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rossco5378

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Posts posted by rossco5378

  1. I can honestly say i have not actually "played" epoch in, well getting on for 12months since running servers, i generally log into my server and find a quiet corner and just build until someone needs admin help ect ect.

     

    Anyways, i load the game up this morning to test this

     

    and i am hit with a global ban #c0258e, so im like okay, il quickly try my daughters game boom global ban #139c34.

     

    like ok, so i'm now waiting on a response from BE.

     

    in the mean time im going to run some scans on my pc!

     

    anyone else been having fun ?

    You cannot be global banned from scripts running on the server or through the mission file as they are not core arma files. The only way you could of been banned is if you were hacking or have some sort of malware on your pc that is interfering with the arma2 exe . The best thing todo is not email battleye but contact able on the bi forums http://forums.bistudio.com/member.php?17183-ableThis was the only way i got in contact with battleye. Good luck.

  2. So im having an issue and i need some help. After death players cannot build even tho they are added to the plotpole. They can access the plotpole and use the plot management gui but cannot build

     

    I cannot seem to figure out what the issue is.

    Here is my player_build.sqf

    /*
    DayZ Base Building
    Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected].
    */
    private ["_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_need","_needNear","_vehicle","_inVehicle","_requireplot","_objHDiff","_isLandFireDZ","_isTankTrap"];
    
    if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; };
    DZE_ActionInProgress = true;
    
    // disallow building if too many objects are found within 30m
    if((count ((getPosATL player) nearObjects ["All",DZE_PlotPole select 0])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};
    
    _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
    _isWater = dayz_isSwimming;
    _cancel = false;
    _reason = "";
    _canBuildOnPlot = false;
    
    _vehicle = vehicle player;
    _inVehicle = (_vehicle != player);
    
    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_cancelBuilding = false;
    
    call gear_ui_init;
    closeDialog 1;
    
    if (_isWater) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"];};
    if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];};
    if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"];};
    if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];};
    
    _item = _this;
    
    // Need Near Requirements
    _abort = false;
    _reason = "";
    
    _needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby");
    
    {
    switch(_x) do{
    case "fire":
    {
    _distance = 3;
    _isNear = {inflamed _x} count (getPosATL player nearObjects _distance);
    if(_isNear == 0) then {
    _abort = true;
    _reason = "fire";
    };
    };
    case "workshop":
    {
    _distance = 3;
    _isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
    if(_isNear == 0) then {
    _abort = true;
    _reason = "workshop";
    };
    };
    case "fueltank":
    {
    _distance = 30;
    _isNear = count (nearestObjects [player, dayz_fuelsources, _distance]);
    if(_isNear == 0) then {
    _abort = true;
    _reason = "fuel tank";
    };
    };
    };
    } forEach _needNear;
    
    
    if(_abort) exitWith {
    cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"];
    DZE_ActionInProgress = false;
    };
    
    _classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
    _classnametmp = _classname;
    _require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");
    _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
    _ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
    
    _lockable = 0;
    if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then {
    _lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable");
    };
    
    _requireplot = DZE_requireplot;
    if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then {
    _requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot");
    };
    
    _isAllowedUnderGround = 1;
    if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
    _isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
    };
    
    _offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
    if((count _offset) <= 0) then {
    _offset = [0,1.5,0];
    };
    
    _isPole = (_classname == "Plastic_Pole_EP1_DZ");
    _isLandFireDZ = (_classname == "Land_Fire_DZ");
    
    _distance = DZE_PlotPole select 0;
    _needText = localize "str_epoch_player_246";
    
    if(_isPole) then {
    _distance = DZE_PlotPole select 1;
    };
    
    // check for near plot
    _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
    _findNearestPole = [];
    
    {
    if (alive _x) then {
    _findNearestPole set [(count _findNearestPole),_x];
    };
    } count _findNearestPoles;
    
    _IsNearPlot = count (_findNearestPole);
    
    // If item is plot pole && another one exists within 45m
    if(_isPole && _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; };
    
    if(_IsNearPlot == 0) then {
    
    // Allow building of plot
    if(_requireplot == 0 || _isLandFireDZ) then {
    _canBuildOnPlot = true;
    };
    
    } else {
    // Since there are plots nearby we check for ownership && then for friend status
    
    // check nearby plots ownership && then for friend status
    _nearestPole = _findNearestPole select 0;
    
    // Find owner
    _ownerID = _nearestPole getVariable ["CharacterID","0"];
    
    // diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];
    
    // check if friendly to owner
    if(dayz_characterID == _ownerID) then {
    _canBuildOnPlot = true;
    } else {
    _friendlies = _nearestPole getVariable ["plotfriends",[]];
    _fuid = [];
    {
    _friendUID = _x select 0;
    _fuid = _fuid + [_friendUID];
    } forEach _friendlies;
    _builder = getPlayerUID player;
    // check if friendly to owner
    if(_builder in _fuid) then {
    _canBuildOnPlot = true;
    };
    };
    };
    
    // _message
    if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; };
    
    _missing = "";
    _hasrequireditem = true;
    {
    _hastoolweapon = _x in weapons player;
    if(!_hastoolweapon) exitWith { _hasrequireditem = false; _missing = getText (configFile >> "cfgWeapons" >> _x >> "displayName"); };
    } count _require;
    
    _hasbuilditem = _this in magazines player;
    if (!_hasbuilditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; };
    
    if (!_hasrequireditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"]; };
    if (_hasrequireditem) then {
    
    _location = [0,0,0];
    _isOk = true;
    
    // get inital players position
    _location1 = getPosATL player;
    _dir = getDir player;
    
    // if ghost preview available use that instead
    if (_ghost != "") then {
    _classname = _ghost;
    };
    
    _object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
    
    _object attachTo [player,_offset];
    
    _position = getPosATL _object;
    
    cutText [(localize "str_epoch_player_45"), "PLAIN DOWN"];
    
    _objHDiff = 0;
    
    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;
    _dir = 180;
    };
    if (DZE_6) then {
    _rotate = true;
    DZE_6 = false;
    _dir = 0;
    };
    
    if(_rotate) then {
    _object setDir _dir;
    _object setPosATL _position;
    //diag_log format["DEBUG Rotate BUILDING POS: %1", _position];
    };
    
    if(_zheightchanged) then {
    detach _object;
    
    _position = getPosATL _object;
    
    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;
    };
    
    _object setDir (getDir _object);
    
    if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
    _position set [2,0];
    };
    
    _object setPosATL _position;
    
    //diag_log format["DEBUG Change BUILDING POS: %1", _position];
    
    _object attachTo [player];
    
    };
    
    sleep 0.5;
    
    _location2 = getPosATL player;
    
    if(DZE_5) exitWith {
    _isOk = false;
    detach _object;
    _dir = getDir _object;
    _position = getPosATL _object;
    //diag_log format["DEBUG BUILDING POS: %1", _position];
    deleteVehicle _object;
    };
    
    if(_location1 distance _location2 > 5) exitWith {
    _isOk = false;
    _cancel = true;
    _reason = "You've moved to far away from where you started building (within 5 meters)";
    detach _object;
    deleteVehicle _object;
    };
    
    if(abs(_objHDiff) > 5) exitWith {
    _isOk = false;
    _cancel = true;
    _reason = "Cannot move up || down more than 5 meters";
    detach _object;
    deleteVehicle _object;
    };
    
    if (player getVariable["combattimeout", 0] >= time) exitWith {
    _isOk = false;
    _cancel = true;
    _reason = (localize "str_epoch_player_43");
    detach _object;
    deleteVehicle _object;
    };
    
    if (DZE_cancelBuilding) exitWith {
    _isOk = false;
    _cancel = true;
    _reason = "Cancelled building.";
    detach _object;
    deleteVehicle _object;
    };
    };
    
    //No building on roads unless toggled
    if (!DZE_BuildOnRoads) then {
    if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; };
    };
    
