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AllenFromStacysmom

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Posts posted by AllenFromStacysmom

  1.  

    hi guys i fixed the error where nothing save to database, but now there is a new problem: when i add in the replacement file for A plot for life in the vector building pack(a plot for life/compile/plyaer_unlockvault.sqf) people cant unlock safe, admins cant press 1 to open safe thro infistar either.

    I replaced the player_unlockvault from a plot for life, then you can unlock safe, but when you build, it shows this building required a 30 meter plot pole even thought there is already one

  2.  

    Take another look at your log file.  These lines are most probably the issue.

    19:06:42 Warning Message: Script custom\compile\KK_Functions.sqf not found
    19:06:42 Warning Message: Script custom\compile\server_updateObject.sqf not found
    19:06:42 Warning Message: Script custom\compile\server_publishObject.sqf not found
    19:06:42 Warning Message: Script custom\compile\server_swapObject.sqf not found
    
    

    thanks

  3. Must me a faulty server_moniter.sqf

     

    show me your RPT

    Version 1.63.125548
    Item STR_EQUIP_NAME_41 listed twice
    Item STR_EQUIP_DESC_41 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 ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
    Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
    Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
    Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
    Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
    Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
    Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
    Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
    Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
    Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
    Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
    Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
    Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
    Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
    Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
    Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
    Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
    Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
    Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
    Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
    Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
    Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
    Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
    Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
    Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
    Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
    Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
    Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
    Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
    Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
    Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
    Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
    Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
    Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
    Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
    Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
    Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
    Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
    Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
    Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
    Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
    Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
    Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
    Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
    Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
    19:06:19 Server error: Player without identity Zelun (id 566802492)
    19:06:19 Server error: Player without identity Zelun (id 566802492)
    19:06:19 Server error: Player without identity Zelun (id 566802492)
    19:06:19 Server error: Player without identity Zelun (id 566802492)
    19:06:19 Server error: Player without identity Zelun (id 566802492)
    19:06:19 Server error: Player without identity Zelun (id 566802492)
    19:06:19 Server error: Player without identity Zelun (id 566802492)
    19:06:19 Server error: Player without identity Zelun (id 566802492)
    19:06:19 Server error: Player without identity Zelun (id 566802492)
    19:06:20 Server error: Player without identity Zelun (id 566802492)
    19:06:20 Server error: Player without identity Zelun (id 566802492)
    19:06:20 Server error: Player without identity Zelun (id 566802492)
    19:06:20 Server error: Player without identity Zelun (id 566802492)
    19:06:20 Server error: Player without identity Zelun (id 566802492)
    19:06:20 Server error: Player without identity Zelun (id 566802492)
    19:06:20 Server error: Player without identity Zelun (id 566802492)
    19:06:20 Server error: Player without identity Zelun (id 566802492)
    19:06:20 Server error: Player without identity Zelun (id 566802492)
    19:06:25 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
