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Ultima_weapon

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Posts posted by Ultima_weapon

  1. There is an exploit in this addon, this fixes it. (Note: I did not take the time to sift through the entire thread to see if someone else had already addressed this.)

    fn_selfActions.sqf (Note: pay attention to where ' && !DZE_ActionInProgress' is located.)

     if(_typeOfCursorTarget in ZSC_MoneyStorage && (player distance _cursorTarget < 5) && !DZE_ActionInProgress) then {
      if (s_bank_dialog < 0) then {
        s_bank_dialog = player addAction ["Money Storage", "custom\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""];	
      };
     } else {
      player removeAction s_bank_dialog;
      s_bank_dialog = -1;
     };
    
     // Single Currency - Cars 
     if( _isVehicle && !_isMan &&_isAlive && !_isMan && !locked _cursorTarget && !(_cursorTarget isKindOf "Bicycle") && (player distance _cursorTarget < 5) && !DZE_ActionInProgress) then {		
      if (s_bank_dialog2 < 0) then {
       s_bank_dialog2 = player addAction ["Money Storage", "custom\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""];
      };			
     } else {		
      player removeAction s_bank_dialog2;
      s_bank_dialog2 = -1;
     };

    player_lockVault.sqf (Note: add 'player removeAction s_bank_dialog; s_bank_dialog = -1;')

    if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_10") , "PLAIN DOWN"]; };
    DZE_ActionInProgress = true;
    
    player removeAction s_bank_dialog;
    s_bank_dialog = -1;
    
    player removeAction s_player_lockvault;
    s_player_lockvault = 1;

     

  2. ISSUE: (This is for A2 w/Epoch 1.0.5.1 + Origins 1.7.9 + Overwatch on the Napf Map) Every server restart all vehicles, epoch building parts and basically everything that is spawned in, driven in or built into the northern 4 kilometers of the map are deleted out of my database. All objects/vehicles placed south of the northern 4 kilometers remain, regardless of placement order above and below the 4 kilometer latitude. Even vehicles spawned by the dynamic vehicle spawn in that section are being deleted on server restart. I have tried modifying dayz_maparea, dayz_maxpos, dayz_minpos. I have tried to find something that controls this in my day_server.pbo. I am finding myself at a major loss here. I have also attempted to find a solution anywhere via google and can find nothing on the subject. I was hoping someone could point me in the right direction.

     

    [EDIT] - SOLUTION: In my database StoredProcedures, I had to change my pCleanupOOB procedure where: IF(intWest > 0 OR intNorth > 16340) THEN

    I changed this to: IF(intWest > 0 OR intNorth > 20400) THEN

    which is the northern border for Napf. Can't believe I didn't think to look here sooner.

  3. Here is to hoping someone has anything to add to this. I have BE on, and infistar as well, and for whatever reason, they do work on my server. However, they also spam my client log with errors. The error seems to have something to do with broadcasting the sound of them flying to everyone they fly over, so basicly, they work, but without sound (silent observer :)). But I would also like to make my server error free, so before I make these puppies available to my players, I want to get the bugs worked out. The error generated are the following:

    Error in expression <1_body setVariable ["ravenBatteryLevel",_backpackRavenBatteryLevel,true];
    sleep >
      Error position: <_backpackRavenBatteryLevel,true];
    sleep >
      Error Undefined variable in expression: _backpackravenbatterylevel
    File raven\scripts\unpackRaven.sqf, line 18
    Error in expression <Static setVariable ["ravenBatteryLevel",_bodyRavenBatteryLevel,true];
    
    
    
    deleteV>
      Error position: <_bodyRavenBatteryLevel,true];
    
    
    
    deleteV>
      Error Undefined variable in expression: _bodyravenbatterylevel
    File raven\scripts\unpackRaven.sqf, line 130
    Error in expression <microAirVehicle],"prop_startup02"] call CBA_fnc_globalSay;
    
    
    _callerLastKnownPos>
      Error position: <CBA_fnc_globalSay;
    
    
    _callerLastKnownPos>
      Error Undefined variable in expression: cba_fnc_globalsay
    File raven\scripts\mavLaunch.sqf, line 68
    Error in expression <microAirVehicle],"prop_running02"] call CBA_fnc_globalSay;
    sleep 1.89; 
    };>
      Error position: <CBA_fnc_globalSay;
    sleep 1.89; 
    };>
      Error Undefined variable in expression: cba_fnc_globalsay
    File raven\scripts\mavSoundOn.sqf, line 10
    Error in expression <microAirVehicle],"prop_running02"] call CBA_fnc_globalSay;
    sleep 1.89; 
    };>
      Error position: <CBA_fnc_globalSay;
    sleep 1.89; 
    };>
      Error Undefined variable in expression: cba_fnc_globalsay
    File raven\scripts\mavSoundOn.sqf, line 10
    
    <<<<<<<<<< "prop_running02" error repeats for the duration it is in the air >>>>>>>>>>>>>
    Then:
    
    Error in expression <
    [[_microAirVehicle],"antiTamper"] call CBA_fnc_globalSay;
    
    sleep 0.8;
    
    
    
    
    
    
    
    
    
    >
      Error position: <CBA_fnc_globalSay;
    
    sleep 0.8;
    
    
    
    
    
    
    
    
    
    >
      Error Undefined variable in expression: cba_fnc_globalsay
    File raven\scripts\mavLaunch.sqf, line 192
    Error in expression <id];
    
    
    [[_caller],"watchBeep_off"] call CBA_fnc_globalSay;
    
    
    _caller removeActio>
      Error position: <CBA_fnc_globalSay;
    
    
    _caller removeActio>
      Error Undefined variable in expression: cba_fnc_globalsay
    File raven\scripts\mavLaunch.sqf, line 224
    Error in expression <venWithStrobe], "watchBeep_single"]call CBA_fnc_globalSay;
    
    sleep 0.1;
    
    deleteve>
      Error position: <CBA_fnc_globalSay;
    
    sleep 0.1;
    
    deleteve>
      Error Undefined variable in expression: cba_fnc_globalsay
    File raven\scripts\strobeOnOff.sqf, line 47
    
    <<<<<<<<<<<<<<<<<<< "watchBeep_single" error continues until server reset. I am guessing because it is supposed to be on the ground somewhere so you can pick it up, but it was nowhere to be found. >>>>>>>>>>>>>>>>>
    
  4. So after a clean install and a LOT of work merging script, I now have Plot 4 Life 2.5, Precision Build, Snap Pro, Vector Build, Plot Management, Door Management, Elevators, Evac Helicopters and Single Currency all working together and all working on the single currency system :). Now to start putting all the rest of my addons back in... Thanks for looking at my code and the issues I was having, turns out that strictly following the instructions for the 2.5 install was not enough. What I did, and what I should have done in the first place, was do a file for file compare, line by line, for every file that already existed on the clean server. I also moved all the files into either a compile folder or actions folder and adjusted the folder locations in the code accordingly. That way, in the future, I won't find myself with 2-3 copies of the same file and inadvertently using one and not the other, thus breaking my addons.

     

    I don't think my last several posts are going to help anyone fix their own installs, so you can probably delete them. The only thing in my previous posts that I still ended up using was the code change I used to get the remove plot radius to work. :P

     

    The remove plot radius change:

    _plotDistance = (DZE_PlotPole select 0); 
    
    to
    
    _plotDistance = ((DZE_PlotPole select 0)+3); 
    
    in the fn_selfActions.sqf
    
  5. Ok, the safety bug is gone, was using an old piece of code in my server_cleanup. I think i may have found a lead to what is preventing the server from updating the database when i upgrade something. I am getting the following error on my server now whenever i attempt to upgrade an object:

     1:34:53 Error in expression < -10 };
    _key = _key + str(round(_x));
    } count _position;
    _key = _key + str(round>
     1:34:53   Error position: <count _position;
    _key = _key + str(round>
     1:34:53   Error count: Type String, expected Array
     1:34:53 File z\addons\dayz_server\init\server_functions.sqf, line 608 

     

    The root of this error is obviously something that is passed through this section of code in my server_functions:

    dayz_objectUID2 = {
    	private["_position","_dir","_key"];
    	_dir = _this select 0;
    	_key = "";
    	_position = _this select 1;
    	{
    		_x = _x * 10;
    		if ( _x < 0 ) then { _x = _x * -10 };
    		_key = _key + str(round(_x));
    	} count _position;
    	_key = _key + str(round(_dir));
    	_key
    };
    

     

    What is calling this code, I am unsure. However, I suspect it is hanging on this and preventing the server from creating the new object in the database. Any help on this would be greatly appreciated. :)

     

    I am still getting the "Not setup yet..." message whenever I attempt to upgrade an object a second time, and it is still leaving my database with no object after the first upgrade attempt. :(

  6. So the fix for the plotManagement dome was simple, I just commented out the sleep line that was causing the error :)'
     
    As for getting the remove plot radius from your code to show up, i changed:
     
    _plotDistance = (DZE_PlotPole select 0); 
    to
    _plotDistance = ((DZE_PlotPole select 0)+3); 
     
    in the fn_selfActions.sqf
     
    Still working out the _safety bug and the saving upgrades to the database bug.
  7. Ok, after deleting the original plot pole and all the buildables in the area, I built a new plot pole and used all the scroll features available on the plot pole. The option to remove the plot pole radius never appeared for me. The following is an error related to plot management (however, does not appear to break the script), it makes the boundary dome appear and disappear. The error happens when i make the dome disappear.

    Error in expression < _x; } count PP_Marks;	PP_Marks = nil;		sleep 1;
    };
    
    if ((isNil "PP_Marks") && (>
      Error position: <sleep 1;
    };
    
    if ((isNil "PP_Marks") && (>
      Error Generic error in expression
    File mpmissions\__CUR_MP.Lingor\addons\plotManagement\plotToggleMarkers.sqf, line 17 

     

    Next, I started building a bunch of stuff that could be upgraded. The following is what was added to my database:

    # ObjectID, ObjectUID, Instance, Classname, Datestamp, LastUpdated, CharacterID, Worldspace, Inventory, Hitpoints, Fuel, Damage
    
    '1365', '4048216594031', '7', 'Plastic_Pole_EP1_DZ', '2015-04-15 17:44:18', '2015-04-15 17:45:03', '55', '[\"30.973789\",\"[4048.204834,1659.389648,0]\",\"76561198173462307\"]', '[]', '[]', '0.00000', '0.00000'
    
    '1366', '4052016578088', '7', 'CinderWallHalf_DZ', '2015-04-15 17:47:08', '2015-04-15 17:47:08', '55', '[\"88.444862\",\"[4052.00341797,1657.771973,0.00143814]\",\"76561198173462307\"]', '[]', '[]', '0.00000', '0.00000'
    
    '1367', '40502166320359', '7', 'CinderWallSmallDoorway_DZ', '2015-04-15 17:47:36', '2015-04-15 17:47:36', '55', '[\"358.638824\",\"[4050.188721,1663.227173,0.00143814]\",\"76561198173462307\"]', '[]', '[]', '0.00000', '0.00000'
    
    '1368', '4056616613090', '7', 'CinderWallDoorway_DZ', '2015-04-15 17:48:06', '2015-04-15 17:48:06', '55', '[\"90.37085\",\"[4056.601807,1661.300293,0.00143814]\",\"76561198173462307\"]', '[]', '[]', '0.00000', '0.00000'
    
    '1369', '405471650814180', '7', 'MetalFloor_DZ', '2015-04-15 17:48:40', '2015-04-15 17:48:40', '55', '[\"180.0446625\",\"[4054.656006,1650.756348,-0.13999]\",\"76561198173462307\"]', '[]', '[]', '0.00000', '0.00000'
    
    '1370', '405471650827180', '7', 'MetalFloor_DZ', '2015-04-15 17:49:21', '2015-04-15 17:49:21', '55', '[\"180.0446777\",\"[4054.656006,1650.756348,2.707582]\",\"76561198173462307\"]', '[]', '[]', '0.00000', '0.00000'
     

     

    I then went through and upgraded all of the objects to include upgrading the MetalFloors to elevator/elevator stops and as I upgraded each, that object was removed from the database. When I was finished upgrading, the only object left in the database was the plot pole.

     

    I also received the following information in the server report and client report respectively:

    17:44:18 Server: Object 3:96 not found (message 70)
    17:44:18 Server: Object 3:94 not found (message 94)
    17:44:18 Server: Object 3:95 not found (message 94)
    17:44:18 Server: Object 3:97 not found (message 94)
    17:44:18 Server: Object 3:98 not found (message 94)
    17:44:18 Server: Object 3:99 not found (message 94)
    17:44:18 Server: Object 3:100 not found (message 94)
    17:44:18 Server: Object 3:113 not found (message 94)
    17:44:18 Server: Object 3:101 not found (message 70)
    17:44:18 Server: Object 3:102 not found (message 94)
    17:44:18 Server: Object 3:103 not found (message 94)
    17:44:18 Server: Object 3:104 not found (message 94)
    17:44:18 Server: Object 3:105 not found (message 94)
    17:44:18 Server: Object 3:106 not found (message 94)
    17:44:18 Server: Object 3:107 not found (message 94)
    17:44:18 Server: Object 3:108 not found (message 94)
    17:44:18 Server: Object 3:109 not found (message 94)
    17:44:18 Server: Object 3:110 not found (message 94)
    17:44:18 Server: Object 3:111 not found (message 94)
    17:44:18 Server: Object 3:112 not found (message 94)
    17:44:18 Server: Object 3:114 not found (message 94)
    17:44:18 Server: Object 3:115 not found (message 94)
    17:44:18 Server: Object 3:116 not found (message 94)
    17:44:18 Server: Object 3:117 not found (message 94)
    17:44:18 Server: Object 3:118 not found (message 94)
    17:44:18 Server: Object 3:119 not found (message 94)
    17:44:18 Server: Object 3:120 not found (message 94)
    17:44:18 Server: Object 3:121 not found (message 94)
    17:44:18 Server: Object 3:122 not found (message 94)
    17:44:18 Server: Object 3:123 not found (message 94)
    17:44:18 Server: Object 3:128 not found (message 70)
    17:44:18 Server: Object 3:124 not found (message 94)
    17:44:18 Server: Object 3:125 not found (message 94)
    17:44:18 Server: Object 3:126 not found (message 94)
    17:44:18 Server: Object 3:127 not found (message 94)
    17:44:18 Server: Object 3:131 not found (message 94)
    17:44:18 Server: Object 3:129 not found (message 94)
    17:44:18 Server: Object 3:130 not found (message 94)
    17:45:11 Server: Object 3:141 not found (message 70)
    17:45:11 Server: Object 3:151 not found (message 70)
    17:45:11 Server: Object 3:150 not found (message 94)
    17:45:11 Server: Object 3:137 not found (message 94)
    17:45:11 Server: Object 3:138 not found (message 94)
    17:45:11 Server: Object 3:139 not found (message 94)
    17:45:11 Server: Object 3:140 not found (message 94)
    17:45:11 Server: Object 3:149 not found (message 70)
    17:45:11 Server: Object 3:145 not found (message 70)
    17:45:11 Server: Object 3:142 not found (message 94)
    17:45:11 Server: Object 3:143 not found (message 94)
    17:45:11 Server: Object 3:144 not found (message 94)
    17:45:11 Server: Object 3:146 not found (message 94)
    17:45:11 Server: Object 3:147 not found (message 94)
    17:45:11 Server: Object 3:148 not found (message 94)
    17:45:11 Server: Object 3:161 not found (message 70)
    17:45:11 Server: Object 3:160 not found (message 70)
    17:45:11 Server: Object 3:173 not found (message 94)
    17:45:11 Server: Object 3:172 not found (message 70)
    17:45:11 Server: Object 3:152 not found (message 94)
    17:45:11 Server: Object 3:153 not found (message 94)
    17:45:11 Server: Object 3:154 not found (message 94)
    17:45:11 Server: Object 3:155 not found (message 94)
    17:45:11 Server: Object 3:156 not found (message 94)
    17:45:11 Server: Object 3:157 not found (message 94)
    17:45:11 Server: Object 3:158 not found (message 94)
    17:45:11 Server: Object 3:159 not found (message 94)
    17:45:11 Server: Object 3:166 not found (message 70)
    17:45:11 Server: Object 3:162 not found (message 94)
    17:45:11 Server: Object 3:163 not found (message 94)
    17:45:11 Server: Object 3:164 not found (message 94)
    17:45:11 Server: Object 3:165 not found (message 94)
    17:45:11 Server: Object 3:171 not found (message 94)
    17:45:11 Server: Object 3:167 not found (message 94)
    17:45:11 Server: Object 3:168 not found (message 94)
    17:45:11 Server: Object 3:169 not found (message 94)
    17:45:11 Server: Object 3:170 not found (message 94)
    17:45:11 Server: Object 3:174 not found (message 70)
    17:45:24 "CARDROP: AN2 Cargo Plane started flying from [6993.7,173.053,300] to first waypoint NOW!(TIME:299)"
    17:45:24 "CARDROP: Adding DROPWaypoint #1 on [2247.89,3777.36]"
    17:45:34 Server: Object 3:206 not found (message 91)
    17:45:34 Server: Object 3:205 not found (message 99)
    17:45:34 Server: Object 3:220 not found (message 91)
    17:45:34 Server: Object 3:224 not found (message 91)
    17:45:42 Error in expression <=[] spawn server_checkHackers; \n
    =[] sp>
    17:45:42   Error position: <=[] spawn server_checkHackers; \n
    =[] sp>
    17:45:42   Error Reserved variable in expression
    17:45:43 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
    17:45:43 Error in expression <
    
    
    
    
    
    
    
    
    
    
    
    pvdze_serverobjectmonitor = _safety;
    >
    17:45:43   Error position: <_safety;
    >
    17:45:43   Error Undefined variable in expression: _safety 

    The _safety error also being spammed in my server report from this point on.

    z\addons\dayz_epoch\models\cinder_wall_half_ghost.p3d: No geometry and no visual shape
    z\addons\dayz_epoch\models\cinder_wall_half_ghost.p3d: No geometry and no visual shape
    z\addons\dayz_epoch\models\steel_door_frame_ghost.p3d: No geometry and no visual shape
    z\addons\dayz_epoch\models\steel_door_frame_ghost.p3d: No geometry and no visual shape
    Error: Bone leftshoulder doesn't exist in some skeleton 
    Error: Bone rightshoulder doesn't exist in some skeleton 
    Error: Bone rightshoulder doesn't exist in some skeleton 
    Error: Bone leftshoulder doesn't exist in some skeleton 
    Error: Bone rightshoulder doesn't exist in some skeleton 
    Error: Bone leftshoulder doesn't exist in some skeleton 
    Error: Bone rightshoulder doesn't exist in some skeleton 
    Error: Bone leftshoulder doesn't exist in some skeleton 
    Error: Bone rightshoulder doesn't exist in some skeleton 
    Error: Bone leftshoulder doesn't exist in some skeleton 
    Error: Bone rightshoulder doesn't exist in some skeleton 
    Error: Bone leftshoulder doesn't exist in some skeleton 
    Error: Bone leftshoulder doesn't exist in some skeleton 
    Error: Bone rightshoulder doesn't exist in some skeleton 
    Error: Bone leftshoulder doesn't exist in some skeleton 
    Error: Bone rightshoulder doesn't exist in some skeleton 
    z\addons\dayz_epoch\models\steel_garage_frame_ghost.p3d: No geometry and no visual shape
    z\addons\dayz_epoch\models\steel_garage_frame_ghost.p3d: No geometry and no visual shape
    z\addons\dayz_epoch\models\metal_floor_ghost.p3d: No geometry and no visual shape
    z\addons\dayz_epoch\models\metal_floor_ghost.p3d: No geometry and no visual shape
    Ref to nonnetwork object 56f2dd00# 773583: sphere10cm_ep1.p3d
    Ref to nonnetwork object 56f2f900# 773584: sphere10cm_ep1.p3d
    Ref to nonnetwork object 47527900# 773585: sphere10cm_ep1.p3d
    Ref to nonnetwork object 47525600# 773586: sphere10cm_ep1.p3d
    Ref to nonnetwork object 47524100# 773587: sphere10cm_ep1.p3d
    Ref to nonnetwork object 1a1d9600# 773588: sphere10cm_ep1.p3d
    Ref to nonnetwork object 1a1db900# 773589: sphere10cm_ep1.p3d
    Ref to nonnetwork object 1a1d9d00# 773590: sphere10cm_ep1.p3d
    Ref to nonnetwork object 58f1f900# 773591: sphere10cm_ep1.p3d
    Ref to nonnetwork object 58f1c800# 773592: sphere10cm_ep1.p3d
    Ref to nonnetwork object 58f1cf00# 773593: sphere10cm_ep1.p3d
    Ref to nonnetwork object 58f1f200# 773594: sphere10cm_ep1.p3d
    Ref to nonnetwork object 5167c800# 773595: sphere10cm_ep1.p3d
    Ref to nonnetwork object 5167c100# 773596: sphere10cm_ep1.p3d
    Ref to nonnetwork object 5167cf00# 773597: sphere10cm_ep1.p3d
    Ref to nonnetwork object 5167d600# 773598: sphere10cm_ep1.p3d
    Ref to nonnetwork object 55de0100# 773599: sphere10cm_ep1.p3d
    Ref to nonnetwork object 55de3900# 773600: sphere10cm_ep1.p3d
    "ELE_fnc_generateElevatorId elevator id generated: 69760010"
    "ELE_fnc_generateElevatorId elevator id generated: 69760010"
    "ELE_fnc_getNextStop next stop id -1 is out of range"
    "ELE_fnc_getNextStop next stop id -1 is out of range"
    "ELE_fnc_getNextStop next stop id -1 is out of range"
    "ELE_fnc_getNextStop next stop id -1 is out of range"
    "ELE_fnc_getNextStop next stop id -1 is out of range"
    "ELE_fnc_getNextStop next stop id -1 is out of range"
    "ELE_fnc_getNextStop next stop id -1 is out of range"
    "ELE_fnc_getNextStopId next stop id: 69760011"
    "ELE_fnc_getNextStop next stop id -1 is out of range"
    "ELE_fnc_getNextStop next stop id -1 is out of range"
    "ELE_fnc_getNextStop next stop id -1 is out of range"
    "ELE_fnc_activateElevator first elevator activation: id = 1"
    "ELE_fnc_getNextStop next stop id -1 is out of range" 

    I am pretty curtain the sphere10cm_ep1.p3d error is related to the client error received when removing the dome in plotManagement

     

    In game, however, the upgraded models are being displayed as if the upgrade was successful.