    // No building in trader zones
    if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; };
    
    if(!_cancel) then {
    
    _classname = _classnametmp;
    
    // Start Build
    _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
    
    _tmpbuilt setdir _dir;
    
    // Get position based on object
    _location = _position;
    
    if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then {
    _location set [2,0];
    };
    
    _tmpbuilt setPosATL _location;
    
    
    cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];
    
    _limit = 3;
    
    if (DZE_StaticConstructionCount > 0) then {
    _limit = DZE_StaticConstructionCount;
    }
    else {
    if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
    _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
    };
    };
    
    _isOk = true;
    _proceed = false;
    _counter = 0;
    
    while {_isOk} do {
    
    [10,10] call dayz_HungerThirst;
    player playActionNow "Medic";
    
    _dis=20;
    _sfx = "repair";
    [player,_sfx,0,false,_dis] call dayz_zombieSpeak;
    [player,_dis,true,(getPosATL player)] spawn player_alertZombies;
    
    r_interrupt = false;
    r_doLoop = true;
    _started = false;
    _finished = false;
    
    while {r_doLoop} do {
    _animState = animationState player;
    _isMedic = ["medic",_animState] call fnc_inString;
    if (_isMedic) then {
    _started = true;
    };
    if (_started && !_isMedic) then {
    r_doLoop = false;
    _finished = true;
    };
    if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then {
    r_doLoop = false;
    };
    if (DZE_cancelBuilding) exitWith {
    r_doLoop = false;
    };
    sleep 0.1;
    };
    r_doLoop = false;
    
    
    if(!_finished) exitWith {
    _isOk = false;
    _proceed = false;
    };
    
    if(_finished) then {
    _counter = _counter + 1;
    };
    
    cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"];
    
    if(_counter == _limit) exitWith {
    _isOk = false;
    _proceed = true;
    };
    
    };
    
    if (_proceed) then {
    
    _num_removed = ([player,_item] call BIS_fnc_invRemove);
    if(_num_removed == 1) then {
    
    cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];
    
    if (_isPole) then {
    [] spawn player_plotPreview;
    };
    
    _tmpbuilt setVariable ["OEMPos",_location,true];
    
    if(_lockable > 1) then {
    
    _combinationDisplay = "";
    
    switch (_lockable) do {
    
    case 2: { // 2 lockbox
    _combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue
    _combination_2 = floor(random 10);
    _combination_3 = floor(random 10);
    _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
    dayz_combination = _combination;
    if (_combination_1 == 100) then {
    _combination_1_Display = "Red";
    };
    if (_combination_1 == 101) then {
    _combination_1_Display = "Green";
    };
    if (_combination_1 == 102) then {
    _combination_1_Display = "Blue";
    };
    _combinationDisplay = format["%1%2%3",_combination_1_Display,_combination_2,_combination_3];
    };
    
    case 3: { // 3 combolock
    _combination_1 = floor(random 10);
    _combination_2 = floor(random 10);
    _combination_3 = floor(random 10);
    _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
    dayz_combination = _combination;
    _combinationDisplay = _combination;
    };
    
    case 4: { // 4 safe
    _combination_1 = floor(random 10);
    _combination_2 = floor(random 10);
    _combination_3 = floor(random 10);
    _combination_4 = floor(random 10);
    _combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4];
    dayz_combination = _combination;
    _combinationDisplay = _combination;
    };
    };
    
    _tmpbuilt setVariable ["CharacterID",_combination,true];
    
    
    PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location],_classname];
    publicVariableServer "PVDZE_obj_Publish";
    
    cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5];
    
    
    } else {
    _tmpbuilt setVariable ["CharacterID",dayz_characterID,true];
    
    // fire?
    if(_tmpbuilt isKindOf "Land_Fire_DZ") then {
    _tmpbuilt spawn player_fireMonitor;
    } else {
    PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],_classname];
    publicVariableServer "PVDZE_obj_Publish";
    };
    };
    } else {
    deleteVehicle _tmpbuilt;
    cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
    };
    
    } else {
    r_interrupt = false;
    if (vehicle player == player) then {
    [objNull, player, rSwitchMove,""] call RE;
    player playActionNow "stop";
    };
    
    deleteVehicle _tmpbuilt;
    
    cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
    };
    
    } else {
    cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"];
    
    };
    };
    
    DZE_ActionInProgress = false;
    
  3. The ai gets out of the heli and runs about 5M and then gets ported back into the heli. This is just a infinite loop and i cannot seem to figure it out.

     

    I have attached the server side init_bus.sqf in the spoiler below.

     

    private ["_axeBusUnit","_firstRun","_dir","_axWPZ","_unitpos","_rndLOut","_ailoadout","_axeBus","_axeBusGroup","_axeBuspawnpos","_axeBusWPradius","_axeBusWPIndex","_axeBusFirstWayPoint","_axeBusWP","_axeBusRouteWaypoints","_axeBusDriver","_axeBusLogicGroup","_axeBusLogicCenter"];

    _axeBusUnit = objNull;
    _axeBusGroup = createGroup WEST; // Sets to BlueFor
    _axeBuspawnpos = [13683.5,2909.92,0];
    _unitpos = [13700.3,2934.12,0];
    _axeBusWPradius = 2;//waypoint radius
     
    _axeBusDriver = objNull;
     
    //Set Sides No need for this
    //_firstRun = _this select 0;
    //if(_firstRun)then{
    //createCenter RESISTANCE;
    //RESISTANCE setFriend [WEST,1];//Like Survivors..
    //RESISTANCE setFriend [EAST,0];//Don't like banditos !
    //WEST setFriend [RESISTANCE,1];
    //EAST setFriend [RESISTANCE,0];
    //};
     
    //Load Bus Route
    // Cherno [7262.95,2993.65]
    // Stary  [6222.05,7808.89]
    // Bash   [3999.16,11646]
    // Klen   [11509.3,11319.4]
    _axWPZ=0;
    _axeBusWPIndex = 2;
    _axeBusFirstWayPoint = [7262.95,2993.65,_axWPZ];
    _axeBusWP = _axeBusGroup addWaypoint [_axeBusFirstWayPoint, _axeBusWPradius,_axeBusWPIndex];
    _axeBusWP setWaypointType "getout";
    _axeBusRouteWaypoints = [[11509.3,11319.4,_axWPZ],[3999.16,11646,_axWPZ],[6222.05,7808.89,_axWPZ],[7262.95,2993.65,_axWPZ]];
     
    {
    _axeBusWPIndex=_axeBusWPIndex+1;
    _axeBusWP = _axeBusGroup addWaypoint [_axeBusFirstWayPoint, _axeBusWPradius,_axeBusWPIndex];
    _axeBusWP setWaypointType "getout";
    _axeBusWP setWaypointTimeout [20, 30];
    diag_log format ["BUS:Waypoint Added: %2 at %1",_axeBusFirstWayPoint,_axeBusWP];
    } forEach _axeBusRouteWaypoints;
     
    //Create Loop Waypoint
    _axeBusWP = _axeBusGroup addWaypoint [_axeBusFirstWayPoint, _axeBusWPradius,_axeBusWPIndex+1];
    _axeBusWP setWaypointType "CYCLE";
     
    //Create Bus
    _dir = 244;
    _axeBus = "BAF_Merlin_HC3_D" createVehicle _axeBuspawnpos;
    _axeBus setDir _dir;
        _axeBus setPos getPos _axeBus;
        _axeBus setVariable ["ObjectID", [_dir,getPos _axeBus] call dayz_objectUID2, true];
        _axeBus setFuel 1;
    _axeBus allowDammage false;
    //Uncomment for normal dayZ
    //dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_axeBus];
    //For Epoch - Comment out for normal dayZ | Credit to Flenz
    PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_axeBus];
    [_axeBus,"BAF_Merlin_HC3_D"] spawn server_updateObject;
     
