChecksRunningx: q4z0P6Q2s9G4B568e360B7J68"
     4:55:08 "infiSTAR.de - _oneachframe: c5B5g6n2y2B1G7H9E1X8g4z58"
     4:55:08 "infiSTAR.de - _anotherloop: g9n3t3B580C6y0L8X46"
     4:55:08 "infiSTAR.de - _clientoncetwo: x188n4K486O590K1O3n888L1g"
     4:55:08 "infiSTAR.de - _lastUnlock: t79567X685C087G6D880B"
     4:55:08 "infiSTAR.de - _AdminReqCheck: f4g3G8L6B4P907P9B208J6n"
     4:55:08 "infiSTAR.de - _antidupeCheckVar: g8t3y8L8y2S888z5t6g5G5E"
     4:55:08 "infiSTAR.de - _antidupePVCheckVar: PVAHR_0_t68809H3X8s4O4g2B9H4y"
     4:55:08 "infiSTAR.de - _antidupePVResVar: PVAHR_0_o4t1J7g1B9H3C665L9G7g9g"
     4:55:08 "infiSTAR.de - _antiantihack_rndvar: PVAHR_0_s580e3P1K68486B489888"
     4:55:08 "infiSTAR.de - _randvar319710: PVAHR_0_o7E867G7S8K8G2C502B3C7P"
     4:55:09 "infiSTAR.de - AntiHack LOADED!"
     4:55:09 "infiSTAR.de - CREATING AdminMenu"
     4:55:09 "infiSTAR.de - AdminMenu LOADED!"
     4:55:09 "infiSTAR.de - ADDING PublicVariableEventHandlers"
     4:55:09 "infiSTAR.de - AntiHack FULLY LOADED"
     4:55:10 "[Random_Weed_Farm]: waiting for BIS_fnc_findSafePos"
     4:55:10 "[Random_Weed_Farm]: Function loaded ... Server Building 2 Weed Farm(s)"
     4:55:10 "[Random_Weed_Farm]: Found Location for a farm (125018) [12504.3,13473.9] with 4 plants"
     4:55:10 "[Random_Weed_Farm]: Found Location for a farm (107002) [10787.3,15100.8] with 6 plants"
     4:55:10 "[Random_Weed_Farm]: Weed Farm(s) Done ... Broadcasting locations for clients"
     4:55:11 "Res3tting B!S effects..."
     4:55:12 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
     4:55:13 "HIVE: Starting"
     4:55:13 "HIVE: trying to get objects"
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
     4:55:14 "HIVE: found 438 objects"
     4:55:14 "HIVE: Commence Object Streaming..."
     4:55:16 "HIVE: got 0 Epoch Objects and 438 Vehicles"
     4:55:23 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
     4:55:23 UH1Y_DZE: ObsGun - unknown animation source ObsGun
     4:55:24 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
     4:55:24 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
     4:55:26 "infiSTAR.de - Player-Log: DY357LX(MYSTEAMID) - 0h 00min | ******ADMIN******"
     4:55:34 "HIVE: Vehicle Spawn limit reached!"
     4:55:34 "HIVE: Spawning # of Debris: 50"
     4:55:34 "HIVE: Spawning # of Ammo Boxes: 3"
     4:55:34 "HIVE: Spawning # of Veins: 50"
     4:55:34 "Total Number of spawn locations 5"
     4:55:34 "EPOCH EVENTS INIT"
     4:55:36 "DEBUG VEIN: Too many objects at [8887.92,11357]"
     4:55:37 Server: Object 3:12 not found (message 70)
     4:55:37 "TIME SYNC: Local Time set to [2013,8,3,10,55]"
     4:55:38 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-B:1 (DY357LX) REMOTE,"MYSTEAMID"]"
     4:55:38 "infiSTAR.de ******ADMIN-LOGIN******: DY357LX(MYSTEAMID)"
     4:55:38 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-B:1 (DY357LX) REMOTE,"MYSTEAMID"]"
     4:55:39 Warning Message: Script z\addons\dayz_server\WAI\customsettings.sqf not found
     4:55:39 "WAI: AI Config File Loaded"
     4:55:39 "WAI: AI Monitor Started"
     4:55:39 "WAI: Initialising missions"
     4:56:05 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX TP infront of you ON"
     4:56:06 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - 1 Step Building - ON"
     4:56:06 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - No OverBurdened - ON"
     4:56:07 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - No Build Limit - ON"
     4:56:21 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - added metal_floor_kit to his inventory"
     4:56:21 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - added metal_floor_kit to his inventory"
     4:56:34 ["95.402496","[2939.643066,15122.111328,-0.0888062]","MYSTEAMID",[[0.995558,-0.0941518,0],[0,0,1]]]
     4:56:34 Error in expression <
    private "_arr";
    if (abs (_this - _this % 1) == 0) exitWith { str _this };
    _arr >
     4:56:34   Error position: <% 1) == 0) exitWith { str _this };
    _arr >
     4:56:34   Error %: Type String, expected Number
     4:56:34 File z\addons\dayz_server\init\server_functions.sqf, line 978
     4:56:34 Error in expression <
    private "_arr";
    if (abs (_this - _this % 1) == 0) exitWith { str _this };
    _arr >
     4:56:34   Error position: <% 1) == 0) exitWith { str _this };
    _arr >
     4:56:34   Error Generic error in expression
     4:56:34 File z\addons\dayz_server\init\server_functions.sqf, line 978
     4:56:56 ["95.402496","[2944.23999,15121.675781,1.817505]","MYSTEAMID",[[0.703966,-0.0665753,0.707107],[-0.703966,0.0665753,0.707107]]]
     4:56:56 Error in expression <
    private "_arr";
    if (abs (_this - _this % 1) == 0) exitWith { str _this };
    _arr >
     4:56:56   Error position: <% 1) == 0) exitWith { str _this };
    _arr >
     4:56:56   Error %: Type String, expected Number
     4:56:56 File z\addons\dayz_server\init\server_functions.sqf, line 978
     4:56:56 Error in expression <
    private "_arr";
    if (abs (_this - _this % 1) == 0) exitWith { str _this };
    _arr >
     4:56:56   Error position: <% 1) == 0) exitWith { str _this };
    _arr >
     4:56:56   Error Generic error in expression
     4:56:56 File z\addons\dayz_server\init\server_functions.sqf, line 978