  8. If it helps, here is a list of all my current addons:

    Working Addons:
    	Wicked AI 2.2
    	Animated Vehicles
    	Fill Water Bottles with Rain
    	Car Radio
    	Artillery and Cargo
    	Advanced Trading
    	Self Bloodbag
    	Air Lifting	
    	Mystery Briefcases
    	Take Clothes
    	Vehicle Towing
    	AI Recruiting
    	Carepackage Vehicles
    	Wardrobe
    	Player Activated Nuke
    	Dead Player Journal
    	Trader Safezones
    	Intro Camera Fly-In
    	Drink From All Water Sources
    	Locked Vehicle Godmode
    	Custom Loadouts
    	Safe Suicide
    	Group Management
    	Anti-Zombie Frequency Emitter
    	GPS Self/Friend Map Markers
    	Intro Music
    	Stearable Parachutes for Air Vehicle Eject
    	Vehicle Key Changer
    	Fast Trading
    	Admin Custom Spawn Boxes
    	Custom Load Screen
    	Weapons Modding
    	Custom Right-Click to build items
    	Vehicle Pointer
    	All Skins
    	Epoch Mission System
    	
    Need to Verify Addons:
    	Kill Messages
    	ZSC 3.0 Single Currency (After P4L is fixed)
    	Plot Management (After P4L is fixed)
    	Door Management (After P4L is fixed)
    	
    Needs to be Rework to add features:
    	Weapons Modding (will add overwatch weapons)
    	Admin Custom Spawn Boxes (will add custom donor boxes)
    	Custom Right-Click to build items (will add new custom buildables)
    	Wicked AI 2.2 (will add new missions)
    	Epoch Mission System (will add new missions)
    	
    Broken Addons:
    	Not properly updating upgrades to the database
    		Plot 4 Life, Precision Build, Snap Pro (2.5)
    		Elevators (Not persisting after server restart)
    		Evac Helicopters (Not persisting after server restart)
    	Burn Tents (Not Removing Tent from the Database)
    	Pack Tents Broken
    	Heal While Sleeping (Caused by same issue as Pack Tents likely)
    	Remote Vehicle Key (Unlocking Vehicle if near it for long time)
    	No Friendly Fire
    	Origins Buildables (Needs debugging for errors) 

  9. Add because it is showing an error:
    server_functions.sqf

    dzmsmajdone = false;
    dzmsmindone = false;
    _safety = [];
    [] execVM "\z\addons\dayz_server\init\AH.sqf";
    waituntil {!isnil "bis_fnc_init"};
    
    BIS_MPF_remoteExecutionServer = {
        if ((_this select 1) select 2 == "JIPrequest") then {
            [nil,(_this select 1) select 0,"loc",rJIPEXEC,[any,any,"per","execVM","ca\Modules\Functions\init.sqf"]] call RE;
        };
    };
    
    BIS_Effects_Burn =                {};
    
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\KK_Functions.sqf";
    
    server_playerLogin =            compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerLogin.sqf";
    server_playerSetup =            compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSetup.sqf";
    server_onPlayerDisconnect =     compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf";
    server_updateObject =            compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
    server_playerDied =                compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
    server_publishObj =             compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf";
    server_publishFullObject =         compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishFullObject.sqf";
    server_deleteObj =                compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_deleteObj.sqf";
    server_swapObject =                compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_swapObject.sqf";
    server_publishVeh =             compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf";
    server_publishVeh2 =             compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle2.sqf";
    server_publishVeh3 =             compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle3.sqf";
    server_tradeObj =                 compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_tradeObject.sqf";
    server_traders =                 compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_traders.sqf";
    server_playerSync =                compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSync.sqf";
    server_spawnCrashSite =     compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnCrashSite.sqf";
    server_spawnEvents =            compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnEvent.sqf";
    
    /////////////////////////// custom
    server_carAN2 =             compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_carAN2.sqf";
    server_cardrop =             compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_cardrop.sqf";
    
    //server_weather =                compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_weather.sqf";
    fnc_plyrHit =                    compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\fnc_plyrHit.sqf";
    server_deaths =                 compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDeaths.sqf";
    server_maintainArea =             compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_maintainArea.sqf";
    
    /* PVS/PVC - Skaronator */
    server_sendToClient =            compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_sendToClient.sqf";
    
    //onPlayerConnected             {[_uid,_name] call server_onPlayerConnect;};
    onPlayerDisconnected         {[_uid,_name] call server_onPlayerDisconnect;};
    
    server_updateNearbyObjects = {
        private["_pos"];
        _pos = _this select 0;
        {
            [_x, "gear"] call server_updateObject;
        } count nearestObjects [_pos, dayz_updateObjects, 10];
    };
    
    server_handleZedSpawn = {
        private["_zed"];
        _zed = _this select 0;
        _zed enableSimulation false;
    };
    
    zombie_findOwner = {
        private["_unit"];
        _unit = _this select 0;
        #ifdef DZE_SERVER_DEBUG
        diag_log ("CLEANUP: DELETE UNCONTROLLED ZOMBIE: " + (typeOf _unit) + " OF: " + str(_unit) );
        #endif
        deleteVehicle _unit;
    };
    
    vehicle_handleInteract = {
        private["_object"];
        _object = _this select 0;
        needUpdate_objects = needUpdate_objects - [_object];
        [_object, "all"] call server_updateObject;
    };
    
    array_reduceSizeReverse = {
        private["_array","_count","_num","_newarray","_startnum","_index"];
        _array = _this select 0;
        _newarray = [];
        _count = _this select 1;
        _num = count _array;
        if (_num > _count) then {
            _startnum = _num - 1;
            _index = _count - 1;
            for "_i" from 0 to _index do {
                _newarray set [(_index-_i),_array select (_startnum - _i)];
            };
            _array = _newarray;
        };
        _array
    };
    
    array_reduceSize = {
        private ["_array1","_array","_count","_num"];
        _array1 = _this select 0;
        _array = _array1 - ["Hatchet_Swing","Machete_Swing","Fishing_Swing","sledge_swing","crowbar_swing","CSGAS"];
        _count = _this select 1;
        _num = count _array;
        if (_num > _count) then {
            _array resize _count;
        };
        _array
    };
    
    object_handleServerKilled = {
        private["_unit","_objectID","_objectUID","_killer"];
        _unit = _this select 0;
        _killer = _this select 1;
        
        _objectID =     _unit getVariable ["ObjectID","0"];
        _objectUID = _unit getVariable ["ObjectUID","0"];
            
        [_objectID,_objectUID,_killer] call server_deleteObj;
        
        _unit removeAllMPEventHandlers "MPKilled";
        _unit removeAllEventHandlers "Killed";
        _unit removeAllEventHandlers "HandleDamage";
        _unit removeAllEventHandlers "GetIn";
        _unit removeAllEventHandlers "GetOut";
    };
    
    check_publishobject = {
        private["_allowed","_object","_playername"];
    
        _object = _this select 0;
        _playername = _this select 1;
        _allowed = false;
    
        if ((typeOf _object) in dayz_allowedObjects) then {
                //diag_log format ["DEBUG: Object: %1 published by %2 is Safe",_object, _playername];
                _allowed = true;
        };
    _allowed
    };
    
    //event Handlers
    eh_localCleanup = {
        private ["_object"];
        _object = _this select 0;
        _object addEventHandler ["local", {
            if(_this select 1) then {
                private["_type","_unit"];
                _unit = _this select 0;
                _type = typeOf _unit;
                 _myGroupUnit = group _unit;
                _unit removeAllMPEventHandlers "mpkilled";
                _unit removeAllMPEventHandlers "mphit";
                _unit removeAllMPEventHandlers "mprespawn";
                _unit removeAllEventHandlers "FiredNear";
                _unit removeAllEventHandlers "HandleDamage";
                _unit removeAllEventHandlers "Killed";
                _unit removeAllEventHandlers "Fired";
                _unit removeAllEventHandlers "GetOut";
                _unit removeAllEventHandlers "GetIn";
                _unit removeAllEventHandlers "Local";
                clearVehicleInit _unit;
                deleteVehicle _unit;
                if ((count (units _myGroupUnit) == 0) && (_myGroupUnit != grpNull)) then {
                    deleteGroup _myGroupUnit;
                };
                //_unit = nil;
                // diag_log ("CLEANUP: DELETED A " + str(_type) );
            };
        }];
    };
    
    server_hiveWrite = {
        private["_data"];
        _data = "HiveExt" callExtension _this;
    };
    
    server_hiveReadWrite = {
        private["_key","_resultArray","_data"];
        _key = _this;
        _data = "HiveExt" callExtension _key;
        _resultArray = call compile format ["%1",_data];
        _resultArray
    };
    
    server_hiveReadWriteLarge = {
        private["_key","_resultArray","_data"];
        _key = _this;
        _data = "HiveExt" callExtension _key;
        _resultArray = call compile _data;
        _resultArray
    };
    
    server_checkIfTowed = {
        private ["_vehicle","_player","_attached"];
        if (DZE_HeliLift) then {
            _vehicle =     _this select 0;
            _player =     _this select 2;
            _attached = _vehicle getVariable["attached",false];
            if (typeName _attached == "OBJECT") then {
                _player action ["eject", _vehicle];
                detach _vehicle;
                _vehicle setVariable["attached",false,true];
                _attached setVariable["hasAttached",false,true];
            };
        };
    };
    
    server_characterSync = {
        private ["_characterID","_playerPos","_playerGear","_playerBackp","_medical","_currentState","_currentModel","_key"];
        _characterID =     _this select 0;    
        _playerPos =    _this select 1;
        _playerGear =    _this select 2;
        _playerBackp =    _this select 3;
        _medical =         _this select 4;
        _currentState =    _this select 5;
        _currentModel = _this select 6;
        
        _key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,0,0,0,0,_currentState,0,0,_currentModel,0];
        _key call server_hiveWrite;
    };
    
    if(isnil "dayz_MapArea") then {
        dayz_MapArea = 10000;
    };
    if(isnil "DynamicVehicleArea") then {
        DynamicVehicleArea = dayz_MapArea / 2;
    };
    
    // Get all buildings && roads only once TODO: set variables to nil after done if nessicary
    MarkerPosition = getMarkerPos "center";
    RoadList = MarkerPosition nearRoads DynamicVehicleArea;
    
    // Very taxing !!! but only on first startup
    BuildingList = [];
    {
        if (DZE_MissionLootTable) then {
            if (isClass (missionConfigFile >> "CfgBuildingLoot" >> (typeOf _x))) then
            {
                    BuildingList set [count BuildingList,_x];
            };
        } else {
            if (isClass (configFile >> "CfgBuildingLoot" >> (typeOf _x))) then
            {
                BuildingList set [count BuildingList,_x];
            };
        };
        
        
    } count (MarkerPosition nearObjects ["building",DynamicVehicleArea]);
    
    spawn_vehicles = {
        private ["_random","_lastIndex","_weights","_index","_vehicle","_velimit","_qty","_isAir","_isShip","_position","_dir","_istoomany","_veh","_objPosition","_marker","_iClass","_itemTypes","_cntWeights","_itemType","_num","_allCfgLoots"];
        
        if (!isDedicated) exitWith { }; //Be sure the run this
    
        while {count AllowedVehiclesList > 0} do {
            // BIS_fnc_selectRandom replaced because the index may be needed to remove the element
            _index = floor random count AllowedVehiclesList;
            _random = AllowedVehiclesList select _index;
    
            _vehicle = _random select 0;
            _velimit = _random select 1;
    
            _qty = {_x == _vehicle} count serverVehicleCounter;
    
            // If under limit allow to proceed
            if (_qty <= _velimit) exitWith {};
    
            // vehicle limit reached, remove vehicle from list
            // since elements cannot be removed from an array, overwrite it with the last element && cut the last element of (as long as order is not important)
            _lastIndex = (count AllowedVehiclesList) - 1;
            if (_lastIndex != _index) then {
                AllowedVehiclesList set [_index, AllowedVehiclesList select _lastIndex];
            };
            AllowedVehiclesList resize _lastIndex;
        };
    
        if (count AllowedVehiclesList == 0) then {
            diag_log("DEBUG: unable to find suitable vehicle to spawn");
        } else {
    
            // add vehicle to counter for next pass
            serverVehicleCounter set [count serverVehicleCounter,_vehicle];
        
            // Find Vehicle Type to better control spawns
            _isAir = _vehicle isKindOf "Air";
            _isShip = _vehicle isKindOf "Ship";
        
            if(_isShip || _isAir) then {
                if(_isShip) then {
                    // Spawn anywhere on coast on water
                    waitUntil{!isNil "BIS_fnc_findSafePos"};
                    _position = [MarkerPosition,0,DynamicVehicleArea,10,1,2000,1] call BIS_fnc_findSafePos;
                    //diag_log("DEBUG: spawning boat near coast " + str(_position));
                } else {
                    // Spawn air anywhere that is flat
                    waitUntil{!isNil "BIS_fnc_findSafePos"};
                    _position = [MarkerPosition,0,DynamicVehicleArea,10,0,2000,0] call BIS_fnc_findSafePos;
                    //diag_log("DEBUG: spawning air anywhere flat " + str(_position));
                };
            
            
            } else {
                // Spawn around buildings && 50% near roads
                if((random 1) > 0.5) then {
                
                    waitUntil{!isNil "BIS_fnc_selectRandom"};
                    _position = RoadList call BIS_fnc_selectRandom;
                
                    _position = _position modelToWorld [0,0,0];
                
                    waitUntil{!isNil "BIS_fnc_findSafePos"};
                    _position = [_position,0,10,10,0,2000,0] call BIS_fnc_findSafePos;
                
                    //diag_log("DEBUG: spawning near road " + str(_position));
                
                } else {
                
                    waitUntil{!isNil "BIS_fnc_selectRandom"};
                    _position = BuildingList call BIS_fnc_selectRandom;
                
                    _position = _position modelToWorld [0,0,0];
                
                    waitUntil{!isNil "BIS_fnc_findSafePos"};
                    _position = [_position,0,40,5,0,2000,0] call BIS_fnc_findSafePos;
                
                    //diag_log("DEBUG: spawning around buildings " + str(_position));
            
                };
            };
            // only proceed if two params otherwise BIS_fnc_findSafePos failed && may spawn in air
            if ((count _position) == 2) then {
        
                _dir = round(random 180);
            
                _istoomany = _position nearObjects ["AllVehicles",50];
                if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many vehicles at " + str(_position)); };
            
                //place vehicle
                _veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"];
                _veh setdir _dir;
                _veh setpos _position;        
                
                if(DZEdebug) then {
                    _marker = createMarker [str(_position) , _position];
                    _marker setMarkerShape "ICON";
                    _marker setMarkerType "DOT";
                    _marker setMarkerText _vehicle;
                };    
            
                // Get position with ground
                _objPosition = getPosATL _veh;
            
                clearWeaponCargoGlobal _veh;
                clearMagazineCargoGlobal _veh;
                // _veh setVehicleAmmo DZE_vehicleAmmo;
    
                // Add 0-3 loots to vehicle using random cfgloots
                _num = floor(random 4);
                _allCfgLoots = ["trash","civilian","food","generic","medical","military","policeman","hunter","worker","clothes","militaryclothes","specialclothes","trash"];
                
                for "_x" from 1 to _num do {
                    _iClass = _allCfgLoots call BIS_fnc_selectRandom;
    
                    _itemTypes = [];
                    if (DZE_MissionLootTable) then{
                        {
                            _itemTypes set[count _itemTypes, _x select 0]
                        } count getArray(missionConfigFile >> "cfgLoot" >> _iClass);
                    }
                    else {
                        {
                            _itemTypes set[count _itemTypes, _x select 0]
                        } count getArray(configFile >> "cfgLoot" >> _iClass);
                    };
    
                    _index = dayz_CLBase find _iClass;
                    _weights = dayz_CLChances select _index;
                    _cntWeights = count _weights;
                    
                    _index = floor(random _cntWeights);
                    _index = _weights select _index;
                    _itemType = _itemTypes select _index;
                    _veh addMagazineCargoGlobal [_itemType,1];
                    //diag_log("DEBUG: spawed loot inside vehicle " + str(_itemType));
                };
    
                [_veh,[_dir,_objPosition],_vehicle,true,"0"] call server_publishVeh;
            };
        };
    };
    
    spawn_ammosupply = {
        private ["_position","_veh","_istoomany","_marker","_spawnveh","_WreckList"];
        if (isDedicated) then {
            _WreckList = ["Supply_Crate_DZE"];
            waitUntil{!isNil "BIS_fnc_selectRandom"};
            _position = RoadList call BIS_fnc_selectRandom;
            _position = _position modelToWorld [0,0,0];
            waitUntil{!isNil "BIS_fnc_findSafePos"};
            _position = [_position,5,20,5,0,2000,0] call BIS_fnc_findSafePos;
            if ((count _position) == 2) then {
    
                _istoomany = _position nearObjects ["All",5];
                
                if((count _istoomany) > 0) exitWith { diag_log("DEBUG VEIN: Too many at " + str(_position)); };
                
                _spawnveh = _WreckList call BIS_fnc_selectRandom;
    
                if(DZEdebug) then {
                    _marker = createMarker [str(_position) , _position];
                    _marker setMarkerShape "ICON";
                    _marker setMarkerType "DOT";
                    _marker setMarkerText str(_spawnveh);
                };
                
                _veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
                _veh enableSimulation false;
                _veh setDir round(random 360);
                _veh setpos _position;
                _veh setVariable ["ObjectID","1",true];
            };
        };
    };
    
    DZE_LocalRoadBlocks = [];
    
    spawn_roadblocks = {
        private ["_position","_veh","_istoomany","_marker","_spawnveh","_WreckList"];
        _WreckList = ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2"];
        
        waitUntil{!isNil "BIS_fnc_selectRandom"};
        if (isDedicated) then {
        
            _position = RoadList call BIS_fnc_selectRandom;
            
            _position = _position modelToWorld [0,0,0];
            
            waitUntil{!isNil "BIS_fnc_findSafePos"};
            _position = [_position,0,10,5,0,2000,0] call BIS_fnc_findSafePos;
            
            if ((count _position) == 2) then {
                // Get position with ground
                
                _istoomany = _position nearObjects ["All",5];
            
                if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many at " + str(_position)); };
                
                waitUntil{!isNil "BIS_fnc_selectRandom"};
                _spawnveh = _WreckList call BIS_fnc_selectRandom;
    
                if(DZEdebug) then {
                    _marker = createMarker [str(_position) , _position];
                    _marker setMarkerShape "ICON";
                    _marker setMarkerType "DOT";
                    _marker setMarkerText str(_spawnveh);
                };
    
                _veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
                _veh enableSimulation false;
    
                _veh setDir round(random 360); // Randomize placement a bit
                _veh setpos _position;
    
                _veh setVariable ["ObjectID","1",true];
            };
        
        };
        
    };
    
    spawn_mineveins = {
        private ["_position","_veh","_istoomany","_marker","_spawnveh","_positions"];
    
        if (isDedicated) then {
            
            _position = [getMarkerPos "center",0,(HeliCrashArea*0.75),10,0,2000,0] call BIS_fnc_findSafePos;
    
            if ((count _position) == 2) then {
                
                _positions = selectBestPlaces [_position, 500, "(1 + forest) * (1 + hills) * (1 - houses) * (1 - sea)", 10, 5];
    
                _position = (_positions call BIS_fnc_selectRandom) select 0;
    