    //Make Permanent on some builds.. No Need really,
    //dayzSaveVehicle = _axeBus;
    //publicVariable "dayzSaveVehicle";
     
    _axeBus addEventHandler ["HandleDamage", {false}];
    _axeBus setVariable ["axBusGroup",_axeBusGroup,true];
    _axeBus setVariable ["isAxeAIBus",1,true];
     
    //Create Pilot
    "BAF_Pilot_MTP" createUnit [_unitpos, _axeBusGroup, "_axeBusUnit=this;",0.5,"Private"];
     
    _axeBusUnit enableAI "TARGET";
    _axeBusUnit enableAI "AUTOTARGET";
    _axeBusUnit enableAI "MOVE";
    _axeBusUnit enableAI "ANIM";
    _axeBusUnit enableAI "FSM";
    _axeBusUnit allowDammage true;
    _axeBusUnit setCombatMode "GREEN";
    _axeBusUnit setBehaviour "CARELESS";
    //set skills
    _axeBusUnit setSkill ["aimingAccuracy",1];
    _axeBusUnit setSkill ["aimingShake",1];
    _axeBusUnit setSkill ["aimingSpeed",1];
    _axeBusUnit setSkill ["endurance",1];
    _axeBusUnit setSkill ["spotDistance",0.6];
    _axeBusUnit setSkill ["spotTime",1];
    _axeBusUnit setSkill ["courage",1];
    _axeBusUnit setSkill ["reloadSpeed",1];
    _axeBusUnit setSkill ["commanding",1];
    _axeBusUnit setSkill ["general",1];
    _axeBusUnit assignAsCargo _axeBus;
    _axeBusUnit moveInCargo _axeBus;
    _axeBusUnit addEventHandler ["HandleDamage", {false}];
    //End of create pilot
     
    waitUntil{!isNull _axeBus};
    //diag_log format ["AXLOG:BUS: Bus Spawned:%1 | Group:%2",_axeBus,_axeBusGroup];
     
    //Monitor Bus
    while {alive _axeBus} do {
    //diag_log format ["AXLOG:BUS: Tick:%1",time];
    //Fuel Bus
    if(fuel _axeBus < 0.2)then{
    _axeBus setFuel 1;
    //diag_log format ["AXLOG:BUS: Fuelling Bus:%1 | Group:%2",_axeBus,_axeBusGroup];
    };
     
    //Keep Bus Alive - Shouldn't be required.
    if(damage _axeBus>0.4)then{
    _axeBus setDamage 0;
    //diag_log format ["AXLOG:BUS: Repairing Bus:%1 | Group:%2",_axeBus,_axeBusGroup];
    };
     
    //Monitor Driver
    if((driver _axeBus != _axeBusDriver)||(driver _axeBus != _axeBusUnit))then{
    //diag_log format ["AXLOG:BUS: Driver Required:%1",driver _axeBus];
    units _axeBusGroup select 0 assignAsDriver _axeBus;
    units _axeBusGroup select 0 moveInDriver _axeBus;
    };
     
    sleep 3;

    };

    If anyone can help me figure out what the issue is that would be much appreciated.

     

    Thanks.

  4. Having some strange issue with PM, I'm assuming the number/300 at the top is the object limit of the plotpole however testing with one wood wall in the plotpole radius it displays 401/300 and then a minute later 11/301... Also when i add myself to the "plotfriends" and then die, i cannot build nor remove the plotpole.

     

    I'm also getting this error in the client rpt

     

    Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1;

    };

    if ((isNil "PP_Marks") && (>

    Error position: };

    if ((isNil "PP_Marks") && (>

    Error Generic error in expression

    File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17

    Suspending not allowed in this context

    Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1;

    };

    if ((isNil "PP_Marks") && (>

    Error position: };

    if ((isNil "PP_Marks") && (>

    Error Generic error in expression

    File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17

    Suspending not allowed in this context

    Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1;

    };

    if ((isNil "PP_Marks") && (>

    Error position: };

    if ((isNil "PP_Marks") && (>

    Error Generic error in expression

    File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17

    Suspending not allowed in this context

    Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1;

    };

    if ((isNil "PP_Marks") && (>

    Error position: };

    if ((isNil "PP_Marks") && (>

    Error Generic error in expression

    File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17

     

    Also

     

    if ((isPlayer _unit) && !(_charID in _friendlies)) then {

    r_action>

    Error position: <_charID in _friendlies)) then {

    r_action>

    Error Undefined variable in expression: _charid

    File z\addons\dayz_code\compile\fn_damageActions.sqf, line 178

    Error in expression

    if(_unconscious) then {

    r_action = true;

    _a>

    Error position: <_unconscious) then {

    r_action = true;

    _a>

    Error Undefined variable in expression: _unconscious

    File z\addons\dayz_code\compile\fn_damageActions.sqf, line 106">

     

    Any help with this would be much appreciated.

    Bumping again as this seems to be a serious issue.

  5. Having some strange issue with PM, I'm assuming the number/300 at the top is the object limit of the plotpole however testing with one wood wall in the plotpole radius it displays 401/300 and then a minute later 11/301... Also when i add myself to the "plotfriends" and then die, i cannot build nor remove the plotpole.

     

    I'm also getting this error in the client rpt

     

    Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1;

    };

    if ((isNil "PP_Marks") && (>

    Error position: };

    if ((isNil "PP_Marks") && (>

    Error Generic error in expression

    File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17

    Suspending not allowed in this context

    Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1;

    };

    if ((isNil "PP_Marks") && (>

    Error position: };

    if ((isNil "PP_Marks") && (>

    Error Generic error in expression

    File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17

    Suspending not allowed in this context

    Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1;

    };

    if ((isNil "PP_Marks") && (>

    Error position: };

    if ((isNil "PP_Marks") && (>

    Error Generic error in expression

    File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17

    Suspending not allowed in this context

    Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1;

    };

    if ((isNil "PP_Marks") && (>

    Error position: };

    if ((isNil "PP_Marks") && (>

    Error Generic error in expression

    File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17

     

    Also

     

    if ((isPlayer _unit) && !(_charID in _friendlies)) then {

    r_action>

    Error position: <_charID in _friendlies)) then {

    r_action>

    Error Undefined variable in expression: _charid

    File z\addons\dayz_code\compile\fn_damageActions.sqf, line 178

    Error in expression

    if(_unconscious) then {

    r_action = true;

    _a>

    Error position: <_unconscious) then {

    r_action = true;

    _a>

    Error Undefined variable in expression: _unconscious

    File z\addons\dayz_code\compile\fn_damageActions.sqf, line 106">

     

    Any help with this would be much appreciated.

    Bump - Any help? Thanks

  6. Having some strange issue with PM, I'm assuming the number/300 at the top is the object limit of the plotpole however testing with one wood wall in the plotpole radius it displays 401/300 and then a minute later 11/301... Also when i add myself to the "plotfriends" and then die, i cannot build nor remove the plotpole.

     

    I'm also getting this error in the client rpt

     

    Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1;


    };

    if ((isNil "PP_Marks") && (>
    Error position: };

    if ((isNil "PP_Marks") && (>
    Error Generic error in expression
    File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17
    Suspending not allowed in this context
    Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1;
    };

    if ((isNil "PP_Marks") && (>
    Error position: };

    if ((isNil "PP_Marks") && (>
    Error Generic error in expression
    File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17
    Suspending not allowed in this context
    Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1;
    };

    if ((isNil "PP_Marks") && (>
    Error position: };

    if ((isNil "PP_Marks") && (>
    Error Generic error in expression
    File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17
    Suspending not allowed in this context
    Error in expression < _x; } count PP_Marks; PP_Marks = nil; sleep 1;
    };

    if ((isNil "PP_Marks") && (>
    Error position: };

    if ((isNil "PP_Marks") && (>
    Error Generic error in expression
    File mpmissions\__CUR_MP.Chernarus\plotManagement\plotToggleMarkers.sqf, line 17

     

    Also

     

    if ((isPlayer _unit) && !(_charID in _friendlies)) then {


    r_action>
    Error position: <_charID in _friendlies)) then {
    r_action>
    Error Undefined variable in expression: _charid
    File z\addons\dayz_code\compile\fn_damageActions.sqf, line 178
    Error in expression

    if(_unconscious) then {
    r_action = true;
    _a>
    Error position: <_unconscious) then {
    r_action = true;
    _a>
    Error Undefined variable in expression: _unconscious
    File z\addons\dayz_code\compile\fn_damageActions.sqf, line 106">

     

    Any help with this would be much appreciated.