     

    As requested. (And I've removed my SteamID.)

    And, looking at the database, it doesn't appear that the metal floors and plot pole I built have been saved.

  8. Just installed this and am getting the following RPT error:
     

    12:54:24 Error in expression <
    private "_arr";
    if (abs (_this - _this % 1) == 0) exitWith { str _this };
    _arr >
    12:54:24   Error position: <% 1) == 0) exitWith { str _this };
    _arr >
    12:54:24   Error %: Type String, expected Number
    12:54:24 File z\addons\dayz_server\init\server_functions.sqf, line 978
    12:54:24 Error in expression <
    private "_arr";
    if (abs (_this - _this % 1) == 0) exitWith { str _this };
    _arr >
    12:54:24   Error position: <% 1) == 0) exitWith { str _this };
    _arr >
    12:54:24   Error Generic error in expression
    12:54:24 File z\addons\dayz_server\init\server_functions.sqf, line 978

    My server_updateObject.sqf was originally this (for Plot for Life):
     

    _worldspace = [(getDir _object) call KK_fnc_floatToString,    _position call KK_fnc_positionToString];

    it's now this:
     

    _worldspace = [getDir _object, _position] call AN_fnc_formatWorldspace;

     

    Line 978 in server_functions.sqf is this:
     

    KK_fnc_floatToString = {
        private "_arr";
        if (abs (_this - _this % 1) == 0) exitWith { str _this };
        _arr = toArray str abs (_this % 1);
        _arr set [0, 32];
        toString (toArray str (
            abs (_this - _this % 1) * _this / abs _this
        ) + _arr - [32])
    };


    Anyone got any ideas? Thanks.