    19:06:34 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
    19:06:34 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
    19:06:34 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
    19:06:34 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
    19:06:41 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
    19:06:42 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
    19:06:42 "DayZ Epoch: MPframework inited"
    19:06:42 "infiSTAR.de - Waiting for BIS_fnc_init..."
    19:06:42 Warning Message: Script custom\compile\KK_Functions.sqf not found
    19:06:42 Warning Message: Script custom\compile\server_updateObject.sqf not found
    19:06:42 Warning Message: Script custom\compile\server_publishObject.sqf not found
    19:06:42 Warning Message: Script custom\compile\server_swapObject.sqf not found
    19:06:46 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:06:46 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
    19:07:07 "infiSTAR.de - BIS_fnc_init done - AntiHack STARTING...!"
    19:07:07 Warning Message: Script low_admins.sqf not found
    19:07:07 Warning Message: Script normal_admins.sqf not found
    19:07:07 Warning Message: Script super_admins.sqf not found
    19:07:07 Warning Message: Script blacklist.sqf not found
    19:07:07 "infiSTAR.de - iproductVersion: 30012015IAHAT343C | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,125548] | worldName: Chernarus | dayz_instance: 11 | missionName: DayZ_Epoch_11"
    19:07:07 "infiSTAR.de - _fnc_RandomGen: {
    _arr = ["V","8","U","7","9","r","9","V","E","8","Z","Y","u","x","u","p","H","g","5","I","u","d","3","O","i","m","o","z","D","T"];
    _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
    }"
    19:07:07 "infiSTAR.de - _randvar1: pIxzuuuo_804809"
    19:07:07 "infiSTAR.de - _randvar2: pdDi793x_761420"
    19:07:07 "infiSTAR.de - _randvar3: pEu58VH7_49502"
    19:07:07 "infiSTAR.de - _randvar4: p9pz35T8_979578"
    19:07:07 "infiSTAR.de - _randvar5: pVud98pp_960202"
    19:07:07 "infiSTAR.de - _randvar6: pgDu5r8Y_540916"
    19:07:07 "infiSTAR.de - _randvar8: pOudO5i8_830218"
    19:07:07 "infiSTAR.de - _randvar11: pd83Hzx9_288541"
    19:07:07 "infiSTAR.de - _randvar12: pTu83g9r_896210"
    19:07:07 "infiSTAR.de - _randvar13: p7I3VuU5_696423"
    19:07:07 "infiSTAR.de - _randvar19: p39uiViV_713205"
    19:07:07 "infiSTAR.de - _randvar20: pmuUZo5p_244390"
    19:07:07 "infiSTAR.de - _randvar21: pH99VUzT_529582"
    19:07:07 "infiSTAR.de - _randvar27: pi9Orpo3_793128"
    19:07:07 "infiSTAR.de - _randvar26: puTuZO85_662085"
    19:07:07 "infiSTAR.de - _randvar25: p97xOiE7_959186"
    19:07:07 "infiSTAR.de - _randvar28: pdzT3rug_870814"
    19:07:07 "infiSTAR.de - _randvar29: ppuOgYDD_489969"
    19:07:07 "infiSTAR.de - _randvar30: p9V9mVYp_734231"
    19:07:07 "infiSTAR.de - _randvar31: pgU5VupZ_638741"
    19:07:07 "infiSTAR.de - _randvar32: p5899zu8_24157"
    19:07:07 "infiSTAR.de - _randvar33: p98OZD8O_539628"
    19:07:07 "infiSTAR.de - _randvar34: pOorp883_80768"
    19:07:07 "infiSTAR.de - _randvar35: p977Hr3U_582614"
    19:07:07 "infiSTAR.de - _randvar36: puu7O79z_187605"
    19:07:07 "infiSTAR.de - _remark: p8uD7iV8_788541"
    19:07:07 "infiSTAR.de - _AHpos: p75iT355_946564"
    19:07:07 "infiSTAR.de - _loadedcheckpos: priprOiH_184116"
    19:07:07 "infiSTAR.de - _loadedchecktime: pO9Zdru8_652907"
    19:07:07 "infiSTAR.de - _MenuChecksRunningx: pxu8rEVV_176897"
    19:07:07 "infiSTAR.de - _oneachframe: p98gH8Uz_670248"
    19:07:07 "infiSTAR.de - _bigpubvar: p95Y9IiH_930306"
    19:07:07 "infiSTAR.de - _anotherloop: p8zEuZ9I_805563"
    19:07:07 "infiSTAR.de - _anotherlooptest: p9uou8ro_738627"
    19:07:07 "infiSTAR.de - _clientoncetwo: pugm9x5i_684190"
    19:07:07 "infiSTAR.de - _randvar10: PVAHR_0_bufipgh_401999"
    19:07:07 "infiSTAR.de - AntiHack LOADED!"
    19:07:07 "infiSTAR.de - CREATING AdminMenu"
    19:07:07 "infiSTAR.de - ADDING PublicVariableEventHandlers"
    19:07:07 "infiSTAR.de - AntiHack FULLY LOADED"
    19:07:09 Cannot create non-ai vehicle CamoNet_DZ,
    19:07:09 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
    19:07:09 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
    19:07:09 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
    19:07:09 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
    19:07:09 "[denmark Pack] Cherno Blocks loaded"
    19:07:09 "[denmark Pack] initializing Cherno Hill"
    19:07:09 "[denmark Pack] Cherno Base loaded"
    19:07:09 "[Denmark Pack] Grass Cutter loaded"
    19:07:10 MAP_vlajkstozar: Flag - unknown animation source flag
    19:07:10 "[denmark Pack] North-East-Airfield loaded"
    19:07:11 ca\misc\pallets_column.p3d: No geometry and no visual shape
    19:07:11 ca\misc\pallets_column.p3d: No geometry and no visual shape
    19:07:11 ca\misc\pallets_column.p3d: No geometry and no visual shape
    19:07:11 ca\misc\pallets_column.p3d: No geometry and no visual shape
    19:07:12 "infiSTAR.de - Player-Log: Zelun(76561198087510125) - 0h 08min | ******ADMIN******"
    19:07:13 BIKE: loading version 2.5.1 ...
    19:07:13 BIKE: adding bike to safe vehicle list...
    19:07:13 "Res3tting B!S effects..."
    19:07:13 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
    19:07:17 No speaker given for Niclas Fischer