                // Get position with ground
                _istoomany = _position nearObjects ["All",10];
            
                if((count _istoomany) > 0) exitWith { diag_log("DEBUG VEIN: Too many objects at " + str(_position)); };
    
                if(isOnRoad _position) exitWith { diag_log("DEBUG VEIN: on road " + str(_position)); };
                
                _spawnveh = ["Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Silver_Vein_DZE","Silver_Vein_DZE","Silver_Vein_DZE","Gold_Vein_DZE","Gold_Vein_DZE"] call BIS_fnc_selectRandom;
    
                if(DZEdebug) then {
                    _marker = createMarker [str(_position) , _position];
                    _marker setMarkerShape "ICON";
                    _marker setMarkerType "DOT";
                    _marker setMarkerText str(_spawnveh);
                };
                
                //diag_log("DEBUG: Spawning a crashed " + _spawnveh + " with " + _spawnloot + " at " + str(_position));
                _veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
                _veh enableSimulation false;
    
                // Randomize placement a bit
                _veh setDir round(random 360);
                _veh setpos _position;
    
                _veh setVariable ["ObjectID","1",true];
    
            
            };
        };
    };
    
    if(isnil "DynamicVehicleDamageLow") then {
        DynamicVehicleDamageLow = 0;
    };
    if(isnil "DynamicVehicleDamageHigh") then {
        DynamicVehicleDamageHigh = 100;
    };
    
    if(isnil "DynamicVehicleFuelLow") then {
        DynamicVehicleFuelLow = 0;
    };
    if(isnil "DynamicVehicleFuelHigh") then {
        DynamicVehicleFuelHigh = 100;
    };
    
    if(isnil "DZE_DiagFpsSlow") then {
        DZE_DiagFpsSlow = false;
    };
    if(isnil "DZE_DiagFpsFast") then {
        DZE_DiagFpsFast = false;
    };
    if(isnil "DZE_DiagVerbose") then {
        DZE_DiagVerbose = false;
    };
    
    dze_diag_fps = {
        if(DZE_DiagVerbose) then {
            diag_log format["DEBUG FPS : %1 OBJECTS: %2 : PLAYERS: %3", diag_fps,(count (allMissionObjects "")),(playersNumber west)];
        } else {
            diag_log format["DEBUG FPS : %1", diag_fps];
        };
    };
    
    // Damage generator function
    generate_new_damage = {
        private ["_damage"];
    _damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
        _damage;
    };
    
    // Damage generator fuction
    generate_exp_damage = {
        private ["_damage"];
    _damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
        
        // limit this to 85% since vehicle would blow up otherwise.
        //if(_damage >= 0.85) then {
        //    _damage = 0.85;
        //};
        _damage;
    };
    
    server_getDiff =    {
        private["_variable","_object","_vNew","_vOld","_result"];
        _variable = _this select 0;
        _object =     _this select 1;
        _vNew =     _object getVariable[_variable,0];
        _vOld =     _object getVariable[(_variable + "_CHK"),_vNew];
        _result =     0;
        if (_vNew < _vOld) then {
            //JIP issues
            _vNew = _vNew + _vOld;
            _object getVariable[(_variable + "_CHK"),_vNew];
        } else {
            _result = _vNew - _vOld;
            _object setVariable[(_variable + "_CHK"),_vNew];
        };
        _result
    };
    
    server_getDiff2 =    {
        private["_variable","_object","_vNew","_vOld","_result"];
        _variable = _this select 0;
        _object =     _this select 1;
        _vNew =     _object getVariable[_variable,0];
        _vOld =     _object getVariable[(_variable + "_CHK"),_vNew];
        _result = _vNew - _vOld;
        _object setVariable[(_variable + "_CHK"),_vNew];
        _result
    };
    
    dayz_objectUID = {
        private["_position","_dir","_key","_object"];
        _object = _this;
        _position = getPosATL _object;
        _dir = direction _object;
        _key = [_dir,_position] call dayz_objectUID2;
    _key
    };
    
    dayz_objectUID2 = {
        private["_position","_dir","_key"];
        _dir = _this select 0;
        _key = "";
        _position = _this select 1;
        {
            _x = _x * 10;
            if ( _x < 0 ) then { _x = _x * -10 };
            _key = _key + str(round(_x));
        } count _position;
        _key = _key + str(round(_dir));
        _key
    };
    
    dayz_objectUID3 = {
        private["_position","_dir","_key"];
        _dir = _this select 0;
        _key = "";
        _position = _this select 1;
        {
            _x = _x * 10;
            if ( _x < 0 ) then { _x = _x * -10 };
            _key = _key + str(round(_x));
        } count _position;
        _key = _key + str(round(_dir + time));
        _key
    };
    
    dayz_recordLogin = {
        private["_key"];
        _key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
        _key call server_hiveWrite;
    };
    
    dayz_perform_purge = {
        if(!isNull(_this)) then {
            _group = group _this;
            _this removeAllMPEventHandlers "mpkilled";
            _this removeAllMPEventHandlers "mphit";
            _this removeAllMPEventHandlers "mprespawn";
            _this removeAllEventHandlers "FiredNear";
            _this removeAllEventHandlers "HandleDamage";
            _this removeAllEventHandlers "Killed";
            _this removeAllEventHandlers "Fired";
            _this removeAllEventHandlers "GetOut";
            _this removeAllEventHandlers "GetIn";
            _this removeAllEventHandlers "Local";
            clearVehicleInit _this;
            deleteVehicle _this;
            if ((count (units _group) == 0) && (_group != grpNull)) then {
                deleteGroup _group;
            };
        };
    };
    
    dayz_perform_purge_player = {
    
        private ["_countr","_backpack","_backpackType","_backpackWpn","_backpackMag","_objWpnTypes","_objWpnQty","_location","_dir","_holder","_weapons","_magazines"];
    diag_log ("Purging player: " + str(_this));    
    
        if(!isNull(_this)) then {
    
            _location = getPosATL _this;
            _dir = getDir _this;
    
            _holder = createVehicle ["GraveDZE", _location, [], 0, "CAN_COLLIDE"];
            _holder setDir _dir;
            _holder setPosATL _location;
    
            _holder enableSimulation false;
    
            _weapons = weapons _this;
            _magazines = magazines _this;
    
            // find backpack
            if(!(isNull unitBackpack _this)) then {
                _backpack = unitBackpack _this;
                _backpackType = typeOf _backpack;
                _backpackWpn = getWeaponCargo _backpack;
                _backpackMag = getMagazineCargo _backpack;
    
                _holder addBackpackCargoGlobal [_backpackType,1];
    
                // add items from backpack
                _objWpnTypes = _backpackWpn select 0;
                _objWpnQty = _backpackWpn select 1;
                _countr = 0;
                {
                    _holder addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
                    _countr = _countr + 1;
                } count _objWpnTypes;
    
                // add backpack magazine items
                _objWpnTypes = _backpackMag select 0;
                _objWpnQty = _backpackMag select 1;
                _countr = 0;
                {
                    _holder addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
                    _countr = _countr + 1;
                } count _objWpnTypes;
            };
        };
    
        // add weapons
        {
            _holder addWeaponCargoGlobal [_x, 1];
        } count _weapons;
    
        // add mags
        {
            _holder addMagazineCargoGlobal [_x, 1];
        } count _magazines;
        _group = group _this;
        _this removeAllMPEventHandlers "mpkilled";
        _this removeAllMPEventHandlers "mphit";
        _this removeAllMPEventHandlers "mprespawn";
        _this removeAllEventHandlers "FiredNear";
        _this removeAllEventHandlers "HandleDamage";
        _this removeAllEventHandlers "Killed";
        _this removeAllEventHandlers "Fired";
        _this removeAllEventHandlers "GetOut";
        _this removeAllEventHandlers "GetIn";
        _this removeAllEventHandlers "Local";
        clearVehicleInit _this;
        deleteVehicle _this;
        if ((count (units _group) == 0) && (_group != grpNull)) then {
            deleteGroup _group;
        };
        // _this = nil;
    };
    
    
    dayz_removePlayerOnDisconnect = {
        if(!isNull(_this)) then {
            _group = group _this;
            _this removeAllMPEventHandlers "mphit";
            deleteVehicle _this;
            deleteGroup (group _this);
        };
    };
    
    server_timeSync = {
        //Send request
        private ["_hour","_minute","_date","_key","_result","_outcome"];
    _key = "CHILD:307:";
        _result = _key call server_hiveReadWrite;
        _outcome = _result select 0;
        if(_outcome == "PASS") then {
            _date = _result select 1;
            
            if(dayz_fullMoonNights) then {
                _hour = _date select 3;
                _minute = _date select 4;
                //Force full moon nights
                _date = [2013,8,3,_hour,_minute];
            };
    
            setDate _date;
            PVDZE_plr_SetDate = _date;
            publicVariable "PVDZE_plr_SetDate";
            diag_log ("TIME SYNC: Local Time set to " + str(_date));    
        };
    };
    
    // must spawn these
    server_spawncleanDead = {
        private ["_deathTime","_delQtyZ","_delQtyP","_qty","_allDead"];
        _allDead = allDead;
        _delQtyZ = 0;
        _delQtyP = 0;
        {
            if (local _x) then {
                if (_x isKindOf "zZombie_Base") then
                {
                    _x call dayz_perform_purge;
                    sleep 0.05;
                    _delQtyZ = _delQtyZ + 1;
                } else {
                    if (_x isKindOf "CAManBase") then {
                        _deathTime = _x getVariable ["processedDeath", diag_tickTime];
                        if (diag_tickTime - _deathTime > 1800) then {
                            _x call dayz_perform_purge_player;
                            sleep 0.025;
                            _delQtyP = _delQtyP + 1;
                        };
                    };
                };
            };
            sleep 0.025;
        } count _allDead;
        if (_delQtyZ > 0 || _delQtyP > 0) then {
            _qty = count _allDead;
            diag_log (format["CLEANUP: Deleted %1 players && %2 zombies out of %3 dead",_delQtyP,_delQtyZ,_qty]);
        };
    };
    server_cleanupGroups = {
        if (DZE_DYN_AntiStuck3rd > 3) then { DZE_DYN_GroupCleanup = nil; DZE_DYN_AntiStuck3rd = 0; };
        if(!isNil "DZE_DYN_GroupCleanup") exitWith { DZE_DYN_AntiStuck3rd = DZE_DYN_AntiStuck3rd + 1;};
        DZE_DYN_GroupCleanup = true;
        {
            if ((count (units _x) == 0) && (_x != grpNull)) then {
                deleteGroup _x;
            };
            sleep 0.001;
        } count allGroups;
        DZE_DYN_GroupCleanup = nil;
    };
    
    server_checkHackers = {
        if (DZE_DYN_AntiStuck2nd > 3) then { DZE_DYN_HackerCheck = nil; DZE_DYN_AntiStuck2nd = 0; };
        if(!isNil "DZE_DYN_HackerCheck") exitWith { DZE_DYN_AntiStuck2nd = DZE_DYN_AntiStuck2nd + 1;};
        DZE_DYN_HackerCheck = true;
        {
        if (!((isNil "_x") || {(isNull _x)})) then {
            if((vehicle _x != _x) && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in (DZE_safeVehicle))) then {
                diag_log ("CLEANUP: KILLING A HACKER " + (name _x) + " " + str(_x) + " IN " + (typeOf vehicle _x));
                (vehicle _x) setDamage 1;
                _x setDamage 1;
                sleep 0.25;
            };
        };
            sleep 0.001;
        } count allUnits;
        DZE_DYN_HackerCheck = nil;
    };
    
    server_spawnCleanFire = {
        private ["_delQtyFP","_qty","_delQtyNull","_missionFires"];
        _missionFires = allMissionObjects "Land_Fire_DZ";
        _delQtyFP = 0;
        {
            if (local _x) then {
                deleteVehicle _x;
                sleep 0.025;
                _delQtyFP = _delQtyFP + 1;
            };
            sleep 0.001;
        } count _missionFires;
        if (_delQtyFP > 0) then {
            _qty = count _missionFires;
            diag_log (format["CLEANUP: Deleted %1 fireplaces out of %2",_delQtyNull,_qty]);
        };
    };
    server_spawnCleanLoot = {
        private ["_created","_delQty","_nearby","_age","_keep","_qty","_missionObjs","_dateNow"];
        if (DZE_DYN_AntiStuck > 3) then { DZE_DYN_cleanLoot = nil; DZE_DYN_AntiStuck = 0; };
        if(!isNil "DZE_DYN_cleanLoot") exitWith { DZE_DYN_AntiStuck = DZE_DYN_AntiStuck + 1;};
        DZE_DYN_cleanLoot = true;
    
        _missionObjs = allMissionObjects "ReammoBox";
        _delQty = 0;
        _dateNow = (DateToNumber date);
        {
            if (!isNull _x) then {
                _keep = _x getVariable["permaLoot", false];
                if (!_keep) then {
                    _created = _x getVariable["created", -0.1];
                    if (_created == -0.1) then{
                        _x setVariable["created", _dateNow, false];
                        _created = _dateNow;
                    }
                    else {
                        _age = (_dateNow - _created) * 525948;
                        if (_age > 20) then{
                            _nearby = { (isPlayer _x) && (alive _x) } count(_x nearEntities[["CAManBase", "AllVehicles"], 130]);
                            if (_nearby == 0) then{
                                deleteVehicle _x;
                                sleep 0.025;
                                _delQty = _delQty + 1;
                            };
                        };
                    };
                };
            };
            sleep 0.001;
        } count _missionObjs;
        if (_delQty > 0) then {
            _qty = count _missionObjs;
            diag_log (format["CLEANUP: Deleted %1 Loot Piles out of %2",_delQty,_qty]);
        };
        DZE_DYN_cleanLoot = nil;
    };
    
    server_spawnCleanAnimals = {
        private ["_pos","_delQtyAnimal","_qty","_missonAnimals","_nearby"];
        _missonAnimals = entities "CAAnimalBase";
        _delQtyAnimal = 0;
        {
            if (local _x) then {
                _x call dayz_perform_purge;
                sleep 0.05;
                _delQtyAnimal = _delQtyAnimal + 1;
            } else {
                if (!alive _x) then {
                    _pos = getPosATL _x;
                    if (count _pos > 0) then {
                        _nearby = {(isPlayer _x) && (alive _x)} count (_pos nearEntities [["CAManBase","AllVehicles"], 130]);
                        if (_nearby==0) then {
                            _x call dayz_perform_purge;
                            sleep 0.05;
                            _delQtyAnimal = _delQtyAnimal + 1;
                        };
                    };
                };
            };
            sleep 0.001;
        } count _missonAnimals;
        if (_delQtyAnimal > 0) then {
            _qty = count _missonAnimals;
            diag_log (format["CLEANUP: Deleted %1 Animals out of %2",_delQtyAnimal,_qty]);
        };
    };
    
    server_logUnlockLockEvent = {
        private["_player", "_obj", "_objectID", "_objectUID", "_statusText", "_status"];
        _player = _this select 0;
        _obj = _this select 1;
        _status = _this select 2;
        if (!isNull(_obj)) then {
            _objectID = _obj getVariable["ObjectID", "0"];
            _objectUID = _obj getVariable["ObjectUID", "0"];
            _statusText = "UNLOCKED";
            if (_status) then {
                [_obj, "gear"] call server_updateObject;
                _statusText = "LOCKED";
            };
            _PUID = [_player] call FNC_GetPlayerUID;
            diag_log format["SAFE %5: ID:%1 UID:%2 BY %3(%4)", _objectID, _objectUID, (name _player), _PUID, _statusText];
        };
    };
    
    currentInvites = [];
    publicVariable "currentInvites";
    "currentInvites" addPublicVariableEventHandler {publicVariable "currentInvites";}; 
    

     
    This is basically where i was prior to making the doorManagement changes above. I reverted it back because the latest version of Door Management does not call for that change. All the files in the P4L folder are the originals from version 2.5 of this addon (the current version from what i can tell).
     
    PS. Sorry for the post spam, it wouldn't all fit in one post.
  10. arma2server.RPT

    =====================================================================
    == G:\DayzPrivateServer\arma2oaserver.exe
    == .\arma2oaserver.exe  -mod=@DayzOrigins;@DayzOverwatch;@lingor;@DayZ_Epoch;@DayZ_Epoch_Server -name=DayZConfig -config=DayZConfig\server.cfg -cfg=DayZConfig\basic.cfg -profiles=DayZConfig -port=60000
    =====================================================================
    Exe timestamp: 2015/01/11 19:47:33
    Current time:  2015/04/14 21:45:53
    