  7. heres 2 bus scripts 

    https://github.com/andgregor/dayZ-AI-Bus-Route

     

    mayb u can do some thing to convert them to heli scripts , better than starting from scratch!

    Thank you for the links. However reading on another post if you set the vehicle to a heli and set way points it will follow the waypoints without an issue but the heli wont land. Someone said you need to implement a land function using this. being a complete noob when coding do you know how to add this?

     

    Thanks.

  8. Hello folks,

     

    I was wondering if anyone has seen some sort of heli taxi script for a2 epoch. Around a year ago i use to play on a server and it had a heli taxi script that made a merlin go from Cherno > Klen > Bash > Stary > Cherno and this just repeated all the time with 2 minute stops at each destination. If anyone has seen a script like this or is willing to help a noob out that would be much appreciated.

  9. So recently Wicked AI messages have stopped showing up  for e.g. "A ural has been captured, hunt down the enemy's" and also the infistar mass messages are not showing up either however the colored one at the top of the screen is showing up. There are no errors that i can see in the rpt for this and I'm really stumped why they are not working...

     

    RPT Log:

     



    =====================================================================
    == C:\Users\Administrator\Desktop\OverpochServer\arma2oaserver.exe
    == "C:\Users\Administrator\Desktop\OverpochServer\arma2oaserver.exe" -port=2302 "-bepath=C:\Users\Administrator\Desktop\Battleye" "-config=instance_1_overpoch\config.cfg" "-cfg=instance_1_overpoch\basic.cfg" "-profiles=instance_1_overpoch" -name=instance_1_overpoch "-mod=@DayZOverwatch;@DayZ_Epoch;@DayZ_Overpoch_Server;" -cpuCount=4 -exThreads=1 -maxmem=2047 -noCB
    =====================================================================
    Exe timestamp: 2015/01/15 00:17:21
    Current time: 2015/01/17 02:22:16

    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.
    From world.guns.ru: <'
    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.
    From world.guns.ru: <'
    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.
    From world.guns.ru: <'
    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.
    From world.guns.ru: <'
    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.
    From world.guns.ru: <'
    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.
    From world.guns.ru: <'
    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.
    From world.guns.ru: <'
    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.
    From world.guns.ru: <'
    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.