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,2] at [12984,8362.67,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,3] at [13279.1,6991.32,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,4] at [13464.2,6255.24,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,5] at [13386.8,5405.25,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,6] at [12025.6,3481.76,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,7] at [10504.4,2324.99,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,8] at [10321.8,2149.75,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,9] at [10028,2071.8,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,10] at [9503.53,2028.21,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,11] at [6587.65,2884.59,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,12] at [6354.47,2452.24,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,13] at [4565.79,2432.13,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,14] at [1907.21,2240.25,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,15] at [1689.06,2209.53,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,16] at [1845.55,2219.14,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,17] at [1940.8,2255.24,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,18] at [3559.56,2448.9,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,19] at [4541.37,2443.16,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,20] at [5816.09,2167.39,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,21] at [6408.19,2685.99,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,22] at [6570.5,2877.59,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,23] at [9945.28,2049.85,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,24] at [10283.4,2146.71,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,25] at [10389.4,2221.85,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,26] at [10498.9,2320.29,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,27] at [10888.2,2772.58,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,28] at [12025.9,3485.04,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,29] at [13005.9,3816.02,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,30] at [13451.5,6211.28,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,31] at [13419.9,6557.19,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,32] at [13287.7,6961.19,0]"
    19:07:17 "BUS:Waypoint Added: [C 1-1-A,33] at [12930.4,10133,0]"
    19:07:17 "HIVE: Starting"
    19:07:17 "HIVE: trying to get objects"
    19:07:17 "HIVE: found 208 objects"
    19:07:17 "HIVE: Commence Object Streaming..."
    19:07:17 "HIVE: got 0 Epoch Objects and 208 Vehicles"
    19:07:31 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
    19:07:31 UH1Y_DZE: ObsGun - unknown animation source ObsGun
    19:07:32 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
    19:07:32 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
    19:07:34 "HIVE: Vehicle Spawn limit reached!"
    19:07:34 "HIVE: Spawning # of Debris: 15"
    19:07:34 "HIVE: Spawning # of Ammo Boxes: 3"
    19:07:34 "HIVE: Spawning # of Veins: 20"
    19:07:34 "Total Number of spawn locations 5"
    19:07:34 "[DZAI] Initializing DZAI version 2.2.1 Release Build 20141208 using base path z\addons\dayz_server\DZAI."
    19:07:34 "[DZAI] Reading DZAI configuration file."
    19:07:34 "[DZAI] DZAI configuration file loaded."
    19:07:34 "[DZAI] Compiling DZAI functions."
    19:07:35 "[DZAI] DZAI functions compiled."
    19:07:35 "[DZAI] Epoch classnames loaded."
    19:07:35 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. WorldName: chernarus. ModName: epoch (Ver: 1.0.5.1). DZAI_dynamicWeaponList: true. VerifyTables: true."
    19:07:35 "[DZAI] AI spawn settings: Static: true. Dynamic: false. Random: false. Air: false. Land: false."
    19:07:35 "[DZAI] AI settings: DZAI_findKiller: true. DZAI_useHealthSystem: true. DZAI_weaponNoise: true. DZAI_zombieEnemy: true."
    19:07:35 "[DZAI] DZAI loading completed in 0.329956 seconds."
    19:07:35 ["LinkCleaning CLEANUP Initialized"]
    19:07:37 "EPOCH EVENTS INIT"
    19:07:37 "WAI: AI Config File Loaded"
    19:07:37 "WAI: AI Monitor Started"
    19:07:37 "WAI: Initialising static missions"
    19:07:37 "WAI: Initialising missions"
    19:07:38 "infiSTAR.de PlayerConnected: ["76561198087510125","Zelun"]"
    19:07:38 "infiSTAR.de PlayerConnected: ["","__SERVER__"]"
    19:07:40 "[DZAI] Verified 193 unique classnames in 1.94202 seconds."
    19:07:40 "Chernarus spawn areas loaded."
    19:07:41 "Chernarus static spawn configuration loaded."
    19:07:41 "WAI: Spawned a group of 10 AI (Bandit) at [6559,14199,0]"
    19:07:44 "WAI: Spawned a group of 10 AI (Bandit) at [6736.28,14204.5,0.001]"
    19:07:44 Error in expression <rkers) == 0) && {({(_placePos distance (getMarkerPos _x)) < ((getMarkerSize _x) >
    19:07:44   Error position: <getMarkerPos _x)) < ((getMarkerSize _x) >
    19:07:44   Error getmarkerpos: Type Array, expected String
    19:07:44 File z\addons\dayz_server\DZAI\scripts\setup_locations.sqf, line 65
    19:07:44 "WAI: Spawned a group of 5 AI (Bandit) at [6589.84,14277.5,0]"
    19:07:45 "TIME SYNC: Local Time set to [2013,8,3,15,7]"
    19:07:45 Error in expression < getVariable["actionSet", false];
    