    Version 1.63.125548
    Item STR_EQUIP_NAME_41 listed twice
    Item STR_EQUIP_DESC_41 listed twice
    Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
    File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
    Unsupported language English in stringtable
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
    <English>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
    <Italian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
    <Spanish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
    <French>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
    <Czech>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
    <Russian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
    <Polish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
    <Hungarian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
        </Key>
        <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
          <German>Compact assault rifle with silenced grenade launcher&lt'
    Item STR_VIL_DN_BS1 listed twice
    Item STR_AUTHOR_VILAS listed twice
    Item STR_VIL_EASTERN listed twice
    Item STR_VIL_WEAPONS listed twice
    Item str_dss_10rnd_vss listed twice
    Item str_dss_20rnd_vss listed twice
    Item str_dn_20rnd_9x39_sp5_vss listed twice
    Item str_dn_ak_107_gl_pso listed twice
    Item str_dn_ak_107_kobra listed twice
    Item str_dn_M40A3 listed twice
    Item str_dn_rpk_74 listed twice
    Item str_ep1_dn_fn_fal listed twice
    Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
    Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
    Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
    Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
    Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
    Updating base class HouseBase->, by ibr\lingor_objects\config.cpp/CfgVehicles/House/
    Updating base class ->HouseBase, by mbg_buildings_2\config.bin/CfgVehicles/House/
    Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
    Updating base class HouseBase->, by taviana\budovy\bunkry\config.bin/CfgVehicles/House/
    Updating base class NonStrategic->House, by taviana\paf_stad_obj\config.bin/CfgVehicles/LAND_pbaflgoals/
    Updating base class ->HouseBase, by ca\buildings2\a_generalstore_01\config.bin/CfgVehicles/House/
    Updating base class ->Ruins, by ca\structures_e\config.bin/CfgVehicles/Ruins_EP1/
    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 ->Ship, by ca\water\config.bin/CfgVehicles/Boat/
    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 Default->, by chn_crocodile\config.bin/CfgFaces/Man/
    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, by z\addons\dayz_code\config.bin/CfgFaces/Man/
    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 ->WarfareBBaseStructure, by ca\misc3\wf\config.bin/CfgVehicles/Base_WarfareBVehicleServicePoint/
    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/
    21:46:35 Server error: Player without identity Ultima_weapon (id 1147648400)
    21:46:35 Server error: Player without identity Ultima_weapon (id 1147648400)
    21:46:35 Server error: Player without identity Ultima_weapon (id 1147648400)
    21:46:35 Server error: Player without identity Ultima_weapon (id 1147648400)
    21:46:35 Server error: Player without identity Ultima_weapon (id 1147648400)
    21:46:35 Server error: Player without identity Ultima_weapon (id 1147648400)
    21:46:35 Server error: Player without identity Ultima_weapon (id 1147648400)
    21:46:35 Server error: Player without identity Ultima_weapon (id 1147648400)
    21:46:35 Server error: Player without identity Ultima_weapon (id 1147648400)
    21:46:35 Server error: Player without identity Ultima_weapon (id 1147648400)
    21:46:35 Server error: Player without identity Ultima_weapon (id 1147648400)
    21:46:35 Server error: Player without identity Ultima_weapon (id 1147648400)
    21:46:35 Server error: Player without identity Ultima_weapon (id 1147648400)
    21:46:35 Server error: Player without identity Ultima_weapon (id 1147648400)
    21:46:35 Server error: Player without identity Ultima_weapon (id 1147648400)
    21:46:43 Old style material 207 used in ReportStack not available
    21:46:43 Land_Lamp_Small_EP1: hide - unknown animation source HitBulb
    21:46:49 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
    21:46:49 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
    21:46:50 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
    21:46:50 "DayZ Epoch: MPframework inited"
    21:46:51 "Origins Base Building Config initialized!"
    21:46:51 "infiSTAR.de - Waiting for BIS_fnc_init..."
    21:46:52 Old style material 204 used in ReportStack not available
    21:46:52 Old style material 205 used in ReportStack not available
    21:47:02 "infiSTAR.de - BIS_fnc_init done - AntiHack STARTING...!"
    21:47:02 Warning Message: Script low_admins.sqf not found
    21:47:02 Warning Message: Script normal_admins.sqf not found
    21:47:02 Warning Message: Script super_admins.sqf not found
    21:47:02 Warning Message: Script blacklist.sqf not found
    21:47:02 "infiSTAR.de - iproductVersion: 30012015IAHAT343C | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,125548] | worldName: Lingor | dayz_instance: 7 | missionName: DayZ_Epoch_7"
    21:47:02 "infiSTAR.de - _fnc_RandomGen: {
    _arr = ["H","O","R","Q","P","L","e","b","K","v","L","c","p","w","p","k","5","Y","Z","Y","Y","x","0","6","b","R","P","j","b","I"];
    _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
    }"
    21:47:02 "infiSTAR.de - _randvar1: pjxecbcY_760298"
    21:47:02 "infiSTAR.de - _randvar2: pPbkb5kL_540091"
    21:47:02 "infiSTAR.de - _randvar3: pYbORk5K_125389"
    21:47:02 "infiSTAR.de - _randvar4: pbLHLbcb_529431"
    21:47:02 "infiSTAR.de - _randvar5: pPKRZ5eY_830767"
    21:47:02 "infiSTAR.de - _randvar6: pRLPLYOv_544348"
    21:47:02 "infiSTAR.de - _randvar8: pkOZxbOQ_867617"
    21:47:02 "infiSTAR.de - _randvar11: pxPQHvRH_801608"
    21:47:02 "infiSTAR.de - _randvar12: pxRRvb6x_147040"
    21:47:02 "infiSTAR.de - _randvar13: pOLQYP0Y_375401"
    21:47:02 "infiSTAR.de - _randvar19: pKKbYjKe_375057"
    21:47:02 "infiSTAR.de - _randvar20: pZxLp5Pw_72336"
    21:47:02 "infiSTAR.de - _randvar21: pw6YOcPp_927617"
    21:47:02 "infiSTAR.de - _randvar27: pc5PYIYL_306443"
    21:47:02 "infiSTAR.de - _randvar26: p0xYwIb0_725589"
    21:47:02 "infiSTAR.de - _randvar25: pkYkPILk_974177"
    21:47:02 "infiSTAR.de - _randvar28: pvjRZjcY_109761"
    21:47:02 "infiSTAR.de - _randvar29: pPQbwbYb_329417"
    21:47:02 "infiSTAR.de - _randvar30: pejpPRLk_715843"
    21:47:02 "infiSTAR.de - _randvar31: pcjZZYjI_858455"
    21:47:02 "infiSTAR.de - _randvar32: pbkcRk5b_349473"
    21:47:02 "infiSTAR.de - _randvar33: pIORQLYe_155016"
    21:47:02 "infiSTAR.de - _randvar34: pbb6ejbb_861201"
    21:47:02 "infiSTAR.de - _randvar35: pkOHYZbK_795237"
    21:47:02 "infiSTAR.de - _randvar36: pYbpYjYv_21511"
    21:47:02 "infiSTAR.de - _remark: pPPpLpYL_212685"
    21:47:02 "infiSTAR.de - _AHpos: p0bp0LQx_395795"
    21:47:02 "infiSTAR.de - _loadedcheckpos: pYbvpkOv_573341"
    21:47:02 "infiSTAR.de - _loadedchecktime: pIvcR6Y0_219379"
    21:47:02 "infiSTAR.de - _MenuChecksRunningx: pP5ZeYKb_650615"
    21:47:02 "infiSTAR.de - _oneachframe: pRbYQbLY_272504"
    21:47:02 "infiSTAR.de - _bigpubvar: pkQeRHQY_700334"
    21:47:02 "infiSTAR.de - _anotherloop: pbwLc55Y_755333"
    21:47:02 "infiSTAR.de - _anotherlooptest: ppbbPQp5_335752"
    21:47:02 "infiSTAR.de - _clientoncetwo: p0RpR0pP_162958"
    21:47:02 "infiSTAR.de - _randvar10: PVAHR_0_sjodphp_402537"
    21:47:02 "infiSTAR.de - AntiHack LOADED!"
    21:47:02 "infiSTAR.de - CREATING AdminMenu"
    21:47:02 "infiSTAR.de - ADDING PublicVariableEventHandlers"
    21:47:02 "infiSTAR.de - AntiHack FULLY LOADED"
    21:47:02 DZAP: loading version 1.0.0
    21:47:02 DZAP: loading config...
    21:47:02 DZAP: loading function library...
    21:47:02 DZAP: loading click actions handler...
    21:47:02 DZAP: loading deploy anything addon...
    21:47:02 BIKE: loading version 2.5.1 ...
    21:47:02 BIKE: adding bike to safe vehicle list...
    21:47:02 DZAP: loading weapon mod addon...
    21:47:02 WMOD v1.1.0: loading...
    21:47:02 DZAP: loading suicide addon...
    21:47:02 DZAP: loading clothes addon...
    21:47:02 DZAP: loading kits addon...
    21:47:02 DZAP: loading map addon...
    21:47:02 "Res3tting B!S effects..."
    21:47:03 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
    21:47:03 "[PMC_CONTRACTOR]: Selected safezones/blacklisted areas for world: lingor"
    21:47:03 "[PMC_CONTRACTOR]: Server Loading Function ..."
    21:47:03 "[PMC_CONTRACTOR]: Server Adding PVEvent ..."
    21:47:03 "[PMC_CONTRACTOR]: Server Building Trader ..."
    21:47:03 "[PMC_CONTRACTOR]: Found position for PMC Contractor ... (058034) [5828.05,3495.7]"
    21:47:03 No speaker given for Jonathan Taylor
    21:47:03 "HIVE: Starting"
    21:47:03 "HIVE: trying to get objects"
    21:47:06 "HIVE: found 1275 objects"
    21:47:06 "HIVE: Commence Object Streaming..."
    21:47:07 "[PMC_CONTRACTOR]: PMC Contractor Build ... Server Broadcasting Location for Client Markers"
    21:47:08 "HIVE: got 28 Epoch Objects and 1247 Vehicles"
    21:47:13 "infiSTAR.de - Player-Log: Ultima_weapon(76561198173462307) - 0h 00min | ******ADMIN******"
    21:47:15 Cannot create non-ai vehicle BMP2_ACR,
    21:47:16 350z_gold: ABSwitch - unknown animation source ABSwitch
    21:47:18 Server: Network message 2ed is pending
    21:47:22 ori_rth_originsmod_bathmobile: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    21:47:22 ori_rth_originsmod_bathmobile: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    21:47:22 ori_rth_originsmod_bathmobile: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    21:47:22 class HitPoints::HitRGlass not found in ori_rth_originsmod_bathmobile
    21:47:22 class HitPoints::HitLGlass not found in ori_rth_originsmod_bathmobile
    21:47:22 class HitPoints::HitLF2Wheel not found in ori_rth_originsmod_bathmobile
    21:47:22 class HitPoints::HitRF2Wheel not found in ori_rth_originsmod_bathmobile
    21:47:22 class HitPoints::HitLMWheel not found in ori_rth_originsmod_bathmobile
    21:47:22 class HitPoints::HitRMWheel not found in ori_rth_originsmod_bathmobile
    21:47:23 Server: Network message 3b1 is pending
    21:47:24 Cannot create non-ai vehicle L39_2_ACR,
    21:47:25 Cannot create non-ai vehicle T810_Open_ACR,
    21:47:27 class HitPoints::HitLF2Wheel not found in ori_excavator
    21:47:27 class HitPoints::HitRF2Wheel not found in ori_excavator
    21:47:27 class HitPoints::HitLMWheel not found in ori_excavator
    21:47:27 class HitPoints::HitRMWheel not found in ori_excavator
    21:47:27 Server: Network message 41a is pending
    21:47:28 Cannot create non-ai vehicle Pandur2_ACR,
    21:47:28 Array tex in bin\config.bin/CfgVehicles/ori_p85_originsmod_CUCV/Damage/ not even
    21:47:28 ori_p85_originsmod_cucv_pickup: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    21:47:28 ori_p85_originsmod_cucv_pickup: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    21:47:28 ori_p85_originsmod_cucv_pickup: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    21:47:28 ori_p85_originsmod_cucv_pickup: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    21:47:28 class HitPoints::HitLF2Wheel not found in ori_p85_originsmod_cucv_pickup
    21:47:28 class HitPoints::HitRF2Wheel not found in ori_p85_originsmod_cucv_pickup
    21:47:28 class HitPoints::HitLMWheel not found in ori_p85_originsmod_cucv_pickup
    21:47:28 class HitPoints::HitRMWheel not found in ori_p85_originsmod_cucv_pickup
    21:47:31 Cannot create non-ai vehicle Dingo_WDL_ACR,
    21:47:31 Cannot create non-ai vehicle T810Refuel_ACR,
    21:47:31 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
    21:47:31 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
    21:47:32 350z_yellow: ABSwitch - unknown animation source ABSwitch
    21:47:36 Array tex in bin\config.bin/CfgVehicles/ori_vil_originsmod_truck_civ/Damage/ not even
    21:47:36 ori_vil_originsmod_truck_civ: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    21:47:36 ori_vil_originsmod_truck_civ: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    21:47:36 ori_vil_originsmod_truck_civ: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    21:47:36 ori_vil_originsmod_truck_civ: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    21:47:36 In Vehicle: origins_pack\vehicles\vil_truck_civ2.p3d missing codriver get in direction point
    21:47:36 class HitPoints::HitLF2Wheel not found in ori_vil_originsmod_truck_civ
    21:47:36 class HitPoints::HitRF2Wheel not found in ori_vil_originsmod_truck_civ
    21:47:36 class HitPoints::HitLMWheel not found in ori_vil_originsmod_truck_civ
    21:47:36 class HitPoints::HitRMWheel not found in ori_vil_originsmod_truck_civ
    21:47:36 Cannot create non-ai vehicle M1114_DSK_ACR,
    21:47:38 class HitPoints::HitRGlass not found in ori_titanic
    21:47:38 class HitPoints::HitLGlass not found in ori_titanic
    21:47:38 class HitPoints::HitBody not found in ori_titanic
    21:47:38 class HitPoints::HitFuel not found in ori_titanic
    21:47:38 class HitPoints::HitLF2Wheel not found in ori_titanic
    21:47:38 class HitPoints::HitRF2Wheel not found in ori_titanic
    21:47:39 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1'
    21:47:39 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2'
    21:47:39 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1'
    21:47:39 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2'
    21:47:39 car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota'
    21:47:39 car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr'
    21:47:41 Array tex in bin\config.bin/CfgVehicles/ori_p85_originsmod_CUCV/Damage/ not even
    21:47:41 ori_p85_originsmod_CUCV: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    21:47:41 ori_p85_originsmod_CUCV: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    21:47:41 ori_p85_originsmod_CUCV: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    21:47:41 ori_p85_originsmod_CUCV: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    21:47:41 class HitPoints::HitLF2Wheel not found in ori_p85_originsmod_CUCV
    21:47:41 class HitPoints::HitRF2Wheel not found in ori_p85_originsmod_CUCV
    21:47:41 class HitPoints::HitLMWheel not found in ori_p85_originsmod_CUCV
    21:47:41 class HitPoints::HitRMWheel not found in ori_p85_originsmod_CUCV
    21:47:43 Cannot create non-ai vehicle BRDM2_Desert_ACR,
    21:47:43 Cannot create non-ai vehicle T810_Open_ACR,
    21:47:43 350z_black: ABSwitch - unknown animation source ABSwitch
    21:47:44 Cannot create non-ai vehicle Pandur2_ACR,
    21:47:46 Cannot create non-ai vehicle T810Reammo_Des_ACR,
    21:47:46 Cannot create non-ai vehicle LandRover_Ambulance_ACR,
    21:47:47 Cannot create non-ai vehicle T810Refuel_ACR,
    21:47:49 Cannot create non-ai vehicle T810Refuel_Des_ACR,
    21:47:50 Cannot create non-ai vehicle L39_ACR,
    21:47:51 Cannot create non-ai vehicle T810Refuel_Des_ACR,
    21:47:53 Cannot create non-ai vehicle T810A_MG_ACR,
    21:47:55 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    21:47:55 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    21:47:55 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    21:47:55 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    21:47:55 : Invalid parent bone 'osa_kapota' for 'kapota'
    21:47:55 : Invalid parent bone 'osa_kufr' for 'kufr'
    21:47:56 Cannot create non-ai vehicle T810_Open_ACR,
    21:48:02 Cannot create non-ai vehicle L159_ACR,
    21:48:02 Array tex in bin\config.bin/CfgVehicles/ori_scrapTank/Damage/ not even
    21:48:05 Cannot create non-ai vehicle BVP1_TK_ACR,
    21:48:06 Cannot create non-ai vehicle BRDM2_Desert_ACR,
    21:48:06 Cannot create non-ai vehicle BMP2_ACR,
    21:48:08 vil_ori_autogyro: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    21:48:08 class HitPoints::HitMissiles not found in vil_ori_autogyro
    21:48:08 class HitPoints::HitRGlass not found in vil_ori_autogyro
    21:48:08 class HitPoints::HitLGlass not found in vil_ori_autogyro
    21:48:09 Cannot create non-ai vehicle LandRover_Ambulance_Des_ACR,
    21:48:11 Cannot create non-ai vehicle Dingo_WDL_ACR,
    21:48:12 ori_survivorBus: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    21:48:12 ori_survivorBus: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    21:48:12 ori_survivorBus: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    21:48:12 ori_survivorBus: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    21:48:12 ori_survivorBus: Glass9_destruct - unknown animation source HitGlass9
    21:48:12 ori_survivorBus: Glass10_destruct - unknown animation source HitGlass10
    21:48:12 class HitPoints::HitLF2Wheel not found in ori_survivorBus
    21:48:12 class HitPoints::HitRF2Wheel not found in ori_survivorBus
    21:48:12 class HitPoints::HitLMWheel not found in ori_survivorBus
    21:48:12 class HitPoints::HitRMWheel not found in ori_survivorBus
    21:48:13 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    21:48:13 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    21:48:13 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    21:48:13 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    21:48:13 : Invalid parent bone 'osa_kapota' for 'kapota'
    21:48:13 : Invalid parent bone 'osa_kufr' for 'kufr'
    21:48:14 Cannot create non-ai vehicle Dingo_GL_Wdl_ACR,
    21:48:15 Cannot create non-ai vehicle BRDM2_ACR,
    21:48:15 Cannot create non-ai vehicle UAZ_Unarmed_ACR,
    21:48:18 Cannot create non-ai vehicle Pandur2_ACR,
    21:48:18 Cannot create non-ai vehicle L39_ACR,
    21:48:19 Cannot create non-ai vehicle L159_ACR,
    21:48:19 ori_vil_lada_2105_rust: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    21:48:19 ori_vil_lada_2105_rust: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    21:48:19 ori_vil_lada_2105_rust: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    21:48:19 ori_vil_lada_2105_rust: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    21:48:19 ori_vil_lada_2105_rust: Glass9_destruct - unknown animation source HitGlass9
    21:48:19 ori_vil_lada_2105_rust: Glass10_destruct - unknown animation source HitGlass10
    21:48:19 class HitPoints::HitLF2Wheel not found in ori_vil_lada_2105_rust
    21:48:19 class HitPoints::HitRF2Wheel not found in ori_vil_lada_2105_rust
    21:48:19 class HitPoints::HitLMWheel not found in ori_vil_lada_2105_rust
    21:48:19 class HitPoints::HitRMWheel not found in ori_vil_lada_2105_rust
    21:48:20 Cannot create non-ai vehicle Pandur2_ACR,
    21:48:20 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    21:48:20 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    21:48:20 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    21:48:20 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    21:48:20 : Invalid parent bone 'osa_kapota' for 'kapota'
    21:48:20 : Invalid parent bone 'osa_kufr' for 'kufr'
    21:48:20 Cannot create non-ai vehicle BRDM2_ACR,
    21:48:22 Cannot create non-ai vehicle BRDM2_Desert_ACR,
    21:48:23 ori_bigRaft: Vr1 - unknown animation source wheel
    21:48:25 ori_vil_originsmod_volvo_fl290: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    21:48:25 ori_vil_originsmod_volvo_fl290: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    21:48:25 ori_vil_originsmod_volvo_fl290: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    21:48:25 ori_vil_originsmod_volvo_fl290: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    21:48:25 In Vehicle: origins_pack\vehicles\vil_volvo_fl290.p3d missing codriver get in direction point
    21:48:25 class HitPoints::HitLF2Wheel not found in ori_vil_originsmod_volvo_fl290
    21:48:25 class HitPoints::HitRF2Wheel not found in ori_vil_originsmod_volvo_fl290
    21:48:25 class HitPoints::HitLMWheel not found in ori_vil_originsmod_volvo_fl290
    21:48:25 class HitPoints::HitRMWheel not found in ori_vil_originsmod_volvo_fl290
    21:48:26 Cannot create non-ai vehicle LandRover_ACR,
    21:48:26 Cannot create non-ai vehicle T810A_Des_MG_ACR,
    21:48:26 350z_v: ABSwitch - unknown animation source ABSwitch
    21:48:27 350z_blue: ABSwitch - unknown animation source ABSwitch
    21:48:28 ori_originsmod_pickupold: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    21:48:28 ori_originsmod_pickupold: kolaOchrana - unknown animation source kolaOchrana
    21:48:28 ori_originsmod_pickupold: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    21:48:28 ori_originsmod_pickupold: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    21:48:28 class HitPoints::HitLF2Wheel not found in ori_originsmod_pickupold
    21:48:28 class HitPoints::HitRF2Wheel not found in ori_originsmod_pickupold
    21:48:28 class HitPoints::HitLMWheel not found in ori_originsmod_pickupold
    21:48:28 class HitPoints::HitRMWheel not found in ori_originsmod_pickupold
    21:48:28 350z_white: ABSwitch - unknown animation source ABSwitch
    21:48:29 Cannot create non-ai vehicle L39_2_ACR,
    21:48:31 Cannot create non-ai vehicle T810Reammo_ACR,
    21:48:32 Cannot create non-ai vehicle M1114_AGS_ACR,
    21:48:35 Cannot create non-ai vehicle T810Repair_Des_ACR,
    21:48:35 Cannot create non-ai vehicle Mi24_D_CZ_ACR,
    21:48:37 Cannot create non-ai vehicle L39_2_ACR,
    21:48:37 350z_red: ABSwitch - unknown animation source ABSwitch
    21:48:37 Cannot create non-ai vehicle Dingo_GL_Wdl_ACR,
    21:48:38 Cannot create non-ai vehicle LandRover_ACR,
    21:48:38 350z_pink: ABSwitch - unknown animation source ABSwitch
    21:48:39 Cannot create non-ai vehicle T810A_Des_MG_ACR,
    21:48:39 Cannot create non-ai vehicle BMP2_ACR,
    21:48:42 Cannot create non-ai vehicle BMP2_ACR,
    21:48:42 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    21:48:42 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    21:48:42 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    21:48:42 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    21:48:42 : Invalid parent bone 'osa_kapota' for 'kapota'
    21:48:42 : Invalid parent bone 'osa_kufr' for 'kufr'
    21:48:42 Cannot create non-ai vehicle Dingo_GL_Wdl_ACR,
    21:48:46 Cannot create non-ai vehicle Dingo_WDL_ACR,
    21:48:46 Cannot create non-ai vehicle T810Refuel_Des_ACR,
    21:48:47 Array tex in bin\config.bin/CfgVehicles/ori_vil_originsmod_lublin_truck/Damage/ not even
    21:48:47 ori_vil_originsmod_lublin_truck: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    21:48:47 ori_vil_originsmod_lublin_truck: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    21:48:47 ori_vil_originsmod_lublin_truck: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    21:48:47 ori_vil_originsmod_lublin_truck: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    21:48:47 class HitPoints::HitLF2Wheel not found in ori_vil_originsmod_lublin_truck
    21:48:47 class HitPoints::HitRF2Wheel not found in ori_vil_originsmod_lublin_truck
    21:48:47 class HitPoints::HitLMWheel not found in ori_vil_originsmod_lublin_truck
    21:48:47 class HitPoints::HitRMWheel not found in ori_vil_originsmod_lublin_truck
    21:48:48 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    21:48:48 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    21:48:48 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    21:48:48 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    21:48:48 : Invalid parent bone 'osa_kapota' for 'kapota'
    21:48:48 : Invalid parent bone 'osa_kufr' for 'kufr'
    21:48:49 ORI_gunship_helicopter: smalltenthide - unknown animation source smalltenthide
    21:48:49 ORI_gunship_helicopter: bigtenthide - unknown animation source bigtenthide
    21:48:51 Cannot create non-ai vehicle Pandur2_ACR,
    21:48:54 UH1Y_DZ: ObsTurret - unknown animation source ObsTurret
    21:48:54 UH1Y_DZ: ObsGun - unknown animation source ObsGun
    21:49:00 Cannot create non-ai vehicle Mi24_D_CZ_ACR,
    21:49:02 Cannot create non-ai vehicle L39_ACR,
    21:49:06 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    21:49:06 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    21:49:06 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    21:49:06 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    21:49:06 : Invalid parent bone 'osa_kapota' for 'kapota'
    21:49:06 : Invalid parent bone 'osa_kufr' for 'kufr'
    21:49:08 "infiSTAR.de PlayerDisconnected: _uid: 76561198173462307   _name: Ultima_weapon"
    21:49:08 "get: STRING (76561198173462307), sent: STRING (76561198173462307)"
    21:49:08 "DISCONNECT: Ultima_weapon (76561198173462307) Object: B 1-1-A:1 (Ultima_weapon) REMOTE, _characterID: 0 at loc [4989.58,-4179.75,17.9088]"
    21:49:08 "ERROR: Cannot Sync Character Ultima_weapon as no characterID"
    21:49:08 Client: Remote object 2:4 not found
    21:49:08 Client: Remote object 2:5 not found
    21:49:08 Client: Remote object 2:6 not found
    21:49:09 ori_poldek_black: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    21:49:09 ori_poldek_black: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    21:49:09 ori_poldek_black: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    21:49:09 ori_poldek_black: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    21:49:09 ori_poldek_black: Glass9_destruct - unknown animation source HitGlass9
    21:49:09 ori_poldek_black: Glass10_destruct - unknown animation source HitGlass10
    21:49:09 class HitPoints::HitLF2Wheel not found in ori_poldek_black
    21:49:09 class HitPoints::HitRF2Wheel not found in ori_poldek_black
    21:49:09 class HitPoints::HitLMWheel not found in ori_poldek_black
    21:49:09 class HitPoints::HitRMWheel not found in ori_poldek_black
    21:49:10 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
    21:49:10 UH1Y_DZE: ObsGun - unknown animation source ObsGun
    21:49:13 ori_transit: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    21:49:13 ori_transit: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    21:49:13 ori_transit: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    21:49:13 ori_transit: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    21:49:13 ori_transit: Glass9_destruct - unknown animation source HitGlass9
    21:49:13 ori_transit: Glass10_destruct - unknown animation source HitGlass10
    21:49:13 class HitPoints::HitLF2Wheel not found in ori_transit
    21:49:13 class HitPoints::HitRF2Wheel not found in ori_transit
    21:49:13 class HitPoints::HitLMWheel not found in ori_transit
    21:49:13 class HitPoints::HitRMWheel not found in ori_transit
    21:49:16 ori_ScrapBuggy: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    21:49:16 ori_ScrapBuggy: HoodSwivel - unknown animation source FrontDamper
    21:49:16 class HitPoints::HitRGlass not found in ori_ScrapBuggy
    21:49:16 class HitPoints::HitLGlass not found in ori_ScrapBuggy
    21:49:16 class HitPoints::HitLF2Wheel not found in ori_ScrapBuggy
    21:49:16 class HitPoints::HitRF2Wheel not found in ori_ScrapBuggy
    21:49:16 class HitPoints::HitLMWheel not found in ori_ScrapBuggy
    21:49:16 class HitPoints::HitRMWheel not found in ori_ScrapBuggy
    21:49:24 "HIVE: Spawning # of Vehicles: 1"
    21:49:24 "HIVE: Spawning # of Debris: 100"
    21:49:24 "HIVE: Spawning # of Ammo Boxes: 100"
    21:49:24 "HIVE: Spawning # of Veins: 50"
    21:49:24 "Total Number of spawn locations 11"
    21:49:24 "DEBUG: Too many at [4623.8,1862.52]"
    21:49:25 "CARDROP: Starting spawn logic for animated AN2 Carepackage drops - written by Grafzahl, modded by fofinho [CD:1]"
    21:49:25 "CARDROP: 99% chance to start a AN2 Cargo Plane Carepackagedrop at 300.298 with 15 drop points"
    21:49:25 "DEBUG VEIN: Too many at [3181.49,5399.25]"
    21:49:25 "HOUSE SERVER: Owners Are: B1 [] B2 [] B3 [] H1 [] H2 [] H3 [] SG [] LG [] KING [] SH []"
    21:49:25 "DEBUG VEIN: Too many at [1351.72,7536.98]"
    21:49:25 "EPOCH EVENTS INIT"
    21:49:26 "DEBUG VEIN: Too many at [4390.89,4982.78]"
    21:49:26 "DEBUG VEIN: Too many at [3609.74,6361.98]"
    21:49:26 "DEBUG VEIN: Too many at [3612.27,6364.4]"
    21:49:26 "DEBUG VEIN: Too many at [7011.48,6487.36]"
    21:49:27 "DEBUG VEIN: Too many objects at [620.605,1708.11]"
    21:49:27 "DEBUG VEIN: Too many objects at [675.021,1976.7]"
    21:49:29 "WAI: AI Config File Loaded"
    21:49:30 "infiSTAR.de PlayerConnected: ["76561198173462307","Ultima_weapon"]"
    21:49:30 "WAI: Initialising missions"
    21:49:30 "WAI: AI Monitor Started"
    21:49:35 Server: Object 3:12 not found (message 70)
    21:49:36 "TIME SYNC: Local Time set to [2013,8,3,12,49]"
    21:49:47 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-C:1 (Ultima_weapon) REMOTE,"76561198173462307"]"
    21:49:47 "infiSTAR.de ******ADMIN-LOGIN******: Ultima_weapon(76561198173462307)"
    21:49:47 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-C:1 (Ultima_weapon) REMOTE,"76561198173462307"]"
    21:49:51 Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208
    21:49:53 "infiSTAR.de PVAH_WriteLog: B 1-1-C:1 (Ultima_weapon) REMOTE   Ultima_weapon G_o_d ON"
    21:49:53 Server: Object 3:92 not found (message 91)
    21:49:55 "infiSTAR.de PVAH_WriteLog: B 1-1-C:1 (Ultima_weapon) REMOTE   Ultima_weapon FastFire ON"
    21:49:55 "infiSTAR.de PVAH_WriteLog: B 1-1-C:1 (Ultima_weapon) REMOTE   Ultima_weapon adminammo_recoil ON"
    21:49:56 "infiSTAR.de PVAH_WriteLog: B 1-1-C:1 (Ultima_weapon) REMOTE   Ultima_weapon No Zed Aggro - On"
    21:49:58 "infiSTAR.de PVAH_WriteLog: B 1-1-C:1 (Ultima_weapon) REMOTE   Ultima_weapon GroupIcons Activated"
    21:50:00 "infiSTAR.de PVAH_WriteLog: B 1-1-C:1 (Ultima_weapon) REMOTE   Ultima_weapon TP infront of you ON"
    21:50:04 "infiSTAR.de PVAH_WriteLog: B 1-1-C:1 (Ultima_weapon) REMOTE   Ultima_weapon - 1 Step Building - ON"
    21:50:25 [EMS]: Starting DayZ Mission System.
    21:50:25 [EMS]: WickedAI Found! Using WickedAI's Relations!
    21:50:25 [EMS]: Currently Running Version: 1.1FIN
    21:50:25 [EMS]: Mission and Extended Configuration Loaded!
    21:50:25 [EMS]: lingor Detected. Map Specific Settings Adjusted!
    21:50:25 [EMS]: DayZ Epoch Detected! Some Scripts Adjusted!
    21:50:25 [EMS]: Loading ExecVM Functions.
    21:50:25 [EMS]: Loading Compiled Functions.
    21:50:25 [EMS]: Loading All Other Functions.
    21:50:25 [EMS]: Mission Functions Script Loaded!
    21:50:26 [EMS]: Mission Marker Loop for JIPs Starting!
    21:50:26 [EMS]: Minor Mission Clock Starting!
    21:50:26 [EMS]: Major Mission Clock Starting!
    21:50:36 "DELETE: B 1-1-C:1 (Ultima_weapon) REMOTE Deleted by UID: 40387165650354"
    21:50:36 Error in expression < -10 };
    _key = _key + str(round(_x));
    } count _position;
    _key = _key + str(round>
    21:50:36   Error position: <count _position;
    _key = _key + str(round>
    21:50:36   Error count: Type String, expected Array
    21:50:36 File z\addons\dayz_server\init\server_functions.sqf, line 611 
    