    Compact assault rifle with silenced grenade launcher<'
    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/
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:41 Server error: Player without identity Ross (id 957684651)
    2:22:48 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
    2:22:51 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
    2:22:51 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
    2:22:51 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
    2:22:51 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
    2:22:56 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
    2:22:56 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
    2:22:56 "DayZ Epoch: PRELOAD Functions\init [[:0 (FunctionsManager)],any]"
    2:22:56 "DayZ Epoch: MPframework inited"
    2:23:01 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:01 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
    2:23:23 "infiSTAR.de - Waiting for BIS_fnc_init..."
    2:23:23 "infiSTAR.de - BIS_fnc_init done - AntiHack STARTING...!"
    2:23:23 Warning Message: Script low_admins.sqf not found
    2:23:23 Warning Message: Script normal_admins.sqf not found
    2:23:23 Warning Message: Script super_admins.sqf not found
    2:23:23 Warning Message: Script blacklist.sqf not found
    2:23:23 "infiSTAR.de - iproductVersion: 04012015IAHAT341B | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,125548] | worldName: Chernarus | dayz_instance: 11 | missionName: DayZ_Overpoch_1"
    2:23:23 "infiSTAR.de - _fnc_RandomGen: {
    _arr = ["q","d","Y","L","g","C","x","r","o","d","T","b","j","S","s","2","r","E","V","Z","9","7","g","v","L","Y","2","9","j","s"];
    _gen = "p";
    for "_i" from 1 to 7 do {_gen = _gen + (_arr select (random ((count _arr)-1)));};
    _num = str(round(random 999998));
    _gen = _gen + '_' + _num;
    _gen
    }"
    2:23:23 "infiSTAR.de - _randvar1: pdgYsb9Z_820697"
    2:23:23 "infiSTAR.de - _randvar2: pdZ9dg9x_663036"
    2:23:23 "infiSTAR.de - _randvar3: ps2C9TZr_59084"
    2:23:23 "infiSTAR.de - _randvar4: pSg9T9xx_510271"
    2:23:23 "infiSTAR.de - _randvar5: pCqrLrbv_978842"
    2:23:23 "infiSTAR.de - _randvar6: pVE9ELLd_665206"
    2:23:23 "infiSTAR.de - _randvar8: pYCrorj7_660267"
    2:23:23 "infiSTAR.de - _randvar9: prvLLVd2_472782"
    2:23:23 "infiSTAR.de - _randvar11: pS29qovL_431695"
    2:23:23 "infiSTAR.de - _randvar12: pd9dEbTC_963485"
    2:23:23 "infiSTAR.de - _randvar13: pdgsdrSL_744511"
    2:23:23 "infiSTAR.de - _randvar19: pdLddsbS_728351"
    2:23:23 "infiSTAR.de - _randvar20: p7YYYbZC_48151"
    2:23:23 "infiSTAR.de - _randvar21: p2V27dLs_793960"
    2:23:23 "infiSTAR.de - _randvar27: posYvdqd_665088"
    2:23:23 "infiSTAR.de - _randvar26: pbrrrso9_497439"
    2:23:23 "infiSTAR.de - _randvar25: pgxLEYjb_665854"
    2:23:23 "infiSTAR.de - _randvar28: pv9s7xj7_361463"
    2:23:23 "infiSTAR.de - _randvar29: pLr9EL9Z_744019"
    2:23:23 "infiSTAR.de - _randvar30: pjoLjv9d_969252"
    2:23:23 "infiSTAR.de - _randvar31: pSCsT7Yd_91205"
    2:23:23 "infiSTAR.de - _randvar32: pY9bYvEx_839576"
    2:23:23 "infiSTAR.de - _randvar33: p2SZ9g72_272076"
    2:23:23 "infiSTAR.de - _randvar34: pYovgZLd_301752"
    2:23:23 "infiSTAR.de - _randvar35: pj2LELgx_99347"
    2:23:23 "infiSTAR.de - _randvar36: poLg9LvC_370638"
    2:23:23 "infiSTAR.de - _remark: pxqvvs9v_508778"
    2:23:23 "infiSTAR.de - _AHpos: prL2Zb9r_621644"
    2:23:23 "infiSTAR.de - _loadedcheckpos: pZLgdooL_434178"
    2:23:23 "infiSTAR.de - _loadedchecktime: p972LxLV_65729"
    2:23:23 "infiSTAR.de - _MenuChecksRunningx: pTrj9LoC_682399"
    2:23:23 "infiSTAR.de - _anotherrunnincheck: pjL9SSbs_24392"
    2:23:23 "infiSTAR.de - _randvar10: PVAHR_0_bedwngs_808344"
    2:23:23 "infiSTAR.de - AntiHack LOADED!"
    2:23:23 "infiSTAR.de - CREATING AdminMenu"
    2:23:23 "infiSTAR.de - ADDING PublicVariableEventHandlers"
    2:23:23 "infiSTAR.de - AntiHack FULLY LOADED"
    2:23:23 "infiSTAR.de - Player-Log: Ross(76561198084274533) - 0h 00min | ******ADMIN******"
    2:23:23 "Res3tting B!S effects..."
    2:23:24 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
    2:23:25 "HIVE: Starting"
    2:23:25 "HIVE: trying to get objects"
    2:23:25 "HIVE: found 832 objects"
    2:23:25 "HIVE: Commence Object Streaming..."
    2:23:26 "HIVE: got 0 Epoch Objects and 832 Vehicles"
    2:23:27 Cannot create non-ai vehicle civcarbl_DZ,
    2:23:28 Cannot create non-ai vehicle HMMWV_Armored_DZ,
    2:23:28 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1'
    2:23:28 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2'
    2:23:28 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1'
    2:23:28 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2'
    2:23:28 car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota'
    2:23:28 car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr'
    2:23:28 350z_city: ABSwitch - unknown animation source ABSwitch
    2:23:28 Cannot create non-ai vehicle HMMWV_M2_DZ,
    2:23:28 Cannot create non-ai vehicle JetSkiYanahui_Green_DZ,
    2:23:28 Cannot create non-ai vehicle MTVR_DZ,
    2:23:29 Cannot create non-ai vehicle CPD_U_DZ,
    2:23:29 Cannot create non-ai vehicle 350z_cream_DZ,
    2:23:29 Cannot create non-ai vehicle JetSkiYanahui_Green_DZ,
    2:23:29 Cannot create non-ai vehicle Civcarbu_DZ,
    2:23:29 Cannot create non-ai vehicle JetSkiYanahui_White,
    2:23:29 350z_white: ABSwitch - unknown animation source ABSwitch
    2:23:29 class HitPoints::HitLF2Wheel not found in policecar
    2:23:29 class HitPoints::HitRF2Wheel not found in policecar
    2:23:29 class HitPoints::HitLMWheel not found in policecar
    2:23:29 class HitPoints::HitRMWheel not found in policecar
    2:23:29 350z: ABSwitch - unknown animation source ABSwitch
    2:23:30 Cannot create non-ai vehicle JetSkiYanahui_Green_DZ,
    2:23:30 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    2:23:30 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    2:23:30 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    2:23:30 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    2:23:30 : Invalid parent bone 'osa_kapota' for 'kapota'
    2:23:30 : Invalid parent bone 'osa_kufr' for 'kufr'
    2:23:30 Cannot create non-ai vehicle Civcarwh_DZ,
    2:23:30 Cannot create non-ai vehicle CPD_DZ,
    2:23:30 Cannot create non-ai vehicle 350z_black_DZ,
    2:23:31 Cannot create non-ai vehicle 350z_green_DZ,
    2:23:31 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    2:23:31 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    2:23:31 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    2:23:31 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    2:23:31 : Invalid parent bone 'osa_kapota' for 'kapota'
    2:23:31 : Invalid parent bone 'osa_kufr' for 'kufr'
    2:23:31 Cannot create non-ai vehicle Civcarge_DZ,
    2:23:31 UH1Y_DZ: ObsTurret - unknown animation source ObsTurret
    2:23:31 UH1Y_DZ: ObsGun - unknown animation source ObsGun
    2:23:31 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    2:23:31 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    2:23:31 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    2:23:31 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    2:23:31 : Invalid parent bone 'osa_kapota' for 'kapota'