    if (!_actionSet) then {
    s_player_holderPickup>
    19:07:45   Error position: <_actionSet) then {
    s_player_holderPickup>
    19:07:45   Error Undefined variable in expression: _actionset
    19:07:45 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13
    19:07:45 Error in expression < getVariable["actionSet", false];
    
    if (!_actionSet) then {
    s_player_holderPickup>
    19:07:45   Error position: <_actionSet) then {
    s_player_holderPickup>
    19:07:45   Error Undefined variable in expression: _actionset
    19:07:45 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13
    19:07:45 Error in expression < getVariable["actionSet", false];
    
    if (!_actionSet) then {
    s_player_holderPickup>
    19:07:45   Error position: <_actionSet) then {
    s_player_holderPickup>
    19:07:45   Error Undefined variable in expression: _actionset
    19:07:45 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13
    19:07:46 "WAI: Spawned a group of 5 AI (Bandit) at [6785,14319,0]"
    19:07:46 "WAI: Spawned a group of 5 AI (Bandit) at [6788,14090,0]"
    19:07:47 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-B:1 (Zelun) REMOTE,"76561198087510125"]"
    19:07:47 "infiSTAR.de ******ADMIN-LOGIN******: Zelun(76561198087510125)"
    19:07:47 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-B:1 (Zelun) REMOTE,"76561198087510125"]"
    19:07:47 "WAI: Spawned a group of 5 AI (Bandit) at [6668,14128,0]"
    19:07:47 "WAI: Spawned a group of 6 AI (Bandit) at [6685.24,14103.9,0]"
    19:07:47 "WAI: Spawned a group of 2 AI (Bandit) at [1241,4092.6,0.001]"
    19:07:48 "WAI: Spawned in 6 M2StaticMG"
    19:07:48 "WAI: Spawned in 6 KORD_high_TK_EP1"
    19:07:48 "WAI: Static mission loaded"
    19:08:15 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (Zelun) REMOTE   Zelun - added ItemEtool to his inventory"
    19:08:27 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (Zelun) REMOTE   Zelun - added ItemCrowbar to his inventory"
    19:08:38 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (Zelun) REMOTE   Zelun - added cinder_wall_kit to his inventory"
    19:08:39 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (Zelun) REMOTE   Zelun - added metal_floor_kit to his inventory"
    19:08:40 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (Zelun) REMOTE   Zelun - added cinder_door_kit to his inventory"
    19:08:41 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (Zelun) REMOTE   Zelun - added cinder_garage_kit to his inventory"
    19:08:41 [DZMS]: Starting DayZ Mission System.
    19:08:41 [DZMS]: DZAI Found! Using DZAI's Relations!
    19:08:41 [DZMS]: Currently Running Version: 1.1FIN
    19:08:41 [DZMS]: Mission and Extended Configuration Loaded!
    19:08:41 [DZMS]: chernarus Detected. Map Specific Settings Adjusted!
    19:08:41 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!
    19:08:41 [DZMS]: Loading ExecVM Functions.
    19:08:41 [DZMS]: Loading Compiled Functions.
    19:08:41 [DZMS]: Loading All Other Functions.
    19:08:41 [DZMS]: Mission Functions Script Loaded!
    19:08:41 [DZMS]: Major Mission Clock Starting!
    19:08:41 [DZMS]: Minor Mission Clock Starting!
    19:08:41 [DZMS]: Mission Marker Loop for JIPs Starting!
    19:08:41 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (Zelun) REMOTE   Zelun - added cinder_garage_kit to his inventory"
    19:08:50 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (Zelun) REMOTE   Zelun - added 30m_plot_kit to his inventory"
    19:08:53 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (Zelun) REMOTE   Zelun - added ItemVault to his inventory"
    19:08:58 "infiSTAR.de fnc_AdminFirstReq: [1,B 1-1-B:1 (Zelun) REMOTE,B 1-1-B:1 (Zelun) REMOTE,[9562.58,13716,0]]"
    19:08:58 "infiSTAR.de fnc_AdminReqProceed: [1,B 1-1-B:1 (Zelun) REMOTE,B 1-1-B:1 (Zelun) REMOTE,[9562.58,13716,0]]"
    19:08:58 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (Zelun) REMOTE   Admin Zelun(76561198087510125) teleported to   GPS: 095016   WorldSpace: [9562.58,13716,0]"
    19:09:02 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
    19:09:16 Server: Object 3:27 not found (message 94)
    19:09:16 Server: Object 3:23 not found (message 94)
    19:09:16 Server: Object 3:24 not found (message 94)
    19:09:16 Server: Object 3:25 not found (message 94)
    19:09:16 Server: Object 3:26 not found (message 94)
    19:09:16 Server: Object 3:28 not found (message 94)
    19:09:16 Server: Object 3:29 not found (message 94)
    19:09:16 Server: Object 3:30 not found (message 94)
    19:09:16 Server: Object 3:31 not found (message 94)
    19:09:16 Server: Object 3:32 not found (message 94)
    19:09:16 Server: Object 3:33 not found (message 94)
    19:09:16 Server: Object 3:34 not found (message 94)
    19:09:16 Server: Object 3:35 not found (message 94)
    19:09:16 Server: Object 3:39 not found (message 94)
    19:09:16 Server: Object 3:37 not found (message 94)
    19:09:16 Server: Object 3:38 not found (message 94)
    19:09:16 Server: Object 3:40 not found (message 94)
    19:09:16 Server: Object 3:41 not found (message 94)
    19:09:16 Server: Object 3:42 not found (message 94)
    19:09:43 Server: Object 3:52 not found (message 94)
    19:09:43 Server: Object 3:62 not found (message 70)
    19:09:43 Server: Object 3:63 not found (message 94)
    19:09:43 Server: Object 3:64 not found (message 94)
    19:09:43 Server: Object 3:65 not found (message 94)
    19:09:43 Server: Object 3:66 not found (message 94)
    19:09:43 Server: Object 3:53 not found (message 94)
    19:09:43 Server: Object 3:54 not found (message 94)
    19:09:43 Server: Object 3:55 not found (message 94)
    19:09:43 Server: Object 3:56 not found (message 94)
    19:09:43 Server: Object 3:57 not found (message 94)
    19:09:43 Server: Object 3:58 not found (message 94)
    19:09:43 Server: Object 3:59 not found (message 94)
    19:09:43 Server: Object 3:60 not found (message 94)
    19:09:43 Server: Object 3:61 not found (message 94)
    19:09:43 Server: Object 3:69 not found (message 70)
    19:09:43 Server: Object 3:67 not found (message 70)
    19:09:43 Server: Object 3:68 not found (message 94)
    19:09:43 Server: Object 3:70 not found (message 94)
    19:09:43 Server: Object 3:71 not found (message 94)
     