  11. After reverting the above modified files back to the originals found in the GitHub file for this addon (basicly returning to what i had in the first place before all the errors) here are the reports.

     

    ArmA2OA.RPT

    =====================================================================
    == C:\Program Files (x86)\Steam\steamapps\common\ARMA 2 Operation Arrowhead\ArmA2OA.exe
    == "C:\Program Files (x86)\Steam\steamapps\common\ARMA 2 Operation Arrowhead\ArmA2OA.exe"  -connect=68.0.184.37 -port=-5536 "-mod=C:\Program Files (x86)\Steam\steamapps\common\Arma 2;Expansion;C:\Program Files (x86)\Steam\steamapps\common\Arma 2\@DayzOrigins179;C:\Program Files (x86)\Steam\steamapps\common\Arma 2\@DayzOverwatch;C:\Program Files (x86)\Steam\steamapps\common\Arma 2\@lingor;C:\Program Files (x86)\Steam\steamapps\common\Arma 2\@DayZ_Epoch1051;" -nosplash -showScriptErrors
    =====================================================================
    Exe timestamp: 2015/01/11 19:47:34
    Current time:  2015/04/14 21:46:16
    
    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.</German>
    		<English>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
    		<Italian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
    		<Spanish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
    		<French>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
    		<Czech>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
    		<Russian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
    		<Polish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
    		<Hungarian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
        </Key>
        <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
          <German>Compact assault rifle with silenced grenade launcher&lt'
    Item STR_VIL_DN_BS1 listed twice
    Item STR_AUTHOR_VILAS listed twice
    Item STR_VIL_EASTERN listed twice
    Item STR_VIL_WEAPONS listed twice
    Item str_dss_10rnd_vss listed twice
    Item str_dss_20rnd_vss listed twice
    Item str_dn_20rnd_9x39_sp5_vss listed twice
    Item str_dn_ak_107_gl_pso listed twice
    Item str_dn_ak_107_kobra listed twice
    Item str_dn_M40A3 listed twice
    Item str_dn_rpk_74 listed twice
    Item str_ep1_dn_fn_fal listed twice
    Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
    Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
    Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
    Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
    Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
    Updating base class HouseBase->, by ibr\lingor_objects\config.cpp/CfgVehicles/House/
    Updating base class ->HouseBase, by mbg_buildings_2\config.bin/CfgVehicles/House/
    Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
    Updating base class HouseBase->, by taviana\budovy\bunkry\config.bin/CfgVehicles/House/
    Updating base class NonStrategic->House, by taviana\paf_stad_obj\config.bin/CfgVehicles/LAND_pbaflgoals/
    Updating base class ->HouseBase, by ca\buildings2\a_generalstore_01\config.bin/CfgVehicles/House/
    Updating base class ->Ruins, by ca\structures_e\config.bin/CfgVehicles/Ruins_EP1/
    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 ->Ship, by ca\water\config.bin/CfgVehicles/Boat/
    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 Default->, by chn_crocodile\config.bin/CfgFaces/Man/
    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, by z\addons\dayz_code\config.bin/CfgFaces/Man/
    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 ->WarfareBBaseStructure, by ca\misc3\wf\config.bin/CfgVehicles/Base_WarfareBVehicleServicePoint/
    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/
    Old style material 207 used in ReportStack not available
    Land_Lamp_Small_EP1: hide - unknown animation source HitBulb
    Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
    Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
    "DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"
    "DayZ Epoch: MPframework inited"
    "Origins Base Building Config initialized!"
    DZAP: loading version 1.0.0
    DZAP: loading config...
    DZAP: loading function library...
    DZAP: loading click actions handler...
    DZAP: loading deploy anything addon...
    BIKE: loading version 2.5.1 ...
    DZAP: loading weapon mod addon...
    WMOD v1.1.0: loading...
    DZAP: loading suicide addon...
    SUICIDE v1.2.2: initializing...
    DZAP: loading clothes addon...
    TAKECLOTHES: initializing...
    TAKECLOTHES: Added 61 base clothing matches...
    DZAP: loading kits addon...
    KITS: loading functions
    KITS: waiting for player login
    DZAP: loading map addon...
    MAP MARKER: loading functions...
    "DEBUG: loadscreen guard started."
    BIKE: waiting for login...
    TAKECLOTHES: waiting for login...
    "Res3tting B!S effects..."
    "AC_functions version 1.03"
    "Elevator script initialized"
    "[PMC_CONTRACTOR]: Selected safezones/blacklisted areas for world: lingor"
    "[PMC_CONTRACTOR]: Client waiting for Trader Position ..."
    Old style material 204 used in ReportStack not available
    Old style material 205 used in ReportStack not available
    Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
    No speaker given for Jesse Brown
    "[PMC_CONTRACTOR]: Client created local markers ..."
    350z_gold: ABSwitch - unknown animation source ABSwitch
    Client: Network message 39e (update info 301ab3e0) is pending
    Client: Network message 39f (update info 301ab268) is pending
    Client: Network message 3a0 (update info 301ab2c0) is pending
    Client: Network message 3a0 (update info 301ab5d8) is pending
    Client: Network message 3a1 (update info 301ab3c8) is pending
    ori_rth_originsmod_bathmobile: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    ori_rth_originsmod_bathmobile: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    ori_rth_originsmod_bathmobile: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    class HitPoints::HitRGlass not found in ori_rth_originsmod_bathmobile
    class HitPoints::HitLGlass not found in ori_rth_originsmod_bathmobile
    class HitPoints::HitLF2Wheel not found in ori_rth_originsmod_bathmobile
    class HitPoints::HitRF2Wheel not found in ori_rth_originsmod_bathmobile
    class HitPoints::HitLMWheel not found in ori_rth_originsmod_bathmobile
    class HitPoints::HitRMWheel not found in ori_rth_originsmod_bathmobile
    class HitPoints::HitLF2Wheel not found in ori_excavator
    class HitPoints::HitRF2Wheel not found in ori_excavator
    class HitPoints::HitLMWheel not found in ori_excavator
    class HitPoints::HitRMWheel not found in ori_excavator
    Array tex in bin\config.bin/CfgVehicles/ori_p85_originsmod_CUCV/Damage/ not even
    ori_p85_originsmod_cucv_pickup: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    ori_p85_originsmod_cucv_pickup: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    ori_p85_originsmod_cucv_pickup: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    ori_p85_originsmod_cucv_pickup: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    class HitPoints::HitLF2Wheel not found in ori_p85_originsmod_cucv_pickup
    class HitPoints::HitRF2Wheel not found in ori_p85_originsmod_cucv_pickup
    class HitPoints::HitLMWheel not found in ori_p85_originsmod_cucv_pickup
    class HitPoints::HitRMWheel not found in ori_p85_originsmod_cucv_pickup
    AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
    AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
    350z_yellow: ABSwitch - unknown animation source ABSwitch
    Array tex in bin\config.bin/CfgVehicles/ori_vil_originsmod_truck_civ/Damage/ not even
    ori_vil_originsmod_truck_civ: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    ori_vil_originsmod_truck_civ: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    ori_vil_originsmod_truck_civ: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    ori_vil_originsmod_truck_civ: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    In Vehicle: origins_pack\vehicles\vil_truck_civ2.p3d missing codriver get in direction point
    class HitPoints::HitLF2Wheel not found in ori_vil_originsmod_truck_civ
    class HitPoints::HitRF2Wheel not found in ori_vil_originsmod_truck_civ
    class HitPoints::HitLMWheel not found in ori_vil_originsmod_truck_civ
    class HitPoints::HitRMWheel not found in ori_vil_originsmod_truck_civ
    class HitPoints::HitRGlass not found in ori_titanic
    class HitPoints::HitLGlass not found in ori_titanic
    class HitPoints::HitBody not found in ori_titanic
    class HitPoints::HitFuel not found in ori_titanic
    class HitPoints::HitLF2Wheel not found in ori_titanic
    class HitPoints::HitRF2Wheel not found in ori_titanic
    car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1'
    car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2'
    car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1'
    car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2'
    car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota'
    car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr'
    Array tex in bin\config.bin/CfgVehicles/ori_p85_originsmod_CUCV/Damage/ not even
    ori_p85_originsmod_CUCV: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    ori_p85_originsmod_CUCV: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    ori_p85_originsmod_CUCV: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    ori_p85_originsmod_CUCV: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    class HitPoints::HitLF2Wheel not found in ori_p85_originsmod_CUCV
    class HitPoints::HitRF2Wheel not found in ori_p85_originsmod_CUCV
    class HitPoints::HitLMWheel not found in ori_p85_originsmod_CUCV
    class HitPoints::HitRMWheel not found in ori_p85_originsmod_CUCV
    350z_black: ABSwitch - unknown animation source ABSwitch
    : Invalid parent bone 'osa_door_r1' for 'door_r1'
    : Invalid parent bone 'osa_door_r2' for 'door_r2'
    : Invalid parent bone 'osa_door_l1' for 'door_l1'
    : Invalid parent bone 'osa_door_l2' for 'door_l2'
    : Invalid parent bone 'osa_kapota' for 'kapota'
    : Invalid parent bone 'osa_kufr' for 'kufr'
    Array tex in bin\config.bin/CfgVehicles/ori_scrapTank/Damage/ not even
    vil_ori_autogyro: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    class HitPoints::HitMissiles not found in vil_ori_autogyro
    class HitPoints::HitRGlass not found in vil_ori_autogyro
    class HitPoints::HitLGlass not found in vil_ori_autogyro
    ori_survivorBus: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    ori_survivorBus: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    ori_survivorBus: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    ori_survivorBus: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    ori_survivorBus: Glass9_destruct - unknown animation source HitGlass9
    ori_survivorBus: Glass10_destruct - unknown animation source HitGlass10
    class HitPoints::HitLF2Wheel not found in ori_survivorBus
    class HitPoints::HitRF2Wheel not found in ori_survivorBus
    class HitPoints::HitLMWheel not found in ori_survivorBus
    class HitPoints::HitRMWheel not found in ori_survivorBus
    : Invalid parent bone 'osa_door_r1' for 'door_r1'
    : Invalid parent bone 'osa_door_r2' for 'door_r2'
    : Invalid parent bone 'osa_door_l1' for 'door_l1'
    : Invalid parent bone 'osa_door_l2' for 'door_l2'
    : Invalid parent bone 'osa_kapota' for 'kapota'
    : Invalid parent bone 'osa_kufr' for 'kufr'
    ori_vil_lada_2105_rust: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    ori_vil_lada_2105_rust: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    ori_vil_lada_2105_rust: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    ori_vil_lada_2105_rust: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    ori_vil_lada_2105_rust: Glass9_destruct - unknown animation source HitGlass9
    ori_vil_lada_2105_rust: Glass10_destruct - unknown animation source HitGlass10
    class HitPoints::HitLF2Wheel not found in ori_vil_lada_2105_rust
    class HitPoints::HitRF2Wheel not found in ori_vil_lada_2105_rust
    class HitPoints::HitLMWheel not found in ori_vil_lada_2105_rust
    class HitPoints::HitRMWheel not found in ori_vil_lada_2105_rust
    : Invalid parent bone 'osa_door_r1' for 'door_r1'
    : Invalid parent bone 'osa_door_r2' for 'door_r2'
    : Invalid parent bone 'osa_door_l1' for 'door_l1'
    : Invalid parent bone 'osa_door_l2' for 'door_l2'
    : Invalid parent bone 'osa_kapota' for 'kapota'
    : Invalid parent bone 'osa_kufr' for 'kufr'
    ori_bigRaft: Vr1 - unknown animation source wheel
    ori_vil_originsmod_volvo_fl290: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    ori_vil_originsmod_volvo_fl290: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    ori_vil_originsmod_volvo_fl290: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    ori_vil_originsmod_volvo_fl290: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    In Vehicle: origins_pack\vehicles\vil_volvo_fl290.p3d missing codriver get in direction point
    class HitPoints::HitLF2Wheel not found in ori_vil_originsmod_volvo_fl290
    class HitPoints::HitRF2Wheel not found in ori_vil_originsmod_volvo_fl290
    class HitPoints::HitLMWheel not found in ori_vil_originsmod_volvo_fl290
    class HitPoints::HitRMWheel not found in ori_vil_originsmod_volvo_fl290
    350z_v: ABSwitch - unknown animation source ABSwitch
    350z_blue: ABSwitch - unknown animation source ABSwitch
    ori_originsmod_pickupold: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    ori_originsmod_pickupold: kolaOchrana - unknown animation source kolaOchrana
    ori_originsmod_pickupold: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    ori_originsmod_pickupold: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    class HitPoints::HitLF2Wheel not found in ori_originsmod_pickupold
    class HitPoints::HitRF2Wheel not found in ori_originsmod_pickupold
    class HitPoints::HitLMWheel not found in ori_originsmod_pickupold
    class HitPoints::HitRMWheel not found in ori_originsmod_pickupold
    350z_white: ABSwitch - unknown animation source ABSwitch
    350z_red: ABSwitch - unknown animation source ABSwitch
    350z_pink: ABSwitch - unknown animation source ABSwitch
    : Invalid parent bone 'osa_door_r1' for 'door_r1'
    : Invalid parent bone 'osa_door_r2' for 'door_r2'
    : Invalid parent bone 'osa_door_l1' for 'door_l1'
    : Invalid parent bone 'osa_door_l2' for 'door_l2'
    : Invalid parent bone 'osa_kapota' for 'kapota'
    : Invalid parent bone 'osa_kufr' for 'kufr'
    Array tex in bin\config.bin/CfgVehicles/ori_vil_originsmod_lublin_truck/Damage/ not even
    ori_vil_originsmod_lublin_truck: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    ori_vil_originsmod_lublin_truck: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    ori_vil_originsmod_lublin_truck: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    ori_vil_originsmod_lublin_truck: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    class HitPoints::HitLF2Wheel not found in ori_vil_originsmod_lublin_truck
    class HitPoints::HitRF2Wheel not found in ori_vil_originsmod_lublin_truck
    class HitPoints::HitLMWheel not found in ori_vil_originsmod_lublin_truck
    class HitPoints::HitRMWheel not found in ori_vil_originsmod_lublin_truck
    : Invalid parent bone 'osa_door_r1' for 'door_r1'
    : Invalid parent bone 'osa_door_r2' for 'door_r2'
    : Invalid parent bone 'osa_door_l1' for 'door_l1'
    : Invalid parent bone 'osa_door_l2' for 'door_l2'
    : Invalid parent bone 'osa_kapota' for 'kapota'
    : Invalid parent bone 'osa_kufr' for 'kufr'
    ORI_gunship_helicopter: smalltenthide - unknown animation source smalltenthide
    ORI_gunship_helicopter: bigtenthide - unknown animation source bigtenthide
    UH1Y_DZ: ObsTurret - unknown animation source ObsTurret
    UH1Y_DZ: ObsGun - unknown animation source ObsGun
    : Invalid parent bone 'osa_door_r1' for 'door_r1'
    : Invalid parent bone 'osa_door_r2' for 'door_r2'
    : Invalid parent bone 'osa_door_l1' for 'door_l1'
    : Invalid parent bone 'osa_door_l2' for 'door_l2'
    : Invalid parent bone 'osa_kapota' for 'kapota'
    : Invalid parent bone 'osa_kufr' for 'kufr'
    "End Mission"
    ori_poldek_black: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    ori_poldek_black: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    ori_poldek_black: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    ori_poldek_black: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    ori_poldek_black: Glass9_destruct - unknown animation source HitGlass9
    ori_poldek_black: Glass10_destruct - unknown animation source HitGlass10
    class HitPoints::HitLF2Wheel not found in ori_poldek_black
    class HitPoints::HitRF2Wheel not found in ori_poldek_black
    class HitPoints::HitLMWheel not found in ori_poldek_black
    class HitPoints::HitRMWheel not found in ori_poldek_black
    "DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"
    "DayZ Epoch: MPframework inited"
    No speaker given for Alexander Carter
    UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
    UH1Y_DZE: ObsGun - unknown animation source ObsGun
    ori_transit: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    ori_transit: kolaOchrana - unknown animation source kolaOchrana (defined in AnimationSources::kolaOchrana)
    ori_transit: predniOknoOchrana - unknown animation source predniOknoOchrana (defined in AnimationSources::predniOknoOchrana)
    ori_transit: oknaOchrana - unknown animation source oknaOchrana (defined in AnimationSources::oknaOchrana)
    ori_transit: Glass9_destruct - unknown animation source HitGlass9
    ori_transit: Glass10_destruct - unknown animation source HitGlass10
    class HitPoints::HitLF2Wheel not found in ori_transit
    class HitPoints::HitRF2Wheel not found in ori_transit
    class HitPoints::HitLMWheel not found in ori_transit
    class HitPoints::HitRMWheel not found in ori_transit
    ori_ScrapBuggy: pluhPredni - unknown animation source pluhPredni (defined in AnimationSources::pluhPredni)
    ori_ScrapBuggy: HoodSwivel - unknown animation source FrontDamper
    class HitPoints::HitRGlass not found in ori_ScrapBuggy
    class HitPoints::HitLGlass not found in ori_ScrapBuggy
    class HitPoints::HitLF2Wheel not found in ori_ScrapBuggy
    class HitPoints::HitRF2Wheel not found in ori_ScrapBuggy
    class HitPoints::HitLMWheel not found in ori_ScrapBuggy
    class HitPoints::HitRMWheel not found in ori_ScrapBuggy
    Fresnel k must be >0, given n=0.8,k=0
    Fresnel k must be >0, given n=0.8,k=0
    Group B 1-1-A (0x42b4d000) - network ID 2:2197
     - no main subgroup
    Network simulation, time = 1.108
    Group B 1-1-A (0x42b4d000) - network ID 2:2197
     - no main subgroup
    Group B 1-1-A (0x42b4d000) - network ID 2:2197
     - no main subgroup
    Group B 1-1-A (0x42b4d000) - network ID 2:2197
     - no main subgroup
    Group B 1-1-A (0x42b4d000) - network ID 2:2197
     - no main subgroup
    Group B 1-1-A (0x42b4d000) - network ID 2:2197
     - no main subgroup
    Group B 1-1-A (0x42b4d000) - network ID 2:2197
     - no main subgroup
    Group B 1-1-A (0x42b4d000) - network ID 2:2197
     - no main subgroup
    "Origins Base Building Config initialized!"
    DZAP: loading version 1.0.0
    DZAP: loading config...
    DZAP: loading function library...
    DZAP: loading click actions handler...
    DZAP: loading deploy anything addon...
    BIKE: loading version 2.5.1 ...
    DZAP: loading weapon mod addon...
    WMOD v1.1.0: loading...
    BIKE: waiting for login...
    "DEBUG: loadscreen guard started."
    DZAP: loading suicide addon...
    SUICIDE v1.2.2: initializing...
    DZAP: loading clothes addon...
    TAKECLOTHES: initializing...
    TAKECLOTHES: Added 61 base clothing matches...
    DZAP: loading kits addon...
    KITS: loading functions
    KITS: waiting for player login
    DZAP: loading map addon...
    MAP MARKER: loading functions...
    "Res3tting B!S effects..."
    TAKECLOTHES: waiting for login...
    "AC_functions version 1.03"
    "Elevator script initialized"
    "[PMC_CONTRACTOR]: Selected safezones/blacklisted areas for world: lingor"
    "[PMC_CONTRACTOR]: Client waiting for Trader Position ..."
    "[PMC_CONTRACTOR]: Client created local markers ..."
    "PLAYER RESULT: true"
    Duplicate weapon ItemGPS detected for Navy_SEAL_TL
    Duplicate weapon ItemMap detected for Navy_SEAL_TL
    Duplicate weapon ItemCompass detected for Navy_SEAL_TL
    Duplicate weapon ItemWatch detected for Navy_SEAL_TL
    Duplicate weapon ItemRadio detected for Navy_SEAL_TL
    "PLOGIN: Login loop completed!"
    "infiSTAR.de - randvar26 created (159.538)"
    TAKECLOTHES: hooking...
    KITS: checking if player is admin
    "infiSTAR.de - randvar1 started (159.834)"
    "infiSTAR.de - randvar1 created randvar27a (160.28)"
    "infiSTAR.de - 30012015IAHAT343C - Successfully Loaded on Client ID2332 (160.28)"
    "infiSTAR.de - randvar1 created randvar27 (160.28)"
    Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208
    z\addons\dayz_epoch\models\steel_door_frame_ghost.p3d: No geometry and no visual shape
    z\addons\dayz_epoch\models\steel_door_frame_ghost.p3d: No geometry and no visual shape 