  9. Has anyone got this working along side DZGM / DayZ Group Management?
    After adding Plot Management we'd suddenly lost the "Invite" button.

    Any ideas?

    Here's the GitHub link for DZGM should anyone wish to check out the code.
    As far as I can, the invite button is in groupManagement.hpp on line 87.

    https://github.com/ebaydayz/DZGM

    QUICK EDIT:
    My description.ext looks like this:
    http://pastebin.com/TNhLh9Sx

    I'm currently digging through the defines.hpp of DZGM and PlotManagement to see what's the same/different.

    A quick search of GitHub code reveals plenty of people running the 2 mods alongside.
    https://github.com/search?q=plotManagement+DZGM&type=Code&utf8=✓

    I'm wondering if my description.ext needs things moving from those defines.hpp to it.

  10. Basically, I want "ADMIN: <ADMINNAME>"  to appear when a player points their crosshair at an Admin.

    Here's what I've got so far:
     

    _adminList = ["ADMINUID1","ADMINUID2"];
    waitUntil {(getPlayerUID player) != ""};
    Waituntil {!isNull player};
    while{true} do
    {
    	sleep 0.5;
    	_lpID = getPlayerUID cursorTarget;
    	if((isPlayer cursorTarget) && (alive cursorTarget) && (side cursorTarget == side player) && (_lpID in _adminList) && (player distance cursorTarget < 10)) then
    	{
    		_cursorTargetName = name cursorTarget;
    		cutText [format["ADMIN %1", _cursorTargetName], "PLAIN",0.1];
    	}
    	else
    	{
    	};
    };

    It's an adaptation of the CPC name tags code from a while back.
    The code does show what I want but it's also showing the names of normal players.

    Can anyone point out what I've done wrong please? I don't have a lot of .SQF experience but I think I'm on the right track.

    Thanks.

  11. The install instructions on Github read:
     

     

    when ready, simply repack the contents of the VEMF folder into a .pbo (PBOManager recommended)

     

    Does that mean to include the VEMF folder itself? I'm assuming so because highlighting the 4 files/folders ("Addons", "Missions", "functions_VEMF" and "config.cpp") and right-clicking doesn't give us a "Pack into PBO File".

     

    Maybe I'm reading too much into this, can someone clarify the Github instructions please? Thank you.

  12. DiSCLAIMER: No, I don't want this implemented by the devs or anything like that. I was simply thinking about it and how it would be implemented during my walk home.

     

    Several popular survival games these days are setup so that when the player logs out, their character is left on the floor, asleep in their logout location.

    Online players can stumble across these sleepers, steal their gear or flat-out kill them. It forces players to consider carefully where they're going to log-out.

     

     

    So, the script would have to:
    Get the player UID, skin, inventory content, position on the map etc and then create a "clone". Creating a new soldier/AI with those attributes wouldn't be too difficult but you'd have to find a way to stop it moving at all. Even rotating on the spot. I don't know if ArmA 2 + 3 contain a "sleep" animation. Maybe a dead body would work better but you'd have to make sure the database value doesn't change unless actually killed by another player.

     

    As the sleeper player logs in, the script simply removes the AI with the variable name/value that matches the UID of the player so there's no conflicts and updates the players inventory to match that of the clone to prevent duping. If the player logging in has been killed whilst asleep, the script sets ALIVE to 0 in the database and a respawn is required.

     

     

    Anyway, it was just an idea (with plenty of flaws) and I thought it might make for an interesting discussion. Not just for scripters, but for people who love/hate the sleeper mechanic.

  13. Does anyone know if it's possible to output some basic server information, via a .sqf file, to a .txt file?

     

    Just simple stuff like:
    Number of connected players

    List of player names

    Time the server started

     

    I'm currently digging through the BI forums and the BI wiki but not having a lot of luck.

     

    Any words of wisdom would be greatly appreciated.

     

    Thanks.

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