  4. Paste it here. Show how it looks in your file.

    _object_inventory = {
    	private["_inventory","_previous","_key"];
    		_inventory = [
    			getWeaponCargo _object,
    			getMagazineCargo _object,
    			getBackpackCargo _object
    		];
    

    i only find this part,

    this is the whole sqf:

    /*
    [_object,_type] spawn server_updateObject;
    */
    private ["_object","_type","_objectID","_uid","_lastUpdate","_needUpdate","_object_position","_object_inventory","_object_damage","_isNotOk","_parachuteWest","_firstTime","_object_killed","_object_repair","_isbuildable"];
    
    _object = 	_this select 0;
    
    if(isNull(_object)) exitWith {
    	diag_log format["Skipping Null Object: %1", _object];
    };
    
    _type = 	_this select 1;
    _parachuteWest = ((typeOf _object == "ParachuteWest") || (typeOf _object == "ParachuteC"));
    _isbuildable = (typeOf _object) in dayz_allowedObjects;
    _isNotOk = false;
    _firstTime = false;
    
    _objectID =	_object getVariable ["ObjectID","0"];
    _uid = 		_object getVariable ["ObjectUID","0"];
    
    if ((typeName _objectID != "string") || (typeName _uid != "string")) then
    { 
        diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]);
        //force fail
        _objectID = "0";
        _uid = "0";
    };
    if (!_parachuteWest && !(locked _object)) then {
    	if (_objectID == "0" && _uid == "0") then
    	{
    		_object_position = getPosATL _object;
        	_isNotOk = true;
    	};
    };
    
    // do not update if buildable && not ok
    if (_isNotOk && _isbuildable) exitWith {  };
    
    // delete if still not ok
    if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); };
    
    
    _lastUpdate = _object getVariable ["lastUpdate",time];
    _needUpdate = _object in needUpdate_objects;
    
    // TODO ----------------------
    _object_position = {
    	private["_position","_worldspace","_fuel","_key"];
    		_position = getPosATL _object;
    		_worldspace = [(getDir _object) call KK_fnc_floatToString,	_position call KK_fnc_positionToString];
    		_fuel = 0;
    		if (_object isKindOf "AllVehicles") then {
    			_fuel = fuel _object;
    		};
    		_key = format["CHILD:305:%1:%2:%3:",_objectID,_worldspace,_fuel];
    		//diag_log ("HIVE: WRITE: "+ str(_key));
    		_key call server_hiveWrite;
    };
    
    _object_inventory = {
    	private["_inventory","_previous","_key"];
    		_inventory = [
    			getWeaponCargo _object,
    			getMagazineCargo _object,
    			getBackpackCargo _object
    		];
    		_previous = str(_object getVariable["lastInventory",[]]);
    		if (str(_inventory) != _previous) then {
    			_object setVariable["lastInventory",_inventory];
    			if (_objectID == "0") then {
    				_key = format["CHILD:309:%1:%2:",_uid,_inventory];
    			} else {
    				_key = format["CHILD:303:%1:%2:",_objectID,_inventory];
    			};
    			//diag_log ("HIVE: WRITE: "+ str(_key));
    			_key call server_hiveWrite;
    		};
    };
    
    _object_damage = {
    	private["_hitpoints","_array","_hit","_selection","_key","_damage"];
    		_hitpoints = _object call vehicle_getHitpoints;
    		_damage = damage _object;
    		_array = [];
    		{
    			_hit = [_object,_x] call object_getHit;
    			_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
    			if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
    			_object setHit ["_selection", _hit];
    		} count _hitpoints;
    	
    		_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
    		//diag_log ("HIVE: WRITE: "+ str(_key));
    		_key call server_hiveWrite;
    	_object setVariable ["needUpdate",false,true];
    	};
    
    _object_killed = {
    	private["_hitpoints","_array","_hit","_selection","_key","_damage"];
    	_hitpoints = _object call vehicle_getHitpoints;
    	//_damage = damage _object;
    	_damage = 1;
    	_array = [];
    	{
    		_hit = [_object,_x] call object_getHit;
    		_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
    		if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
    		_hit = 1;
    		_object setHit ["_selection", _hit];
    	} count _hitpoints;
    	
    	if (_objectID == "0") then {
    		_key = format["CHILD:306:%1:%2:%3:",_uid,_array,_damage];
    	} else {
    		_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
    	};
    	//diag_log ("HIVE: WRITE: "+ str(_key));
    	_key call server_hiveWrite;
    	_object setVariable ["needUpdate",false,true];
    	if ((count _this) > 2) then {
    		_killer = _this select 2;
    		_charID = _object getVariable ['CharacterID','0'];
    		_objID 	= _object getVariable['ObjectID','0'];
    		_objUID	= _object getVariable['ObjectUID','0'];
    		_worldSpace = getPosATL _object;
    		if (getPlayerUID _killer != "") then {
    			_name = if (alive _killer) then { name _killer; } else { format["OBJECT %1", _killer]; };
    			diag_log format["Vehicle killed: Vehicle %1 (TYPE: %2), CharacterID: %3, ObjectID: %4, ObjectUID: %5, Position: %6, Killer: %7 (UID: %8)", _object, (typeOf _object), _charID, _objID, _objUID, _worldSpace, _name, (getPlayerUID _killer)];
    		} else {
    			diag_log format["Vehicle killed: Vehicle %1 (TYPE: %2), CharacterID: %3, ObjectID: %4, ObjectUID: %5, Position: %6", _object, (typeOf _object), _charID, _objID, _objUID, _worldSpace];
    		};
    	};
    };
    