  12. my server_functions.sqf

    dzmsmajdone = false;
    dzmsmindone = false;
    _safety = [];
    [] execVM "\z\addons\dayz_server\init\AH.sqf";
    waituntil {!isnil "bis_fnc_init"};
    
    BIS_MPF_remoteExecutionServer = {
    	if ((_this select 1) select 2 == "JIPrequest") then {
    		[nil,(_this select 1) select 0,"loc",rJIPEXEC,[any,any,"per","execVM","ca\Modules\Functions\init.sqf"]] call RE;
    	};
    };
    
    BIS_Effects_Burn =				{};
    
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\KK_Functions.sqf";
    
    server_playerLogin =			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerLogin.sqf";
    server_playerSetup =			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSetup.sqf";
    server_onPlayerDisconnect = 	compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf";
    server_updateObject =			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
    server_playerDied =				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
    server_publishObj = 			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf";
    server_publishFullObject = 		compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishFullObject.sqf";
    server_deleteObj =				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_deleteObj.sqf";
    server_swapObject =				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_swapObject.sqf"; 
    server_publishVeh = 			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf";
    server_publishVeh2 = 			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle2.sqf";
    server_publishVeh3 = 			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle3.sqf";
    server_tradeObj = 				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_tradeObject.sqf";
    server_traders = 				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_traders.sqf";
    server_playerSync =				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSync.sqf";
    server_spawnCrashSite  =    	compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnCrashSite.sqf";
    server_spawnEvents =			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnEvent.sqf";
    
    /////////////////////////// custom
    server_carAN2  =    			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_carAN2.sqf";
    server_cardrop  =    			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_cardrop.sqf";
    
    //server_weather =				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_weather.sqf";
    fnc_plyrHit   =					compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\fnc_plyrHit.sqf";
    server_deaths = 				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDeaths.sqf";
    server_maintainArea = 			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_maintainArea.sqf";
    
    /* PVS/PVC - Skaronator */
    server_sendToClient =			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_sendToClient.sqf";
    
    //onPlayerConnected 			{[_uid,_name] call server_onPlayerConnect;};
    onPlayerDisconnected 		{[_uid,_name] call server_onPlayerDisconnect;};
    
    server_updateNearbyObjects = {
    	private["_pos"];
    	_pos = _this select 0;
    	{
    		[_x, "gear"] call server_updateObject;
    	} count nearestObjects [_pos, dayz_updateObjects, 10];
    };
    
    server_handleZedSpawn = {
    	private["_zed"];
    	_zed = _this select 0;
    	_zed enableSimulation false;
    };
    
    zombie_findOwner = {
    	private["_unit"];
    	_unit = _this select 0;
    	#ifdef DZE_SERVER_DEBUG
    	diag_log ("CLEANUP: DELETE UNCONTROLLED ZOMBIE: " + (typeOf _unit) + " OF: " + str(_unit) );
    	#endif
    	deleteVehicle _unit;
    };
    
    vehicle_handleInteract = {
    	private["_object"];
    	_object = _this select 0;
    	needUpdate_objects = needUpdate_objects - [_object];
    	[_object, "all"] call server_updateObject;
    };
    
    array_reduceSizeReverse = {
    	private["_array","_count","_num","_newarray","_startnum","_index"];
    	_array = _this select 0;
    	_newarray = [];
    	_count = _this select 1;
    	_num = count _array;
    	if (_num > _count) then {
    		_startnum = _num - 1;
    		_index = _count - 1;
    		for "_i" from 0 to _index do {
    			_newarray set [(_index-_i),_array select (_startnum - _i)];
    		};
    		_array = _newarray;
    	}; 
    	_array
    };
    
    array_reduceSize = {
    	private ["_array1","_array","_count","_num"];
    	_array1 = _this select 0;
    	_array = _array1 - ["Hatchet_Swing","Machete_Swing","Fishing_Swing","sledge_swing","crowbar_swing","CSGAS"];
    	_count = _this select 1;
    	_num = count _array;
    	if (_num > _count) then {
    		_array resize _count;
    	};
    	_array
    };
    
    object_handleServerKilled = {
    	private["_unit","_objectID","_objectUID","_killer"];
    	_unit = _this select 0;
    	_killer = _this select 1;
    	
    	_objectID =	 _unit getVariable ["ObjectID","0"];
    	_objectUID = _unit getVariable ["ObjectUID","0"];
    		
    	[_objectID,_objectUID,_killer] call server_deleteObj;
    	
    	_unit removeAllMPEventHandlers "MPKilled";
    	_unit removeAllEventHandlers "Killed";
    	_unit removeAllEventHandlers "HandleDamage";
    	_unit removeAllEventHandlers "GetIn";
    	_unit removeAllEventHandlers "GetOut";
    };
    
    check_publishobject = {
    	private["_allowed","_object","_playername"];
    
    	_object = _this select 0;
    	_playername = _this select 1;
    	_allowed = false;
    
    	if ((typeOf _object) in dayz_allowedObjects) then {
    			//diag_log format ["DEBUG: Object: %1 published by %2 is Safe",_object, _playername];
    			_allowed = true;
    	};
        _allowed
    };
    
    //event Handlers
    eh_localCleanup = {
    	private ["_object"];
    	_object = _this select 0;
    	_object addEventHandler ["local", {
    		if(_this select 1) then {
    			private["_type","_unit"];
    			_unit = _this select 0;
    			_type = typeOf _unit;
    			 _myGroupUnit = group _unit;
     			_unit removeAllMPEventHandlers "mpkilled";
     			_unit removeAllMPEventHandlers "mphit";
     			_unit removeAllMPEventHandlers "mprespawn";
     			_unit removeAllEventHandlers "FiredNear";
    			_unit removeAllEventHandlers "HandleDamage";
    			_unit removeAllEventHandlers "Killed";
    			_unit removeAllEventHandlers "Fired";
    			_unit removeAllEventHandlers "GetOut";
    			_unit removeAllEventHandlers "GetIn";
    			_unit removeAllEventHandlers "Local";
    			clearVehicleInit _unit;
    			deleteVehicle _unit;
    			if ((count (units _myGroupUnit) == 0) && (_myGroupUnit != grpNull)) then {
    				deleteGroup _myGroupUnit;
    			};
    			//_unit = nil;
    			// diag_log ("CLEANUP: DELETED A " + str(_type) );
    		};
    	}];
    };
    
    server_hiveWrite = {
    	private["_data"];
    	_data = "HiveExt" callExtension _this;
    };
    
    server_hiveReadWrite = {
    	private["_key","_resultArray","_data"];
    	_key = _this;
    	_data = "HiveExt" callExtension _key;
    	_resultArray = call compile format ["%1",_data];
    	_resultArray
    };
    
    server_hiveReadWriteLarge = {
    	private["_key","_resultArray","_data"];
    	_key = _this;
    	_data = "HiveExt" callExtension _key;
    	_resultArray = call compile _data;
    	_resultArray
    };
    
    server_checkIfTowed = {
    	private ["_vehicle","_player","_attached"];
    	if (DZE_HeliLift) then {
    		_vehicle = 	_this select 0;
    		_player = 	_this select 2;
    		_attached = _vehicle getVariable["attached",false];
    		if (typeName _attached == "OBJECT") then {
    			_player action ["eject", _vehicle];
    			detach _vehicle;
    			_vehicle setVariable["attached",false,true];
    			_attached setVariable["hasAttached",false,true];
    		};
    	};
    };
    
    server_characterSync = {
    	private ["_characterID","_playerPos","_playerGear","_playerBackp","_medical","_currentState","_currentModel","_key"];
    	_characterID = 	_this select 0;	
    	_playerPos =	_this select 1;
    	_playerGear =	_this select 2;
    	_playerBackp =	_this select 3;
    	_medical = 		_this select 4;
    	_currentState =	_this select 5;
    	_currentModel = _this select 6;
    	
    	_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,0,0,0,0,_currentState,0,0,_currentModel,0];
    	_key call server_hiveWrite;
    };
    
    if(isnil "dayz_MapArea") then {
    	dayz_MapArea = 10000;
    };
    if(isnil "DynamicVehicleArea") then {
    	DynamicVehicleArea = dayz_MapArea / 2;
    };
    
    // Get all buildings && roads only once TODO: set variables to nil after done if nessicary 
    MarkerPosition = getMarkerPos "center";
    RoadList = MarkerPosition nearRoads DynamicVehicleArea;
    
    // Very taxing !!! but only on first startup
    BuildingList = [];
    {
    	if (DZE_MissionLootTable) then {
    		if (isClass (missionConfigFile >> "CfgBuildingLoot" >> (typeOf _x))) then
    		{
    				BuildingList set [count BuildingList,_x];
    		};
    	} else {
    		if (isClass (configFile >> "CfgBuildingLoot" >> (typeOf _x))) then
    		{
    			BuildingList set [count BuildingList,_x];
    		};
    	};
    	
    	
    } count (MarkerPosition nearObjects ["building",DynamicVehicleArea]);
    
    spawn_vehicles = {
    	private ["_random","_lastIndex","_weights","_index","_vehicle","_velimit","_qty","_isAir","_isShip","_position","_dir","_istoomany","_veh","_objPosition","_marker","_iClass","_itemTypes","_cntWeights","_itemType","_num","_allCfgLoots"];
    	
    	if (!isDedicated) exitWith { }; //Be sure the run this
    
    	while {count AllowedVehiclesList > 0} do {
    		// BIS_fnc_selectRandom replaced because the index may be needed to remove the element
    		_index = floor random count AllowedVehiclesList;
    		_random = AllowedVehiclesList select _index;
    
    		_vehicle = _random select 0;
    		_velimit = _random select 1;
    
    		_qty = {_x == _vehicle} count serverVehicleCounter;
    
    		// If under limit allow to proceed
    		if (_qty <= _velimit) exitWith {};
    
    		// vehicle limit reached, remove vehicle from list
    		// since elements cannot be removed from an array, overwrite it with the last element && cut the last element of (as long as order is not important)
    		_lastIndex = (count AllowedVehiclesList) - 1;
    		if (_lastIndex != _index) then {
    			AllowedVehiclesList set [_index, AllowedVehiclesList select _lastIndex];
    		};
    		AllowedVehiclesList resize _lastIndex;
    	};
    
    	if (count AllowedVehiclesList == 0) then {
    		diag_log("DEBUG: unable to find suitable vehicle to spawn");
    	} else {
    
    		// add vehicle to counter for next pass
    		serverVehicleCounter set [count serverVehicleCounter,_vehicle];
    	
    		// Find Vehicle Type to better control spawns
    		_isAir = _vehicle isKindOf "Air";
    		_isShip = _vehicle isKindOf "Ship";
    	
    		if(_isShip || _isAir) then {
    			if(_isShip) then {
    				// Spawn anywhere on coast on water
    				waitUntil{!isNil "BIS_fnc_findSafePos"};
    				_position = [MarkerPosition,0,DynamicVehicleArea,10,1,2000,1] call BIS_fnc_findSafePos;
    				//diag_log("DEBUG: spawning boat near coast " + str(_position));
    			} else {
    				// Spawn air anywhere that is flat
    				waitUntil{!isNil "BIS_fnc_findSafePos"};
    				_position = [MarkerPosition,0,DynamicVehicleArea,10,0,2000,0] call BIS_fnc_findSafePos;
    				//diag_log("DEBUG: spawning air anywhere flat " + str(_position));
    			};
    		
    		
    		} else {
    			// Spawn around buildings && 50% near roads
    			if((random 1) > 0.5) then {
    			
    				waitUntil{!isNil "BIS_fnc_selectRandom"};
    				_position = RoadList call BIS_fnc_selectRandom;
    			
    				_position = _position modelToWorld [0,0,0];
    			
    				waitUntil{!isNil "BIS_fnc_findSafePos"};
    				_position = [_position,0,10,10,0,2000,0] call BIS_fnc_findSafePos;
    			
    				//diag_log("DEBUG: spawning near road " + str(_position));
    			
    			} else {
    			
    				waitUntil{!isNil "BIS_fnc_selectRandom"};
    				_position = BuildingList call BIS_fnc_selectRandom;
    			
    				_position = _position modelToWorld [0,0,0];
    			
    				waitUntil{!isNil "BIS_fnc_findSafePos"};
    				_position = [_position,0,40,5,0,2000,0] call BIS_fnc_findSafePos;
    			
    				//diag_log("DEBUG: spawning around buildings " + str(_position));
    		
    			};
    		};
    		// only proceed if two params otherwise BIS_fnc_findSafePos failed && may spawn in air
    		if ((count _position) == 2) then { 
    	
    			_dir = round(random 180);
    		
    			_istoomany = _position nearObjects ["AllVehicles",50];
    			if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many vehicles at " + str(_position)); };
    		
    			//place vehicle 
    			_veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"];
    			_veh setdir _dir;
    			_veh setpos _position;		
    			
    			if(DZEdebug) then {
    				_marker = createMarker [str(_position) , _position];
    				_marker setMarkerShape "ICON";
    				_marker setMarkerType "DOT";
    				_marker setMarkerText _vehicle;
    			};	
    		
    			// Get position with ground
    			_objPosition = getPosATL _veh;
    		
    			clearWeaponCargoGlobal  _veh;
    			clearMagazineCargoGlobal  _veh;
    			// _veh setVehicleAmmo DZE_vehicleAmmo;
    
    			// Add 0-3 loots to vehicle using random cfgloots 
    			_num = floor(random 4);
    			_allCfgLoots = ["trash","civilian","food","generic","medical","military","policeman","hunter","worker","clothes","militaryclothes","specialclothes","trash"];
    			
    			for "_x" from 1 to _num do {
    				_iClass = _allCfgLoots call BIS_fnc_selectRandom;
    
    				_itemTypes = [];
    				if (DZE_MissionLootTable) then{
    					{
    						_itemTypes set[count _itemTypes, _x select 0]
    					} count getArray(missionConfigFile >> "cfgLoot" >> _iClass);
    				}
    				else {
    					{
    						_itemTypes set[count _itemTypes, _x select 0]
    					} count getArray(configFile >> "cfgLoot" >> _iClass);
    				};
    
    				_index = dayz_CLBase find _iClass;
    				_weights = dayz_CLChances select _index;
    				_cntWeights = count _weights;
    				