    2:23:31 : Invalid parent bone 'osa_kufr' for 'kufr'
    2:23:32 Cannot create non-ai vehicle Civcarge_DZ,
    2:23:32 Cannot create non-ai vehicle 350z_pink_DZ,
    2:23:32 350z_green: ABSwitch - unknown animation source ABSwitch
    2:23:32 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    2:23:32 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    2:23:32 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    2:23:32 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    2:23:32 : Invalid parent bone 'osa_kapota' for 'kapota'
    2:23:32 : Invalid parent bone 'osa_kufr' for 'kufr'
    2:23:32 Cannot create non-ai vehicle civcarbl_DZ,
    2:23:32 Cannot create non-ai vehicle BAF_Merlin_DZ,
    2:23:33 Cannot create non-ai vehicle JetSkiYanahui_Red_DZ,
    2:23:33 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    2:23:33 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    2:23:33 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    2:23:33 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    2:23:33 : Invalid parent bone 'osa_kapota' for 'kapota'
    2:23:33 : Invalid parent bone 'osa_kufr' for 'kufr'
    2:23:33 Cannot create non-ai vehicle Camel_DZ,
    2:23:33 Cannot create non-ai vehicle civcarbl_DZ,
    2:23:33 Cannot create non-ai vehicle MTVR_DZ,
    2:23:33 350z_yellow: ABSwitch - unknown animation source ABSwitch
    2:23:33 Cannot create non-ai vehicle 350z_green_DZ,
    2:23:34 Cannot create non-ai vehicle 350z_white_DZ,
    2:23:34 Cannot create non-ai vehicle CPD_U_DZ,
    2:23:34 350z_pink: ABSwitch - unknown animation source ABSwitch
    2:23:34 Cannot create non-ai vehicle Civcarge_DZ,
    2:23:34 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
    2:23:34 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
    2:23:34 Cannot create non-ai vehicle HMMWV_Armored_DZ,
    2:23:34 Cannot create non-ai vehicle JetSkiYanahui_Red_DZ,
    2:23:34 350z_silver: ABSwitch - unknown animation source ABSwitch
    2:23:34 Cannot create non-ai vehicle JetSkiYanahui_Case_Green2,
    2:23:34 Cannot create non-ai vehicle 350z_black_DZ,
    2:23:34 Cannot create non-ai vehicle 350z_cream_DZ,
    2:23:34 Cannot create non-ai vehicle SUV_Armored_DZ,
    2:23:35 Cannot create non-ai vehicle 350z_kiwi_DZ,
    2:23:35 Cannot create non-ai vehicle Camel_DZ,
    2:23:35 Cannot create non-ai vehicle HMMWV_M2_DZ,
    2:23:35 Cannot create non-ai vehicle Ural_CDF_DZ,
    2:23:35 Cannot create non-ai vehicle CH_47F_DZ,
    2:23:35 Cannot create non-ai vehicle Ural_CDF_DZ,
    2:23:35 350z_gold: ABSwitch - unknown animation source ABSwitch
    2:23:35 Cannot create non-ai vehicle 350z_yellow_DZ,
    2:23:35 Cannot create non-ai vehicle HMMWV_M2_DZ,
    2:23:35 Cannot create non-ai vehicle Camel_DZ,
    2:23:35 Cannot create non-ai vehicle JetSkiYanahui,
    2:23:35 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    2:23:35 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    2:23:35 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    2:23:35 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    2:23:35 : Invalid parent bone 'osa_kapota' for 'kapota'
    2:23:35 : Invalid parent bone 'osa_kufr' for 'kufr'
    2:23:35 Cannot create non-ai vehicle CPD_DZ,
    2:23:35 Cannot create non-ai vehicle HMMWV_Armored_DZ,
    2:23:35 Cannot create non-ai vehicle UH1H_TK_GUE_DZ,
    2:23:36 Cannot create non-ai vehicle Civcarre_DZ,
    2:23:36 Cannot create non-ai vehicle Civcarbu_DZ,
    2:23:36 Cannot create non-ai vehicle 350z_kiwi_DZ,
    2:23:36 Cannot create non-ai vehicle 350z_kiwi_DZ,
    2:23:36 350z_blue: ABSwitch - unknown animation source ABSwitch
    2:23:36 Cannot create non-ai vehicle SUV_DZ,
    2:23:36 Cannot create non-ai vehicle UH60M_DZ,
    2:23:36 Cannot create non-ai vehicle JetSkiYanahui,
    2:23:36 Cannot create non-ai vehicle SUV_DZ,
    2:23:36 Cannot create non-ai vehicle 350z_pink_DZ,
    2:23:37 Cannot create non-ai vehicle Civcarwh_DZ,
    2:23:37 Cannot create non-ai vehicle SUV_Armored_DZ,
    2:23:37 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    2:23:37 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    2:23:37 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    2:23:37 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    2:23:37 : Invalid parent bone 'osa_kapota' for 'kapota'
    2:23:37 : Invalid parent bone 'osa_kufr' for 'kufr'
    2:23:37 Cannot create non-ai vehicle 350z_green_DZ,
    2:23:37 Cannot create non-ai vehicle 350z_yellow_DZ,
    2:23:37 Cannot create non-ai vehicle JetSkiYanahui_Green_DZ,
    2:23:37 Cannot create non-ai vehicle JetSkiYanahui,
    2:23:37 Cannot create non-ai vehicle 350z_black_DZ,
    2:23:37 Cannot create non-ai vehicle JetSkiYanahui_White,
    2:23:37 Cannot create non-ai vehicle BAF_Merlin_DZ,
    2:23:37 Cannot create non-ai vehicle JetSkiYanahui_Case_Green2,
    2:23:37 Cannot create non-ai vehicle GyroC_DZ,
    2:23:37 Cannot create non-ai vehicle civcarbl_DZ,
    2:23:37 Cannot create non-ai vehicle 350z_cream_DZ,
    2:23:38 Cannot create non-ai vehicle Civcarbu_DZ,
    2:23:38 Cannot create non-ai vehicle JetSkiYanahui_Case_Green2,
    2:23:38 Cannot create non-ai vehicle 350z_blue_DZ,
    2:23:38 Cannot create non-ai vehicle civcarbl_DZ,
    2:23:38 Cannot create non-ai vehicle CH_47F_DZ,
    2:23:38 Cannot create non-ai vehicle CH_47F_DZ,
    2:23:38 Cannot create non-ai vehicle Civcarbu_DZ,
    2:23:38 Cannot create non-ai vehicle Civcarre_DZ,
    2:23:38 Cannot create non-ai vehicle Civcarwh_DZ,
    2:23:38 Cannot create non-ai vehicle Civcarge_DZ,
    2:23:38 Cannot create non-ai vehicle HMMWV_Armored_DZ,
    2:23:38 Cannot create non-ai vehicle HMMWV_Armored_DZ,
    2:23:39 Cannot create non-ai vehicle Camel_DZ,
    2:23:39 Cannot create non-ai vehicle UH60M_DZ,
    2:23:39 350z_v: ABSwitch - unknown animation source ABSwitch
    2:23:40 Cannot create non-ai vehicle Civcar_DZ,
    2:23:40 Cannot create non-ai vehicle Civcar_DZ,
    2:23:40 Cannot create non-ai vehicle GyroC_DZ,
    2:23:40 Cannot create non-ai vehicle Camel_DZ,
    2:23:40 Cannot create non-ai vehicle civcarbl_DZ,
    2:23:41 Cannot create non-ai vehicle Civcarbu_DZ,
    2:23:41 Cannot create non-ai vehicle CPD_DZ,
    2:23:41 Cannot create non-ai vehicle 350z_blue_DZ,
    2:23:41 Cannot create non-ai vehicle JetSkiYanahui_Red_DZ,
    2:23:41 Cannot create non-ai vehicle 350z_green_DZ,
    2:23:41 Cannot create non-ai vehicle 350z_yellow_DZ,
    2:23:41 Cannot create non-ai vehicle JetSkiYanahui_White,
    2:23:41 Cannot create non-ai vehicle 350z_white_DZ,
    2:23:41 Cannot create non-ai vehicle SUV_DZ,
    2:23:41 Cannot create non-ai vehicle JetSkiYanahui,
    2:23:41 Cannot create non-ai vehicle Civcar_DZ,
    2:23:41 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    2:23:41 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    2:23:41 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    2:23:41 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    2:23:41 : Invalid parent bone 'osa_kapota' for 'kapota'
    2:23:41 : Invalid parent bone 'osa_kufr' for 'kufr'
    2:23:41 Cannot create non-ai vehicle Ural_CDF_DZ,
    2:23:42 Cannot create non-ai vehicle JetSkiYanahui_Green_DZ,