    _object_repair = {
    	private["_hitpoints","_array","_hit","_selection","_key","_damage"];
    	_hitpoints = _object call vehicle_getHitpoints;
    	_damage = damage _object;
    	_array = [];
    	{
    		_hit = [_object,_x] call object_getHit;
    		_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
    		if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
    		_object setHit ["_selection", _hit];
    	} count _hitpoints;
    	
    	_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
    	//diag_log ("HIVE: WRITE: "+ str(_key));
    	_key call server_hiveWrite;
    	_object setVariable ["needUpdate",false,true];
    };
    // TODO ----------------------
    
    _object setVariable ["lastUpdate",time,true];
    switch (_type) do {
    	case "all": {
    		call _object_position;
    		call _object_inventory;
    		call _object_damage;
    		};
    	case "position": {
    		if (!(_object in needUpdate_objects)) then {
    			//diag_log format["DEBUG Position: Added to NeedUpdate=%1",_object];
    			needUpdate_objects set [count needUpdate_objects, _object];
    		};
    	};
    	case "gear": {
    		call _object_inventory;
    			};
    	case "damage": {
    		if ( (time - _lastUpdate) > 5) then {
    			call _object_damage;
    		} else {
    			if (!(_object in needUpdate_objects)) then {
    				//diag_log format["DEBUG Damage: Added to NeedUpdate=%1",_object];
    				needUpdate_objects set [count needUpdate_objects, _object];
    			};
    		};
    	};
    	case "killed": {
    		call _object_killed;
    	};
    	case "repair": {
    		call _object_damage;
    	};
    };
     

  5. hey guys

    after i install a plot for life and vector building 

    nothing would save to the database, for example, i put down a safe, after restart, the safe will be gone.

    the plot pole for life and vector building work fine.

     

    any help would be appropriated.

     

     

     

    hi guys i fixed the error where nothing save to database, but now there is a new problem: when i add in the replacement file for A plot for life in the vector building pack(a plot for life/compile/plyaer_unlockvault.sqf) people cant unlock safe, admins cant press 1 to open safe thro infistar either.

    I replaced the player_unlockvault from a plot for life, then you can unlock safe, but when you build, it shows this building required a 30 meter plot pole even thought there is already one

  6.  

    I think it would be possible to check for the name of the player and then disable the admin-tool for him.

    So every time he wants to play as a normal player he changes his profile to: "nameAsNormalPlayer"

    and you add something like 

    if (name Player == "nameAsNormalPlayer") then (/*disable Admin-Tools*/);

    nice, do i add it into AH.sqf ?

  7. hey guys,

    not sure if you can do this:

    for my other admins, sometimes they still wanna play with their friends, but without the power

    is there a way that you can log into one profile which you have the admin power,

    and another profile you can only play as a regular player.

     

    I use infistar, 

    i put the player ID for the admin.

     

    so can a player/admin have 2 player ID then they can log into the player profile to play, or the admin profile to help out .

     

    thanks

     

  8. Place the maintain_area.sqf in your MPmission/Scripts folder. (Or what ever folder you want)

     

    Open your custom fn_selfActions.sqf and search for this block of code

    	 if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then {
    		 if (s_player_maintain_area < 0) then {
    		  	s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false];
    		 	s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false];
    		 };
    

    Change that too (remember if you placed the maintain_area.sqf inside a different folder then Scripts change the call)

    	 if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then {
    		 if (s_player_maintain_area < 0) then {
    		  	s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "Scripts\maintain_area.sqf", "maintain", 5, false];
    		 	s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "Scripts\maintain_area.sqf", "preview", 5, false];
    		 };
    

    No custom fn_selfAction.sqf?

    Open your dayz_code.pbo and you will find it inside the compile folder. Place the fn_selfAction.sqf inside your Mpmission/Scripts folder. (Or what ever folder you want)

     

    Now open your custom compiles and search for fn_selfAction.sqf and change that line to (remember if you placed the fn_selfActions.sqf inside a different folder than Scripts change the call)

    fnc_usec_selfActions = compile preprocessFileLineNumbers "Scripts\fn_selfActions.sqf";
    

    No custom compiles?

    Open your dayz_code.pbo and you will find it inside the init folder. Place the compiles.sqf inside your MPmissions/Scripts folder. (Or what ever folder you want)

     

    Now open your init.sqf inside your Mpmission and find

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

    change that to (remember if you placed the compiles.sqf inside a different folder than Scripts change the call)

    call compile preprocessFileLineNumbers "Scripts\compiles.sqf";
    

    That's it for that, next you need to allow players to maintain by

    1) Database event that places damage on objects.