    				_index = floor(random _cntWeights);
    				_index = _weights select _index;
    				_itemType = _itemTypes select _index;
    				_veh addMagazineCargoGlobal [_itemType,1];
    				//diag_log("DEBUG: spawed loot inside vehicle " + str(_itemType));
    			};
    
    			[_veh,[_dir,_objPosition],_vehicle,true,"0"] call server_publishVeh;
    		};
    	};
    };
    
    spawn_ammosupply = {
    	private ["_position","_veh","_istoomany","_marker","_spawnveh","_WreckList"];
    	if (isDedicated) then {
    		_WreckList = ["Supply_Crate_DZE"];
    		waitUntil{!isNil "BIS_fnc_selectRandom"};
    		_position = RoadList call BIS_fnc_selectRandom;
    		_position = _position modelToWorld [0,0,0];
    		waitUntil{!isNil "BIS_fnc_findSafePos"};
    		_position = [_position,5,20,5,0,2000,0] call BIS_fnc_findSafePos;
    		if ((count _position) == 2) then {
    
    			_istoomany = _position nearObjects ["All",5];
    			
    			if((count _istoomany) > 0) exitWith { diag_log("DEBUG VEIN: Too many at " + str(_position)); };
    			
    			_spawnveh = _WreckList call BIS_fnc_selectRandom;
    
    			if(DZEdebug) then {
    				_marker = createMarker [str(_position) , _position];
    				_marker setMarkerShape "ICON";
    				_marker setMarkerType "DOT";
    				_marker setMarkerText str(_spawnveh);
    			};
    			
    			_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
    			_veh enableSimulation false;
    			_veh setDir round(random 360);
    			_veh setpos _position;
    			_veh setVariable ["ObjectID","1",true];
    		};
    	};
    };
    
    DZE_LocalRoadBlocks = [];
    
    spawn_roadblocks = {
    	private ["_position","_veh","_istoomany","_marker","_spawnveh","_WreckList"];
    	_WreckList = ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2"];
    	
    	waitUntil{!isNil "BIS_fnc_selectRandom"};
    	if (isDedicated) then {
    	
    		_position = RoadList call BIS_fnc_selectRandom;
    		
    		_position = _position modelToWorld [0,0,0];
    		
    		waitUntil{!isNil "BIS_fnc_findSafePos"};
    		_position = [_position,0,10,5,0,2000,0] call BIS_fnc_findSafePos;
    		
    		if ((count _position) == 2) then {
    			// Get position with ground
    			
    			_istoomany = _position nearObjects ["All",5];
    		
    			if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many at " + str(_position)); };
    			
    			waitUntil{!isNil "BIS_fnc_selectRandom"};
    			_spawnveh = _WreckList call BIS_fnc_selectRandom;
    
    			if(DZEdebug) then {
    				_marker = createMarker [str(_position) , _position];
    				_marker setMarkerShape "ICON";
    				_marker setMarkerType "DOT";
    				_marker setMarkerText str(_spawnveh);
    			};
    
    			_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
    			_veh enableSimulation false;
    
    			_veh setDir round(random 360); // Randomize placement a bit
    			_veh setpos _position;
    
    			_veh setVariable ["ObjectID","1",true];
    		};
    	
    	};
    	
    };
    
    spawn_mineveins = {
    	private ["_position","_veh","_istoomany","_marker","_spawnveh","_positions"];
    
    	if (isDedicated) then {
    		
    		_position = [getMarkerPos "center",0,(HeliCrashArea*0.75),10,0,2000,0] call BIS_fnc_findSafePos;
    
    		if ((count _position) == 2) then {
    			
    			_positions = selectBestPlaces [_position, 500, "(1 + forest) * (1 + hills) * (1 - houses) * (1 - sea)", 10, 5];
    
    			_position = (_positions call BIS_fnc_selectRandom) select 0;
    
    			// Get position with ground
    			_istoomany = _position nearObjects ["All",10];
    		
    			if((count _istoomany) > 0) exitWith { diag_log("DEBUG VEIN: Too many objects at " + str(_position)); };
    
    			if(isOnRoad _position) exitWith { diag_log("DEBUG VEIN: on road " + str(_position)); };
    			
    			_spawnveh = ["Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Silver_Vein_DZE","Silver_Vein_DZE","Silver_Vein_DZE","Gold_Vein_DZE","Gold_Vein_DZE"] call BIS_fnc_selectRandom;
    
    			if(DZEdebug) then {
    				_marker = createMarker [str(_position) , _position];
    				_marker setMarkerShape "ICON";
    				_marker setMarkerType "DOT";
    				_marker setMarkerText str(_spawnveh);
    			};
    			
    			//diag_log("DEBUG: Spawning a crashed " + _spawnveh + " with " + _spawnloot + " at " + str(_position));
    			_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
    			_veh enableSimulation false;
    
    			// Randomize placement a bit
    			_veh setDir round(random 360);
    			_veh setpos _position;
    
    			_veh setVariable ["ObjectID","1",true];
    
    		
    		};
    	};
    };
    
    if(isnil "DynamicVehicleDamageLow") then {
    	DynamicVehicleDamageLow = 0;
    };
    if(isnil "DynamicVehicleDamageHigh") then {
    	DynamicVehicleDamageHigh = 100;
    };
    
    if(isnil "DynamicVehicleFuelLow") then {
    	DynamicVehicleFuelLow = 0;
    };
    if(isnil "DynamicVehicleFuelHigh") then {
    	DynamicVehicleFuelHigh = 100;
    };
    
    if(isnil "DZE_DiagFpsSlow") then {
    	DZE_DiagFpsSlow = false;
    };
    if(isnil "DZE_DiagFpsFast") then {
    	DZE_DiagFpsFast = false;
    };
    if(isnil "DZE_DiagVerbose") then {
    	DZE_DiagVerbose = false;
    };
    
    dze_diag_fps = {
    	if(DZE_DiagVerbose) then {
    		diag_log format["DEBUG FPS : %1 OBJECTS: %2 : PLAYERS: %3", diag_fps,(count (allMissionObjects "")),(playersNumber west)];
    	} else {
    		diag_log format["DEBUG FPS : %1", diag_fps];
    	};
    };
    
    // Damage generator function
    generate_new_damage = {
    	private ["_damage"];
        _damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
    	_damage;
    };
    
    // Damage generator fuction
    generate_exp_damage = {
    	private ["_damage"];
        _damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
    	
    	// limit this to 85% since vehicle would blow up otherwise.
    	//if(_damage >= 0.85) then {
    	//	_damage = 0.85;
    	//};
    	_damage;
    };
    
    server_getDiff =	{
    	private["_variable","_object","_vNew","_vOld","_result"];
    	_variable = _this select 0;
    	_object = 	_this select 1;
    	_vNew = 	_object getVariable[_variable,0];
    	_vOld = 	_object getVariable[(_variable + "_CHK"),_vNew];
    	_result = 	0;
    	if (_vNew < _vOld) then {
    		//JIP issues
    		_vNew = _vNew + _vOld;
    		_object getVariable[(_variable + "_CHK"),_vNew];
    	} else {
    		_result = _vNew - _vOld;
    		_object setVariable[(_variable + "_CHK"),_vNew];
    	};
    	_result
    };
    
    server_getDiff2 =	{
    	private["_variable","_object","_vNew","_vOld","_result"];
    	_variable = _this select 0;
    	_object = 	_this select 1;
    	_vNew = 	_object getVariable[_variable,0];
    	_vOld = 	_object getVariable[(_variable + "_CHK"),_vNew];
    	_result = _vNew - _vOld;
    	_object setVariable[(_variable + "_CHK"),_vNew];
    	_result
    };
    
    dayz_objectUID = {
    	private["_position","_dir","_key","_object"];
    	_object = _this;
    	_position = getPosATL _object;
    	_dir = direction _object;
    	_key = [_dir,_position] call dayz_objectUID2;
        _key
    };
    
    dayz_objectUID2 = {
    	private["_position","_dir","_key"];
    	_dir = _this select 0;
    	_key = "";
    	_position = _this select 1;
    	{
    		_x = _x * 10;
    		if ( _x < 0 ) then { _x = _x * -10 };
    		_key = _key + str(round(_x));
    	} count _position;
    	_key = _key + str(round(_dir));
    	_key
    };
    
    dayz_objectUID3 = {
    	private["_position","_dir","_key"];
    	_dir = _this select 0;
    	_key = "";
    	_position = _this select 1;
    	{
    		_x = _x * 10;
    		if ( _x < 0 ) then { _x = _x * -10 };
    		_key = _key + str(round(_x));
    	} count _position;
    	_key = _key + str(round(_dir + time));
    	_key
    };
    
    dayz_recordLogin = {
    	private["_key"];
    	_key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
    	_key call server_hiveWrite;
    };
    
    dayz_perform_purge = {
    	if(!isNull(_this)) then {
    		_group = group _this;
    		_this removeAllMPEventHandlers "mpkilled";
    		_this removeAllMPEventHandlers "mphit";
    		_this removeAllMPEventHandlers "mprespawn";
    		_this removeAllEventHandlers "FiredNear";
    		_this removeAllEventHandlers "HandleDamage";
    		_this removeAllEventHandlers "Killed";
    		_this removeAllEventHandlers "Fired";
    		_this removeAllEventHandlers "GetOut";
    		_this removeAllEventHandlers "GetIn";
    		_this removeAllEventHandlers "Local";
    		clearVehicleInit _this;
    		deleteVehicle _this;
    		if ((count (units _group) == 0) && (_group != grpNull)) then {
    			deleteGroup _group;
    		};
    	};
    };
    
    dayz_perform_purge_player = {
    
    	private ["_countr","_backpack","_backpackType","_backpackWpn","_backpackMag","_objWpnTypes","_objWpnQty","_location","_dir","_holder","_weapons","_magazines"];
        diag_log ("Purging player: " + str(_this));	
    
    	if(!isNull(_this)) then {
    
    		_location = getPosATL _this;
    		_dir = getDir _this;
    
    		_holder = createVehicle ["GraveDZE", _location, [], 0, "CAN_COLLIDE"];
    		_holder setDir _dir;
    		_holder setPosATL _location;
    
    		_holder enableSimulation false;
    
    		_weapons = weapons _this;
    		_magazines = magazines _this;
    
    		// find backpack
    		if(!(isNull unitBackpack _this)) then {
    			_backpack = unitBackpack _this;
    			_backpackType = typeOf _backpack;
    			_backpackWpn = getWeaponCargo _backpack;
    			_backpackMag = getMagazineCargo _backpack;
    
    			_holder addBackpackCargoGlobal [_backpackType,1];
    
    			// add items from backpack 
    			_objWpnTypes = _backpackWpn select 0;
    			_objWpnQty = _backpackWpn select 1;
    			_countr = 0;
    			{
    				_holder addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
    				_countr = _countr + 1;
    			} count _objWpnTypes;
    
    			// add backpack magazine items
    			_objWpnTypes = _backpackMag select 0;
    			_objWpnQty = _backpackMag select 1;
    			_countr = 0;
    			{
    				_holder addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
    				_countr = _countr + 1;
    			} count _objWpnTypes;
    		};
    	};
    
    	// add weapons
    	{ 
    		_holder addWeaponCargoGlobal [_x, 1];
    	} count _weapons;
    
    	// add mags
    	{ 
    		_holder addMagazineCargoGlobal [_x, 1];
    	} count _magazines;
    	_group = group _this;
    	_this removeAllMPEventHandlers "mpkilled";
    	_this removeAllMPEventHandlers "mphit";
    	_this removeAllMPEventHandlers "mprespawn";
    	_this removeAllEventHandlers "FiredNear";
    	_this removeAllEventHandlers "HandleDamage";
    	_this removeAllEventHandlers "Killed";
    	_this removeAllEventHandlers "Fired";
    	_this removeAllEventHandlers "GetOut";
    	_this removeAllEventHandlers "GetIn";
    	_this removeAllEventHandlers "Local";
    	clearVehicleInit _this;
    	deleteVehicle _this;
    	if ((count (units _group) == 0) && (_group != grpNull)) then {
    		deleteGroup _group;
    	};
    	//  _this = nil;
    };
    
    
    dayz_removePlayerOnDisconnect = {
    	if(!isNull(_this)) then {
    		_group = group _this;
    		_this removeAllMPEventHandlers "mphit";
    		deleteVehicle _this;
    		deleteGroup (group _this);
    	};
    };
    
    server_timeSync = {
    	//Send request
    	private ["_hour","_minute","_date","_key","_result","_outcome"];
        _key = "CHILD:307:";
    	_result = _key call server_hiveReadWrite;
    	_outcome = _result select 0;
    	if(_outcome == "PASS") then {
    		_date = _result select 1; 
    		
    		if(dayz_fullMoonNights) then {
    			_hour = _date select 3;
    			_minute = _date select 4;
    			//Force full moon nights
    			_date = [2013,8,3,_hour,_minute];
    		};
    
    		setDate _date;
    		PVDZE_plr_SetDate = _date;
    		publicVariable "PVDZE_plr_SetDate";
    		diag_log ("TIME SYNC: Local Time set to " + str(_date));	
    	};
    };
    
    // must spawn these 
    server_spawncleanDead = {
    	private ["_deathTime","_delQtyZ","_delQtyP","_qty","_allDead"];
    	_allDead = allDead;
    	_delQtyZ = 0;
    	_delQtyP = 0;
    	{
    		if (local _x) then {
    			if (_x isKindOf "zZombie_Base") then
    			{
    				_x call dayz_perform_purge;
    				sleep 0.05;
    				_delQtyZ = _delQtyZ + 1;
    			} else {
    				if (_x isKindOf "CAManBase") then {
    					_deathTime = _x getVariable ["processedDeath", diag_tickTime];
    					if (diag_tickTime - _deathTime > 1800) then {
    						_x call dayz_perform_purge_player;
    						sleep 0.025;
    						_delQtyP = _delQtyP + 1;
    					};
    				};
    			};
    		};
    		sleep 0.025;
    	} count _allDead;
    	if (_delQtyZ > 0 || _delQtyP > 0) then {
    		_qty = count _allDead;
    		diag_log (format["CLEANUP: Deleted %1 players && %2 zombies out of %3 dead",_delQtyP,_delQtyZ,_qty]);
    	};
    };
    server_cleanupGroups = {
    	if (DZE_DYN_AntiStuck3rd > 3) then { DZE_DYN_GroupCleanup = nil; DZE_DYN_AntiStuck3rd = 0; };
    	if(!isNil "DZE_DYN_GroupCleanup") exitWith {  DZE_DYN_AntiStuck3rd = DZE_DYN_AntiStuck3rd + 1;};
    	DZE_DYN_GroupCleanup = true;
    	{
    		if ((count (units _x) == 0) && (_x != grpNull)) then {
    			deleteGroup _x;
    		};
    		sleep 0.001;
    	} count allGroups;
    	DZE_DYN_GroupCleanup = nil;
    };
    
    //server_checkHackers = {
    //	if (DZE_DYN_AntiStuck2nd > 3) then { DZE_DYN_HackerCheck = nil; DZE_DYN_AntiStuck2nd = 0; };
    //	if(!isNil "DZE_DYN_HackerCheck") exitWith {  DZE_DYN_AntiStuck2nd = DZE_DYN_AntiStuck2nd + 1;};
    //	DZE_DYN_HackerCheck = true;
    //	{
    //	if (!((isNil "_x") || {(isNull _x)})) then {
    //		if((vehicle _x != _x) && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x)  && !((typeOf vehicle _x) in (DZE_safeVehicle))) then {
    //			diag_log ("CLEANUP: KILLING A HACKER " + (name _x) + " " + str(_x) + " IN " + (typeOf vehicle _x));
    //			(vehicle _x) setDamage 1;
    //			_x setDamage 1;
    //			sleep 0.25;
    //		};
    //	};
    //		sleep 0.001;
    //	} count allUnits;
    //	DZE_DYN_HackerCheck = nil;
    //};
    
    server_spawnCleanFire = {
    	private ["_delQtyFP","_qty","_delQtyNull","_missionFires"];
    	_missionFires = allMissionObjects "Land_Fire_DZ";
    	_delQtyFP = 0;
    	{
    		if (local _x) then {
    			deleteVehicle _x;
    			sleep 0.025;
    			_delQtyFP = _delQtyFP + 1;
    		};
    		sleep 0.001;
    	} count _missionFires;
    	if (_delQtyFP > 0) then {
    		_qty = count _missionFires;
    		diag_log (format["CLEANUP: Deleted %1 fireplaces out of %2",_delQtyNull,_qty]);
    	};
    };
    server_spawnCleanLoot = {
    	private ["_created","_delQty","_nearby","_age","_keep","_qty","_missionObjs","_dateNow"];
    	if (DZE_DYN_AntiStuck > 3) then { DZE_DYN_cleanLoot = nil; DZE_DYN_AntiStuck = 0; };
    	if(!isNil "DZE_DYN_cleanLoot") exitWith {  DZE_DYN_AntiStuck = DZE_DYN_AntiStuck + 1;};
    	DZE_DYN_cleanLoot = true;
    
    	_missionObjs =  allMissionObjects "ReammoBox";
    	_delQty = 0;
    	_dateNow = (DateToNumber date);
    	{
    		if (!isNull _x) then {
    			_keep = _x getVariable["permaLoot", false];
    			if (!_keep) then {
    				_created = _x getVariable["created", -0.1];
    				if (_created == -0.1) then{
    					_x setVariable["created", _dateNow, false];
    					_created = _dateNow;
    				}
    				else {
    					_age = (_dateNow - _created) * 525948;
    					if (_age > 20) then{
    						_nearby = { (isPlayer _x) && (alive _x) } count(_x nearEntities[["CAManBase", "AllVehicles"], 130]);
    						if (_nearby == 0) then{
    							deleteVehicle _x;
    							sleep 0.025;
    							_delQty = _delQty + 1;
    						};
    					};
    				};
    			};
    		};
    		sleep 0.001;
    	} count _missionObjs;
    	if (_delQty > 0) then {
    		_qty = count _missionObjs;
    		diag_log (format["CLEANUP: Deleted %1 Loot Piles out of %2",_delQty,_qty]);
    	};
    	DZE_DYN_cleanLoot = nil;
    };
    
    server_spawnCleanAnimals = {
    	private ["_pos","_delQtyAnimal","_qty","_missonAnimals","_nearby"];
    	_missonAnimals = entities "CAAnimalBase";
    	_delQtyAnimal = 0;
    	{
    		if (local _x) then {
    			_x call dayz_perform_purge;
    			sleep 0.05;
    			_delQtyAnimal = _delQtyAnimal + 1;
    		} else {
    			if (!alive _x) then {
    				_pos = getPosATL _x;
    				if (count _pos > 0) then {
    					_nearby = {(isPlayer _x) && (alive _x)} count (_pos nearEntities [["CAManBase","AllVehicles"], 130]);
    					if (_nearby==0) then {
    						_x call dayz_perform_purge;
    						sleep 0.05;
    						_delQtyAnimal = _delQtyAnimal + 1;
    					};
    				};
    			};
    		};
    		sleep 0.001;
    	} count _missonAnimals;
    	if (_delQtyAnimal > 0) then {
    		_qty = count _missonAnimals;
    		diag_log (format["CLEANUP: Deleted %1 Animals out of %2",_delQtyAnimal,_qty]);
    	};
    };
    
    server_logUnlockLockEvent = {
    	private["_player", "_obj", "_objectID", "_objectUID", "_statusText", "_status"];
    	_player = _this select 0;
    	_obj = _this select 1;
    	_status = _this select 2;
    	if (!isNull(_obj)) then {
    		_objectID = _obj getVariable["ObjectID", "0"];
    		_objectUID = _obj getVariable["ObjectUID", "0"];
    		_statusText = "UNLOCKED";
    		if (_status) then {
    			[_obj, "gear"] call server_updateObject;
    			_statusText = "LOCKED";
    		};
    		_PUID = [_player] call FNC_GetPlayerUID;
    		diag_log format["SAFE %5: ID:%1 UID:%2 BY %3(%4)", _objectID, _objectUID, (name _player), _PUID, _statusText];
    	};
    };
    
    currentInvites = [];
    publicVariable "currentInvites";
    "currentInvites" addPublicVariableEventHandler {publicVariable "currentInvites";}; 

     

    PS. Only reason I haven't just started over is that i have added so many addons (and spent a few months doing it) that doing so would likely break several other addons :(

  13. Now I am getting: "Error Undefined variable in expression: server_updateobject"

     

    Edit:

     

    This is what my server_updateobject.sqf looks like.