    2:23:43 Cannot create non-ai vehicle 350z_pink_DZ,
    2:23:43 Cannot create non-ai vehicle Civcarwh_DZ,
    2:23:43 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    2:23:43 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    2:23:43 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    2:23:43 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    2:23:43 : Invalid parent bone 'osa_kapota' for 'kapota'
    2:23:43 : Invalid parent bone 'osa_kufr' for 'kufr'
    2:23:43 Cannot create non-ai vehicle Civcarge_DZ,
    2:23:43 Cannot create non-ai vehicle Camel_DZ,
    2:23:43 Cannot create non-ai vehicle JetSkiYanahui_Green_DZ,
    2:23:43 Cannot create non-ai vehicle JetSkiYanahui_Case_Green2,
    2:23:43 Cannot create non-ai vehicle civcarbl_DZ,
    2:23:43 Cannot create non-ai vehicle CPD_U_DZ,
    2:23:43 Cannot create non-ai vehicle Civcarwh_DZ,
    2:23:43 Cannot create non-ai vehicle JetSkiYanahui,
    2:23:43 Cannot create non-ai vehicle Civcarre_DZ,
    2:23:43 Cannot create non-ai vehicle 350z_kiwi_DZ,
    2:23:43 Cannot create non-ai vehicle Civcarwh_DZ,
    2:23:43 Cannot create non-ai vehicle JetSkiYanahui_White,
    2:23:43 Cannot create non-ai vehicle Civcarbu_DZ,
    2:23:44 Cannot create non-ai vehicle HMMWV_Armored_DZ,
    2:23:44 Cannot create non-ai vehicle CH_47F_DZ,
    2:23:44 Cannot create non-ai vehicle Camel_DZ,
    2:23:44 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    2:23:44 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    2:23:44 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    2:23:44 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    2:23:44 : Invalid parent bone 'osa_kapota' for 'kapota'
    2:23:44 : Invalid parent bone 'osa_kufr' for 'kufr'
    2:23:45 Cannot create non-ai vehicle BAF_Merlin_DZ,
    2:23:45 Cannot create non-ai vehicle SUV_DZ,
    2:23:45 Cannot create non-ai vehicle Civcarwh_DZ,
    2:23:45 350z_black: ABSwitch - unknown animation source ABSwitch
    2:23:45 Cannot create non-ai vehicle 350z_cream_DZ,
    2:23:45 Cannot create non-ai vehicle Civcarwh_DZ,
    2:23:45 Cannot create non-ai vehicle Civcar_DZ,
    2:23:45 Cannot create non-ai vehicle HMMWV_Armored_DZ,
    2:23:45 Cannot create non-ai vehicle 350z_blue_DZ,
    2:23:45 Cannot create non-ai vehicle JetSkiYanahui_White,
    2:23:45 Cannot create non-ai vehicle JetSkiYanahui_Red_DZ,
    2:23:45 Cannot create non-ai vehicle Ural_CDF_DZ,
    2:23:45 Cannot create non-ai vehicle JetSkiYanahui_Case_Green2,
    2:23:45 Cannot create non-ai vehicle HMMWV_Armored_DZ,
    2:23:45 Cannot create non-ai vehicle JetSkiYanahui_Green_DZ,
    2:23:45 350z_red: ABSwitch - unknown animation source ABSwitch
    2:23:45 Cannot create non-ai vehicle civcarbl_DZ,
    2:23:45 Cannot create non-ai vehicle CH_47F_DZ,
    2:23:45 Cannot create non-ai vehicle HMMWV_M2_DZ,
    2:23:45 Cannot create non-ai vehicle civcarbl_DZ,
    2:23:45 Cannot create non-ai vehicle 350z_pink_DZ,
    2:23:45 Cannot create non-ai vehicle JetSkiYanahui_Green_DZ,
    2:23:46 Cannot create non-ai vehicle HMMWV_M2_DZ,
    2:23:46 Cannot create non-ai vehicle 350z_cream_DZ,
    2:23:46 Cannot create non-ai vehicle BAF_Merlin_DZ,
    2:23:46 Cannot create non-ai vehicle BRDM2_ACR,
    2:23:46 Cannot create non-ai vehicle 350z_blue_DZ,
    2:23:46 Cannot create non-ai vehicle SUV_Armored_DZ,
    2:23:46 Cannot create non-ai vehicle 350z_white_DZ,
    2:23:46 Cannot create non-ai vehicle HMMWV_Armored_DZ,
    2:23:46 Cannot create non-ai vehicle GyroC_DZ,
    2:23:46 Cannot create non-ai vehicle Civcarwh_DZ,
    2:23:46 Cannot create non-ai vehicle CH_47F_DZ,
    2:23:46 Cannot create non-ai vehicle Ural_CDF_DZ,
    2:23:46 Cannot create non-ai vehicle JetSkiYanahui_Red_DZ,
    2:23:46 Cannot create non-ai vehicle JetSkiYanahui_Green_DZ,
    2:23:46 Cannot create non-ai vehicle HMMWV_Armored_DZ,
    2:23:46 Cannot create non-ai vehicle CPD_U_DZ,
    2:23:46 Cannot create non-ai vehicle Camel_DZ,
    2:23:46 Cannot create non-ai vehicle JetSkiYanahui_Green_DZ,
    2:23:46 Cannot create non-ai vehicle Civcar_DZ,
    2:23:46 Cannot create non-ai vehicle GyroC_DZ,
    2:23:46 Cannot create non-ai vehicle CH_47F_DZ,
    2:23:46 Cannot create non-ai vehicle JetSkiYanahui_Red_DZ,
    2:23:46 Cannot create non-ai vehicle 350z_green_DZ,
    2:23:46 Cannot create non-ai vehicle SUV_Armored_DZ,
    2:23:47 Cannot create non-ai vehicle Civcarbu_DZ,
    2:23:47 Cannot create non-ai vehicle UH1H_TK_GUE_DZ,
    2:23:47 Cannot create non-ai vehicle SUV_DZ,
    2:23:47 Cannot create non-ai vehicle Civcarge_DZ,
    2:23:47 Cannot create non-ai vehicle BAF_Merlin_DZ,
    2:23:47 "HIVE: Spawning # of Vehicles: 21"
    2:23:47 "HIVE: Spawning # of Debris: 100"
    2:23:47 "HIVE: Spawning # of Ammo Boxes: 3"
    2:23:47 "HIVE: Spawning # of Veins: 50"
    2:23:47 "Total Number of spawn locations 5"
    2:23:49 "EPOCH EVENTS INIT"
    2:23:53 Cannot create non-ai vehicle Civcarge_DZ,
    2:23:54 "DEBUG: Too many at [3856.16,8845.43]"
    2:23:55 "DEBUG: Too many vehicles at [3340.83,4853.71]"
    2:23:55 Cannot create non-ai vehicle 350z_white_DZ,
    2:23:55 "PUBLISH: Attempt "
    2:23:55 "PUBLISH: Attempt "
    2:23:55 "HIVE: WRITE: "CHILD:308:11:Civcarge_DZ:0:0:[135,[0,0,0]]:[]:[]:0.192762:000135:""
    2:23:55 "PUBLISH: Attempt 3d246080# 1057319: ikarus.p3d"
    2:23:55 "HIVE: WRITE: "CHILD:308:11:Ikarus:0:0:[114,[10173.2,2216.54,0.0290632]]:[]:[["glass5",0.905704],["glass6",0.0554679],["motor",0.371957],["sklo predni P",0.604123],["sklo predni L",0.866572],["karoserie",0.649107],["palivo",0.441036],["wheel_1_1_steering",0.816737],["wheel_2_1_steering",0.269928],["wheel_1_4_steering",0.0791217],["wheel_2_4_steering",0.850495],["wheel_1_3_steering",0.244839],["wheel_2_3_steering",0.745789],["wheel_1_2_steering",0.274528],["wheel_2_2_steering",0.259767],["glass1",0.885024],["glass2",0.204287],["glass3",0.997463],["glass4",0.923766]]:0.223438:101732221650114:""
    2:23:56 "HIVE: WRITE: "CHILD:308:11:350z_white_DZ:0:0:[134,[0,0,0]]:[]:[]:0.131952:000134:""
    2:23:56 "PUBLISH: Attempt 3d264100# 1057325: v3s_transport.p3d"
    2:23:58 "DEBUG: Too many vehicles at [12901,10074.7]"
    2:23:58 "HIVE: WRITE: "CHILD:388:000135:""
    2:23:58 "CUSTOM: Selected "1257""
    2:23:58 "PUBLISH: Created Civcarge_DZ with ID "000135""
    2:23:58 "PUBLISH: Attempt 3cf8b040# 1057326: suv.p3d"
    2:23:58 "HIVE: WRITE: "CHILD:308:11:SUV_Charcoal:0:0:[39,[10947.9,12495,0.0468445]]:[]:[["wheel_1_1_steering",0.016087],["wheel_1_2_steering",0.487961],["wheel_2_1_steering",0.614084],["wheel_2_2_steering",0.422592],["palivo",0.53919],["motor",0.683818],["glass1",0.585214],["glass2",0.878424],["glass3",0.0934369],["glass4",0.549763],["sklo predni P",0.91988],["sklo predni L",0.478896],["karoserie",0.99629],["wheel_1_4_steering",0.0917901],["wheel_2_4_steering",0.028544],["wheel_1_3_steering",0.860981],["wheel_2_3_steering",0.2961]]:0.361633:109479124950039:""
    2:23:58 "HIVE: WRITE: "CHILD:308:11:V3S_TK_GUE_EP1:0:0:[13,[10638.7,8142.52,0.0522156]]:[]:[["wheel_1_1_steering",0.0135078],["wheel_1_2_steering",0.323517],["wheel_1_3_steering",0.914164],["wheel_2_1_steering",0.572293],["wheel_2_2_steering",0.691564],["wheel_2_3_steering",0.985738],["wheel_1_4_steering",0.153468],["wheel_2_4_steering",0.521819],["motor",0.885893],["sklo predni P",0.100454],["sklo predni L",0.414952],["karoserie",0.864782],["palivo",0.462489],["glass1",0.897988],["glass2",0.113049],["glass3",0.0425138],["glass4",0.594101]]:0.95422:10638781425113:""