    OR

    2) Allow them to maintain the objects at full health.

     

    Database event to place damage on objects is

    DROP EVENT IF EXISTS setDamageOnAge;
    CREATE EVENT setDamageOnAge
       ON SCHEDULE EVERY 1 DAY
       COMMENT 'This sets damage on a wall so that it can be maintained'
       DO
         UPDATE `Object_DATA` SET `Damage`=0.1 WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') )
    ;
    

     

    Allow maintain on full health object. Open your init.sqf inside your MPmissions and add

    DZE_DamageBeforeMaint = 0;
    

    right with the other    DZE_    (config settings)

     

    For your decay question. It just deletes any placed empty item that is at or past your decay number  (in days).

     

    To change your decay open your hiveExt.ini and find

    ;CleanupPlacedAfterDays = 6
    

    change to

    CleanupPlacedAfterDays = 6
    

    Change to how many days a placed empty object has to be to get deleted. The number is in days.

     

    Hope this helped. Cheers...

    thanks

    that is very detailed

    ill give try it out tonight

  9. Hey guys, I wonder if there is a way to change the default price for the base maintain.

     

    This is my server_maintainArea.sqf in my server pbo

    /* Maintain Area - written by Skaronator */
    private ["_player","_name","_ObjArray","_uniqueID","_objects","_key"];
    _player = _this select 0;
    _option = _this select 1;
    /*
    1: PVDZE_maintainArea = [player,1,_target];
    2: PVDZE_maintainArea = [player,2,_object];
    */
    _targetObj = _this select 2;
    
    if (_option == 1) then {
    	_objects = nearestObjects [_targetObj, DZE_maintainClasses, DZE_maintainRange];
    	{
    		if (damage _x >= DZE_DamageBeforeMaint) then {
    			_objectID = _x getVariable ["ObjectID","0"];
    			if (_objectID == "0") then {
    				_objectUID = _x getVariable ["ObjectUID","0"];
    				if (_objectUID != "0") then {
    					_x setDamage 0;
    					_key = format["CHILD:397:%1:", _objectUID]; // use UID if not "0" && ID is "0"
    					_data = "HiveExt" callExtension _key;
    				};
    			} else {
    				_x setDamage 0;
    				_key = format["CHILD:396:%1:", _objectID]; //Use ID instead of UID because ID is shorter
    				_data = "HiveExt" callExtension _key;
    			};
    		};
    	} count _objects;
    	_name = if (alive _player) then { name _player; } else { "Dead Player"; };
    	diag_log format ["MAINTAIN AREA BY %1 - %2 Objects at %3", _name, count _objects, (getPosATL _player)];
    };
    if (_option == 2) then {
    	if (damage _targetObj >= DZE_DamageBeforeMaint) then {
    		_objectID = _targetObj getVariable ["ObjectID","0"];
    		if (_objectID == "0") then {
    			_objectUID = _targetObj getVariable ["ObjectUID","0"];
    			if (_objectUID != "0") then {
    				_targetObj setDamage 0;
    				_key = format["CHILD:397:%1:", _objectUID]; // use UID if not "0" && ID is "0"
    				_data = "HiveExt" callExtension _key;
    			};
    		} else {
    			_targetObj setDamage 0;
    			_key = format["CHILD:396:%1:", _objectID]; //Use ID instead of UID because ID is shorter
    			_data = "HiveExt" callExtension _key;
    			
    		};
    	};
    };
    

    and i find this in dayz_code

    maintain_area.sqf

    //Code developed by Axe Cop - Massiv improvments && performance tunes by Skaronator
    private ["_missing","_missingQty","_proceed","_itemIn","_countIn","_qty","_num_removed","_uniqueID","_removed","_removed_total","_tobe_removed_total","_obj","_objectID","_objectUID","_classname","_location","_dir","_objectCharacterID","_object","_temp_removed_array","_textMissing","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_itemText","_option"];
    
    if (DZE_ActionInProgress) exitWith { cutText [(localize "STR_EPOCH_ACTIONS_2") , "PLAIN DOWN"]; };
    DZE_ActionInProgress = true;
    
    player removeAction s_player_maintain_area;
    s_player_maintain_area = 1;
    player removeAction s_player_maintain_area_preview;
    s_player_maintain_area_preview = 1;
    
    _target = cursorTarget; // Plastic_Pole_EP1_DZ
    
    _objectClasses = DZE_maintainClasses;
    _range = DZE_maintainRange; // set the max range for the maintain area
    _objects = nearestObjects [_target, _objectClasses, _range];
    
    //filter to only those that have 10% damage
    _objects_filtered = [];
    {
        if (damage _x >= DZE_DamageBeforeMaint) then {
            _objects_filtered set [count _objects_filtered, _x];
       };
    } count _objects;
    _objects = _objects_filtered;
    