     

    /*
    [_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 (_object getVariable "DZAI" == 1) exitWith {}; 
    
    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"];
    	_isNormal = true;
    	if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{
    		_isNormal = false;
    		_inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item
    	}; 
    	if (typeOf (_object)in DZE_DoorsLocked) then{
    		_isNormal = false;
    		_inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
    	};
    
    	if(_isNormal)then {
    		_inventory = [
    		getWeaponCargo _object,
    		getMagazineCargo _object,
    		getBackpackCargo _object
    		/*ZSC*/
    		, _object getVariable["bankMoney",0]
    		/*ZSC*/
    		];
    	};
    	
    	_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];
    };
    
    _object_vehicleKey = {
    	private ["_hit","_selection","_fuel","_gotcha","_retry","_vehicleID","_key","_result","_outcome","_player","_class","_newKey","_newKeyName","_oldVehicleID","_oldVehicleUID","_hitpoints","_damage","_array","_inventory","_vehicleUID","_position","_dir","_worldspace"];
    	
    	/* Setting up variables */
    	_player = _this select 0;
    	_class = _this select 1;
    	_newKey = _this select 2;
    	_newKeyName = _this select 3;
    	_oldVehicleID = _this select 4;
    	_oldVehicleUID = _this select 5;
    
    	/* Get Damage of the Vehicle */
    	_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];
    	} forEach _hitpoints;
    	
    	/* Get the Fuel of the Vehicle */
    	_fuel = 0;
    	if (_object isKindOf "AllVehicles") then {
    		_fuel = fuel _object;
    	};
    	
    	/* Get the Inventory of the Vehicle */
    	_inventory = [
    		getWeaponCargo _object,
    		getMagazineCargo _object,
    		getBackpackCargo _object
    	];
    	
    	/* Get the position of the Vehicle */
    	_position 	= getPosASL _object;
    	if !(surfaceIsWater _position) then {
    		_position =  ASLToATL _position;
    	};
    	_dir 		= getDir _object;
    	_worldspace = [_dir,_position];
    
    	/* Delete the current Database entry */
    	[_oldVehicleID,_oldVehicleUID,_player] call server_deleteObj;
    	sleep 1;
    	
    	/* Generate a new UID */
    	_vehicleUID = _worldspace call dayz_objectUID3;
    
    	/* Write the new Database entry and LOG the action*/
    	_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, _damage , _newKey, _worldspace, _inventory, _array, _fuel,_vehicleUID];
    	_key call server_hiveWrite;
    	diag_log ("HIVE: WRITE: VEHICLE KEY CHANGER: "+ str(_key)); 
    	diag_log format["HIVE: WRITE: VEHICLE KEY CHANGER: Vehicle:%1 NewKey:%2 BY %3(%4)", _object, _newKeyName, (name _player), (getPlayerUID _player)];
    
    	/* Get the ObjectID of the entry in the Database */
    	_retry = 0;
    	_gotcha = false;
    	while {!_gotcha && _retry < 10} do {
    		sleep 1;
    		
    		/* Send the request */
    		_key = format["CHILD:388:%1:",_vehicleUID];
    		diag_log ("HIVE: READ: VEHICLE KEY CHANGER: "+ str(_key));
    		_result = _key call server_hiveReadWrite;
    		_outcome = _result select 0;
    		
    		/* We got a answer */
    		if (_outcome == "PASS") then {
    			_vehicleID = _result select 1;
    			
    			/* Compare with old ObjectID to check if it not was deleted yet */
    			if (_oldVehicleID == _vehicleID) then {
    				/* Not good lets give it another try */
    				_gotcha = false;
    				_retry = _retry + 1;
    			} else {
    				/* GOTCHA! */
    				diag_log("CUSTOM: VEHICLE KEY CHANGER: Selected " + str(_vehicleID));
    				_gotcha = true;
    				_retry = 11;
    
    				_object setVariable ["VKC_disabled", 1,true];
    				_object setVariable ["VKC_claiming_disabled", 1,true];
    
    				[_object] spawn {
    					private ["_veh"];
    					_veh = _this select 0;
    
    					sleep 30;
    					_veh setVariable ["VKC_disabled", 0,true];
    					_veh setVariable ["VKC_claiming_disabled", 0,true];
    				};
    
    				PVDZE_vkc_Success = true;
    				(owner _player) publicVariableClient "PVDZE_vkc_Success";
    
    				/* Lock the Vehicle */
    				_object setVehicleLock "locked";
    	
    				/* Save the ObjectID and ObjectUID to the vehicles variable and make it public */
    				_object setVariable ["ObjectID", _vehicleID, true];
    				_object setVariable ["ObjectUID", _vehicleUID, true];
    	
    				/* Set the lastUpdate time to current */
    				_object setVariable ["lastUpdate",time,true];
    	
    				/* Set the CharacterID to the new Key so we can access it! */
    				_object setVariable ["CharacterID", _newKey, true];
    	
    				/* Some other variables you might need for disallow lift/tow/cargo locked Vehicles and such */
    				/* Uncomment if you use this */
    	
    				/* R3F Arty and LOG block lift/tow/cargo locked vehicles*/
    				_object setVariable ["R3F_LOG_disabled",true,true];
    
    				/* =BTC= Logistic block lift locked vehicles*/
    				_object setVariable ["BTC_Cannot_Lift",true,true];
    			};
    		} else {
    			/* Something went wrong on the request give it another try */
    			diag_log("CUSTOM: VEHICLE KEY CHANGER: trying again to get id for: " + str(_vehicleUID));
    			_gotcha = false;
    			_retry = _retry + 1;
    		};
    	};
    };
    // 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;
    	};
    	case "vehiclekey": {
    		_activatingPlayer = _this select 2;
    		_vehicleClassname = _this select 3;
    		_toKey = _this select 4;
    		_toKeyName = _this select 5;
    		_vehicle_ID = _this select 6;
    		_vehicle_UID = _this select 7;
    		[_activatingPlayer, _vehicleClassname, _toKey, _toKeyName, _vehicle_ID, _vehicle_UID] call _object_vehicleKey;;
    	};
    }; 

  14. I have run into an issue installing 2.5. I can build anything, however, after i upgrade it, it appears to work, but when I attempt to upgrade a second time the following text pops up: "Not setup yet...". On server reset, the item placed is gone. Any item I place that is not upgraded is still there after reset. However, if I use the Admin "Save Object", then I can continue to upgrade a second time. If I Admin "Save Object" again, it will stay in the database after reset. I suspect it has to do with the update object file, but am not sure. Below are the suspect files:

     

    modular_build.sqf

    //Check if building already in progress, exit if so.
    if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; };
    DZE_ActionInProgress = true;
    
    private ["_itemConfig","_classname","_classnametmp","_require","_text","_ghost","_lockable","_requireplot","_isAllowedUnderGround","_offset","_isPole","_isLandFireDZ","_hasRequired","_hasrequireditem","_reason","_buildObject","_location1","_object","_objectHelper","_position","_controls","_cancel","_dir","_plot_check_result","_nearest_pole"];
    
    /*Basic Defines*/
    DZE_Q = false;
    DZE_Z = false;
    
    DZE_Q_alt = false;
    DZE_Z_alt = false;
    
    DZE_Q_ctrl = false;
    DZE_Z_ctrl = false;
    
    DZE_5 = false;
    DZE_4 = false;
    DZE_6 = false;
    
    DZE_F = false;
    
    DZE_cancelBuilding = false;
    
    call gear_ui_init;
    closeDialog 1;
    
    DZE_buildItem = _this; //This is a magazine! It's global to allow access to it from outside functions
    
    //count nearby objects. Returns [_cnt] number
    [] call player_build_countNearby;
    
    //Check illegal player states. Returns [_isFine] string
    [] call player_build_states;
    
    //check for nearby requirements (campfire, workshop, fueltank).
    [] call player_build_needNearby;
    
    //check config files and gather info about item (if using custom buildables, make your own similar function instead).
    _itemConfig = [] call player_build_getConfig;
    
    //define items collected from function
    _classname = _itemConfig select 0; //string
    _classnametmp = _itemConfig select 1; //string
    _require = _itemConfig select 2; // array
    _text = _itemConfig select 3; // string
    _ghost = _itemConfig select 4; //string
    _lockable = _itemConfig select 5; //int -- 0/1=No 2=lockbox, 3=combolock, 4=safe
    _requireplot = _itemConfig select 6; //int
    _isAllowedUnderGround = _itemConfig select 7; //int
    _offset = _itemConfig select 8; //array
    _isPole = _itemConfig select 9; //bool
    _isLandFireDZ = _itemConfig select 10; //bool
    
    //Check for nearby plotpoles. Returns [_IsNearPlot,_nearestPole,_ownerID,_friendlies] [int,Obj,int,array]
    _plot_check_result = [_isPole, _requireplot, _isLandFireDZ] call player_build_plotCheck;
    
    if (DZE_ActionInProgress) then { //needed otherwise _hasRequired gets RPT error
    
    _nearest_pole = _plot_check_result select 1;
    _distance = _plot_check_result select 4;
    
    //Check for build requirements (missing tools and items). Returns [_hasrequireditem,_reason] [bool,string]
    _hasRequired = [_require, _text, true, true] call player_build_buildReq;
    
    //define item collected from function
    _hasrequireditem = _hasRequired select 0; //bool
    
    	if (_hasrequireditem) then {
    		
    		//Create object that is attached to a player (i.e Ghost preview if available)
    		_buildObject = [_classname, _ghost, _offset, true, _requireplot, _nearest_pole,_distance] call player_build_create;
    		
    		//define items collected from function
    		_location1 = _buildObject select 0; //array
    		_object = _buildObject select 1; //Obj
    		_objectHelper = _buildObject select 2; //Obj
    		
    		_controls = [_object, _isAllowedUnderGround, _location1, _objectHelper] call player_build_controls;
    
    		//define items collected from function
    		_cancel = _controls select 0; //bool
    		_reason = _controls select 1; //string
    		_position = _controls select 2; //array
    		_dir = _controls select 3; //int
    		
    		//Publish item to a database
    		[_cancel, _position, _classnametmp,_isAllowedUnderGround, _text, _isPole, _lockable,_dir, _reason,_requireplot] call player_build_publish;
    	};
    };

     

    player_build_publish.sqf

    private ["_passArray","_cancel","_position","_reason","_classnametmp","_classname","_tmpbuilt","_dir","_location","_text","_limit","_isOk","_proceed","_counter","_dis","_sfx","_started","_finished","_animState","_isMedic","_num_removed","_lockable","_combinationDisplay","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_playerUID","_OwnerUID","_toohigh"];
    
    //defines
    _cancel = _this select 0;
    _position = _this select 1;
    _classnametmp = _this select 2;
    _isAllowedUnderGround = _this select 3;
    _text = _this select 4;
    _isPole = _this select 5;
    _lockable = _this select 6;
    _dir = _this select 7;
    _reason = _this select 8;
    _requireplot = _this select 9;
    
    _playerUID = [player] call FNC_GetPlayerUID;
    
    _passArray = [];
    
    _isOk = true;
    _proceed = false;
    _counter = 0;
    _location = [0,0,0];
    
    //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"]; //create actual object that will be published to database
    
    	_tmpbuilt setdir _dir; //set direction inherited from passed args from control
    
    	// Get position based on object
    	_location = _position;
    
    	if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then { //check Z axis if not allowed to build underground
    		_location set [2,0]; //reset Z axis to zero (above terrain)
    	};
    
    	if (surfaceIsWater _location) then {
    		_tmpbuilt setPosASL _location;
    		_location = ASLtoATL _location; //Database uses ATL
    	} else {
    		_tmpbuilt setPosATL _location;
    	};
    
    	cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];
    
    	_limit = 3; //times it takes to build by default
    
    	if (DZE_StaticConstructionCount > 0) then { //if count is manually overridden inside init.sqf, use that instead, else use limits configured in config files
    		_limit = DZE_StaticConstructionCount;
    	}
    	else {
    		if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
    			_limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
    		};
    	};
    
    	while {_isOk} do { //publish phase
    
    		[10,10] call dayz_HungerThirst;
    		player playActionNow "Medic"; //animation
    		
    		//alert zombies
    		_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 { //while player is not interrupted, go trough animations
    			_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 { //exit if interrupted
    			_isOk = false;
    			_proceed = false;
    		};
    
    		if(_finished) then { //if animation finished, add to build count
    			_counter = _counter + 1;
    		};
    
    		cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"]; //report how many steps are done out of total limit
    
    		if(_counter == _limit) exitWith { //if all steps done proceed with next step, otherwise cancel publish
    			_isOk = false;
    			_proceed = true;
    		};
    
    	};
    
    	if (_proceed) then {
    
    		_num_removed = ([player,DZE_buildItem] call BIS_fnc_invRemove); //remove item's magazine from inventory
    		if(_num_removed == 1) then {
    
    			cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];
    
    			if (_isPole) then { //if item was a plotpole, build a visual radius around it
    				[] spawn player_plotPreview;
    			};
    
    			_tmpbuilt setVariable ["OEMPos",_location,true]; //store original location as a variable
    
    			if(_lockable > 1) then { //if item has code lock on it
    
    				_combinationDisplay = ""; //define new display
    
    				switch (_lockable) do { //generate random combinations depending on item type
    
    					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];
    				_tmpbuilt setVariable ["ownerPUID",_playerUID,true];
    				
    				//call publish precompiled function with given args and send public variable to server to save item to database
    				PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,_playerUID],_classname];
    				publicVariableServer "PVDZE_obj_Publish";
    
    				cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5]; //display new combination
    
    
    			} else { //if not lockable item
    				_tmpbuilt setVariable ["CharacterID",dayz_characterID,true];
    				_tmpbuilt setVariable ["ownerPUID",_playerUID,true];
    
    				// fire?
    				if(_tmpbuilt isKindOf "Land_Fire_DZ") then { //if campfire, then spawn, but do not publish to database
    					_tmpbuilt spawn player_fireMonitor;
    				} else {
    					
    					PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_playerUID],_classname];
    					publicVariableServer "PVDZE_obj_Publish";
    				};
    			};
    		} else { //if magazine was not removed, cancel publish
    			deleteVehicle _tmpbuilt;
    			cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
    		};
    
    	} else { //if player was interrupted, cancel publish and stop build animations
    		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 { //cancel build if passed _cancel arg was true or building on roads/trader city
    	cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"];
    };
    
    DZE_ActionInProgress = false; //in any case always finish last function with this to "reset" everything.
    

     

    player_upgrade.sqf

    /*
    	DayZ Base Building Upgrades
    	Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected].
    */
    private ["_location","_dir","_classname","_missing","_text","_proceed","_num_removed","_object","_missingQty","_itemIn","_countIn","_qty","_removed","_removed_total","_tobe_removed_total","_objectID","_objectUID","_temp_removed_array","_textMissing","_newclassname","_requirements","_obj","_upgrade","_lockable","_combination_1","_combination_2","_combination_3","_combination","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_IsNearPlot","_playerUID","_plotcheck","_buildcheck","_isowner","_isfriendly"];
    
    if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_52") , "PLAIN DOWN"]; };
    DZE_ActionInProgress = true;
    
    player removeAction s_player_upgrade_build;
    s_player_upgrade_build = 1;
    
    _distance = DZE_PlotPole select 0;
    _needText = localize "str_epoch_player_246";
    _canBuildOnPlot = false;
    
    _plotcheck = [player, false] call FNC_find_plots;
    _distance = _plotcheck select 0;
    _IsNearPlot = _plotcheck select 1;
    _nearestPole = _plotcheck select 2;
    
    if(_IsNearPlot == 0) then {
    	_canBuildOnPlot = true;
    } else {
    
    	// Since there are plot poles nearby we need to check ownership && friend status
    	_buildcheck = [player, _nearestPole] call FNC_check_owner;
    	_isowner = _buildcheck select 0;
    	_isfriendly = _buildcheck select 1;
    	if ((_isowner) || (_isfriendly)) then {
    		_canBuildOnPlot = true;		
    	};
    };
    
    // exit if not allowed due to plot pole
    if(!_canBuildOnPlot) exitWith {  DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_157"),_needText,_distance] , "PLAIN DOWN"]; };
    
    // get cursortarget from addaction
    _obj = _this select 3;
    
    // Find objectID
    _objectID 	= _obj getVariable ["ObjectID","0"];
    
    // Find objectUID
    _objectUID	= _obj getVariable ["ObjectUID","0"];
    
    if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];};
    
    // Get classname
    _classname = typeOf _obj;
    
    // Find display name
    _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
    
    // Find next upgrade
    _upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "upgradeBuilding");
    
    if ((count _upgrade) > 0) then {
    
    	_newclassname = _upgrade select 0;
    
    	_lockable = 0;
    	if(isNumber (configFile >> "CfgVehicles" >> _newclassname >> "lockable")) then {
    		_lockable = getNumber(configFile >> "CfgVehicles" >> _newclassname >> "lockable");
    	};
    
    	_requirements = _upgrade select 1;
    	
    	_missingQty = 0;
    	_missing = "";
    	
    	_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; };
    	} forEach _requirements;
    	
    	if (_proceed) then {
    		[1,1] call dayz_HungerThirst;
    		player playActionNow "Medic";
    		[player,20,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;
    			// diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn];
    			_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 parts removed proceed
    		if (_tobe_removed_total == _removed_total) then {
    			
    			// Get position
    			_location	= _obj getVariable["OEMPos",(getposATL _obj)];
    
    			// Get direction
    			_dir = getDir _obj;
    
    			// Current charID
    			_objectCharacterID 	= _obj getVariable ["CharacterID","0"];
    			_ownerID = _obj getVariable["ownerPUID","0"];
    
    			_classname = _newclassname;
    			
    			// Create new object 
    			_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];
    
    			// Set direction
    			_object setDir _dir;
    
    			// Set location
    			_object setPosATL _location;
    
    			// Set Owner.
    			_object setVariable ["ownerPUID",_ownerID,true];
    
    			if (_lockable == 3) then {
    
    				_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];
    				
    				_objectCharacterID = _combination;
    				
    				cutText [format[(localize "str_epoch_player_158"),_combination,_text], "PLAIN DOWN", 5];
    			} else {	
    				cutText [format[(localize "str_epoch_player_159"),_text], "PLAIN DOWN", 5];
    			};
    
    			PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location, _ownerID],_classname,_obj,player];
    			publicVariableServer "PVDZE_obj_Swap";
    
    			player reveal _object;
    			
    			PVDZE_veh_Update = [_object, "all"];
    			publicVariableServer "PVDZE_veh_Update";
    			
    		} else {
    		
    			{player addMagazine _x;} count _temp_removed_array;
    			cutText [format[(localize "str_epoch_player_145"),_removed_total,_tobe_removed_total], "PLAIN DOWN"];
    		
    		};
    	} else {
    		_textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
    		cutText [format[(localize "str_epoch_player_146"),_missingQty, _textMissing], "PLAIN DOWN"];
    	};
    
    } else {
    	cutText [(localize "str_epoch_player_82"), "PLAIN DOWN"];
    };
    
    DZE_ActionInProgress = false;
    s_player_upgrade_build = -1; 

     

    I also have the following addons installed: Plot Management, Door Management, ZSC 3.0 Single Currency, Elevators, Evac Helicopters

     

    2.5 was installed after ZSC, Elevators and Evac Helis forcing me to do code merges of some of the related files. Plot/Door Management was installed after.

    ZCS appears to be working as intended

    Plot/Door Management appears to be working as intented

    Elevators have the same issue as above (when upgraded, it is not updating the database and will disappear on server reset), you can however use the elevator until server reset occurs (this was working before).

    Evac Helis do not save the evac marker in the database (this was working before).

     

    I suspect whatever is the cause of the building upgrade issue is also the source of the rest. Please advise.

  15. @UKMartin, my up and coming server is still in Test mode, the only other person using the server atm is a friend that helps test stuff for me. As for the fix, it was designed to check for a backpack on the ai, if there wasn't already a backpack then it wouldn't try to remove what wasn't there in the first place. The very next line of code adds a custom backpack, ie: one with more slots than the basic ones. This was part of the version of EMS that I was using. The above fix was successful in removing the error that occurred when the server attempted to remove a backpack from an AI that did not have a backpack. However, moving forward, I found a more up to date version of EMS that spawned AI in a different manner and did not require this fix. So in the end, I didn't need the fix anyway. :)

  16. Yah, i was doing some further testing after posting. So here is what i came up with...

     

    I changed the call to the following:

    compile preprocessFileLineNumbers "custom\object_BackpackAction.sqf";

     

    Though this may not have made a difference.

    Edit: I am testing without this part now.

     

    The other thing i did is in my EMS 'add_unit_server2.sql', i changed everywhere that had 'removeBackpack _aiunit;' to the following:

     

    if !(unitBackpack _aiunit = "") then {
    removeBackpack _aiunit;
    }

    I am continuing to test, however, since these changes, i have been unable to reproduce the error.

  17. I am new to these forums, however, I am currently building an error free DayZ Origins/Overwatch/Lingor/Epoch server. Server admins can use the fix here to override the version of the file that is loaded from the config file.

     

    Instructions to fix this:

    1. Add the fixed file to your mission.pbo (I put it in the 'custom' folder).

    2. Add the following line to your custom compiles.sqf in the 'if (!isDedicated) then {'  section (If you don't have this, many places can tell you how to do it).

     

    object_BackpackAction = compile preprocessFileLineNumbers "custom\object_BackpackAction.sqf";

     

    Because the custom compiles.sqf is loaded after the config file, it will override the bad file. :) It appears to have worked for me.

     

    Hope this helps someone else besides me, I know this post is kind of old.

     

    EDIT: This actually did not work, i was fooled :(

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