    2:23:58 "WAI: AI Config File Loaded"
    2:23:59 "TIME SYNC: Local Time set to [2013,8,3,13,23]"
    2:23:59 "HIVE: WRITE: "CHILD:388:000134:""
    2:23:59 "CUSTOM: Selected "1375""
    2:23:59 "PUBLISH: Created 350z_white_DZ with ID "000134""
    2:24:00 "DEBUG: Too many vehicles at [11865.7,9269.6]"
    2:24:00 "HIVE: WRITE: "CHILD:388:101732221650114:""
    2:24:00 "CUSTOM: Selected "1374""
    2:24:00 "WAI: AI Monitor Started"
    2:24:00 "WAI: Initialising missions"
    2:24:01 "HIVE: WRITE: "CHILD:388:10638781425113:""
    2:24:01 "CUSTOM: Selected "1377""
    2:24:03 "HIVE: WRITE: "CHILD:388:109479124950039:""
    2:24:03 "CUSTOM: Selected "1376""
    2:24:03 "PUBLISH: Attempt 3f8a50c0# 1057332: copcar.p3d"
    2:24:04 "DEBUG: Too many vehicles at [5720.06,9529.3]"
    2:24:04 "HIVE: WRITE: "CHILD:308:11:Copcar:0:0:[54,[9757.99,8861.79,0.0441895]]:[]:[["motor",0.594496],["karoserie",0.723956],["palivo",0.572322],["levy predni tlumic",0.638098],["pravy predni tlumic",0.77538],["levy zadni tlumic",0.252453],["pravy zadni tlumic",0.300334],["sklo predni L",0.574487],["sklo predni P",0.3121],["sklo predni P",0.0718749],["sklo predni L",0.318033],["wheel_1_4_steering",0.477558],["wheel_2_4_steering",0.596333],["wheel_1_3_steering",0.486914],["wheel_2_3_steering",0.357565],["glass3",0.698734],["glass4",0.203534]]:0.923478:9758088618054:""
    2:24:05 "PUBLISH: Created V3S_TK_GUE_EP1 with ID "10638781425113""
    2:24:06 "PUBLISH: Attempt 3f8a4100# 1057335: hilux_dshk.p3d"
    2:24:06 "PUBLISH: Created Ikarus with ID "101732221650114""
    2:24:07 "PUBLISH: Created SUV_Charcoal with ID "109479124950039""
    2:24:07 "HIVE: WRITE: "CHILD:388:9758088618054:""
    2:24:07 "CUSTOM: Selected "1378""
    2:24:07 "HIVE: WRITE: "CHILD:308:11:Offroad_DSHKM_Gue_DZE:0:0:[136,[6661.45,2947.82,0.00438643]]:[]:[["motor",0.0192635],["sklo predni P",0.91936],["sklo predni L",0.222758],["karoserie",0.116382],["palivo",0.744091],["wheel_1_1_steering",0.123651],["wheel_2_1_steering",0.659364],["wheel_1_4_steering",0.105322],["wheel_2_4_steering",0.21047],["wheel_1_3_steering",0.8938],["wheel_2_3_steering",0.918309],["wheel_1_2_steering",0.535406],["wheel_2_2_steering",0.413873],["glass1",0.411453],["glass2",0.754523],["glass3",0.699133],["glass4",0.170537]]:0.309668:66614294780136:""
    2:24:10 "HIVE: WRITE: "CHILD:388:66614294780136:""
    2:24:10 "CUSTOM: Selected "1379""
    2:24:11 "PUBLISH: Created Copcar with ID "9758088618054""
    2:24:13 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-C:1 (Ross) REMOTE,"76561198084274533"]"
    2:24:13 "infiSTAR.de ******ADMIN-LOGIN******: Ross(76561198084274533)"
    2:24:13 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-C:1 (Ross) REMOTE,"76561198084274533"]"
    2:24:14 "PUBLISH: Created Offroad_DSHKM_Gue_DZE with ID "66614294780136""
    2:24:15 "infiSTAR.de Log: Ross(76561198084274533) - Left SafeZone @029078"
    2:24:26 "PUBLISH: Attempt 3fa7b040# 1057349: ural_refuel.p3d"
    2:24:28 "HIVE: WRITE: "CHILD:308:11:UralRefuel_TK_EP1_DZ:0:0:[177,[6563.93,2511.27,-4.76837e-007]]:[]:[["glass1",0.921061],["glass2",0.714208],["glass3",0.501042],["glass4",0.602863],["wheel_1_1_steering",0.125915],["wheel_2_1_steering",0.708106],["wheel_1_4_steering",0.587985],["wheel_2_4_steering",0.968495],["wheel_1_3_steering",0.113441],["wheel_2_3_steering",0.996189],["wheel_1_2_steering",0.159991],["wheel_2_2_steering",0.677272],["motor",0.59618],["sklo predni P",0.828688],["sklo predni L",0.441833],["karoserie",0.596107],["palivo",0.386182]]:0.321979:65639251130177:""
    2:24:30 "HIVE: WRITE: "CHILD:388:65639251130177:""
    2:24:30 "CUSTOM: Selected "1380""
    2:24:34 "PUBLISH: Created UralRefuel_TK_EP1_DZ with ID "65639251130177""
    2:25:14 "infiSTAR.de fnc_AdminFirstReq: [9,B 1-1-C:1 (Ross) REMOTE,[112,101,111,101,111,101,111,101,111]]"
    2:25:14 "infiSTAR.de fnc_AdminReqProceed: [9,B 1-1-C:1 (Ross) REMOTE,[112,101,111,101,111,101,111,101,111]]"
    2:25:19 "infiSTAR.de fnc_AdminFirstReq: [91,B 1-1-C:1 (Ross) REMOTE,[112,101,112,101,112,101,112,101,112,101],"#FFCC00"]"
    2:25:19 "infiSTAR.de fnc_AdminReqProceed: [91,B 1-1-C:1 (Ross) REMOTE,[112,101,112,101,112,101,112,101,112,101],"#FFCC00"]"
    2:25:22 "PKILL: Ross killed himself"
    2:25:22 "PDEATH: Player Died 76561198084274533"
    2:25:33 "infiSTAR.de PlayerDisconnected: _uid: 76561198084274533 _name: Ross"
    2:25:33 "get: STRING (76561198084274533), sent: STRING (76561198084274533)"
    2:25:33 "DISCONNECT: Ross (76561198084274533) Object: B 1-1-C:1 (Ross) REMOTE, _characterID: 27 at loc [-7239.67,19539.3,0.246124]"
    2:25:33 "ERROR: server_playerSync: Cannot Sync Player Ross [27]. Position in debug! [-7239.67,19539.3,0.246124]"
    2:25:46 "infiSTAR.de PlayerConnected: ["76561198084274533","Ross"]"
    2:27:13 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
    2:30:06 "RUNNING EVENT: crash_spawner on [2015,1,17,13,30]"
    2:31:12 "WAI: [Mission:[Hero] Captured MV22]: Starting... [8252.05,6608.1,0]"
    2:31:13 "WAI: Spawned a group of 5 AI (Bandit) at [8252.05,6608.1,0]"
    2:31:15 "WAI: Spawned a group of 5 AI (Bandit) at [8252.05,6608.1,0]"
    2:31:15 "WAI: Spawned a group of 5 AI (Bandit) at [8252.05,6608.1,0]"
    2:31:16 "WAI: Spawned a group of 5 AI (Bandit) at [8252.05,6608.1,0]"
    2:31:17 "WAI: Spawned in 2 M2StaticMG"
    2:32:13 "TIME SYNC: Local Time set to [2013,8,3,13,32]"
    2:37:13 "TIME SYNC: Local Time set to [2013,8,3,13,37]"
    2:38:35 "WAI: [Mission:[bandit] Captured MV22]: Starting... [9446.91,12877.3,0]"
    2:38:36 "WAI: Spawned a group of 4 AI (Hero) at [9446.91,12877.3,0]"
    2:38:37 "WAI: Spawned a group of 4 AI (Hero) at [9446.91,12877.3,0]"
    2:38:37 "WAI: Spawned a group of 4 AI (Hero) at [9446.91,12877.3,0]"
    2:38:38 "WAI: Spawned a group of 4 AI (Hero) at [9446.91,12877.3,0]"
    2:38:39 "WAI: Spawned in 2 M2StaticMG"
    2:42:13 "TIME SYNC: Local Time set to [2013,8,3,13,42]"
    2:42:13 "CLEANUP: Deleted 1 Animals out of 1"
    2:45:00 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-C:1 (Ross) REMOTE,"76561198084274533"]"
    2:45:00 "infiSTAR.de ******ADMIN-LOGIN******: Ross(76561198084274533)"
    2:45:00 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-C:1 (Ross) REMOTE,"76561198084274533"]"
    2:45:02 "infiSTAR.de Log: Ross(76561198084274533) - Left SafeZone @104128"

     

    I also had an admin banned by infistar for the following reason:
    2015-01-16 23:30:40 infiSTAR HackLog | Michael Blatov (76561198033344212) | remExField TitleText: Heroes have taken an armed vehicle from the bandits! Check your map for the location!   |Instance: 11 - ArmA2OA163125548 - 04012015IAHAT341B
    
    

    Now this looks really strange and i cant figure out why he got banned for that but it must be something to do with the messages not showing.

     

    Any help whatsoever with this would be much appreciated. 

     

     

    EDIT - FIXED http://infistar.de/board/viewtopic.php?f=2&t=346

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