    // TODO dynamic requirements based on used building parts?
    _count = count _objects;
    
    if (_count == 0) exitWith {
    	cutText [format[(localize "STR_EPOCH_ACTIONS_22"), _count], "PLAIN DOWN"];
    	DZE_ActionInProgress = false;
    	s_player_maintain_area = -1;
    	s_player_maintain_area_preview = -1;
    };
    
    _requirements = [];
    switch true do {
    	case (_count <= 10):  {_requirements = [["ItemGoldBar10oz",0]]};
    	case (_count <= 20):  {_requirements = [["ItemGoldBar10oz",0]]};
    	case (_count <= 35):  {_requirements = [["ItemGoldBar10oz",0]]};
    	case (_count <= 50):  {_requirements = [["ItemGoldBar10oz",0]]};
    	case (_count <= 75):  {_requirements = [["ItemGoldBar10oz",0]]};
    	case (_count <= 100): {_requirements = [["ItemBriefcase100oz",0]]};
    	case (_count <= 175): {_requirements = [["ItemBriefcase100oz",0]]};
    	case (_count <= 250): {_requirements = [["ItemGoldBar10oz",1]]};
    	case (_count <= 325): {_requirements = [["ItemGoldBar10oz",1]]};
    	case (_count <= 400): {_requirements = [["ItemGoldBar10oz",1]]};
    	case (_count <= 475): {_requirements = [["ItemGoldBar10oz",3]]};
    	case (_count <= 550): {_requirements = [["ItemGoldBar10oz",5]]};
    	case (_count <= 625): {_requirements = [["ItemGoldBar10oz",6]]};
    	case (_count > 625):  {_requirements = [["ItemBriefcase100oz",1]]};
    };
    
    
    
    _option = _this select 3;
    switch _option do {
    	case "maintain": {
    		
    		_missing = "";
    		_missingQty = 0;
    		_proceed = true;
    		{
    			_itemIn = _x select 0;
    			_countIn = _x select 1;
    			_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
    			if (_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
    		} count _requirements;
    
    		if (_proceed) then {
    			player playActionNow "Medic";
    			[player,_range,true,(getPosATL player)] spawn player_alertZombies;
    
    			_temp_removed_array = [];
    			_removed_total = 0;
    			_tobe_removed_total = 0;
    			
    			{
    				_removed = 0;
    				_itemIn = _x select 0;
    				_countIn = _x select 1;
    				_tobe_removed_total = _tobe_removed_total + _countIn;
    				
    				{					
    					if ((_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then {
    						_num_removed = ([player,_x] call BIS_fnc_invRemove);
    						_removed = _removed + _num_removed;
    						_removed_total = _removed_total + _num_removed;
    						if (_num_removed >= 1) then {
    							_temp_removed_array set [count _temp_removed_array,_x];
    						};
    					};
    				} forEach magazines player;
    			} forEach _requirements;
    
    			// all required items removed from player gear
    			if (_tobe_removed_total == _removed_total) then {
    				cutText [format[(localize "STR_EPOCH_ACTIONS_4"), _count], "PLAIN DOWN", 5];
    				PVDZE_maintainArea = [player,1,_target];
    				publicVariableServer "PVDZE_maintainArea";	
    			} else {
    				{player addMagazine _x;} count _temp_removed_array;
    				cutText [format[(localize "STR_EPOCH_ACTIONS_5"),_removed_total,_tobe_removed_total], "PLAIN DOWN"];
    			};
    		} else {
    			_textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
    			cutText [format[(localize "STR_EPOCH_ACTIONS_6"), _missingQty, _textMissing], "PLAIN DOWN"];
    		};
    	};
    	case "preview": {
    		_cost = "";
    		{
    			_itemIn = _x select 0;
    			_countIn = _x select 1;
    			_itemText = getText(configFile >> "CfgMagazines" >> _itemIn >> "displayName");
    			if (_cost != "") then {
    				_cost = _cost + " and ";
    			};
    			_cost = _cost + (str(_countIn) + " of " + _itemText);
    		} count _requirements;
    		cutText [format[(localize "STR_EPOCH_ACTIONS_7"), _count, _cost], "PLAIN DOWN"];
    	};
    };
    
    DZE_ActionInProgress = false;
    s_player_maintain_area = -1;
    s_player_maintain_area_preview = -1;
    
    

    i changed the price, but in game price still didnt change

     

     

     

    And not quite sure how base decay works. does it just cause damage to building or like just delete when it reachs the date

  10. hey guys, 

    so i have a custom trader city, which is near green mountain. coordinates: [4577.28,5769.83,0.00140381]

    But WAI mission sometimes spawn at that location since its a big opening field,

    I really cant understand the format of the coordinates,

    for example, this is the blacklist area for stary 

    use_blacklist = true; // Use blacklist: turn false if you are not using Cherno unlesss you know how to do this
    // If you know how to place world coordinates set regions: [[top left],[bottom right]]
    // This is only to keep missions from spawning in an area, such as in Stary city
    // DO NOT ADD SAFE ZONES, these are excluded for ALL maps already
     

    blacklist = [ [[5533.00,8445.00],[6911.00,7063.00]] // Stary ];

     

    can anyone explain how this coordinates works, or translate my cords into this one

    thank you

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